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		<title>Thoughts on Writing the Middle</title>
		<link>https://weirdworldstudios.com/writing-the-middle/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 07 Sep 2022 11:43:45 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[script writing]]></category>
		<category><![CDATA[writing the middle]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8145</guid>

					<description><![CDATA[<p>Writing the Middle There are a variety of ways to think about the middle of a story.&#160; They are not a prescription; no-one should feel obligated to use these techniques.&#160; At most they should be understood as suggestions based on some common ways that writers have approached the story&#8217;s middle and the problem of maintaining [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/writing-the-middle/">Thoughts on Writing the Middle</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<figure class="wp-block-image alignleft wp-image-3498 size-full"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h3 class="wp-block-heading"><strong>Writing the Middle</strong></h3>



<p class="wp-block-paragraph">There are a variety of ways to think about the middle of a story.&nbsp; They are not a prescription; no-one should feel obligated to use these techniques.&nbsp; At most they should be understood as suggestions based on some common ways that writers have approached the story&#8217;s middle and the problem of maintaining audience interest until the conclusion.</p>



<p class="wp-block-paragraph">At the most macro level, the middle is the second act of a three act play.&nbsp; At the most micro level it is a series of MRUs (motivation-reaction units).&nbsp; One way of thinking about the middle of a story that I have found helpful has been to think in terms of sequences.&nbsp; At its simplest a sequence is a series of scenes (or sometimes a single scene) that accomplish a story or plot purpose.&nbsp; It is a very flexible label that can be used to describe everything that happens between a setup and a payoff, the beginning and end of a single try-fail cycle, the introduction and conclusion of a character arc, etc.&nbsp; Sequences always end in a significant change.&nbsp; Sometimes this involves an internal character change (such as passive to active) or an external change to circumstances (wealth to riches, home owner to aftermath-of-an-earthquake survivor, or similar).</p>



<h3 class="wp-block-heading"><strong>Setup and payoff</strong></h3>



<p class="wp-block-paragraph">Setup is a special form of foreshadowing (foreshadowing, more broadly, being discussed elsewhere).&nbsp; It aims to show or reveal the building blocks necessary to give the reader a revelation of deeper meaning later in the story.</p>



<p class="wp-block-paragraph">To set up is to prepare the ground, to place the props, to provoke the questions that will receive their answers and demonstrate their purpose later on.</p>



<p class="wp-block-paragraph">We set up our plot points, hinting at and revealing obstacles and objects early, etc. to give our stories credibility, so that the reader doesn&#8217;t feel like our plot points are contrived when introduced later.&nbsp; Events should never feel like coincidences; they should always have precursors and causes that were put in place earlier in the narrative.&nbsp; Our setups exist to create curiosity and anticipation in the reader and justify the story choices we have made.</p>



<p class="wp-block-paragraph">To demonstrate a change in a character or establish the credibility of an important plot-untangling skill that a character will use, we have to setup their ability to use the skill or demonstrate the pre-existing character that must be altered/changed.</p>



<p class="wp-block-paragraph">Problems can be setup ahead of time to increase the tension and suspense that the audience experience.&nbsp; If we already know that the road on which our protagonist is recklessly driving to escape the antagonist has been washed out, our concern and investment in the outcome is heightened.</p>



<p class="wp-block-paragraph">Jokes, likewise, have a setup and payoff.&nbsp; The setup, repetition/exposition, and punchline/twist, topper, and second topper (see my article on humour).</p>



<p class="wp-block-paragraph">Thematic elements and symbols can be planted early and often to emphasise the unity of a story (reminding us of the underlying theme or message).</p>



<p class="wp-block-paragraph">We perform a setup by planting characters, unexplained absences and presences, symbols, objects, snatches of dialog, reactions, mood, locations, warnings and clues.</p>



<p class="wp-block-paragraph">It is important that these planted items have a discrete meaning of their own within the story.&nbsp; When the audience encounters a setup, it should not seem arbitrary, but signify something appropriate to that moment in the story.&nbsp; It should also be memorable enough to be easily recalled when the payoff occurs.&nbsp; When the payoff comes, it should provide a new way to see the original event.&nbsp; For example, the shyness of Rebecca when introduced is, re-interpreted, in the light of the payoff, as an attempt to avoid being recognized by someone who could reveal she is an imposter.</p>



<p class="wp-block-paragraph">Sometimes a setup raises a question that, when payed off, reveals its meaning in hindsight.&nbsp; Questions raised in the mind of the audience need to always be paid off with an answer, preferably and surprising one.</p>



<p class="wp-block-paragraph">One of the tricks to maintaining interest is to plant setups steadily throughout the story.&nbsp; All setups must be paid off, but the time of the payoff varies.&nbsp; Delay too long and the audience will tire of waiting or be overwhelmed by the number of threads waiting to be resolved.&nbsp; Payoff too early and the setup will lack value and be easily dismissed by the audience.&nbsp; Keep the payoffs coming at regular intervals and interest will be maintained.</p>



<p class="wp-block-paragraph">Payoffs resolve the setup.&nbsp; There are a variety of ways that a setup can be paid off.&nbsp; Firstly, the action of a character can resolve a setup; they discover or uncover something through research and action that pays off the setup.&nbsp; The character gains an insight that resolves a setup; they think something through and arrive at a realization that pays off the setup.&nbsp; The character receives a revelation that pays off the setup; here a character is provided with information from an external party that produces the payoff.&nbsp; Jokes have a payoff in the form of a punchline – a final line that surprises the reader and makes them laugh.&nbsp; And, of course, the humble twist (discussed in a separate article) provides another form of payoff in the face of a setup – one that depends on misdirection in order to surprise the reader.</p>



<h3 class="wp-block-heading"><strong>The Try-Fail cycle</strong></h3>



<p class="wp-block-paragraph">The middle of a story is made up of a series of obstacles and disasters encountered by the protagonist.&nbsp; Typically this is expressed in a series of try-fail cycles of varying importance that move the story forward.&nbsp; The character has a problem or goal, attempts (tries) to solve or achieve it, and encounters a difficulty/failure that gets them to rethink their strategy and begin the process anew.&nbsp; Generally, a story wants at least three try-fail attempts in the middle that lead up to the reversal before the story climax. &nbsp;Each must have increasingly important and significant stakes and each will contain a series of increasingly difficult obstacles within it.&nbsp; The first try-fail cycle occurs in the lead up to the story&#8217;s point of no return (the point at which the character is forced to commit fully to the pursuit of their goal).&nbsp; The next occurs in the lead up to a redirection of some sort (where the character discovers the goal they have been pursuing is in some way mistaken and requires modification).&nbsp; The third occurs in the lead up to the reversal at the end of the second act (that results in everything going wrong for the character and forces them into a crisis).&nbsp;</p>



<p class="wp-block-paragraph">There is an initial and final try-fail cycle that belong specifically to the beginning and end of the story.&nbsp; The first results in the failure of the character to overcome a significant character flaw that establishes the character&#8217;s change arc within the story.&nbsp; The final occurs at the story climax and differs in that the character tries, almost fails, and finally overcomes the major obstacle of the story (contributing to a satisfying ending).</p>



<h3 class="wp-block-heading"><strong>Objectives, obstacles, tactics</strong></h3>



<p class="wp-block-paragraph">Behaviors are always a matter of wants/goals, obstacles and tactics.&nbsp; The protagonist wants a particular thing, but something stands in the way, and he/she is prepared to pursue that thing by employing a variety of tactics.&nbsp; The wants and the tactics speak to the protagonist&#8217;s character.&nbsp; Based on their emotions and temperament they will employ some methods to achieve their ends and not others.&nbsp; As their trusted and tried strategies fail they are forced to employ new tactics, tactics that force them to embrace change, engage in struggle, and discover just how much their objectives mean to them.</p>



<p class="wp-block-paragraph">The middle of the story is where character is demonstrated by forcing the protagonist through the series of try-fail cycles discussed above.&nbsp; Each failure requires the character to abandon their typical approach to problem solving (the path of least resistance) in favor of new strategies and methods that create the opportunity for growth.&nbsp; To properly test the character, the obstacles they encounter must withstand easy solutions and grow in difficulty and stakes.</p>



<h3 class="wp-block-heading"><strong>Major and minor cycles</strong></h3>



<p class="wp-block-paragraph">Each act in a typical three act play contains its own major try fail cycle.&nbsp; But each act can be broken down to contain a series of sequences that replicate the try-fail cycle format.&nbsp; And every scene is a try-fail cycle in its own right (only of minor significance).</p>



<p class="wp-block-paragraph"><strong>Audience fatigue and alternating the beats</strong></p>



<p class="wp-block-paragraph">Where a protagonist encounters continuous success or failure, one event after another, the effect on the audience will be one of boredom and fatigue.&nbsp; The recommended antidote for this is to alternate successes and failures.&nbsp; The emotional charge at the end of each attempt to overcome a conflict or obstacle should be upbeat (optimistic) or downbeat (pessimistic) depending on what has come before it.&nbsp; Failure to successfully negotiate an obstacle does not necessarily imply a down beat.&nbsp; The failure could result in a breakthrough, insight, or discovery of a clue, etc. that ends the scene with a positive emotional charge.&nbsp; Likewise a success can result in a discovery of tragedy or loss that switches the emotional charge in a negative direction.</p>



<h3 class="wp-block-heading"><strong>Pinch points and Plot points</strong></h3>



<p class="wp-block-paragraph">In the construction of novels and plays, editors often refer to pinch-points and plot points.&nbsp; Pinch points occur where the protagonists are spurred to action by outside antagonistic forces.&nbsp; Effectively a pinch point forces a character to react to an event or situation that is external and results in a significant turn in the plot.&nbsp; A turn is a significant change in direction (a major change in the character&#8217;s goals, understanding of the problem, or tactics for achieving those goals).</p>



<p class="wp-block-paragraph">Plot points occur where the protagonists initiate action as a result of internal desires that result in a similar turn.</p>



<p class="wp-block-paragraph">Generally, a plot point occurs at the 25% and 75% point in the story.&nbsp; A pinch point typically occurs halfway between the first plot point and the midpoint of the story, and halfway between the midpoint and the second plot point.</p>



<p class="wp-block-paragraph">In each case the antagonistic forces on display need to be demonstrated as being both stronger and more intimidating than what came before and should result in an emotionally significant change of direction for the story (in terms of goal, strategy, or impact).</p>



<h3 class="wp-block-heading"><strong>Passive to active characterization</strong></h3>



<p class="wp-block-paragraph">In general, the characters in a story spend the first half of the middle of the narrative responding to the events around them.&nbsp; In the second half they establish agency and begin initiating action that puts the antagonist on the back foot and forces the obstacles placed in their way to be increased in scope and number.&nbsp; The midpoint, or point of no return, where the character signals their commitment to solving the problem that they face (either because all other options have been exhausted or because they have finally made an irrevocable decision) indicates the transformation from passive responder to active initiator within the character of the protagonist.&nbsp;</p>



<h3 class="wp-block-heading"><strong>Increasing the stakes by broadening and deepening</strong></h3>



<p class="wp-block-paragraph">It is a commonplace of writing that the middle of the story should be used to build the action to a meaningful climax.&nbsp; Two common ways to increase the investment of the characters and audience is to raise the stakes by placing increasingly challenging obstacles in the protagonist&#8217;s path.&nbsp; By broadening the potential impact of the obstacle (increasing the number of people, etc. that it might effect) we increase the challenge presented to the character.&nbsp; A terrorist organization intends to stage a kidnapping&#8230; that they wish to cover with a bombing that will kill hundreds of innocent people&#8230; that could kick off a global war.&nbsp; By deepening the impact of the obstacle (increasing the effect on the protagonist) we increase the challenge presented to the character.&nbsp; A character attends the doctor because they are finding their work difficult as a result of fatigue&#8230; and discover they have a potentially lethal cancer&#8230; that will result in severe mental decline and a loss of self.</p>



<p class="wp-block-paragraph">In each case, by broadening the impact of events on the world, or by deepening the impact of events on the protagonist, the stakes are raised and interest is increased.</p>



<p class="wp-block-paragraph">We don&#8217;t need to restrict ourselves to one or the other approach.&nbsp; The writer can increase the stakes by deepening and broadening the impact of events at the same time in the same story.</p>



<h3 class="wp-block-heading"><strong>Introducing a B-plot</strong></h3>



<p class="wp-block-paragraph">Another useful technique to aid us in writing the middle of the story is to introduce and resolve a B-plot.&nbsp; A B-plot is a separate secondary story or sub-plot that intersects with the first.&nbsp; At it&#8217;s most cliched, it is the introduction of a love interest and romance to the plot.&nbsp; But lots of other options are possible.&nbsp; Regardless of what goal the B-plot establishes, the key to a successful B-plot is the introduction of a new set of interesting obstacles and problems to provide variety to the story&#8217;s overall trajectory.</p>



<h3 class="wp-block-heading"><strong>Changing objectives in the second act</strong></h3>



<p class="wp-block-paragraph">All of the suggestions regarding writing the middle of a story so far have been concerned primarily with maintaining the interest of the audience.&nbsp; This is for the very good reason that the middle of the story is the part in which the story in greatest danger of dragging and becoming boring.&nbsp; We can usually construct an interesting beginning, and the ending can be planned to include a great climax, but the middle, being a succession of problems and resolutions, can easily become dull.</p>



<p class="wp-block-paragraph">One technique for addressing this is to introduce a redirection to the plot.&nbsp; The protagonist is pursuing a specific goal that they think is essential to the success of their quest, but an event occurs that demonstrates they have been mistaken – the antagonist turns out to be an ally while an ally turns out to be the real villain, the goal sought turns out to be something that must be sacrificed.&nbsp; The redirection, as its name implies, causes the protagonist to modify or change their goal and begin pursuing something new.&nbsp; This can inject some much needed interest to an otherwise lagging story arc.</p>



<h3 class="wp-block-heading"><strong>Setting up the climax (establishing the stakes)</strong></h3>



<p class="wp-block-paragraph">The end of the middle is established by a major reversal, an event, or cluster of events, so devastating that it appears to the protagonists that all hope of success in achieving their goal has been lost.&nbsp; Throughout the middle of the story the obstacles have been mounting, growing more and more insurmountable, until at last, the entire enterprise seems doomed, and worse still, the likely outcome will be orders of magnitude worse than if the protagonist had left well-enough alone in the first place.</p>



<p class="wp-block-paragraph">If we can arrive at such a point while weaving sufficient interest into the story through variations in plot, character arc, dramatic beats, depth and breadth of impact, etc., then we will have constructed a middle that will keep the audience glued to the story until we are ready to bring home our conclusion.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/writing-the-middle/">Thoughts on Writing the Middle</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8145</post-id>	</item>
		<item>
		<title>Writing-Microstructures for Audio Drama</title>
		<link>https://weirdworldstudios.com/microstructures/</link>
					<comments>https://weirdworldstudios.com/microstructures/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Mon, 22 Aug 2022 01:46:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[KAV]]></category>
		<category><![CDATA[KAV cycle]]></category>
		<category><![CDATA[kinesthetic audio visual cycle]]></category>
		<category><![CDATA[microstructures]]></category>
		<category><![CDATA[motivation-reaction unit]]></category>
		<category><![CDATA[MRU]]></category>
		<category><![CDATA[script writing]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8139</guid>

					<description><![CDATA[<p>Over the years, I&#8217;ve found a couple of writing micro-structures very helpful in building immersion in my worlds and a sense of authenticity in my characters.&#160; They are the MRU and the KAV cycle.&#160; There&#8217;s nothing particularly clever about them, they just provide me with a conceptual label for something that many writers do without [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/microstructures/">Writing-Microstructures for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft wp-image-3498 size-full"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<p class="wp-block-paragraph">Over the years, I&#8217;ve found a couple of writing micro-structures very helpful in building immersion in my worlds and a sense of authenticity in my characters.&nbsp; They are the MRU and the KAV cycle.&nbsp; There&#8217;s nothing particularly clever about them, they just provide me with a conceptual label for something that many writers do without having to stop and think about it.</p>



<h3 class="wp-block-heading"><strong>Creating authenticity through the Motivation-Reaction unit</strong></h3>



<p class="wp-block-paragraph">The MRU is an acronym that stands for Motivation-Reaction Unit.&nbsp; It is a means of describing the way a human being reacts to a stimulus (motivation).&nbsp; The MRU consists of four parts;</p>



<ol class="wp-block-list" type="1"><li><strong>The Motivation</strong><br>An event or stimulus to which a character will react.  This stimulus can be external or internal to the character (an event or a feeling).  Events include the appearance of a tiger, a car crash, a foetid smell, a loud noise; anything that attracts the attention of a character and elicits a reaction.  External motivations are appeals to the senses; sight, sound, hearing, taste, smell.  Internal motivations are emotions (eg. A feeling of being watched, sadness, joy, etc.)</li><li><strong>The Reaction</strong><br>The reaction is made up of three optional parts.  It does not require the presence of all three elements, but if more than one is being employed, they must appear in the right order.<ol><li><strong>Physical Instinctive reaction</strong><br>We react to a stimulus at the unconscious/automatic/physical level first.  Such reactions include freezing, feeling our heart race and breathing become more rapid, breaking out in a sweat, etc.</li><li><strong>Emotional reaction</strong><br>Next we react with identifiable emotions (even when we react to emotions) eg. fear, anger, horror, disgust, delight, etc.</li><li><strong>Volitional reaction</strong><br>Finally our conscious mind kicks in and we choose to act (raise the rifle to sight at the tiger, turn and run, climb a tree, etc.</li></ol></li></ol>



<p class="wp-block-paragraph">While it isn&#8217;t necessary to include every element of the reaction, the order is important.&nbsp; We react physically first, then emotionally, then volitionally (as our conscious brain catches up with our subconscious).&nbsp; When a writer puts these elements in the wrong order we always notice (even if we aren&#8217;t quite sure why the description feels wrong).</p>



<h3 class="wp-block-heading"><strong>Immersion and Voluntary Suspension of Disbelief via the KAV cycle.</strong></h3>



<p class="wp-block-paragraph">Some stories transport us to a new place and immerse us in this world so that we do not wish to leave it while the story is being told.</p>



<p class="wp-block-paragraph">To be entranced, a reader must be willing.&nbsp; When an audience member chooses to listen to your story, they are willing already.</p>



<p class="wp-block-paragraph">To deliver immersion we MUST make sensory appeals to our audience.&nbsp; In audio drama, we are limited by the medium to conjuring sensory experience through sound, dialog, and music – the other senses are not directly available to us.&nbsp; That said, we can activate the senses indirectly through the means we do have available.</p>



<p class="wp-block-paragraph">In the real world our attention is given primarily to visual elements 60% of the time.&nbsp; We attend to what we hear about 20% of the time, what we feel (physically and emotionally) about 17% of the time and what we smell about 3% of the time.</p>



<p class="wp-block-paragraph">Interestingly, this doesn&#8217;t reflect how our attention is captured.</p>



<p class="wp-block-paragraph">The order of sensory appeals is sometimes referred to as the golden circle and at others as the KAV cycle. &nbsp;Our attention is captured first by emotion and movement (<strong>kinesthetic</strong> appeal, K), next by sound (<strong>auditory</strong> appeal, A) and, lastly, visually (through <strong>visual</strong> appeal, V).</p>



<p class="wp-block-paragraph">In many ways this is more detailed modification of the MRU and provides the detail on the motivation side of the equation. Generally, we are doing/experiencing something and a sound catches our attention and directs our sight.</p>



<p class="wp-block-paragraph">In audio drama this requires careful handling.&nbsp; Narration provides an easy way to hit each of these notes but, used to excess, turns an audio play into an audio book.&nbsp; It is far better to add these immersive appeals through dialog, sound, and music.</p>



<p class="wp-block-paragraph">Music is a strong means of establishing emotion.&nbsp; If you are lucky enough to have a composer as part of your production team, they can be crucial to creating the emotional tone of the play and reflecting the emotions of your characters.&nbsp; It is also possible to construct a musical soundtrack from public domain or purchased sources.&nbsp; It is difficult to decide, however, which approach is the more difficult and fraught.&nbsp;</p>



<p class="wp-block-paragraph">If you don&#8217;t have the budget for it, however, you may have to rely on <strong>dialog </strong>to communicate emotions and descriptions to achieve the immersion you&#8217;re looking for.</p>



<ol class="wp-block-list"><li>DAVID: Easy Jim, one slip and we&#8217;ll be blown to pieces.</li><li>JIM: You think I don&#8217;t know that?  My hands are so sweaty (K) I can hardly hold the wire cutters.</li></ol>



<p class="wp-block-paragraph">Visual description can also be achieved through dialog, but we must be careful not to have our characters discussing what is obvious to all.&nbsp; The audience won&#8217;t notice &#8220;Look out!&nbsp; He&#8217;s got a gun!&#8221;, but &#8220;Look out!&nbsp; He&#8217;s pointing that Colt pistol he&#8217;s holding in his left hand two inches to the right and one inch above your heart&#8221; will come across as inauthentic and will, likely, destroy the sense of immersion you are trying to create.&nbsp; It is always helpful to give your characters a reason to describe things to one another (such as only one character having binoculars with which to see something in the distance).</p>



<ol class="wp-block-list"><li>DAVID: Can you make out what it is?</li><li>JIM: I&#8217;m bringing it into focus.  Hang-on.  Well, I&#8217;ll be! </li><li>DAVID: What?</li><li>JIM: It&#8217;s no rhino.  That&#8217;s a dinosaur, a triceratops I think.  The wrinkled, leathery skin (V), had me fooled &#8217;til it turned around.</li><li>DAVID: Here, give me those binoculars.  I want to see.</li></ol>



<p class="wp-block-paragraph">Sound is a surprisingly challenging element to include.&nbsp; Given that our chosen medium is audio drama, you&#8217;d think that sound effects would be the main way we communicate what is available to the senses of our characters and while, to an extent, this is true, it is more complicated than it seems.</p>



<p class="wp-block-paragraph">Some sounds are self-identifying (such as an airplane, or train, or car engine) but most are not.&nbsp; Most sounds require context (visual or verbal) to give them meaning.&nbsp; The sound of a fire can read as rain or crumpled cellophane (and vice-versa) depending on the context in which it is delivered.</p>



<p class="wp-block-paragraph">This means that sounds must be explained to the audience via the context if they are to be &#8220;read&#8221; clearly.</p>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">SOUND: DISTANT RUMBLE (S) – LET IT FINISH</span></li><li>DAVID: Was that thunder?</li><li>JIM: No.  That was cannon fire.  Fifty calibre, unless I miss my guess.  I reckon they&#8217;ll be here by nightfall at the latest.</li></ol>



<p class="wp-block-paragraph">Generally, it is best to establish the explanatory context of a sound before introducing it to your audience.</p>



<ol class="wp-block-list"><li>DAVID: Where&#8217;s that storm front, Jim?</li><li>JIM: It&#8217;s almost on top of us.  The first drops of rain are coming now.</li><li><span style="text-decoration: underline;">SOUND: RAIN COMES DOWN (S) &#8211; UNDER</span></li></ol>



<p class="wp-block-paragraph">Motivating action tends to follow the same repeating pattern.&nbsp; We are engaged in an experience (emotional and physical).&nbsp; We are looking forwards.&nbsp; Sound causes us to turn our heads, up, down, behind us, in order to change our visual focus.&nbsp; We look at what has attracted our attention.</p>



<p class="wp-block-paragraph">A word of caution should be expressed here when we use stereo or surround sound.&nbsp; We hear with both ears, so placing a sound exclusively in the left or right channel will not create a realistic experience (and will be inaccessible to people who, like myself, are deaf in one ear).&nbsp; Emphasise one channel over another by including the sound in both channels but reducing its audibility in one.</p>



<p class="wp-block-paragraph">By appeals to Kinesthetics, then Audio, then Visibility, we immersively establish the motivaters to which our characters will react.</p>



<p class="wp-block-paragraph">All elements are needed and the cycle is repeated over and over.</p>



<p class="wp-block-paragraph">The brain empathises with the description of action and emotion through music and dialog, activating in sympathy.&nbsp; The brain empathises with the presence of sound and music in a script, activating in sympathy.&nbsp; The brain empathises with the description of visual input via dialog and narration (so long as it is not overdone), activating in sympathy.&nbsp; The more this activation happens the greater the voluntary immersion occurs.</p>



<h3 class="wp-block-heading"><strong>Problems implementing the KAV cycle</strong></h3>



<p class="wp-block-paragraph">Some appeals are weak – too vague. Eg. A crowd is too vague.&nbsp; What kind of people are we seeing in this crowd (in terms of time and place).&nbsp; Groups lack details in general.&nbsp; General descriptors are too weak.&nbsp; A creature is too vague.&nbsp; More detail is needed where possible.</p>



<p class="wp-block-paragraph">The more description that is supplied, the more an audience can see with their mind&#8217;s eye, but <strong>a wall of text is counter-productive</strong>.&nbsp; Precision is important (without being overlong).&nbsp; A few judiciously chosen KAV details will bring the scene to life without burying it in exposition.&nbsp; Don&#8217;t include details without a purpose.</p>



<p class="wp-block-paragraph">Emotion should be conveyed through the scene and the action within it.&nbsp; Reveal details of the scene through physical details (dry mouth, heart racing, etc. wherever possible and appropriate).</p>



<p class="wp-block-paragraph">Not all appeals need to be strong, but the most important ones should be.&nbsp; Ensure you use well chosen modifiers, adverbs, and adjectives (as well as evocative and illustrative metaphors and similes) in your dialog.</p>



<p class="wp-block-paragraph">Rate your appeals.&nbsp; Can they be made stronger than appears in your draft.&nbsp; As you revise, strengthen them, but avoid the equal and opposite sin of becoming exposition heavy.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/microstructures/">Writing-Microstructures for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8139</post-id>	</item>
		<item>
		<title>Weaving Your Themes</title>
		<link>https://weirdworldstudios.com/themes/</link>
					<comments>https://weirdworldstudios.com/themes/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 24 Jul 2022 01:19:26 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[expressing themes]]></category>
		<category><![CDATA[script writing]]></category>
		<category><![CDATA[theme]]></category>
		<category><![CDATA[themes]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8123</guid>

					<description><![CDATA[<p>Theme defines Meaning Theme is the deeper meaning of the story, usually a topic with universal appeal.&#160; You don&#8217;t need to preach or prove a point in stories, but they can be made more impactful and affecting by including and exploring a theme.&#160; One of the easiest ways to think about theme, is to view [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/themes/">Weaving Your Themes</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft wp-image-3498 size-full"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h2 class="wp-block-heading">Theme defines Meaning</h2>



<p class="wp-block-paragraph">Theme is the deeper meaning of the story, usually a topic with universal appeal.&nbsp; You don&#8217;t need to preach or prove a point in stories, but they can be made more impactful and affecting by including and exploring a theme.&nbsp; One of the easiest ways to think about theme, is to view it as an idea that recurs throughout the story – one which the storyteller keeps reminding the audience about because, at heart, it is what the story is fundamentally about.</p>



<p class="wp-block-paragraph">Ideally, in treating a theme, writers aim to discuss issues without necessarily drawing conclusions.</p>



<p class="wp-block-paragraph">Every Shakespeare play has an argument that is progressed by multiple characters of multiple viewpoints.&nbsp; In this way he explores themes in all his plays.&nbsp; The best stories will always be more than a story about events and characters – they will have a message (but they won&#8217;t preach).&nbsp;</p>



<p class="wp-block-paragraph">Tell the story with the audience in mind – recognise that stories are about the audience (experiences that are common to the audience as well as the character).</p>



<p class="wp-block-paragraph">It is a writer&#8217;s job to transport the audience – with physical detail (setting), with powerful emotional content (internal character growth), with questions about life (theme).&nbsp; Do all three and the audience will be immersed.</p>



<h3 class="wp-block-heading"><strong>Identify the theme</strong></h3>



<p class="wp-block-paragraph">Themes don&#8217;t need to be complicated (in fact simpler themes are often better because you want the audience to keep the theme in the back of their minds as the story unfolds).&nbsp; What questions about life do the characters in the story have?&nbsp; What questions do the events of the story raise about life?&nbsp; What questions do the characters&#8217; flaws, wounds, and needs point to?&nbsp; The more personal to the lives of the characters that the theme is, the easier it is to explore it in any given work.</p>



<h3 class="wp-block-heading"><strong>Brainstorm the theme</strong></h3>



<p class="wp-block-paragraph">Think – what have people said about the topic?&nbsp; What arguments have been made?</p>



<p class="wp-block-paragraph">How can the characters represent these different views?</p>



<p class="wp-block-paragraph">Look up quotes from philosophers and thinkers on the topic.</p>



<p class="wp-block-paragraph">There are multiple sides to all arguments (many more than two).&nbsp; Be sure to conduct research to identify as many sides as possible.</p>



<h3 class="wp-block-heading"><strong>Express the theme</strong></h3>



<p class="wp-block-paragraph">Your aim is to get the audience thinking (be provocative).</p>



<p class="wp-block-paragraph">Reveal what the characters believe about the topic (at the beginning of your story).&nbsp; Reveal how their thoughts change as the story progresses.&nbsp; Demonstrate the conclusions they arrive at by its end.</p>



<p class="wp-block-paragraph">Look at the plot – where does the character become aware of the issue?&nbsp; What information does the character receive that causes them to think more deeply (where, when, and how)?</p>



<p class="wp-block-paragraph">What happens to give the character a breakthrough or insight?</p>



<p class="wp-block-paragraph">Characters should be designed to express different approaches (or arguments) regarding the themes.&nbsp; In Macbeth, Lady Macbeth presents a ruthless view of masculinity that sees kindness as weakness.&nbsp; MacDuff presents a view of masculinity that sees nothing weak about kindness, loyalty, etc.&nbsp; Each argues for a different definition of and approach to masculinity.</p>



<p class="wp-block-paragraph">Season your story by scattering references to your theme throughout its telling.&nbsp; Brainstorm words that relate to your theme and use them to link your thoughts and the way you express your story&#8217;s events and characters back to the theme.</p>



<p class="wp-block-paragraph">Here are a series of words (many of them paired-opposites) that relate to the passage of time; clocks, watches, ancient, modern, fast, slow, to build, to neglect, grow, decay, birth, death, young, old, loss, grief, hope, expectation, progress.</p>



<p class="wp-block-paragraph">Let&#8217;s imagine a pair of characters with different viewpoints regarding the passage of time.&nbsp; And have them conversing on a bus ride into town.</p>



<ol class="wp-block-list" type="1"><li>MELISSA: So much has changed.&nbsp; The old neighbourhood looks ancient and life has become so busy.&nbsp; No-one has any time left to care for the history that remains.</li><li>JANE: Oh, I don&#8217;t know.&nbsp; I still remember when we&#8217;d have to walk twenty minutes to find a bus into town.&nbsp; Now, it comes almost past our door.&nbsp; Progress has been good to us.</li><li>MELISSA: But look at all we&#8217;ve lost.&nbsp; The café&#8217;s torn down and the boutiques put up in their place, selling stuff no-one needs.&nbsp; People used to meet on these streets and talk of an evening!&nbsp; You wouldn&#8217;t want to be out after dark these days.</li><li>JANE: It&#8217;s not so bad.&nbsp; The neighbours still look out for each other.&nbsp; The world has changed but a lot has stayed the same.&nbsp; (BEAT) Look, here comes our stop.</li><li><span style="text-decoration: underline;">SOUND: BUS COMES TO A HALT – LET IT FINISH.</span></li><li>DRIVER: You getting off here ladies?&nbsp; Just letting you know; the company&#8217;s changing the bus route and this stop will be gone in a couple o&#8217; weeks.</li><li>MELISSA: Figures.&nbsp; Ooh.&nbsp; These old-bones aren&#8217;t what they used to be.</li><li>DRIVER: Come on, ladies.&nbsp; Time&#8217;s passing and I got a schedule to keep.</li></ol>



<h3 class="wp-block-heading"><strong>Multiple themes</strong></h3>



<p class="wp-block-paragraph">Stories are not limited in the number of themes they can explore.&nbsp; Some authors include themes for each character, others explore themes in clusters, and others-still explore multiple unrelated themes.&nbsp; In Macbeth, Shakespeare explored duty, freedom and determinism, and masculinity among others.</p>



<h3 class="wp-block-heading"><strong>Helpful exercises</strong></h3>



<p class="wp-block-paragraph">Write three scenes where the character is thinking about the theme or discussing the theme with someone else.</p>



<p class="wp-block-paragraph">How does the theme come up?&nbsp; Why is it bothering the character?&nbsp;</p>



<p class="wp-block-paragraph">Write a scene that introduces new information and changes the character&#8217;s viewpoint.</p>



<p class="wp-block-paragraph">Write a scene that causes the character to draw a new conclusion about the issue and a radical change.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/themes/">Weaving Your Themes</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">8123</post-id>	</item>
		<item>
		<title>Writing for Younger Audiences</title>
		<link>https://weirdworldstudios.com/writing-for-younger-audiences/</link>
					<comments>https://weirdworldstudios.com/writing-for-younger-audiences/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Jul 2022 02:56:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[gatekeepers]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[younger audiences]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8120</guid>

					<description><![CDATA[<p>At one level, nothing changes when telling stories for younger audiences.  A show that is designed for kids has all the same requirements, with regard to good storytelling, as shows for other audiences.  The story must have conflict, compelling characters, a strong structure with plenty of interesting incident, a great setting, and a well-explored theme.  [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/writing-for-younger-audiences/">Writing for Younger Audiences</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft wp-image-3498 size-full"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<p class="wp-block-paragraph">At one level, nothing changes when telling stories for younger audiences.  A show that is designed for kids has all the same requirements, with regard to good storytelling, as shows for other audiences.  The story must have conflict, compelling characters, a strong structure with plenty of interesting incident, a great setting, and a well-explored theme.  That said, for younger audiences our show-design needs to take account of some unique requirements.</p>



<h3 class="wp-block-heading"><strong>The Multiple-Audience</strong></h3>



<p class="wp-block-paragraph">In writing for a younger audience, you must recognize that there are gatekeepers around what young audiences are exposed to.&nbsp; Not only should you be writing for the younger audience itself, but also for the gatekeepers who must be won over in order to get your content into the hands of younger audiences.</p>



<p class="wp-block-paragraph">In practice you must, while delivering what a younger audience is looking for, write a show that appeals simultaneously to parents, teachers, librarians, and reviewers.&nbsp; These individuals are the filter that your content must pass through before your target audience can be reached (something well understood and mastered by companies such as Pixar and others primarily focused on the &#8220;family&#8221; market).&nbsp; This is, of course, less of an issue with a young-adult audience.</p>



<h3 class="wp-block-heading"><strong>Appealing to the gatekeepers</strong></h3>



<p class="wp-block-paragraph">None of the following rules are set in stone.&nbsp; You can make any choice you desire when creating your work, but you need to be aware that some choices will limit the full extent of the audience you can reach.</p>



<p class="wp-block-paragraph">Stories for younger audiences should be as free from profanity as possible.&nbsp; Parents are quickly turned off by the presence of profanity in content their children are likely to consume.&nbsp; Likewise, schools, libraries, and critics will quickly focus on the presence of profanity when it comes to making a recommendation about a show.&nbsp; No-one ever lost their audience by leaving profanity out of a work that aims at a younger audience, but the presence of profanity is a clear limiting factor with the regard to the size of the audience a show can potentially capture.</p>



<p class="wp-block-paragraph">Likewise, sex and sexuality is best avoided in material aimed at a younger audience (and for the same reasons).</p>



<p class="wp-block-paragraph">Lastly, though less significantly, death tends to be a &#8220;no-no&#8221;.&nbsp; It is possible to create material that deals with death in a way that is sensitive to both children and their gate-keepers (Bambi, Old Yeller, and others) but the presence of death in a story encourages immediate caution in parents and gatekeepers.</p>



<p class="wp-block-paragraph">As a younger audience gets older, it becomes easier to explore some of these more taboo issues in our stories, but they MUST be dealt with sensitively and responsibly (and will always narrow the audience that can be reached).</p>



<p class="wp-block-paragraph">To satisfy a young audience, we must satisfy the older gatekeepers who decide what a young audience has access to.&nbsp; For this reason, there needs to be elements in our shows that appeal to older demographics.&nbsp; This includes older characters that the gate-keepers can identify with, and a certain amount of romance, mystery, and adventure.&nbsp; If these elements are not present, then the story is unlikely to pass from your first audience&#8217;s hands into the hands of your target audience.&nbsp;</p>



<p class="wp-block-paragraph">Consider, the first Harry Potter novel.&nbsp; The Hogwarts teachers were, as characters, deliberately designed to appeal to the gatekeeper demographic. &nbsp;The elements of mystery and adventure supplied were sufficient to appeal to the adult audience as well.&nbsp; J. K. Rowling instinctively understood that she had to appeal to the adults around the younger audience (of eight to twelve year olds that were her target audience) before her stories would find their intended audience.</p>



<p class="wp-block-paragraph">Incidentally, Rowling was a genius at writing for an audience that aged in tandem with her characters, introducing death and romance, etc. to her stories in a way that was appropriate to the increasing age of her characters and audience.</p>



<h3 class="wp-block-heading"><strong>Appealing to kids</strong></h3>



<p class="wp-block-paragraph">Children aren&#8217;t attracted by drama (of the interpersonal variety).&nbsp; Conflict is still essential, but soap-opera is frankly boring.&nbsp; They are <strong>primarily attracted by wonder</strong>, especially wonder that leaks into the everyday.&nbsp; Generally speaking, the dialog delivered by characters in a show aimed at 8 to 12 year-olds should involve simpler sentences and word choices.&nbsp; Characters should generally be less complex and more readily identifiable (in terms of archetypes).&nbsp; This doesn&#8217;t mean that stereotypes cannot be subverted, or that complex themes cannot be explored.&nbsp; It does mean that clarity and simplicity in the presenting of the story is paramount.</p>



<p class="wp-block-paragraph">Children also like a degree of horror (when leavened with humor) as part of their attraction to wonder.&nbsp; The story can be spooky and atmospheric, but must not cross the line into the genuinely frightening or gory.</p>



<p class="wp-block-paragraph">Humor is essential, younger audiences love to laugh.&nbsp; A child&#8217;s sense of humor is fairly unsophisticated.&nbsp; They love slapstick, verbal humor, and humor that arises from a surprise or twist.&nbsp; Adults tend to dislike kids jokes and need more sophistication.&nbsp; The brilliance of a company like Pixar arises in its capacity to build layered jokes; jokes that appeal at the simplest level to children, but contain layers of meaning that will appeal to the adults who encounter them.&nbsp; This is not an easy balance to achieve, but the mass appeal of a children&#8217;s program often depends on this very factor.</p>



<p class="wp-block-paragraph">Adventure (particularly exploring) is always a safe bet with younger audiences.&nbsp; Romance is &#8220;icky&#8221; but if hinted at (but never consummated) between adult characters will act as a draw to the gatekeeper audience.</p>



<h3 class="wp-block-heading"><strong>Structural Requirements</strong></h3>



<p class="wp-block-paragraph">It is generally true, that younger audiences have decidedly shorter attention spans than their older counterparts and bore easily.&nbsp; Shows should probably aim at being from 15 to 30 minutes in length.&nbsp; Long form story-telling will work with a younger audience, if introduced as a B-plot, and can be especially effective with an episode by episode cliffhanger.&nbsp; The A-plot, however, should be self-contained and resolve each episode in order for younger audiences to feel satisfied.&nbsp; A children&#8217;s show should always aim to surprise the audience with a &#8220;wow&#8221; moment.&nbsp; Originanlity is key.</p>



<p class="wp-block-paragraph">Children are far more resilient and sophisticated than many adults give them credit for.&nbsp; They are capable of comprehending and processing deep themes about life and friendship and the nature of the world.&nbsp; But adults tend to underrate children and will often, unnecessarily, try to protect them from content that they feel requires too much of them.&nbsp; This is largely overcome by writing for a dual audience of adults and children.&nbsp; The adults will tend to think that the more sophisticated material is aimed at them (and to a degree it is) but it will remain accessible to the youngsters who are the primary audience of the writing.</p>



<p class="wp-block-paragraph">Poetry and metaphor are key elements in writing for younger audiences.&nbsp; I am not, when I refer to poetry, referring to rhyme.&nbsp; What I mean is that children are particularly open to the use of language to evoke emotion, paint pictures in the imagination, and create atmosphere.&nbsp; They also love the way metaphors can be enjoyed for their surface and deeper meaning.&nbsp; Employ both to the best effect that you can.</p>



<h3 class="wp-block-heading"><strong>Conclusion</strong></h3>



<p class="wp-block-paragraph">When it comes to writing for younger audiences, all of the principles of good writing still apply. We should never talk down to or be afraid to challenge younger audiences. In deference to the more limited vocabulary and life-experience of younger audiences we should aim to be especially simple and clear in our communication. And we should also be mindful of the fact that younger audiences are primarily attracted to wonder, humor, and adventure (rather than romance or drama).</p>



<p class="wp-block-paragraph">Of greatest importance is the realization that before we can reach our target audience, our show must appeal to the older gatekeepers who control access to that audience (parents, teachers, librarians, and critics). Unless we can appeal to these individuals as well (with characters and themes and humor that satisfies their tastes) we might never reach the intended audience of our works.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022 </p>
<p>The post <a href="https://weirdworldstudios.com/writing-for-younger-audiences/">Writing for Younger Audiences</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8120</post-id>	</item>
		<item>
		<title>Conflict</title>
		<link>https://weirdworldstudios.com/conflict/</link>
					<comments>https://weirdworldstudios.com/conflict/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 21 Jul 2022 09:23:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Conflict]]></category>
		<category><![CDATA[external conflict]]></category>
		<category><![CDATA[internal conflict]]></category>
		<category><![CDATA[person vs nature]]></category>
		<category><![CDATA[person vs person]]></category>
		<category><![CDATA[person vs self]]></category>
		<category><![CDATA[person vs society]]></category>
		<category><![CDATA[stakes]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8108</guid>

					<description><![CDATA[<p>Understanding Conflict Conflicts grow out of character and setting.&#160; The classical formulation of conflict is as follows&#8230; Person vs. Person (protagonist vs. antagonist) Person vs. Self (protagonist vs. addictions, weaknesses, and flaws) Person vs. God Person vs. Society Person vs. Nature (plague, storm, drought, etc.) Conflict is the engine that drives stories.&#160; A conflict is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/conflict/">Conflict</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h2 class="wp-block-heading">Understanding Conflict</h2>



<p class="wp-block-paragraph">Conflicts grow out of character and setting.&nbsp; The classical formulation of conflict is as follows&#8230;</p>



<ul class="wp-block-list"><li>Person vs. Person (protagonist vs. antagonist)</li><li>Person vs. Self (protagonist vs. addictions, weaknesses, and flaws)</li><li>Person vs. God</li><li>Person vs. Society</li><li>Person vs. Nature (plague, storm, drought, etc.)</li></ul>



<p class="wp-block-paragraph">Conflict is the engine that drives stories.&nbsp; A conflict is gripping.&nbsp; When conflict ends, the story ends.</p>



<p class="wp-block-paragraph">The primary conflict must be big enough to carry the weight of a story for the length of the play (or series).</p>



<p class="wp-block-paragraph">With regard to stories the inward journey of the character is as important as the outward journey.</p>



<p class="wp-block-paragraph">Every story should try to have <strong>at least</strong> two conflicts (external conflict(s), AND internal conflict(s)) and a possible third (romantic conflict).</p>



<h3 class="wp-block-heading"><strong>Conflict with Society</strong></h3>



<p class="wp-block-paragraph">We have complex relationships to and within our society.&nbsp; Society attempts to place limits on the achievement of our goals in many ways; requiring qualifications for jobs, passing laws that restrict our behaviors, and placing informal expectations on us that we often wish were not there.&nbsp; Conflict with society is very powerful.&nbsp; The family that wants an individual to fulfil a very specific niche, sharing all the values and prejudices of the dynasty can be a great source of conflict.&nbsp; Likewise, a group of thieves and outcasts trying to make their way in the shadowy world of illegal commerce is solidly at war with society.</p>



<h3 class="wp-block-heading"><strong>Conflict with Nature</strong></h3>



<p class="wp-block-paragraph">Nature can become a complicating factor even in a primarily person vs. person story.&nbsp; A character must prove their value to their hostile boss by getting a package across town?&nbsp; A storm blows in, shutting down lots of major roads and adding to the jeopardy.</p>



<h3 class="wp-block-heading"><strong>Interior Conflict – Conflict with Self</strong></h3>



<p class="wp-block-paragraph">Characters should always be, at least a little bit, at war with themselves.&nbsp; Audiences love to see a character battle their inner demons while dealing with the major conflict of a story.</p>



<h3 class="wp-block-heading"><strong>Conflict between Characters</strong></h3>



<p class="wp-block-paragraph">The protagonists comes into conflict with the antagonist in the midst of dealing with other issues.&nbsp; This antagonism is increased as each engages in a cycle of action and reaction where, via the clash of their goals, they are pitted against one another.</p>



<p class="wp-block-paragraph">All characters must experience conflict (even if it is only minor).</p>



<p class="wp-block-paragraph">External conflict arises where a character&#8217;s goal is being thwarted in some way.&nbsp; Sometimes characters come into conflict because they want to achieve the same goal but only one can succeed (fighting over the last biscuit on the plate).&nbsp; Other times the goals are different but mutually exclusive (siblings fighting over whether to sell or run the family business they&#8217;ve inherited).</p>



<h3 class="wp-block-heading"><strong>Stakes</strong></h3>



<p class="wp-block-paragraph">The higher the stakes in a conflict, the more invested the audience becomes.&nbsp; Stakes are what the character risks losing or winning in a conflict.&nbsp; A conflict that results in satisfaction or disappointment (winning a trophy, for example) is less involving than one where the trophy has a significant impact on the protagonist&#8217;s life (where, for example, the trophy must be won to secure a financially lucrative sports contract that will prevent the family from being evicted) and less involving still where winning is a matter of life or death (where the family is being held at gunpoint by a crazed fan who will only let them live if the protagonist wins the trophy).&nbsp; Where possible, raise the stakes by making the relationships between the characters close (family, or friends).</p>



<p class="wp-block-paragraph">It can also be helpful to make the characters conflicted in regard to each other.&nbsp; The audience finds it hard to guess what will happen (uncertainty is increased) if the characters can sympathise with each other (in conflict) to a degree.</p>



<h3 class="wp-block-heading"><strong>Romantic Conflict</strong></h3>



<p class="wp-block-paragraph">Romantic conflict involves the gradual alignment of opposed goals in relationship (again through action and reaction).  Characters are attracted and repulsed by each other.  Internally, they harbor hidden prejudices and misunderstandings, while externally their relationship is opposed by various forces (family, friends, culture, society, even nature if a flood, for example, separates the couple). </p>



<h3 class="wp-block-heading"><strong>Internal/Identity Conflict</strong></h3>



<p class="wp-block-paragraph">People have complex conflicts over identity.&nbsp; Some people see you as a jerk.&nbsp; Some people see you as a good friend.&nbsp; You, yourself, might be changing and be a little of each.&nbsp; Ultimately you rebel or conform to the expectations of those around you.&nbsp; Conflict occurs where identity is unformed and potentially opposed and the character must choose who they will be (revealed in how they will choose to act).</p>



<p class="wp-block-paragraph">Internal conflicts are revealed in action.&nbsp; When a character is being forced to choose between his job and the anniversary dinner he intended to spend with his wife, we see him agreeing to do overtime, confirming his reservation at the restaurant, updating his boss on the progress being made, calling his wife to reassure her that he won&#8217;t be late, etc.&nbsp; His action back and forth between the two mutually irreconcilable goals reveals his internal conflict.</p>



<h3 class="wp-block-heading"><strong>Variation</strong></h3>



<p class="wp-block-paragraph">Vary the conflict so that characters form strange or unlikely alliances because their goals align while remaining rivals where their goals ultimately diverge.</p>



<p class="wp-block-paragraph">Vary the conflict so that it is a matter of differing opinions regarding means rather than ends.</p>



<p class="wp-block-paragraph">Avoid repeating the same type of conflict over and over (boring).&nbsp; Alternate types of conflict and intensities.</p>



<h3 class="wp-block-heading"><strong>Sources of conflict</strong></h3>



<p class="wp-block-paragraph">Diametrically opposed options tend to be presented as a choice between two alternatives.&nbsp; However, such choices are rare in the real world.&nbsp; Look for a third option.&nbsp; Alone vs. in a relationship.&nbsp; What about trapped in a loveless marriage?&nbsp; Alive or dead? What about permanently disabled?&nbsp; Free or incarcerated?&nbsp; What about parole/community service/a good behaviour bond?</p>



<p class="wp-block-paragraph">A primary point of conflict is competing goals – internally wanting two mutually incompatible things at the same time, externally wanting competing goals or wanting to control a limited resource.</p>



<h3 class="wp-block-heading"><strong>Researching conflict</strong></h3>



<p class="wp-block-paragraph">Historical research of conflict is essential, but we should also research the psychology of conflict (prejudice, resource control, personal antipathy etc.).&nbsp; For historical writing this is (relatively) easy but for fantasy fiction, we need to find historical analogues to study.</p>



<h3 class="wp-block-heading"><strong>Mapping the major conflict</strong></h3>



<p class="wp-block-paragraph">It&#8217;s often helpful to construct a map of the conflicts between characters.</p>



<p class="wp-block-paragraph">To map the primary conflict between our protagonist and antagonist determine the action and reactions that follow from discovery of the protagonist&#8217;s problem&#8230;</p>



<ul class="wp-block-list"><li>Inciting incident – how the protagonist recognizes the problem</li><li>Try fail 1 – protagonist&#8217;s first attempt to solve the problem</li><li>Antagonist&#8217;s response</li><li>Try fail 2 – protagonist&#8217;s next attempt to solve the problem</li><li>Antagonist&#8217;s response</li><li>Climax – protagonist&#8217;s third attempt, reversal, and final success</li><li>Denouement – snapshot of life with the problem resolved</li></ul>



<p class="wp-block-paragraph">Try to develop similar maps for all the major relationships in the story. (protagonist with antagonist, contagonist, minions, temptation, sidekicks, love interest; antagonist with contagonist, minions, temptation, sidekicks, love interest).&nbsp; Conflicts with self, nature and society may also apply for major characters.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/conflict/">Conflict</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8108</post-id>	</item>
		<item>
		<title>Understanding What an Audience Wants</title>
		<link>https://weirdworldstudios.com/understanding-what-an-audience-wants/</link>
					<comments>https://weirdworldstudios.com/understanding-what-an-audience-wants/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 21 Jul 2022 07:56:07 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audience]]></category>
		<category><![CDATA[demographics]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8106</guid>

					<description><![CDATA[<p>Publishers have a lot of information about what their readership is looking for.&#160; This information is used by publishing companies, Hollywood studios, and just about anyone who is in the business of delivering entertainment to consumers.&#160; For this reason alone, it is important for writers to have a basic idea about what audiences look for. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/understanding-what-an-audience-wants/">Understanding What an Audience Wants</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<p class="wp-block-paragraph">Publishers have a lot of information about what their readership is looking for.&nbsp; This information is used by publishing companies, Hollywood studios, and just about anyone who is in the business of delivering entertainment to consumers.&nbsp; For this reason alone, it is important for writers to have a basic idea about what audiences look for.</p>



<p class="wp-block-paragraph">Note, I&#8217;m not suggesting that writers chase the latest trends in the best-sellers list.&nbsp; By the time most writers complete a new work, what&#8217;s exciting and hot will have become yesterday&#8217;s forgotten idea.</p>



<p class="wp-block-paragraph">Instead, I&#8217;m suggesting that understanding the basic demographic data around people&#8217;s consumption of stories can be helpful in defining who the audience we are writing for is.</p>



<p class="wp-block-paragraph">Every writer should hold an ideal audience member in their minds eye as they write and write to please that person.&nbsp; If the audience we want to write for is children, then we should have a child in mind as we write.&nbsp; If we write for a teen or young adult audience, we should keep a specific teen in mind.&nbsp; To do this, it is helpful to know what different audiences are looking for.</p>



<h3 class="wp-block-heading"><strong>Children Under 5 &#8211; 7</strong></h3>



<p class="wp-block-paragraph">Children under five look for wonder (100%), humor (96%), and mild horror (92%).&nbsp; They respond almost universally to fantasy and science fiction and want to be amazed by fairies and gnomes and intelligent talking fungi and rocket ships.&nbsp; They want to laugh (often in fairly unsophisticated ways) and will chuckly at anything surprising.&nbsp; And, they also enjoy scary stories – if the scares are very mild.</p>



<h3 class="wp-block-heading"><strong>Older Children under 12</strong></h3>



<p class="wp-block-paragraph">Older kids look for adventure.&nbsp; By the time they are five, boys are looking for adventure and by seven, girls are also.&nbsp; Stories of exploration, competition, survival, etc. are sought out.&nbsp; The setting can be any place or any time, but adventure is requisite.</p>



<h3 class="wp-block-heading"><strong>Teens</strong></h3>



<p class="wp-block-paragraph">At about age 12, boys and girls seem to differentiate in their tastes.&nbsp; Boys remain focused on adventure (96%) and wonder (96%) &#8211; in roughly equal amounts &#8211; enjoying fantasy and action stories.&nbsp; Somewhere between the age of 12 and 16 many girls move away from adventure stories and develop a taste for romance (without losing their taste for wonder).&nbsp; Material that has the broadest appeal tends to include fantasy and romance.</p>



<h3 class="wp-block-heading"><strong>Twenty-Somethings</strong></h3>



<p class="wp-block-paragraph">By their twenties, women are primarily interested in romance and consume romance novels, films, etc. almost exclusively.&nbsp; Men focus their attention on thrillers, primarily, enjoying suspense, tension, and action.</p>



<h3 class="wp-block-heading"><strong>Midlife and Up</strong></h3>



<p class="wp-block-paragraph">Women primarily seek out drama and mystery in their forties.&nbsp; Men still enjoy thrillers, but by their fifties are almost indistinguishable from female consumers in their taste for drama and mystery.</p>



<h3 class="wp-block-heading"><strong>A note on Settings</strong></h3>



<p class="wp-block-paragraph">Audiences desire an experience that takes them far away from their day to day lives.&nbsp; As a result, authors face a key choice when picking the setting.&nbsp; Audiences want a uniquely interesting setting to explore.&nbsp; Pick a setting, even one that is familiar, that will reveal something unique to the audience.&nbsp; Try to avoid clichés.</p>



<h3 class="wp-block-heading"><strong>Conclusion</strong></h3>



<p class="wp-block-paragraph">When we know who our target audience is (who we wish to attract to our stories) we need to write the kind of story that audience is looking for.&nbsp; Publishers will also tell you that it&#8217;s a good idea to make your protagonist match your audience.&nbsp; If you are writing for a female teenage market, then you are likely to attract a larger audience by writing a female teenage protagonist in a fantasy or romance story.&nbsp; If you are writing a story that is meant to appeal to an older demographic (in their fifties) you would be well advised to write both a male and female protagonist of middle age engaged in a drama or mystery.&nbsp; While girls will engage with a story that has a male protagonist, boys are far less likely to engage with a story that has a female protagonist.</p>



<p class="wp-block-paragraph">Alternatively, write the story you want to write, but be aware of the audience to whom it might appeal.&nbsp; Some early thought about who the audience for your work is, will save much time in helping you find and connect to that audience efficiently in your marketing efforts.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/understanding-what-an-audience-wants/">Understanding What an Audience Wants</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8106</post-id>	</item>
		<item>
		<title>Aristotle, Catharsis, Entertainment, and the Biochemistry of Responding to Audio Drama</title>
		<link>https://weirdworldstudios.com/aristotle-catharsis-entertainment-and-the-biochemistry-or-responding-to-audio-drama/</link>
					<comments>https://weirdworldstudios.com/aristotle-catharsis-entertainment-and-the-biochemistry-or-responding-to-audio-drama/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 21 Jul 2022 03:13:30 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[aristotle]]></category>
		<category><![CDATA[Biochemistry]]></category>
		<category><![CDATA[Catharsis]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8104</guid>

					<description><![CDATA[<p>Aristotle and Catharsis Aristotle was aware that stories achieve an effect in an audience that is somehow pleasing; what we call entertainment.&#160; He intuitively felt this was good for us as human beings (and in this I concur).&#160; But for Aristotle, the definition of what is good for us needed to be framed in terms [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-catharsis-entertainment-and-the-biochemistry-or-responding-to-audio-drama/">Aristotle, Catharsis, Entertainment, and the Biochemistry of Responding to Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h3 class="wp-block-heading">Aristotle and Catharsis</h3>



<p class="wp-block-paragraph">Aristotle was aware that stories achieve an effect in an audience that is somehow pleasing; what we call entertainment.&nbsp; He intuitively felt this was good for us as human beings (and in this I concur).&nbsp; But for Aristotle, the definition of what is good for us needed to be framed in terms of a moral contribution to the community.&nbsp; As a result, he came up with the idea of catharsis; a process by which (through immersion in a story and identification with the characters) audience members experience and are purged of unwanted emotions (such a pity and sympathy).</p>



<p class="wp-block-paragraph">Greece was a fierce and violent society in which such emotions were considered unmanly and dangerous to the welfare of society as a whole.&nbsp; His viewpoint comes close to our contemporary understanding of the psychological function of story-telling (see below) but, in my view, doesn&#8217;t quite get there.</p>



<p class="wp-block-paragraph">Aristotle also suggested that stories are broadening because they give us access to other perspectives on the world that we (like children imitating the world of adults) can incorporate into our emotional and intellectual repertoire.&nbsp; However, he, wisely, gave primacy of place to the emotional release of fiction.</p>



<h3 class="wp-block-heading">Biochemistry</h3>



<p class="wp-block-paragraph">In our own day and age we are less concerned with the educational and moral value of fiction than this emotional release.&nbsp; David Farland has constructed a fairly compelling description of how and why this emotional release is significant to human beings, both as an explanation of its importance and as a blueprint for what an audience is looking for.</p>



<p class="wp-block-paragraph">Farland studied medicine at one point and noted the similarity between the body&#8217;s biofeedback loop for dealing with stress and the construction of a typical plot.&nbsp; In stories we identify with one or more protagonists and vicariously experience their stress as they repeatedly try and fail to achieve their goals, the tension rising to a climax at which point, the stress is resolved and some form of satisfying emotional release occurs (in which the protagonist, in some way, &#8220;wins&#8221;), followed by a quick return to a &#8220;new&#8221; normality and equilibrium.</p>



<p class="wp-block-paragraph">The human brain has many parts, but of particular interest is the unconscious and conscious mind.&nbsp; The conscious mind concerns itself with things such as which television program to watch, how nice the steak we are eating tastes, and how much food to fork into our mouths at once.&nbsp; It is the part of the brain concerned with consciously controlling things.&nbsp;</p>



<p class="wp-block-paragraph">The unconscious mind concerns itself with all the automatic systems in our mind and body.&nbsp; It keeps our heart pumping without us consciously controlling every beat.&nbsp; It keeps us breathing.&nbsp; It serves up emotions.&nbsp; And it deals with stress.&nbsp; The unconscious mind, reacts to threats in a fairly universal manner.&nbsp; When it detects a threat, it raises our heart rate, releases adrenaline into our system, directs blood to our feet and hands, and otherwise prepares us for action to avoid life threatening stimuli.&nbsp; When the threat has been resolved, the tension in the body is released in a flood of well-being hormones and brain chemicals.&nbsp; The unconscious mind does this automatically, without our needing to consciously turn these systems on or off.&nbsp; But because it is an automatic process, it is triggered as easily by a fictional threat as it is by a real one.</p>



<p class="wp-block-paragraph">According to Farland, our inbuilt (and unconscious) response to stories provides us with a way to exercise and strengthen our coping mechanisms via the bodies own bio-feedback loop; we experience the stress, resolution, release, and relief that occurs in real life, but without having to experience it all first hand.</p>



<p class="wp-block-paragraph">I am old enough to remember when librarians were quick to warn kids of the danger of escapist literature and would keep such books in an &#8220;adult&#8221; section of the library.&nbsp; As a result, I am aware that Farland&#8217;s view is only one contribution to a several-thousand-year-old debate about whether fiction is good for us.&nbsp; Regardless, I think he has succeeded in demonstrating why some stories appeal to us (at the biochemical level) and others do not; why some story patterns succeed and others fail; why audiences respond positively to some stories and not others.</p>



<p class="wp-block-paragraph">Some stories provide &#8220;emotional exercise&#8221; for the reader and a good writer delivers this as a service to the reader – one that the reader expects and does not appreciate being short-changed over.&nbsp; Stories must create &#8220;a pleasing amount of stress&#8221; that reaches a dramatic climax and is resolved.&nbsp; Different readers have different requirements with regard to the trappings of story.&nbsp; Some readers respond to horror, some do not.&nbsp; Some readers respond to romance, some do not.&nbsp; Regardless all stories must create stress in the reader, but this stress must be safe; it must be presented in a way that transports the reader into another time, place or persona and offers hope that the stress will be resolved. As well as this, the story must provide resolution by ensuring all the major conflicts are resolved as powerfully as possible, releasing the characters, where possible into a state of rest.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-catharsis-entertainment-and-the-biochemistry-or-responding-to-audio-drama/">Aristotle, Catharsis, Entertainment, and the Biochemistry of Responding to Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8104</post-id>	</item>
		<item>
		<title>The Design of Characters</title>
		<link>https://weirdworldstudios.com/the-design-of-characters/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 21 Jul 2022 02:17:42 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[relationship networks]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8102</guid>

					<description><![CDATA[<p>THOUGHTS ON CHARACTERS I go back and forwards on the issue of character.&#160; I used to write long, involved, and often useless amounts of back-story and description with regard to character, planning out the internal and external traits and attitudes they held in great detail.&#160; Typically, the character would morph into someone quite different during [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-design-of-characters/">The Design of Characters</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h3 class="wp-block-heading"><strong>THOUGHTS ON CHARACTERS</strong></h3>



<p class="wp-block-paragraph">I go back and forwards on the issue of character.&nbsp; I used to write long, involved, and often useless amounts of back-story and description with regard to character, planning out the internal and external traits and attitudes they held in great detail.&nbsp; Typically, the character would morph into someone quite different during the writing.</p>



<p class="wp-block-paragraph">Feeling this was largely an inefficient waste of time, I went to the other extreme and began defining some key traits and emotions that defined the character instead.&nbsp; This was more effective (for finding the character&#8217;s voice at least) but left the character without enough past to define the character&#8217;s motivation.</p>



<p class="wp-block-paragraph">I now vacillate backwards and forwards between some clear pre-planned parameters regarding traits, emotion and personal history and a more organic approach to discovering the character in the writing process.&nbsp; Will this be my last pass at this?&nbsp; I&#8217;m not sure.</p>



<h3 class="wp-block-heading"><strong>Finding characters</strong></h3>



<p class="wp-block-paragraph">There are a number of ways to come up with characters.&nbsp; Brainstorming helps.&nbsp; You can model characters on real people (that you know) or celebrities or characters from books.&nbsp; This can help you find the unique voice of your character (as expressed in their word choices and the forms of expression they use).&nbsp;</p>



<p class="wp-block-paragraph">You may already have a character concept.&nbsp; If so, you can interview the character to determine who they are.&nbsp; Pretend you are an interviewer and ask the character questions – then answer the questions in the first person.&nbsp;</p>



<p class="wp-block-paragraph">A bit of research goes a long way.&nbsp; My undergraduate psychology and sociology studies have been incredibly useful in helping me understand what makes a character tick.</p>



<p class="wp-block-paragraph">Another approach is to actively set out to research and meet people of the type you wish to write about.&nbsp; Real people are genuinely surprising.&nbsp; You never know who or what you will encounter.&nbsp; I have met concentration camp survivors, submariners, airplane pilots and engineers, academic professors, parents of kids with disabilities, disabled people, cancer victims, recently bereaved folks, tradesmen, police, politicians, doctors, nurses, teachers, accountants, travellers, refugees, con-men, criminals, and one serial killer (that I know of) in my lifetime.&nbsp; Real people have fascinating and surprising stories.&nbsp; Ask lots of questions.</p>



<p class="wp-block-paragraph">Writing is a solitary pursuit, but taking the time to get to know real people will only enrich your writing.</p>



<h3 class="wp-block-heading"><strong>Appearance</strong></h3>



<p class="wp-block-paragraph">The basics of character are pretty easy to define; height, weight, skin color, body shape, hair, eyes, facial features and clothing.&nbsp; In audio drama, none of these are obvious to the listener, being visual information.&nbsp; Without the visual sense, they must be revealed through dialog and/or narration.&nbsp; But, because audio drama doesn&#8217;t afford us the luxury of long prose descriptions in narration and because it is necessarily on-the-nose to deliver physical description in quantity through dialog, we must supply these traits to the listener in small, well-spaced, judiciously chosen doses.&nbsp; Not every detail of appearance is pertinent, but the most noticeable details should be supplied.&nbsp;</p>



<p class="wp-block-paragraph">Imagine a default male.&nbsp; The majority of people will construct such a male in line with their own ethnicity, average in height, clean shaven and, generally speaking, fit.&nbsp; Such a character needs little beyond hair color and clothing to take shape in an audience-member&#8217;s mind (but don&#8217;t be surprised if such a character is so generic that they are as quickly forgotten by an audience member as they are easily imagined).</p>



<p class="wp-block-paragraph">Deviations from the norm need to be highlighted for the audience.&nbsp; Is the character grossly overweight? The audience member needs to know.&nbsp; Does the character have eyes of a particularly striking color or shade? The audience needs to be informed.&nbsp; Facial hair, ethnicity, scars, bald, a limp?&nbsp; Anything out of the ordinary needs to be communicated to the audience.</p>



<p class="wp-block-paragraph">Audio-drama is color-blind in so far as people will create a general (male or female) place-holder for a character that stands in for themselves.&nbsp; As details arise, the picture is modified and &#8220;painted in&#8221;.&nbsp; But the earlier that major deviations from the generic placeholder are presented to the audience the better.&nbsp; Once the character feels established, the audience will begin to resist new information regarding how they look.</p>



<p class="wp-block-paragraph">Inside a conflict is a great place to introduce physical features to the audience. Conflict is one of those rare occasions (along with gossip) that people will actually comment on appearance out loud.</p>



<ol class="wp-block-list"><li>SALIERI: Jimmy, you&#8217;re a disgusting tub o&#8217; lard.  That yellow wind-breaker and thatch o&#8217; red-hair on your head makes you look like a christmas pudding topped with custard and a cherry.</li></ol>



<p class="wp-block-paragraph">A short bit of narration can, likewise, do it&#8230;</p>



<ol class="wp-block-list"><li>NARRATOR: Jimmy was looking larger than ever.  He waddled into the room wrapped in his yellow windbreaker and thatch of red hair, looking for all the world like a christmas pudding topped with custard and a cherry.</li></ol>



<p class="wp-block-paragraph">And of course, you can provide a description through another character before introducing them to a scene&#8230;</p>



<ol class="wp-block-list"><li>MARY: Did you see Jimmy, yesterday, crammed into that suit of his and bulging like a balloon that’s being squeezed through the palings of a picket fence?  I&#8217;m surprised he could even move around in those trousers.  With that yellow wind-breaker and his thatch of red hair on top, he looked like nothing so much as a Christmas pudding topped with custard and a cherry.</li></ol>



<p class="wp-block-paragraph">Because human beings in an audience naturally use themselves as a fundamental template for the characters that are being constructed in their brains, a lack of detail can help the audience to identify with the character that the story is presenting – but don&#8217;t rely to heavily on this.&nbsp; Some detail is needed to stop a character from blending into the background of the story.</p>



<p class="wp-block-paragraph">Minor characters need less detail than major characters.&nbsp; And often only one detail is needed to define a walk on part (the presence of a stethoscope, a mailman&#8217;s cap, a police uniform, etc.).&nbsp; Minor characters need a bit more fleshing out, while major characters often need a good deal of detail.&nbsp; However many details are required, I would suggest that you don&#8217;t try to deliver more than three in any particular scene.&nbsp; Challenging as it is to do this in a way that feels natural, signature features should be communicated in the first scene in which a character appears.</p>



<p class="wp-block-paragraph">Some writers try to increase audience engagement by hiding, and raising questions about, a character&#8217;s physical traits.&nbsp; This isn&#8217;t a good idea.&nbsp; Hiding information that is obvious and trivial (such as how someone looks) creates a false tension that merely annoys most audiences.</p>



<p class="wp-block-paragraph">Make sure you use good (by which I mean attention-grabbing, visual, and specific) nouns and adjectives when describing a character&#8217;s physical appearance.&nbsp;</p>



<p class="wp-block-paragraph">Different characters will notice different things from one another and express them differently.&nbsp; Where an unimaginative character might notice that the judge is &#8220;fat and has a double chin&#8221;, another, more literary, character might notice that the judge is &#8220;corpulent and has chins which flow down to his chest without bothering with the inconvenience of a neck&#8221;.&nbsp; One description is far more evocative (if less efficient) than the other.</p>



<p class="wp-block-paragraph">Clothes also have a generic placeholder in most people&#8217;s minds.&nbsp; The average person will give a character a basic set of generic clothes suitable to the setting.&nbsp; A business suit, or a casual and generic jeans and t-shirt combo would be common in most situations.&nbsp; Color, etc. remains unimportant unless particularly striking.&nbsp; The more details deviate from this base norm, the more description is needed for the audience.</p>



<p class="wp-block-paragraph">People are less prickly about comments regarding their clothing than their physique, so to mention the red button with the gold trim that decorates a business executive&#8217;s lapel might not be as unusual in casual conversation and dialog as mentioning the size of someone&#8217;s nose.</p>



<h3 class="wp-block-heading"><strong>Avoiding clichés</strong></h3>



<p class="wp-block-paragraph">Often our first thoughts regarding our protagonists and other characters are superficial and cliched.&nbsp; The lantern-jawed hero has been done to death.&nbsp; As has the raven-haired heroine.&nbsp; Brainstorm alternatives and variations to your characters.&nbsp; Look for ways to make them unique and memorable.&nbsp; What is it that makes your character stand out and depart from the template.&nbsp; We have already discussed how to communicate these signature features when they arise in an audio play.&nbsp; It is also important to seek them out and include them in order to make your characters unique.</p>



<h3 class="wp-block-heading"><strong>Interior life and backstory</strong></h3>



<p class="wp-block-paragraph">So far, we have limited this discussion to the exterior appearance of a character, but what about the interior.&nbsp; The interior of a character is revealed in action.&nbsp; It can&#8217;t be described like the exterior of an individual.&nbsp; Instead it is revealed as characters interact with their goals.&nbsp; In fact, description is the death knell of character because character&#8217;s never directly reveal their inner landscape so that if it appears that a character is doing so, the audience generally feels the behaviour is inauthentic, or the character is being deceitful.</p>



<p class="wp-block-paragraph">The bare minimum of backstory needed, when it comes to the interior of characters, is the reason behind the desire and the wound.&nbsp; The desire is what the character wants – the primary thing which they are willing to work for and gamble to get.&nbsp; The wound is a flaw that they are desperate to hide and protect.&nbsp; Why does the character have this desire – what, in the character&#8217;s past, has led to its pre-eminence?&nbsp; Why does the character have this flaw – what hurt them or drove them to protect themselves in this way?&nbsp; The desire and the flaw are both born of crisis.&nbsp; Perhaps the character grew up poor and has a deep drive to achieve financial security (desire).&nbsp; Perhaps the character grew up poor and feels the need to protect what they have, hiding their resources and refusing to share them (flaw).&nbsp; The desire and flaw need not be born of the same crisis, but they are often closely related – for example, a need for recognition (desire) and a secret belief that they are unworthy of love (flaw).</p>



<p class="wp-block-paragraph">It is important to understand that our experiences provide the motivations for our actions.&nbsp; This is why many writer&#8217;s guides suggest we plan out ahead of time the love-life, family-life, friends, work-life, goals and ambitions, most significant conflict, strongest desire, strongest fear, strongest value, deep dark secret/secret shame, etc. of our characters.&nbsp; A character can act any way we wish, so long as the behaviour is properly motivated.&nbsp; I am toying, at the moment, with inventing the backstory/motivation of my characters on the fly, but it isn&#8217;t going terribly smoothly.&nbsp; Once I discover that my character behaves a certain way in response to an event in the story, I need to go back and establish the behaviour as part of the character&#8217;s emotional repertoire at an earlier point.&nbsp; Pre-planning the character more fully would make this a less onerous requirement.&nbsp;</p>



<h3 class="wp-block-heading"><strong>Expression of character</strong></h3>



<p class="wp-block-paragraph">Characters express their interior desires and flaws through action, and action is expressed as a product of their traits and emotions.&nbsp; If a character is loud (trait) and angry (emotion), she will express herself quite differently to a character who is shy (trait) and angry (emotion).</p>



<p class="wp-block-paragraph">Actions are motivated in the first instance by a character&#8217;s desire or flaw.&nbsp; They act to achieve an outcome or protect some hurt.&nbsp; But all action provokes reaction, and the first action must necessarily provoke a reaction from the forces of antagonism within the story that in turn causes a reaction from the protagonist and so on.&nbsp; Each action and reaction is an expression of the interior life of the character, expressed through trait and emotion, as an attempt to achieve some specific end, but what it tells us about the character&#8217;s emotion must be oblique, read in the subtext.</p>



<p class="wp-block-paragraph">In a drama, a wife must never say to her husband &#8220;I am angry because you failed to wash the dishes last night&#8221;.&nbsp; Instead a constellation of elements – her secret fear that the members of the family do not truly love her, her desire to run the house like a museum, her sense of personal pride, and her sense of hurt, all need to be expressed as subtext.</p>



<ol class="wp-block-list"><li>KAREN: (WHISTLING HAPPILY AT A DISTANCE)</li><li>SOUND: DOOR OPENS, FOOTSTEPS ENTER AND STOP.  WHISTLING STOPS ABRUPTLY.</li><li>KAREN: Dan?</li><li>DAN: Oh, hi honey.  I&#8217;m just fixing a couple of sandwiches.</li><li>KAREN: But&#8230;? (ALMOST IN TEARS) But you knew I was having the ladies&#8217; auxiliary over to tea this morning.  (BEAT) Look at the state of things&#8230;  oh, how could you?</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS RUSH OUT.  DOOR SLAMS.</span></li><li>DAN: But Karen&#8230;?</li></ol>



<p class="wp-block-paragraph">This clearly isn&#8217;t enough to establish the character of Karen in its fulness.&nbsp; The subtext needs to be built up over a variety of scenes and moments within the story.&nbsp; But to establish the subtext and sell it to the audience effectively, the character must be well known and understood by the writer; personal history, financial history, medical history, how the character feels about his/her traits and experiences, how he/she reacts to things and what tends him/her towards conflict, etc.</p>



<h3 class="wp-block-heading"><strong>Conflict and character expression</strong></h3>



<p class="wp-block-paragraph">Stories are about the interactions/clashes between characters; their fears, hopes, rivalries, jealousy, feelings, etc.</p>



<p class="wp-block-paragraph">To give characters the room to express their inner drives and hurts, the writer needs to maximise the opportunity for conflict.&nbsp; All characters within a story, even those who are friends (and especially those who are family) must be in conflict with one another.&nbsp; These conflicts needn&#8217;t all be on the level of the primary conflict between the protagonist and the antagonist.&nbsp; They can be relatively minor, but they must be present.</p>



<p class="wp-block-paragraph">Further every conflict should be attended by complex and conflicted feelings between the characters.&nbsp; Bill and Mary, a married couple, have won a cash prize.&nbsp; Bill wants to take a holiday.&nbsp; Mary wants to spend the money helping out their adult kids.&nbsp; Mary knows Bill really needs a holiday, the first real vacation they will have had in years, and Bill knows how much the kids could really use the money.&nbsp; As a result, both sides of the conflict are internally conflicted.&nbsp; The outcome of the conflict could genuinely go either way.&nbsp; Such a conflict is far more interesting than if the two characters simply wanted what they wanted and there were no extenuating (or complicating) factors at work in the debate.</p>



<h3 class="wp-block-heading"><strong>Character roles</strong></h3>



<p class="wp-block-paragraph">Characters within a story have a number of functions and roles.&nbsp; A given character can inhabit more than one role.&nbsp; It can be helpful to inventory the characters in the story we have developed to make sure that all the story functions are covered.</p>



<p class="wp-block-paragraph">The first essential role is that of <strong>the Protagonist</strong>.&nbsp; The protagonist is the primary viewpoint character of the story and the character with whom the audience is expected to identify and root for.</p>



<p class="wp-block-paragraph"><strong>The Antagonist</strong> is the protagonist&#8217;s polar opposite.&nbsp; He or she is everything that the protagonist isn&#8217;t.&nbsp; He or she is an older, more powerful, more experienced, center of power.&nbsp; This individual wants something that conflicts with what the protagonist wants.&nbsp; The protagonist happens to be in the antagonist&#8217;s way and draws the antagonist&#8217;s ire as a result.&nbsp; Like every character, the antagonist must be fully motivated in their actions.</p>



<p class="wp-block-paragraph"><strong>The Guide</strong> is an older, more experienced teacher, mentor, wizard, scholar, and friend to the protagonist.&nbsp; He or she may reject the student at first.&nbsp; This mentor may, in some cases, be in competition with a number of potential guide.&nbsp; The protagonist may reject his or her guide at first also.&nbsp; Conflict arises when a protagonist and his/her guide reject each other.</p>



<p class="wp-block-paragraph"><strong>The Contagonist</strong> is an individual who is an underling to the antagonist (with an agenda of their own) and the opposite number to the Guide.&nbsp; This individual often tries to recruit the protagonist.&nbsp; The protagonist is in danger of becoming a contagonist (and vice versa; the contagonist is quite capable of betraying the antagonist and switching sides too).</p>



<p class="wp-block-paragraph"><strong>Sidekicks</strong> support the protagonist through thick and thin.&nbsp; These individuals believe in, are loyal to, and devoted to the character (though this devotion is not necessarily that rational).</p>



<p class="wp-block-paragraph"><strong>Minions</strong> (there are usually a minimum of three) exist to expose the weaknesses of the protagonist; they are hecklers who tell the protagonist what is wrong with them.&nbsp; Sidekicks and hecklers can switch sides.&nbsp; The antagonist rarely sees others as equals and so has minions rather than sidekicks.</p>



<p class="wp-block-paragraph"><strong>The true love</strong> character can combine characteristics of other character types (offering wisdom, loyalty, love, etc.).&nbsp; The true love functions to reward the protagonist for making the right choices. This character need not be a real person, but can rather be an abstract personification of places or ideals.</p>



<p class="wp-block-paragraph"><strong>The Temptation</strong> character can combine characteristics of other character types (offering the worldview of the contagonist, loyalty, love, etc.).&nbsp; They function to reward the protagonist for &nbsp;wrong choices. Like the true love, the temptation character need not necessarily be a real person, but can be an abstract personfication of desire, power, etc.</p>



<p class="wp-block-paragraph">Characters within a story can change roles.&nbsp; The contagonist can become an ally or guide to the protagonist.&nbsp; A sidekick can betray the protagonist and become a minion of the antagonist, etc.</p>



<h3 class="wp-block-heading"><strong>Family structure as a model for protagonist relationships</strong></h3>



<p class="wp-block-paragraph">The characters you group around your protagonist often take the form of an artificial family of about six members.&nbsp; A father character, a mother, three sibling rivals, and a supportive uncle or aunt.&nbsp; They do not need to be related by blood, but they take on the relational characteristics of such a group.&nbsp; For example, a military team might be formed by a tough but fair captain and supportive lieutenant.&nbsp; Three squad members, competing for attention, head strong and wet behind the ears, take the role of the siblings, while a gunnery sergeant acts as the uncle or aunt to the group.</p>



<h3 class="wp-block-heading"><strong>Protagonists and likeability</strong></h3>



<p class="wp-block-paragraph">It is essential to make the protagonist in a story likeable.&nbsp; The audience must want to hear this character&#8217;s story and they will not do so if there is nothing likeable about the character.&nbsp; Create curiosity.&nbsp; Create conflict. And find a way to get the audience on the character&#8217;s side (if only a little bit).&nbsp; Some things are known to assist in promoting likeability in characters&#8230;</p>



<ul class="wp-block-list"><li>Sympathy is created when you put your character in pain.</li><li>Likeability is promoted where you weigh your protagonist down with conflicts and obstacles (creating an underdog vibe).</li><li>Likeability increases where the protagonist engages in a kindness to the helpless; patting a dog, rescuing a cat from a tree, donating to charity.</li><li>Likeability increases when a protagonist is made to care about others.  Even if they don&#8217;t care at first, they must learn to care.</li><li>Give your protagonist an attractive personality; attractive people have fun and are interested in others.</li><li>A character increases in likeability if they are liked by others.  Give your protagonist a crowd of loyal friends and they will appear more likeable.         </li><li>Make the character admirable.  Give them an ability or superpower – something or a couple of things that they do really well that brings admiration.</li></ul>



<h3 class="wp-block-heading"><strong>Number of characters</strong></h3>



<p class="wp-block-paragraph">You must have at least one protagonist that functions as the point of view character.  Point of view characters may be added to a story, but they increase the length of the story by about double.   A 32 page script becomes a 64 page script with two point of view characters to explore.  It becomes a 96 page script if three point of view characters are present, etc.  Be aware that the more characters you, the more pages you will need.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022 </p>
<p>The post <a href="https://weirdworldstudios.com/the-design-of-characters/">The Design of Characters</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Characters are what they do, not what they say</title>
		<link>https://weirdworldstudios.com/characters-are-what-they-do-not-what-they-say/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 17 Jul 2022 06:46:53 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[dialogue]]></category>
		<category><![CDATA[dramatic action]]></category>
		<category><![CDATA[revealing character]]></category>
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					<description><![CDATA[<p>Conversation is research I&#8217;m a shy person and fairly introspective.&#160; I need people, but I don&#8217;t spend a lot of time seeking them out – I live with the constant fear that if I pursue them, I will bore them (and I REALLY don&#8217;t want to be &#8220;that friend&#8221; that everyone avoids).&#160; And, worse, I&#8217;m [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/characters-are-what-they-do-not-what-they-say/">Characters are what they do, not what they say</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h3 class="wp-block-heading">Conversation is research</h3>



<p class="wp-block-paragraph">I&#8217;m a shy person and fairly introspective.&nbsp; I need people, but I don&#8217;t spend a lot of time seeking them out – I live with the constant fear that if I pursue them, I will bore them (and I REALLY don&#8217;t want to be &#8220;that friend&#8221; that everyone avoids).&nbsp; And, worse, I&#8217;m appalling at small-talk.&nbsp; I try, &nbsp;but I&#8217;m clumsy at it.&nbsp; Over the years I&#8217;ve developed some tools and guidelines to help me out in social situations.</p>



<p class="wp-block-paragraph">For example, there is a phrase that, when I hear it, sends a tight prickle of fear and despair shooting along my spine.&nbsp; &#8220;Hey Craig, we&#8217;ve been invited to a party&#8221;.</p>



<p class="wp-block-paragraph">For me, parties are the worst.&nbsp; Don&#8217;t get me wrong, I LOVE being invited.&nbsp; I just hate being in attendance at one.&nbsp; I don&#8217;t know what to do with my hands, for a start.&nbsp; And I&#8217;m painfully aware that I&#8217;m lousy at small-talk and that small-talk is what everyone in the room is practicing.&nbsp; I desperately want to find a corner somewhere that I can sit in and talk with someone about Schopenhaur or Christology or books or movies or writing – uninterrupted for a minimum of half an hour.&nbsp; And then I want to go home.</p>



<p class="wp-block-paragraph">As an introvert, my batteries will have been flattened by the first fifteen minutes of interaction and I desperately want somewhere quiet to be, preferably with a bookshelf (or dvd or music shelf) that I can quietly browse while I try to recharge.&nbsp; As a result, I know more about the reading tastes of some of my acquaintances than I do about them personally.</p>



<p class="wp-block-paragraph">Anyway, I&#8217;ve learned a few tricks and insights that help me at parties.&nbsp; The first is that I&#8217;ve learned that deep and meaningful conversation is largely unwanted at a party (unless I am lucky enough to stumble on a fellow introverted nerd who shares my tragic passions).&nbsp; Instead, a party exists to help people meet each other and feel out who might be interesting to get to know more fully.&nbsp; The whole point is to circulate, find out what people are into, and arrange to catch up over coffee if it looks like the person is interesting enough, and there&#8217;s enough common ground, to try to build a friendship.</p>



<p class="wp-block-paragraph">This, by the way, is why introverts find the experience so hellish.&nbsp; We&#8217;re not samplers.&nbsp; Neither are we any good at delayed gratification.&nbsp; If we meet someone interesting, we want to dive deep, right then and there.&nbsp; But that&#8217;s not what parties are for, and so we feel awkward and like a fish out of water and don&#8217;t know what to say.</p>



<p class="wp-block-paragraph">The second thing I&#8217;ve learned to do, is to grab a plate or a cup to hide behind.&nbsp; It solves the problem of what to do with my hands.&nbsp; I have no intention of eating what&#8217;s on the plate or drinking what&#8217;s in the cup (because an empty plate or cup has to be put away to be washed, leaving me without any armor) so I carry it around and my hands are kept busy.</p>



<p class="wp-block-paragraph">The third thing I&#8217;ve learned is a conversation trick called the &#8220;conversation stack&#8221;.&nbsp; It&#8217;s a list of pre-prepared conversation topics that I carry around in my head – I&#8217;m not kidding, I really do this.&nbsp; First, I find out your name, your family, who you live with and where (not specifics, I&#8217;m not a stalker) and whether you have a pet or pets.&nbsp; Next, I ask about your work and your hobbies/sports/interests.&nbsp; Lastly, I ask about travel – have you been anywhere or done anything interesting?&nbsp; At this point, I&#8217;m out of topics and I know it&#8217;s time to move on to the next poor soul.</p>



<p class="wp-block-paragraph">The final thing I&#8217;ve learned about parties, is to treat them as research opportunities.&nbsp; I&#8217;m a writer and I&#8217;ve learned to ask the kind of questions that help me find out if someone is or isn&#8217;t interesting – and by the way, everyone is interesting if you can find the right topic or ask the right question.</p>



<p class="wp-block-paragraph">I&#8217;ve learned to avoid the kinds of questions that can be answered with a yes or no.&nbsp; &#8220;Do you like fish?&#8221; is a conversation stopper.&nbsp; &#8220;What&#8217;s your favourite place to encounter a fish?&#8221; is much more conducive to holding a conversation (generating lots of follow-up questions), but even then, it can be answered with a single word or short phrase (&#8220;fishing&#8221;, or &#8220;at James&#8217; seafood restaurant&#8221;.&nbsp; &#8220;Why?&#8221; isn&#8217;t a great question, since it tends to make people defensive so that they feel like they&#8217;re being interrogated by their parents.</p>



<p class="wp-block-paragraph">The best kinds of questions are about action. &nbsp;&#8220;What do you <strong>think</strong> about&#8230;?&#8221; is not nearly as interesting as &#8220;What did you <strong>do</strong> when&#8230;?&#8221;.&nbsp; It&#8217;s been my experience that people will tell you about themselves in terms of how they want to appear, but their actions reveal who they are.&nbsp; In fact, I&#8217;m sure we all know people whose public self-representations and private actions differ markedly.&nbsp; When we encounter someone who can eloquently extoll the virtues of kindness to animals, but goes home and kicks their dog, we inevitably choose to believe the behaviour over the words.</p>



<p class="wp-block-paragraph">For this reason, &#8220;what did you do then?&#8221; is a phenomenal question to ask.&nbsp;</p>



<p class="wp-block-paragraph">&#8220;How did you cope when your husband passed away?&#8221; leads to answers like &#8220;oh, I bore up and carried on as best I could&#8221;.&nbsp; But &#8220;What did you do when your husband passed away?&#8221; leads to answers like &#8220;I locked myself in the bedroom for two days, pulled the blankets up around my head, and left the kids to fend for themselves&#8221;.</p>



<h3 class="wp-block-heading">Character is best revealed in drama through action</h3>



<p class="wp-block-paragraph">Drama and the writing of drama is all about capturing the actions that demonstrate character rather than the words that a person says about their own motivations.&nbsp; In audio drama, we have to find a way to &#8220;show&#8221; those behaviours through dialogue.&nbsp; We can demonstrate a conflict through an argument, but how do we &#8220;show&#8221; grief?&nbsp; Our grieving wife, locking herself in the bedroom with the covers around her head, works great in a screenplay or stage play, but isn&#8217;t quite so well suited to audio drama.</p>



<p class="wp-block-paragraph">In audio drama, action is made visible through interaction.&nbsp; Characters who are alone, need to give us access to their inner thoughts via monologue – and for many audience members this, while useful in small doses, isn&#8217;t as helpful as an exchange between characters.</p>



<p class="wp-block-paragraph"><strong>Compare</strong>&#8230;</p>



<ol class="wp-block-list" start="1"><li><span style="text-decoration: underline;">SOUND: DOORBELL RINGS &#8211; DOOR OPENS – LET IT FINISH</span></li><li>JANE: I just looked at the well-wishers on the doorstep.&nbsp; I already had acres of quiche – enough to survive a Russian winter.&nbsp; They stood there with carefully arranged sympathetic looks on their faces and casserole dishes in their hands and all I could think was how much they looked like they&#8217;d signed up for the grieving widow package tour.&nbsp; &#8220;See the woman whose husband died in her natural habitat.&nbsp; Feeding time at 2.00 pm&#8221;.&nbsp; I just couldn&#8217;t take it anymore.&nbsp; I shut the door in their faces.</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES &#8211; LET IT FINISH</span></li></ol>



<p class="wp-block-paragraph"><strong>With</strong></p>



<ol class="wp-block-list" start="1"><li><span style="text-decoration: underline;">SOUND: DOORBELL RINGS – DOOR OPENS – LET IT FINISH</span></li><li>MARY: (SICKLY SWEET) Good morning Jane, Keith and I were passing and we thought we&#8217;d drop in to share our condolences&#8230; Isn&#8217;t that right, Keith?</li><li>KEITH: Er&#8230; yes. Of course.&nbsp; How are you, Jane?</li><li>MARY: I&#8217;ll just put this down over here, shall I?&nbsp; Just some quiche I knocked up.&nbsp; Nothing special. &nbsp;(BEAT) Oh.&nbsp; Well, I&#8217;m sure you&#8217;ll find some room&#8230; somewhere.</li><li>JANE: Mary, er&#8230; thanks, but, this isn&#8217;t&#8230;</li><li>MARY: Oh, it&#8217;s fine Jane.&nbsp; No need to put on airs for us.&nbsp; We can&#8217;t expect the house to be in its usual state now, can we? &nbsp;My, but you have let things go, haven&#8217;t you?</li><li>KEITH: Now, Mary&#8230;</li><li>MARY: Oh, it&#8217;s all right, Keith.&nbsp; Jane isn&#8217;t embarrassed, are you dear?</li><li>JANE: (FLUSTERED) I&#8217;m sorry, but I just wasn&#8217;t expecting&#8230;</li><li>MARY:&nbsp; Perfectly, understandable dear.&nbsp; And how are you feeling?&nbsp; You know I was just saying to Keith, that I always felt that John was a little fragile.&nbsp; But even so, suicide?&nbsp; I mean, it&#8217;s a messy business, isn&#8217;t it?</li><li>(BEAT)</li><li>KEITH: I&#8217;m sorry, Jane,&nbsp; I think we&#8217;d better—</li><li>MARY: Oh, do stop fussing, Keith.&nbsp; Jane&#8217;s fine.&nbsp; And did you say they found him in the kitchen, dear?&nbsp; I couldn&#8217;t just have a quick—</li><li>JANE: (COLDLY) I think you should leave, Mary.&nbsp;</li><li>MARY: What?</li><li>JANE: Now.&nbsp; And you, too, Keith.</li><li>KEITH: (EMBARASSED) Of course, Jane.&nbsp; Let me&#8230;</li><li>MARY: Well!&nbsp; (OFFENDED) I guess we can tell when we&#8217;re not wanted.</li><li>JANE: Yes, I guess you can.</li><li>MARY: Come on, Keith.</li><li>KEITH: (TO JANE) I&#8217;m so sorry for your loss&#8230;</li><li>MARY: &#8230; And I&#8217;m taking the quiche.</li><li><span style="text-decoration: underline;">DOOR CLOSES – LET IT FINISH.</span></li><li>JANE: (SOBS) – FADE OUT.</li></ol>



<p class="wp-block-paragraph">Both approaches work to an extent.&nbsp; The second, I think, demonstrates the action of the first more effectively and communicates the difference between a person&#8217;s words and actions.&nbsp; Interaction between characters allows for greater drama than simple narration – though each is effective in its own way.</p>



<h3 class="wp-block-heading">Internal conflict is also revealed through action</h3>



<p class="wp-block-paragraph">Action is also the means by which internal conflict is revealed without resort to monologue.</p>



<p class="wp-block-paragraph"><strong>Compare&#8230;</strong></p>



<ol class="wp-block-list" start="1"><li>CLARKE: I didn&#8217;t know which way to turn.  The boss needed the plans, and was demanding I put in for overtime, but Anne was ready to walk out.  The anniversary dinner was my last chance to show her that I really cared.</li></ol>



<p class="wp-block-paragraph"><strong>With</strong></p>



<ol class="wp-block-list"><li>BOSS: How are those plans coming along, Clarke? </li><li>CLARKE: They&#8217;re coming.  We&#8217;ve had a cancellation.  Our supplier has run out of the double glazing we ordered.</li><li>BOSS: Then find another source.  I don&#8217;t care how long it takes.  Overtime is approved.</li><li>CLARKE: I&#8217;m on it.</li><li><span style="text-decoration: underline;">SOUND: BOSS WALKS AWAY – FADE.</span></li><li>JIM (CO-WORKER):  But weren&#8217;t you meeting Anne for your anniversary tonight.</li><li>CLARKE: Oh, hell.  I forgot.  I&#8217;m supposed to confirm our reservation.</li><li><span style="text-decoration: underline;">SOUND: PHONE NUMBER BEING ENTERED – BRIEF PAUSE</span></li><li>CLARKE: Carlitos&#8217;?  Yes, I&#8217;m confirming a booking for Masters.  (BEAT) Yes, 8.00 PM.  (BEAT) Thanks.</li><li>JIM: You&#8217;ll never make it.</li><li>CLARKE: I have to.  Anne&#8217;ll do something drastic if I miss another anniversary.</li></ol>



<p class="wp-block-paragraph">Here we have an internal conflict.&nbsp; Clarke wants to meet his work responsibilities and attend a wedding anniversary dinner with his wife.&nbsp; He takes action in both directions, but the audience knows that, barring a miracle, one or the other of these two objectives can&#8217;t be met.&nbsp; By observing Clarke&#8217;s action we get an insight into the state of his mind and the internal conflict is &#8220;dramatized&#8221; for the audience.</p>



<p class="wp-block-paragraph">In scriptwriting we use dialog to demonstrate action, not merely by telling, but by showing, through interaction, how characters respond to situations.  These responses reveal character to the audience.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/characters-are-what-they-do-not-what-they-say/">Characters are what they do, not what they say</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8081</post-id>	</item>
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		<title>More thoughts on Character Growth and Change</title>
		<link>https://weirdworldstudios.com/more-thoughts-on-character-growth-and-change/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 16 Jul 2022 01:33:02 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[character arcs]]></category>
		<category><![CDATA[character change]]></category>
		<category><![CDATA[character growth]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[radio drama]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=8078</guid>

					<description><![CDATA[<p>Designing Effective Character Growth and Change in Audio Drama All stories are about change.&#160; Time in stories can be linear or circular, but change is a given.&#160; Inevitably we think about change in terms of character and there are a variety of ways we deal with character change.&#160; Aristotle Aristotle argued that there were two [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/more-thoughts-on-character-growth-and-change/">More thoughts on Character Growth and Change</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<h2 class="wp-block-heading"><strong>Designing Effective Character Growth and Change in Audio Drama</strong></h2>



<p class="wp-block-paragraph">All stories are about change.&nbsp; Time in stories can be linear or circular, but change is a given.&nbsp; Inevitably we think about change in terms of character and there are a variety of ways we deal with character change.&nbsp;</p>



<h3 class="wp-block-heading"><strong>Aristotle</strong></h3>



<p class="wp-block-paragraph">Aristotle argued that there were two main forms of change in stories.&nbsp; A character rises (from shame to honor) or falls (from honor to shame).&nbsp; For a long time, in Western culture, this was considered the model for all drama.</p>



<h3 class="wp-block-heading"><strong>Linear Arcs</strong></h3>



<p class="wp-block-paragraph">In recent centuries the idea of the character arc has come into vogue – a literary description of human growth towards maturity.&nbsp; </p>



<p class="wp-block-paragraph">Two ideas seem to be essential to the growth and tragedy arcs.&nbsp; Firstly, there must be a mismatch between what a character wants and what they ultimately need.&nbsp; Secondly, this mismatch must be created by a significant flaw (or wound) in the character – something that they don&#8217;t realize consciously, but which results in a bunch of self-protective behaviors that inhibit growth.</p>



<p class="wp-block-paragraph">For example, Character A &#8220;<strong>wants</strong>&#8221; stability and so seeks to control his/her environment in dysfunctional ways, but &#8220;<strong>needs</strong>&#8221; to learn to live in a messy and unpredictable world.&nbsp; In many ways tragedy occurs where the character is so focused on what they want that they never discover and pursue what they need – losing even what they have and coming to ruin in the process.&nbsp; The growth arc is expressed through the discovery (recognition) of what they need and their actions to redirect their desires away from what they &#8220;want&#8221; to that thing that they &#8220;need&#8221;.</p>



<p class="wp-block-paragraph">The typical growth arc is as follows.</p>



<ul class="wp-block-list"><li><strong>Life before change</strong> – a demonstration of the character&#8217;s dysfunction in daily life.</li><li><strong>Call to change</strong> – an event that demands the character makes a change.</li><li><strong>Resisting change</strong> – the character&#8217;s initial attempts to avoid making a change.</li><li><strong>Embracing change</strong> – the realisation that a change is needed and a refocusing upon that change.</li><li><strong>Testing change</strong> – the character&#8217;s attempt to be different is given a significant trial.</li><li><strong>Demonstrating change</strong> – the character demonstrates they are different through a costly choice.</li><li><strong>Life after change</strong> – a demonstration of what the character&#8217;s life looks like after the change has been negotiated.</li></ul>



<p class="wp-block-paragraph">A tragic arc is similar but has some key differences.&nbsp; The first three stages (<strong>Life before change</strong>, <strong>Call to change</strong>, and <strong>Resisting change</strong>) remain more or less the same, but then comes&#8230;</p>



<ul class="wp-block-list"><li><strong>Rejecting change/making a choice</strong> – the character makes a conscious choice to not merely resist, but to reject change.</li><li><strong>Testing choice</strong> – this choice is tested significantly with negative results.</li><li><strong>Confirmation of choice</strong> – the refusal to change comes to a head resulting in a disaster in which everything the character has been struggling to protect is lost.</li><li><strong>Aftermath</strong> – a demonstration of the ruin into which the character&#8217;s life has fallen after failing to successfully negotiate the needed change.</li></ul>



<h3 class="wp-block-heading"><strong>Circles</strong></h3>



<p class="wp-block-paragraph">Both of these are linear ways of thinking about character change.&nbsp; Western culture has focused on these kinds of stories, primarily, throughout its history.&nbsp; Asian cultures (and most mythologies) tend to think in circular rather than linear terms.&nbsp;</p>



<p class="wp-block-paragraph">Characters will often cycle from success to failure and back to success or vice versa (shame to honor and back to shame) often repeatedly in a spiral.&nbsp; The much-discussed hero&#8217;s journey is a circular pattern of story telling in which &#8220;there and back again&#8221; is a deliberate choice.&nbsp; I recently completed Liu Cixin&#8217;s &#8220;Rememberance of Earth&#8217;s Past&#8221; (Three Body Problem) trilogy and it is, perhaps, one of the clearest examples of the circular/spiral approach that I have seen.</p>



<h3 class="wp-block-heading"><strong>Non-Arcs</strong></h3>



<p class="wp-block-paragraph">Strictly speaking, however, depicting a protagonist who successfully or unsuccessfully navigates change ( or experiences a circle of growth) is not the only way to tell a satisfying story.&nbsp; There is a third type of character arc – better known as the non-arc.&nbsp; In this type of story the character doesn&#8217;t change at all.&nbsp; Instead, they impact the characters around them and prove to be a catalyst for change in others.&nbsp; The story of Jesus is one of the most easily recognized.&nbsp; But it exists also in the Paddington films and, as a negative example, the evil Mr. Ripley (and the disaster inflicted on the people who encounter him) springs to mind.</p>



<p class="wp-block-paragraph">As writers we have a lot of options available to us with respect to the growth and change of our characters.&nbsp; Change is inevitable and these patterns can help us to think through and make the changes that our characters experience feel authentic.</p>



<h3 class="wp-block-heading"><strong>Serials</strong></h3>



<p class="wp-block-paragraph">Serials provide a unique challenge.&nbsp; The characters in a serial &#8220;tend&#8221; to remain fairly static.&nbsp; Change occurs very slowly, if at all.&nbsp; This is also a legitimate pattern – though, even in serial fiction, character change tends, when used judiciously, to enhance the story telling.&nbsp; Long form storytelling (such as Breaking Bad) tends to pay more attention to character growth and change than episodic shows (such as MacGuyver).&nbsp; The current fashion (of long form story-telling) trends away from static characters in serials, but a static character is still a perfectly legitimate choice for a writer to make.</p>



<h3 class="wp-block-heading"><strong>Mistakes</strong></h3>



<p class="wp-block-paragraph">It&#8217;s a commonplace to say that &#8220;there are no rules&#8221; in storytelling, but some approaches are more effective than others.&nbsp; One approach to character growth that doesn&#8217;t work for me is to employ regular character resets.&nbsp; A reset occurs where a character changes and grows through a character arc and then resets so that we watch the character experience the same or a similar change again in the next episode, series, etc.&nbsp; Resetting to negotiate a new character arc based on a new flaw, also tends to feel unsatisfying (unless it grows organically out of the last one).&nbsp; Where they are used at all, character arcs need to feel authentic and grow out of the lived experience of the characters.&nbsp; A character arc for its own sake will feel artificial and unsatisfying to an audience.&nbsp; In a soap opera, characters might make random choices that maximise drama (unsatisfying as this tends to be), but in a more grounded script, character change is a result of good character design.</p>



<h3 class="wp-block-heading"><strong>Character design</strong></h3>



<p class="wp-block-paragraph">Central to the design of a character capable of experiencing growth is a set of five features.</p>



<ul class="wp-block-list"><li>Desires/goals</li><li>Flaws/wounds</li><li>Traits</li><li>Strategies</li><li>Emotions</li></ul>



<p class="wp-block-paragraph">A character wants a particular thing but the character&#8217;s flaws prevent them from achieving it, or causes them to seek the goal in a dysfunctional and counterproductive way.&nbsp; The character is defined by a series of traits that are expressed in the strategies they pursue to achieve their goals.&nbsp; The character is further revealed by their emotional responses to the events they experience.</p>



<p class="wp-block-paragraph">For example; Millicent Westenra has inherited a houseboat on the Thames and, because she can&#8217;t afford its maintenance, wants to sell it (goal) – unfortunately it is a rust-bucket.&nbsp; She&#8217;s a practical, impatient sort (traits), and something of a bully and control freak (flaws).&nbsp; She often attempts to manipulate others (strategies). Her anxieties are expressed in anger and frustration at others (emotions) when she can&#8217;t get her own way.&nbsp; This character clearly provides the writer with lots of potential for change, growth, and failure to grow.</p>



<h3 class="wp-block-heading"><strong>The interaction between plot and character</strong></h3>



<p class="wp-block-paragraph">Note that change is a function of conflict and character change is a function, more especially, of internal conflict. &nbsp;The external events that provide obstacles to the achievement of the character&#8217;s goals become far more interesting when they trigger or mirror internal conflicts (in which the character is forced to combat their own desires).&nbsp; Internal conflicts arise where the character becomes aware that they want two simultaneously incompatible things.&nbsp; Change occurs as the character gives up one thing in order to embrace something else (sacrificing their sense of safety and control in order to take a risk that allows them to achieve a greater good).&nbsp; The best conflicts are those that challenge the character&#8217;s comfortable patterns of life.&nbsp; What we want to design are plot events which force the character to depart from the path of least resistance onto a road of struggle.&nbsp;</p>



<p class="wp-block-paragraph">Every character has a habitual approach to solving problems.&nbsp; A highly dependent character will, for example, turn to others to solve their problems for them (perhaps a parent).&nbsp; So, as authors, we kill the parent and force them to seek another path.&nbsp; The first instinct of the character may then be to find a replacement for the missing parent figure (the path of least resistance is the path that allows the character to apply their most familiar strategies).&nbsp; So, we close these options off.&nbsp; People refuse to help and turn their backs on the character&#8217;s attempts to shift responsibility or find a rescuer.&nbsp; Now the character is forced to decide how badly they want the things they get from the solving of their problems.&nbsp; If the desired &#8220;good&#8221; is desirable enough the conflict will become internal – they must defeat their desire to shift responsibility to others and take responsibility for themselves.&nbsp; In this way the events of the plot interact with the character&#8217;s personality to add extra layers of conflict that improve our experience of stories.</p>



<h3 class="wp-block-heading"><strong>Conclusion</strong></h3>



<p class="wp-block-paragraph">Stories are about change.&nbsp; Events can drive change and so, plot is a significant driver of change and interest within our stories.&nbsp; But change, driven by a character&#8217;s internal needs and conflicts, gives us the ability to increase the complexity and satisfaction that our stories create for our audiences.  Change arcs are a proven way to accomplish this.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/more-thoughts-on-character-growth-and-change/">More thoughts on Character Growth and Change</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">8078</post-id>	</item>
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		<title>Passing The Time</title>
		<link>https://weirdworldstudios.com/passing-the-time/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 03 Jul 2022 11:32:12 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[concurrent time]]></category>
		<category><![CDATA[disjointed time]]></category>
		<category><![CDATA[montage]]></category>
		<category><![CDATA[radio drama education]]></category>
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		<category><![CDATA[time]]></category>
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					<description><![CDATA[<p>There are at least four types of time that are commonly used by authors when writing scripts; Real time Concurrent time Disjointed (or Flexible) time And Elided time. Real time is experienced with the characters moment by moment.&#160; While I call it &#8220;real time&#8221; it is, in fact, only an approximation of real-world time.&#160; The [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/passing-the-time/">Passing The Time</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[
<p class="wp-block-paragraph"><a href="https://weirdworldstudios.com/thoughts-on-setting/#"></a></p>



<figure class="wp-block-image alignleft"><img decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&amp;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<p class="wp-block-paragraph">There are at least four types of time that are commonly used by authors when writing scripts;</p>



<ul class="wp-block-list"><li>Real time</li><li>Concurrent time</li><li>Disjointed (or Flexible) time</li><li>And Elided time.</li></ul>



<p class="wp-block-paragraph"><strong>Real time</strong> is experienced with the characters moment by moment.&nbsp; While I call it &#8220;real time&#8221; it is, in fact, only an approximation of real-world time.&nbsp; The pacing created by sentences and selectivity also has an effect on our experience as the audience in &#8220;real time&#8221;.</p>



<p class="wp-block-paragraph">A large amount of description can make an action that is being read, or heard about, take far longer on the page than it takes in real life.</p>



<p class="wp-block-paragraph">Compare&#8230;</p>



<ol class="wp-block-list"><li>JOHN: I glance at her outfit, taking in the deep crimson of her dress, the mother-of-pearl buttons and her jade broach inset with pearls.&nbsp; Her hat, of matching crimson with a black velvet band, was set at an angle, pulled low over one eye, revealing a mass of curly black hair that cascaded down the side of her face.&nbsp; Her shoes, also red, had four-inch heels and buckles of silver.&nbsp; All in all, she oozes money.&nbsp; I only hope it isn&#8217;t a scam – there aren&#8217;t many well-heeled clients who cross the threshold of my low-rent establishment, and I could really use the fee.</li></ol>



<p class="wp-block-paragraph">With&#8230;</p>



<ol class="wp-block-list" start="1"><li>JOHN: I set the table and take the roast out of the oven, depositing it on the kitchen bench.</li></ol>



<p class="wp-block-paragraph">The first example describes a glance but takes far longer to listen to than the action itself.</p>



<p class="wp-block-paragraph">The second involves description that is completed far more quickly than enacting it would require.</p>



<p class="wp-block-paragraph">Both are delivered in the present but are actually distortions of time as it is usually experienced.</p>



<p class="wp-block-paragraph">In audio drama, most conversations take place in real-time; the audience assumes the speech is being given as they hear it.</p>



<p class="wp-block-paragraph"><strong>Concurrent time</strong> is a concession to our inability, as an audience, to experience time in anything other than a linear fashion.&nbsp; In a story that has different characters acting in different places simultaneously, we need a way to reset the timeline to allow a scene to unfold at the same time as a previous scene.&nbsp; It is, in practice, a form of flashback, but only for a short period in order to bring the story back into the present.&nbsp; In prose narrative, this is accomplished by the use of the phrase &#8220;meanwhile&#8221;, but often requires no introduction at all.&nbsp; Many times, the audience will assume that a change of scene to focus on the activities of new or different characters implies &#8220;meanwhile&#8221;.</p>



<p class="wp-block-paragraph"><strong>SCENE 1: GANG&#8217;S HIDEOUT</strong></p>



<ol class="wp-block-list" start="1"><li>&#8230;</li><li>BOB: I sent Jenny to the ammunition store twenty minutes ago.&nbsp; She&#8217;ll be back any minute.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER</span></li></ol>



<p class="wp-block-paragraph"><strong>SCENE 2: AMMUNITION STORE</strong></p>



<ol class="wp-block-list" start="1"><li><span style="text-decoration: underline;">SOUND: BELL OVER DOOR AS IT OPENS AND CLOSES</span></li><li>JENNY: Hey, Marty, how&#8217;s business.</li><li>MARTY: Oh, no.&nbsp; I told you before, I don&#8217;t do business with you people no more.&nbsp; You gotta leave, now.</li><li>JENNY: Is that anyway to treat an old friend?</li></ol>



<p class="wp-block-paragraph">Above, we could have included a narration at the opening of scene 2 to suggest the timing of the scene&#8230;</p>



<ol class="wp-block-list" start="1"><li>NARRATOR: Meanwhile, across town&#8230;</li></ol>



<p class="wp-block-paragraph">&#8230;but it really isn&#8217;t necessary.&nbsp; The scene reads as concurrent without extra explanation.</p>



<p class="wp-block-paragraph"><strong>Disjointed (or flexible) time</strong> (usually in the form of a flash-back or flash-forward) renders time non-linear and disrupts the timeline of the story.&nbsp; It is a helpful way of providing information from the past or future to the audience &#8220;just in time&#8221;, at a point where the context makes the events relevant.</p>



<p class="wp-block-paragraph">Writers achieve this in many ways.&nbsp; A character may introduce the story from a vantage point in the future (Doctor Watson reminiscing on the years he spent with Sherlock Holmes).&nbsp;</p>



<ol class="wp-block-list" start="1"><li>OLD WATSON:&nbsp; As I think back to the Summer of 1886, I can&#8217;t help but remember my friend&#8217;s voice raised in irritation&#8230;</li><li>HOLMES: Watson!&nbsp; Watson, where are my cartridges?</li><li>YOUNG WATSON:&nbsp; I&#8217;ve hidden them, Holmes.&nbsp; Gunfire inside the house is no longer something I or Mrs. Hudson can tolerate.</li></ol>



<p class="wp-block-paragraph">Narration can be used to set the time.&nbsp;</p>



<ol class="wp-block-list" start="1"><li>NARRATOR: Three weeks ago, in Soho.</li></ol>



<p class="wp-block-paragraph">Vocal and/or sound cues can be provided.</p>



<ol class="wp-block-list" start="1"><li>DETECTIVE ROB: I can&#8217;t remember seeing this much blood at a crime-scene before.&nbsp; And the smell&#8230;&nbsp; (BEAT) Bill, what are you staring at?</li><li>BILL: That blood spray on the wall.&nbsp; It&#8217;s not random.&nbsp; I&#8217;ve seen it before.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – FLASHBACK CUE</span></li><li><span style="text-decoration: underline;">SOUND: LOTS OF MURMURING</span></li><li>DETECTIVE JOHNSON: (TO SELF) Why do I always get the crazy ones?&nbsp; Hey Rookie, take a look at this.</li><li>YOUNG BILL: What is it, boss? (BEAT) Whoa.</li><li>JOHNSON: You said it.&nbsp; What&#8217;s that look like to you?</li><li>YOUNG BILL: Well, it&#8217;s clearly blood.</li><li>DETECTIVE JOHNSON: Don&#8217;t be an idiot.&nbsp; Of course it&#8217;s blood.&nbsp; What else?</li><li>YOUNG BILL: Like a letter maybe.&nbsp; Chinese or Japanese?</li><li>DETECTIVE JOHNSON: Yeah, I think someone was leaving us a message.</li></ol>



<p class="wp-block-paragraph"><strong>Elided time</strong> is time that is skipped in order to achieve a purpose.&nbsp; We don&#8217;t need to know everything that characters do and see at every moment of the day.&nbsp; Eating, sleeping, breathing, so much of life is uninteresting to the spectator that skipping it is necessary if we intend to keep the attention of our audience.</p>



<p class="wp-block-paragraph">Narration can be a very efficient way of managing this&#8230;</p>



<ol class="wp-block-list" start="1"><li>NARRATOR: Shortly after midnight&#8230;</li></ol>



<ol class="wp-block-list" start="1"><li>NARRATOR: Moments later&#8230;</li></ol>



<ol class="wp-block-list" start="1"><li>NARRATOR: Six years later&#8230;</li></ol>



<p class="wp-block-paragraph">Sound effects and dialog can combine effectively also&#8230;</p>



<ol class="wp-block-list" start="1"><li>JIM: Thanks for lunch, Bill.&nbsp; I&#8217;ll see you at five.</li><li><span style="text-decoration: underline;">SOUND: CLOCK STRIKES FIVE PM &#8211; FADE IN.</span></li></ol>



<p class="wp-block-paragraph">Or dialog alone can achieve the effect.</p>



<ol class="wp-block-list"><li>JIM: See you at tonight&#8217;s meeting. (BEAT)</li><li>M.C: I call this meeting of the Venerable Lodge of the Albino Caribou to order.</li></ol>



<p class="wp-block-paragraph">Sometimes we want to quickly elide time in order for our characters to gain new skills.&nbsp; In movies this is often achieved through a training montage.&nbsp; I recently polled some friends for advice on how to achieve something similar in audio.&nbsp; The following suggestions were made&#8230;</p>



<p class="wp-block-paragraph">The narrator can describe the passage of time&#8230;</p>



<ol class="wp-block-list" start="1"><li>NARRATOR: Over the next few years Herbert and his brother were trained in the art of pugilism, knife fighting, pistols and improvisational combat.</li></ol>



<p class="wp-block-paragraph">The characters themselves might reveal it in conversation&#8230;</p>



<ol class="wp-block-list" start="1"><li>BOB: I hear your dad spent the last few years training you to handle yourself.</li><li>HERBERT: Yeah.&nbsp; My brother and I learned small arms, knife fighting, hand-to-hand.&nbsp; You name it.</li></ol>



<p class="wp-block-paragraph">An audio montage could be possible as well&#8230;</p>



<ol class="wp-block-list"><li>FATHER: If they make another attempt on your life, I want you boys prepared.&nbsp; We start training tomorrow.</li><li>(BEAT)</li><li>FATHER: Hold the pistol with both hands and sight along it. Now, don&#8217;t pull the trigger&#8230; squeeze.</li><li><span style="text-decoration: underline;">SOUND: TWO SHOTS – LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO CLASHING STEEL – UNDER</span></li><li>FATHER: Keep the sword up and the point forward.&nbsp; Never give your opponent an opening.</li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO BODY BLOWS AND HERBERT AND MITCHELL GRUNTING</span></li><li>FATHER: That&#8217;s it.&nbsp; Don&#8217;t forget your footwork&#8230;</li><li>HERBERT: Ungh!</li><li><span style="text-decoration: underline;">SOUND: BODY DROP –</span></li><li>FATHER: Damn it, Oscar.&nbsp; I told you to keep your guard up.&nbsp; Your brother&#8217;s got a wicked left.</li></ol>



<p class="wp-block-paragraph">The suggestion that appealed to me most was to build some story into the montage; Herbert tries to learn the skill, fails, considers quitting, presses on, and finally achieves success.&nbsp; This is especially appealing if it can be used to reveal character and add conflict to the overall story (Herbert butts heads with his father, Mitchell is jealous of his father&#8217;s attention to Herbert).</p>



<ol class="wp-block-list" start="1"><li>FATHER: You boys are going to learn to do this.</li><li>HERBERT: But why?</li><li>FATHER: They&#8217;ve made two attempts to kidnap you so far.&nbsp; I need you boys to be able to protect each other.</li><li>HERBERT: Is that really it?</li><li>MITCHELL: Come on Oscar, why do you have to treat everything he says like it&#8217;s suspect?</li><li>FATHER: Your lessons start tomorrow.</li><li>(BEAT)</li><li><span style="text-decoration: underline;">SOUND: TWO SHOTS &#8211; LET IT FINISH.</span></li><li>FATHER: Now it&#8217;s your turn, Herbert. Hold the pistol with both hands and sight along it. Steady. Now, don&#8217;t pull the trigger&#8230; squeeze.</li><li><span style="text-decoration: underline;">SOUND: TWO SHOTS – LET IT FINISH.</span></li><li>FATHER: Damnit, Herbert.&nbsp; You missed the target completely.&nbsp; Try again.</li><li>MITCHELL: At least I got one shot on.</li><li>FATHER: Yeah, well.&nbsp; You&#8217;ve got a better grip than he has, Mitch.&nbsp; We&#8217;ll see how well you compare once your brother masters some basics.</li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO CLASHING STEEL – UNDER</span></li><li>FATHER: Keep the sword up and the point forward.&nbsp; Never give your opponent an opening.</li><li><span style="text-decoration: underline;">SOUND: SLIDE OF BLADE ALONG BLADE TO THUMP ON HILT</span></li><li>HERBERT:  (BRIEF PAIN) Argh!</li><li><span style="text-decoration: underline;">SOUND: SWORD CLATTERS ON FLOOR – LET IT FINISH.</span></li><li>FATHER: Pick it up.</li><li>HERBERT: Dad, we&#8217;ve been at this for hours.</li><li>FATHER: I said, &#8220;Pick it up&#8221;</li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO BODY BLOWS AND HERBERT AND MITCHELL GRUNTING</span></li><li>FATHER: That&#8217;s it.&nbsp; Don&#8217;t forget your footwork&#8230;</li><li>HERBERT: Ungh!</li><li><span style="text-decoration: underline;">SOUND: BODY DROP –</span></li><li>FATHER: Damn it, Herbert.&nbsp; I told you to keep your guard up.&nbsp; Your brother&#8217;s got a wicked left.</li><li>HERBERT: Dad, I hate you!</li><li>FATHER: Good.&nbsp; Maybe you can use it to help you win!</li><li>(BEAT)</li><li>MITCHELL: (FADE UP) At least he seems to care about your progress.</li><li>HERBERT: Care.&nbsp; All he does is ride me all day.</li><li>MITCHELL:&nbsp; Well he ignores me.&nbsp; Every time I do well, nothing.&nbsp; If I do something badly, still nothing.&nbsp; What makes you so important?</li><li>HERBERT:&nbsp; I don&#8217;t know.&nbsp; I&#8217;m not sure I can keep this up.&nbsp; I need to get out of here.&nbsp; Away from him.</li><li>MITCHELL: It wouldn&#8217;t be safe&#8230; and you know it.</li><li>&nbsp;(BEAT)</li><li>FATHER: Try again.&nbsp; Like we&#8217;ve been practicing.</li><li><span style="text-decoration: underline;">SOUND: TWO SHOTS – LET IT FINISH.</span></li><li>FATHER:&nbsp; That&#8217;s it.&nbsp; You&#8217;re hitting the target at least.</li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO CLASHING STEEL – UNDER</span></li><li>FATHER: That&#8217;s the way.&nbsp; Don&#8217;t let the point through your guard.&nbsp; If you can just start to take the offensive&#8230;</li><li><span style="text-decoration: underline;">SOUND: PUMMELING, GRUNTS, ETC. &#8211; COME TO A STOP– THEN PANTING</span></li><li>FATHER: Good.&nbsp; Again.</li><li>(BEAT)</li><li>HERBERT: Dad, it&#8217;s been years.&nbsp; We&#8217;ve moved three times.&nbsp; They&#8217;ve got to have forgotten about us by now.</li><li>FATHER: We&#8217;re not going to let our guard down now.&nbsp; They&#8217;re never going to give up.</li><li>HERBERT: But Dad&#8230;</li><li>FATHER: Come on.&nbsp; You know the drill.&nbsp; Steady, aim, fire.</li><li>HERBERT: (SULLEN) Fine.</li><li><span style="text-decoration: underline;">SOUND: TWO SHOTS.</span></li><li>FATHER: Bulls eye! (BEAT) Mitchell? You ready to have a go.</li><li>MITCHELL: I&#8217;m done.&nbsp; I&#8217;ve had enough for today.</li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO CLASHING STEEL – UNDER</span></li><li><span style="text-decoration: underline;">SOUND: SLIDE OF BLADE ALONG BLADE TO THUMP ON HILT</span></li><li>FATHER: Argh!</li><li><span style="text-decoration: underline;">SOUND: BLADE CLATTERS ONTO FLOOR – UNDER.</span></li><li>FATHER: (TRIUMPHANT) Yes!&nbsp; You disarmed me.&nbsp; Well done, Herbert.</li><li>MITCHELL: (FURIOUS) To Hell with this!</li><li><span style="text-decoration: underline;">SOUND: BLADE THROWN TO FLOOR.</span></li><li><span style="text-decoration: underline;">SOUND: DOOR SLAMS</span></li><li>HERBERT: (BEWILDERED) Mitchell?</li><li><span style="text-decoration: underline;">SOUND: CROSS FADE INTO BODY BLOWS AND HERBERT AND MITCHELL GRUNTING</span></li><li><span style="text-decoration: underline;">SOUND: FIGHT BELL</span></li><li>FATHER: And the bout goes to Herbert on points.&nbsp; Well done.</li><li>MITCHELL: No! (ONE LAST GRUNT OF EFFORT) Ugh!</li><li><span style="text-decoration: underline;">SOUND: BODY BLOW</span></li><li>HERBERT: (IN PAIN) Ungh!</li><li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; HERBERT FALLS</span></li><li>HERBERT: (BEAT) What the hell?&nbsp; The bell&#8217;s rung already.</li><li>MITCHELL: (UNREPENTENT) Sorry.&nbsp; I guess I just slipped.</li><li>FATHER: (ANGRY) Mitchell, get out of the ring!</li><li>HERBERT: Stop it, Dad.&nbsp; I&#8217;m fine.</li><li>MITCHELL: I don&#8217;t need you to fight my battles, Herbert.</li><li>HERBERT: I wasn&#8217;t.&nbsp; I was just&#8230;</li><li>MITCHELL: Taking the chance to pick another fight with Dad.&nbsp; Right.&nbsp; To Hell with you!</li></ol>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2022&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/passing-the-time/">Passing The Time</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Mort Flintwich and the Outworlder War &#8211; Episode 5 &#8211; Wrack and Ruin</title>
		<link>https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-5-wrack-and-ruin/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 20 May 2022 12:03:51 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mort Flintwich and the Outworlder War]]></category>
		<category><![CDATA[Mort Flintwich]]></category>
		<category><![CDATA[mort flintwich and the outworlder war]]></category>
		<category><![CDATA[wrack and ruin]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Wrack and Ruin; episode 5 of Mort Flintwich and the Outworlder War. Mort Flintwich and the Outworlder War EPISODE #5 – Wrack and Ruin by Philip Craig Robotham Cover illustration by Philip Craig Robotham Copyright 2022 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-5-wrack-and-ruin/">Mort Flintwich and the Outworlder War &#8211; Episode 5 &#8211; Wrack and Ruin</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph" id="block-422a7b5d-41a8-46e4-abeb-399a32090a31"><br>Below we present the complete text of Wrack and Ruin; episode 5 of Mort Flintwich and the Outworlder War.</p>



<div id="block-22e7feed-817e-479d-a56a-0ccb9399b5b3" class="wp-block-image"><figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/11/74575404_2674233109293852_869633501941465088_n.jpg?ssl=1"><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/11/74575404_2674233109293852_869633501941465088_n.jpg?resize=180%2C270&#038;ssl=1" alt="Wrack and Ruin" class="wp-image-5874" width="180" height="270"/></a><figcaption>Wrack and Ruin</figcaption></figure></div>



<div id="block-bafa7b88-ef01-452a-9dde-1087aa27c4ac" class="wp-block-image"><figure class="alignright"><img decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&amp;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children"/><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></div>



<h2 class="wp-block-heading" id="block-c294252f-9ab6-423a-aa53-912bf9bb063a">Mort Flintwich and the Outworlder War</h2>



<h3 class="wp-block-heading" id="block-f636416b-3a98-4db9-8aa9-8f3e997afb9a">EPISODE #5 – Wrack and Ruin</h3>



<p class="wp-block-paragraph" id="block-283408a2-5df5-4631-b2bf-39297cb11041">by Philip Craig Robotham</p>



<p class="wp-block-paragraph" id="block-3e550140-009b-4727-bd10-39a7f81b93a2">Cover illustration by Philip Craig Robotham</p>



<p class="wp-block-paragraph" id="block-cf509c9a-e382-435a-bb13-4cc10d9a6d35">Copyright 2022 Philip Craig Robotham</p>



<p class="wp-block-paragraph" id="block-ceab67e0-6378-46c4-9c41-6309475674d8">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<figure class="wp-block-image" id="block-2bf91f5a-ce2d-4aeb-a38c-f60a1fbe6966"><img decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&amp;ssl=1" alt="CC by-nc-nd 4.0"/><figcaption>CC by-nc-nd 4.0</figcaption></figure>



<p class="wp-block-paragraph" id="block-c8216aee-010c-4141-ac66-9edf58d106b4">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to&nbsp;<a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph" id="block-c93a1a83-ef16-41d5-91d9-9dde57722bc7">Other works by this author can be found at the author’s website:&nbsp;<a href="https://weirdworldstudios.com/">https://weirdworldstudios.com</a>&nbsp;or through select, online book retailers.</p>



<h3 class="wp-block-heading" id="block-dc8464df-08b1-4915-92c1-9b2ea0cd823b">Episode 5: Wrack and Ruin</h3>



<p class="wp-block-paragraph" id="block-c50ee101-55b5-4b6b-895f-f9ec1c739fdf">Mort Flintwich considers himself a charlatan&#8230; but he can see ghosts &#8211; real ghosts. Claudette Moreland is a kid with a supernatural gift. And a gangster named Caesar Cordova wants to use her to win a gang war. Star City is getting stranger.</p>



<h2 class="wp-block-heading" id="block-242753f8-8932-46a5-bc30-481d49bd9e3b">Wrack and Ruin</h2>



<h3 class="wp-block-heading" id="block-bcbe56ff-6579-4a23-9569-ac4868ba31aa">CAST LIST</h3>



<p class="wp-block-paragraph" id="block-03038aed-5cc5-4ecc-80ae-65c20211094a">MORT FLINTWICH</p>



<p class="wp-block-paragraph" id="block-5bb24b77-1c34-415b-a7a9-f59416ed0b06">JAKE SPENCER</p>



<p class="wp-block-paragraph" id="block-2ae4a000-9b7b-4477-a557-c05f6fabeb4f">CAESAR CORDOVA</p>



<p class="wp-block-paragraph" id="block-7d5dbc6f-6045-43f1-960a-09ed4720822b">MADAM SOFIA MALEFICENT</p>



<p class="wp-block-paragraph" id="block-1b34fd34-93db-47a4-883c-c47bda8c1672">LILLY MORELAND</p>



<p class="wp-block-paragraph" id="block-2a5adaa7-7eb6-4d18-a90a-f496293aa9ea">CLAUDETTE MORELAND</p>



<p class="wp-block-paragraph" id="block-0366198b-422d-4467-9541-088957c54271">WU CHENG</p>



<p class="wp-block-paragraph" id="block-308e899e-b8eb-41a6-b24d-eb6e13a05306">OUTWORLDER SPOKESBEING</p>



<p class="wp-block-paragraph" id="block-06d73306-5553-49ba-9c29-52c0735868c7">BRUNO</p>



<p class="wp-block-paragraph" id="block-ed50e809-b9f8-4668-868d-8e3fe14ecaa4">JULIO</p>



<p class="wp-block-paragraph" id="block-165c54e6-3b56-41c9-a8b8-36a3074b9358">SANCHO</p>



<p class="wp-block-paragraph" id="block-e94f19d3-3b45-4550-b4b2-4bea48955cc8">LITTLE GIRL IN TRAFFIC</p>



<p class="wp-block-paragraph" id="block-5a70ed9c-32c8-4afe-95f3-2e457b083326">JIMMY</p>



<p class="wp-block-paragraph" id="block-105ab4f7-963c-46ba-b6aa-79fafffa9fef">STAN</p>



<p class="wp-block-paragraph" id="block-4a061335-ba83-42be-8c4d-8fd3ea0bb7f4">CHARITY COLLECTOR</p>



<p class="wp-block-paragraph" id="block-dc1685ec-dd0c-441e-8b15-598a1107bfc4">DOCTOR</p>



<p class="wp-block-paragraph" id="block-f7ae60ec-6e3e-469f-9998-c58c19a5fc15">RECEPTIONIST</p>



<p class="wp-block-paragraph" id="block-7dcc92f4-4ce7-4c5c-9243-1104b826efe1">WAITRESS</p>



<p class="wp-block-paragraph" id="block-6b82ab00-fb3a-4bae-86ad-da299fc4523d">CUSTOMER #1</p>



<p class="wp-block-paragraph" id="block-31a28880-8296-4e3a-95e5-31d1d9bb930c">CUSTOMER #2</p>



<p class="wp-block-paragraph" id="block-f6e610d4-f09f-41ae-b043-7d8cff5669a8">WOMAN (KNOCKED OVER BY LILLY AND SANCHO)</p>



<p class="wp-block-paragraph" id="block-fda14679-a43d-4e9c-a249-9a27c3565c0f">MRS HARGREAVES</p>



<p class="wp-block-paragraph" id="block-05a1859a-d5fe-412a-9e89-22b652b29406">POLICEMAN #1 (WHO DIES)</p>



<p class="wp-block-paragraph" id="block-409a2d34-957d-44ea-b490-57b2e7a903a8">POLICEMAN #2 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph" id="block-7b88d818-a60e-4691-af62-1b941f61e3fb">POLICEMAN #3 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph" id="block-6bf6a731-ad34-4378-abe1-db81b4ade07e">SCRUG</p>



<p class="wp-block-paragraph" id="block-102a8f1b-f773-4573-a748-4d2879d73a31">SCRAT</p>



<p class="wp-block-paragraph" id="block-da859ca6-fb4e-405b-9aeb-3fd6de749000">OUTWORLDER #3</p>



<p class="wp-block-paragraph" id="block-2f78eb98-2c9e-4a3a-a559-94b7bf6fba43">OUTWORLDER CAESAR</p>



<p class="wp-block-paragraph" id="block-e15488a7-9a4d-42ed-b257-9cdf404cc0a6">OUTWORLDER (RIVAL TO THE SPOKESBEING)</p>



<p class="wp-block-paragraph" id="block-e1a63956-3c8f-4ab5-9c81-0ec86531671c">OUTWORLDER MINION (KILLED WITH SWORD ON STREET CORNER)</p>



<p class="wp-block-paragraph" id="block-c1183445-bcaa-4a54-9aa2-23f90e917b51">OUTWORLDER MINION (ATTACKING LILLY)</p>



<p class="wp-block-paragraph" id="block-a387fc58-d03b-4430-872b-034f0bfe03bf">OUTWORLDERS</p>



<p class="wp-block-paragraph" id="block-042e8036-c6d8-4848-8e51-ff1f708ed039">GANGSTER SPOKESMAN</p>



<p class="wp-block-paragraph" id="block-37895047-71bd-4bba-8b41-47db707efea7">GANGSTERS</p>



<p class="wp-block-paragraph" id="block-8aa41efe-2fcc-4c53-9c02-0998ea24bfeb">OUTWORLDER LEADER</p>



<p class="wp-block-paragraph" id="block-1607d4aa-cdbe-41d1-bcc8-44497e5ab1ed">SFX ARTISTS</p>



<h3 class="wp-block-heading">SCENE 31: INT – CAESAR CORDOVA&#8217;S HEADQUARTERS – EVENING<br>(OUTWORLDER CAESAR, MORT, JAKE, SOFIA, CLAUDETTE, LILLY, THUGS)</h3>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li><li>NARRATOR: Mort Flintwich and the Outworlder War, Episode 5: Wrack and Ruin.<br>It&#8217;s 1934 and Star City is a depression-era town gripped by unemployment and crime, but in its shadows a hidden and desperate war for the future of the human race is coming to a close.<br>Previously:<br>Crime-boss, Caesar Cordova, has won the gang war, but has also been possessed by outworlders, creatures from another dimension, that wish to open a gate to allow their species to invade the earth.<br>Mort Flintwich, a medium-for-hire who pretends to be a charlatan, has discovered a spell that might help defeat the outworlders and sets out to rescue Jesse (his kidnapped and currently comatose childhood friend) with the help of mother and daughter; Lilly and Claudette Morland.</li><li><span style="text-decoration: underline;">SOUND: ECHOING FOOTSTEPS OF TUNNEL &#8211; ESTABLISH AND UNDER.</span></li><li>MORT: (WHISPERING) Ok, mind your heads. These tunnels are rough. We&#8217;re nearly there.</li><li>LILLY: Mort, how&#8217;d you even know about this way in? I&#8217;d never heard of it.</li><li>MORT: These are bootlegging tunnels. They were once used for a smuggling operation.</li><li>LILLY: And now?</li><li>MORT: Now, Lil? Now they&#8217;re used for moving people without being seen.</li><li>LILLY: At least they don&#8217;t smell like the sewers. More loamy, you know? But I don&#8217;t understand why I never knew about them.</li><li>MORT: You always came publicly, as a guest or employee. The time I was brought in, it was because Cordova wanted to kill me and wanted it to be anything but public.</li><li>CLAUDETTE: How&#8217;d you get out of that?</li><li>MORT: (SMUGLY) I was very smart, Claudette. Let&#8217;s just say I&#8217;d made arrangements to release material that would have sent Cordova to the electric chair if I were to disappear.</li><li>LILLY: That&#8217;s a dangerous game to play with the likes of Cordova.</li><li>MORT: I was playing for my life. (BEAT) Look there&#8217;s the basement. Up the stairs is a kind of back-hallway beside some more stairs leading to a balcony over the foyer.</li><li>LILLY: Got it.</li><li>MORT: Lilly, you and Claudette head up there. I&#8217;m gonna take a more direct route in. Do you remember what you have to do?</li><li>CLAUDETTE: I&#8217;ve got it under control.</li><li>MORT: I&#8217;m sure you have. Stay safe and stay out of sight.</li><li><span style="text-decoration: underline;">SOUND: FEET ON STAIRS (LILLY AND CLAUDETTE) &#8211; FADING.</span></li><li>MORT: Okay, here goes.</li><li>JAKE: You know, this is pretty brave, Mort.</li><li>MORT: Are you still here, Jake?</li><li>JAKE: Where else would I be? It&#8217;s not like ghosts have better things to do than watch you get into trouble.</li><li>MORT: Yeah, well. I don&#8217;t do brave. You know that.</li><li>JAKE: Correction. You don&#8217;t do smart. Smart would involve being anywhere but here right now. Brave and stupid. That&#8217;s you, my friend.</li><li>MORT: Thanks for the pep-talk. It&#8217;s been a big help.</li><li>JAKE: No problem.</li><li>MORT: You&#8217;re not worried about going in here with me? The outworlders eat ghosts, you know?</li><li>JAKE: Finally, you&#8217;re willing to acknowledge&#8211;</li><li>MORT: Seriously Jake? This is more proof that you&#8217;re not a ghost. I doubt they are any threat to you at all.</li><li>JAKE: I&#8217;ll be fine, but not because I&#8217;m not a ghost. I know how to stay out of sight of those things.</li><li>MORT: Yeah, yeah. But something&#8217;s not right.</li><li>JAKE: Huh?</li><li>MORT: I fell like I&#8217;m missing something. Like I almost realized something and let it slip away.</li><li>JAKE: You mean like trying to figure out who is behind Cordova?</li><li>MORT: Damn it. That&#8217;s it!</li><li>JAKE: You&#8217;re welcome.</li><li>MORT: Cordova&#8217;s not smart enough for this. And there&#8217;s no way he could have learned magic so fast on his own. He was mundane a month or two ago.</li><li>JAKE: It hardly matters now. Even if you did know who was behind it all, you&#8217;d still be going ahead with this, wouldn&#8217;t you?</li><li>MORT: I guess so, but I&#8217;ve got no idea what kind of backup he may have in place.</li><li>JAKE: Too late now.</li><li>MORT: Yeah. The girls will already be in position.</li><li>JAKE: Okay I&#8217;m hiding now. Don&#8217;t forget the sword. If it holds any magic against these things, you&#8217;re gonna need it.</li><li><span style="text-decoration: underline;">SOUND: SWORD BEING DRAWN &#8211; LET IT FINISH</span></li><li>MORT: (DEEP BREATH) Okay. Let&#8217;s go kill some monsters.</li><li><span style="text-decoration: underline;">SOUND: DOOR PUSHES OPEN &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: DOZENS OF GUNS COCKING &#8211; LET IT FINISH.</span></li><li>OUTWORLDER CAESAR: Welcome, Mr Flintwich. Come inside. We&#8217;ve been expecting you.</li><li>MORT: (GROANS) That tears it. (BEAT) (BRAZENING IT OUT) Mr. Cordova. I love what you&#8217;ve done with the place. The corpses are a ghoulish touch.</li><li>OUTWORLDER THUG: Smart guy, huh?</li><li>MORT: They don&#8217;t quite match the marble floor and columns, though. Too much red. (BEAT) No-one have the time to take &#8217;em outside?</li><li>SOFIA: Hello, Mort. It&#8217;s nice to finally meet you. I see you&#8217;ve been taking care of Claudette for us.</li><li>MORT: Who the hell are you? No, don&#8217;t tell me. You&#8217;re the one who&#8217;s been pulling the Mob-Boss&#8217; strings.</li><li>SOFIA: (SARCASM) Why, Mr. Flintwich, what could you mean? Mr. Cordova is the one in charge.</li><li>CLAUDETTE: I&#8217;m sorry Mort, they grabbed us as soon as we got to the top of the stairs. Granny betrayed us.</li><li>MORT: Granny?</li><li>OUTWORLDER GANGSTER: Shut up you little cow.</li><li><span style="text-decoration: underline;">SOUND: HARD SLAP AND BODY DROP &#8211; LET IT FINISH.</span></li><li>CLAUDETTE: WHIMPERS IN PAIN.</li><li>MORT: You&#8217;ll pay for that you son of a…</li><li><span style="text-decoration: underline;">SOUND: STRUGGLE, SOME BLOWS &#8211; LET IT FINISH.</span></li><li>MORT: Ugh! (GASPING FOR BREATH) Damn… you&#8211;</li><li>OUTWORLDER CAESAR: There is nothing you can do, mortal. We have you, and while you don&#8217;t have the kind of power this girl has, you have enough to make you useful in our ritual.</li><li>MORT: What are you going to do to me?</li><li>OUTWORLDER CAESAR: We will drain you like a battery. (TO THE OUTWORLDER MINIONS) Tie him up and put him on the outside edge of the circle opposite her.</li><li>OUTWORLDER GANGSTER: And what of the woman? What shall we do with her?</li><li>OUTWORLDER CAESAR: Put her where the girl can see her, beside the man. If the girl refuses to cooperate, slit the woman&#8217;s throat.</li><li>CLAUDETTE: Mom!</li><li>LILLY: (COUGHING) Don&#8217;t worry about me, Claudette. It&#8217;ll be alright.</li><li>OUTWORLDER CAESAR: (LAUGHING) Oh no it won&#8217;t. But I&#8217;m feeling merciful. I won&#8217;t destroy you until after you&#8217;ve seen the ruin you have brought upon the face of the earth. (TO HIS MINIONS) Search them!</li><li>OUTWORLDER GANGSTER: Not much here. The girl has a pocket full of paper flowers. The man is carrying a pair of swords. What do you want us to do with them?</li><li>OUTWORLDER CAESAR: Burn the flowers. Pathetic shrivelled things. Mockeries of life and just as fragile. As for the swords… Pah. They are no threat to us. Toss them in the corner.</li><li>OUTWORLDER GANGSTER: Yes, Master.</li><li>OUTWORLDER CAESAR: (TO MORT) Before I forget, Mr. Flintwich. It appears that we are holding a friend of yours, Jesse I believe.<br>(TO SCRUG) You!</li><li>OUTWORLDER GANGSTER #2: Master?</li><li>OUTWORLDER CAESAR: Go upstairs and kill the vegetable.</li><li>LILLY AND MORT: No!</li><li>OUTWORLDER CAESAR: Ah, delicious. Your concern for each other is so easily transmuted into fear. Tasty.</li><li>LILLY: (COUGHING) Claudette, don&#8217;t cooperate!</li><li>OUTWORLDER CAESAR: What? You&#8217;d risk your life, the life of your child, for this… thing? Who is this person that you would die to protect her? She is barely more than a corpse. She&#8217;s so deep inside her own mind, she has almost no brain activity!</li><li>LILLY: Don&#8217;t cooperate Claudette. Don&#8217;t do it!</li><li>OUTWORLDER CAESAR: Start cutting the mother&#8217;s throat.</li><li>CLAUDETTE: If you touch her, I&#8217;ll never help you. Never!</li><li>OUTWORLDER CAESAR: (ANGRY) You defy me! You think you can bargain with me? (LAUGHING) But what&#8217;s a few minutes when balanced against control of this world&#8217;s future?</li><li>SCRUG: Master?</li><li>OUTWORLDER CAESAR: (TO SCRUG) Leave the thing, Jesse, in the bed upstairs for now. (TO SOFIA) Witch! Where is the book?</li><li>SOFIA: Mort has brought it with him. Allow me to get it for you, master.<br>(TO MORT) You poor little man, Flintwich. Playing the hero, putting together the clues, setting out to thwart our plans, and failing to achieve any of your goals.</li><li>OUTWORLDER CAESAR: Stop gloating. There will be time for that later.</li><li>SOFIA: (GRUNTS PULLING BOOK FROM MORT&#8217;S HANDS) Ungh. Here, I&#8217;ve got it. Let&#8217;s bring about the end of the world!</li><li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">ACT 3</h2>



<h3 class="wp-block-heading">SCENE 32: INT- CAESAR&#8217;S HEADQUARTERS – ALMOST MIDNIGHT<br>(OUTWORLDER CAESAR, MORT, JAKE, SOFIA, CLAUDETTE, LILLY, OUTWORLDER GANGSTERS)</h3>



<ol class="wp-block-list" start="91"><li>LILLY: I&#8217;m freezing. </li><li>MORT: Yeah. This many outworlders in one spot will do that.</li><li>LILLY: What? Lower the temperature?</li><li>MORT: Yeah.</li><li>LILLY: (BEAT) So…?</li><li>MORT: So, what?</li><li>LILLY: (SARCASTIC)So, do you come here often? (BEAT)What do you think? (BEAT THEN EMPHASISING) How are we going to get out of this mess?</li><li>MORT: The hell if I know.</li><li>LILLY: Don&#8217;t you have a plan?</li><li>MORT: My plan involved breaking in here with magical swords, backed up by some powerful magical artillery on the balcony, and slicing and dicing my way through a bunch of alien monsters before anyone was the wiser.</li><li>LILLY: Great plan.</li><li>MORT: What can I say? I&#8217;ve got no gift for strategy.</li><li>LILLY: You idiot. We waltzed in here at the exact time Cordova was expecting us. They must have read his memories.</li><li>MORT: Though I&#8217;m not sure I could be expected to know they could do that.</li><li>LILLY: (COUGHING) We&#8217;ve handed them Claudette. They&#8217;ll be able to invade without anyone to stop them. We&#8217;ve doomed the damn world.</li><li>MORT: Are you wishing you&#8217;d agreed to stay behind with Claudette now?</li><li>LILLY: I can&#8217;t believe I started to think you were smart. (BEAT) We&#8217;re going to die if you don&#8217;t come up with something. (STARTS COUGHING BADLY).</li><li>MORT: Easy Lilly, I&#8217;m working on it.</li><li>LILLY: (RECOVERING) Mort, something&#8217;s happening.</li><li>OUTWORLDER CAESAR: (TO SOFIA) The midnight hour approaches, witch. Is all in readiness?</li><li>SOFIA: Almost. Is there a reason you want to recreate the spirit trap that Cordova created with his original gate rather than allowing your brethren through unfettered?</li><li>OUTWORLDER CAESAR: Do you presume to question me?</li><li>SOFIA: No, only it takes more power to contain them than it would to let them in.</li><li>OUTWORLDER CAESAR: Of course. You are smarter than you look… (BEAT) and correct, I do not merely want to bring my fellows through into this realm.</li><li>SOFIA: Why not? There would be great reward for the one who achieves it.</li><li>OUTWORLDER CAESAR: True, but I would be enslaved by the masters once more, and having been cut off from their compulsions, I am enjoying my freedom.</li><li>SOFIA: And you wish to be a master yourself?</li><li>OUTWORLDER CAESAR: Yes, exactly. I will release them when the existing masters pledge their allegiance to me.</li><li>SOFIA: And then…?</li><li>OUTWORLDER CAESAR: Then I will rule as their emperor.</li><li>SOFIA: (BEAT) I see. A dangerous gamble. They will turn you inside out if your plan fails.</li><li>OUTWORLDER CAESAR: It won&#8217;t. And if it even looks like it might, you will be the first to die.</li><li>SOFIA: (BEAT) Then Master, you should know that Cordova didn&#8217;t align the mirrors properly. They will need to be aligned across the circle he inscribed on the floor.</li><li>OUTWORLDER CAESAR: (SUSPICIOUS) What? I find no trace of this in his mind.</li><li>SOFIA: Of course not. The fool did not wait for me before he attempted the ritual. He guessed at my instructions. The gate could not be held open and stabilised, as you know. Set your minions to the task.</li><li>OUTWORLDER CAESAR: Do you presume to give me orders, witch?</li><li>SOFIA: Never, master. But you would do well to follow my… advice. See the way it directs the magical energy away from the center of the circle. It cannot work in its current form.</li><li>OUTWORLDER CAESAR: Hmmm. Minions, do as she… “advises”.</li><li>OUTWORLDER GANGSTERS: Yes, master.</li><li><span style="text-decoration: underline;">SOUND: BUSTLE AND ACTIVITY &#8211; ESTABLISH UNDER AND STOP</span></li><li>SOFIA: (STAGE WHISPER) Alright, Mort, while their attention is elsewhere… I&#8217;m loosening your bonds. Here, take this paper.</li><li><span style="text-decoration: underline;">SOUND: CRUMPLED PAPER BEING PRESSED INTO SOMEONE&#8217;S HAND &#8211; LET IT FINISH.</span></li><li>SOFIA: When the time comes, read it aloud. The swords are behind you and to the left.</li><li>MORT: (ANGRY REPLY STAGE WHISPER) And why should I do anything you ask?</li><li>SOFIA: Because, if you do, there&#8217;s a chance we may all live to see the dawn. And if you don&#8217;t we&#8217;ll all die.</li><li>OUTWORLDER CAESAR: What are you doing over there, witch?</li><li>SOFIA: (TO MORT) Take this, pig!</li><li><span style="text-decoration: underline;">SOUND: FACE SLAP &#8211; LET IT FINISH.</span></li><li>MORT: Ugh!</li><li>SOFIA: Petty little charlatans like you, trading on your thimble full of power, always irritate me.<br>(TO OUTWORLDER CAESAR) Are you sure you won&#8217;t let me have this one for a little while after the ceremony, master? I would so enjoy wiping that defiant expression off his weasel face.</li><li>OUTWORLDER CAESAR: Be silent. You are lucky I&#8217;m willing to honour our agreement and leave you with your life.</li><li>SOFIA: You need me.</li><li>OUTWORLDER CAESAR: Only if the circle holds.</li><li>SOFIA: And if it doesn&#8217;t?</li><li>OUTWORLDER CAESAR: The new arrivals will kill you. I can only protect you if the circle holds and they are bound to my will.</li><li>SOFIA: The circle will hold. (BEAT) Ugh! Hey!</li><li>OUTWORLDER GANGSTER: Look out, witch.</li><li><span style="text-decoration: underline;">SOUND: RATTLE OF CANDLESTICK – UNDER AND FINISH.</span></li><li>SOFIA: Get out of my way, oaf! I need to get into position.</li><li>LILLY: (STAGE WHISPER) What is she doing? I can&#8217;t see.</li><li>MORT: (STAGE WHISPER) (AMAZED) She&#8217;s… she&#8217;s misaligning the candles and mirrors. I think she&#8217;s betraying Cordova, or whatever that thing inside him is. (STRUGGLES A MOMENT, GRUNTING WITH EFFORT ETC.) I&#8217;m loose!</li><li>LILLY: Don&#8217;t trust her. Everything she&#8217;s doing is aimed at saving her own skin. Now get me loose too. (BEAT) Mort?</li><li>MORT: Lilly… I…</li><li>LILLY: Mort, no!</li><li>MORT: I&#8217;m going to go with her plan.</li><li>LILLY: But…</li><li>MORT: Think about it. What will we do if we run for it? Claudette is under heavy guard, there are at least 12 of his possessed lieutenants in here and they&#8217;ve all got guns – genuine solid guns from our solid human reality.</li><li>LILLY: It&#8217;s too risky.</li><li>MORT: And in a little while, there will be even more of those monsters flooding into our world. This is our best chance.</li><li>LILLY: But you don&#8217;t know who she is, or even if she&#8217;s telling the truth.</li><li>MORT: True, but I think I can make a guess. There are rumours about a crazy old Romany woman in Star City. Goes by the name of Madame Sofia. She&#8217;s supposed to be able to see the future.</li><li>LILLY: Even if she is this woman, what does that prove? She handed us over to Cordova. She&#8217;s on that monster&#8217;s side.</li><li>MORT: Perhaps. But she&#8217;s messing with the ritual, sabotaging it. I think it&#8217;s our best shot.</li><li>LILLY: Well, if you get us killed, I&#8217;m going to rip you apart.</li><li>MORT: (AMUSED) Oh, really?</li><li>LILLY: Oh, shut up. (STARTS COUGHING)</li><li>MORT: Jake? You there?</li><li>JAKE: I&#8217;m here.</li><li>MORT: Jake? Where…? Oh. What are you doing in the floor?</li><li>JAKE: If I pushed my face through a wall, I&#8217;d be far more noticeable.</li><li>MORT: Uh… fine. Listen, I want you to get out of here.</li><li>JAKE: What? You just called me.</li><li>MORT: I mean it. Go. Now. There&#8217;s going to be so much wild energy flying around in here soon that if you are a real ghost, there&#8217;s a good chance it&#8217;ll destroy you.</li><li>JAKE: Nothing doing, boss.</li><li>MORT: What?</li><li>JAKE: I&#8217;m sticking with you. It&#8217;s time you got your proof, one way or the other.</li><li>MORT: Jake…</li><li>JAKE: If I&#8217;m not real and you get offed tonight, then that&#8217;s curtains for me anyway, right?</li><li>MORT: But…</li><li>JAKE: No, I&#8217;m not going anywhere.</li><li>MORT: Damnit. Years of sneaking about, and tonight you decide to grow a spine.</li><li>JAKE: Yeah, I love you too, Mort. See ya.</li><li>LILLY: (PANTING SLIGHTLY) Talking to one of your ghosts again?</li><li>MORT: Maybe.</li><li><span style="text-decoration: underline;">SOUND: CLOCK STARTS STRIKING MIDNIGHT – ESTABLISH AND UNDER</span></li><li>OUTWORLDER CAESAR: It&#8217;s time. Witch! Let the ritual begin.</li><li>SOFIA: Little girl, begin reading your part now, if you want your mother to live. Master? You must join in too.</li><li>CLAUDETTE, SOFIA, AND OUTWORLDER CAESAR: (CHANTING) Zinnia, Alstroemeria, Trachelium, Cyclamen, Ranunculus, Hypericum, Phalaenopsis, Dee.</li><li><span style="text-decoration: underline;">SOUND: BAMF! &#8211; LET IT FINISH.</span></li><li>MORT: Something&#8217;s happening.</li><li>LILLY: A circle of blue light is opening up in one of the mirrors.</li><li>MORT: It&#8217;s a portal. They&#8217;re coming through.</li><li><span style="text-decoration: underline;">SOUND: WHOOSHING &#8211; LET IT CONTINUE UNDER.</span></li><li>OUTWORLDER CAESAR: Witness my victory, mortals. I bring my kind back to your world as conquerors. (EVIL LAUGH) Muahahahaha! See how they pour through into the circle.</li><li>TRAPPED OUTWORLDER LEADER: You have done well, minion.</li><li><span style="text-decoration: underline;">SOUND: ELECTRICAL ZAP! &#8211; LET IT FINISH.</span></li><li>TRAPPED OUTWORLDER LEADER: But what is this barrier? Remove it so we can renew our ties of loyalty. Great reward I bring you for completing this service.</li><li>OUTWORLDER CAESAR: I think not, &#8220;former&#8221; master. I am free and you are fenced behind that wall of power. If you ever wish to know freedom yourself, you will promise fealty to me and to my brood.</li><li>TRAPPED OUTWORLDER LEADER: (OUTRAGED) You dare to seek MY enslavement?</li><li>OUTWORLDER CAESAR: Yours and that of those other masters who follow you. I control this gate and the barrier that surrounds it. I can keep you enclosed here for eternity.</li><li>TRAPPED OUTWORLDER LEADER: Think you so? When enough of us are here we will be able to break through.</li><li>OUTWORLDER CAESAR: I don&#8217;t doubt it, but it will take millennia. And you will be forced to feed off each other in the mean-time, reducing our already depleted numbers to a level our race may never recover from.</li><li>TRAPPED OUTWORLDER LEADER: You threaten starvation?</li><li>OUTWORLDER CAESAR: I do. And meanwhile there is an entire world out here full of tasty souls for the taking. I am happy to wait. I doubt if these creatures will even exist in another ten thousand years &#8211; without us to farm them properly.</li><li>TRAPPED OUTWORLDER LEADER: And you think I will be swayed by the short term gain?</li><li>OUTWORLDER CAESAR: Yes, I do. Why play the long game, when a simple promise of fealty will grant you freedom? You won&#8217;t even lose your supremacy over your broods.</li><li>TRAPPED OUTWORLDER LEADER: So, you are determined to enslave your betters.</li><li>OUTWORLDER CAESAR: I will hold ultimate sway, but I will leave you your bases of power. And all in exchange for a simple little… (BEAT) Wait, what is that? A second portal is opening in the remaining mirror. It&#8217;s…</li><li><span style="text-decoration: underline;">SOUND: BAMF! &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: RUSHING WIND SOUND INCREASES</span></li><li>SOFIA: (TRIUMPHANT) It&#8217;s dragging those who are coming through the first portal out and into another plane. A stronger one. Where the walls between our worlds are not so thin. Mort, Claudette, now!</li><li>MORT, CLAUDETTE AND SOFIA: Narcissum, Ranunculous, Protea, Trachelium!</li><li>OUTWORLDER CAESAR: You… cannot do this! The girl! The girl is powering this spell, but her flesh is… weak and tired! I am going to destroy her!</li><li>CLAUDETTE: Mort!!!?</li><li>OUTWORLDER CAESAR: No. (STRUGGLING) No. I will not be…</li><li><span style="text-decoration: underline;">SOUND: TEARING AS CAESAR AND THE OUTWORLDER SEPARATE. &#8211; LET IT FINISH.</span></li></ol>



<p class="wp-block-paragraph">*The two voices outworlder spokesbeing and Caesar are separate once more from this point.</p>



<ol class="wp-block-list" start="217"><li>OUTWORLDER SPOKESBEING: Why can&#8217;t I raise my gun?</li><li>CAESAR: You&#8217;re growing weaker and I won&#8217;t let you, that&#8217;s why. We&#8217;re separating, monster. No more will you rule over the body of Caesar Cordova!</li><li>OUTWORLDER SPOKESBEING: You may be strong, insect, but the same cannot be said for your minions and they are still under my control. (TO OUTWORLDER MINIONS) Destroy the girl.</li><li>OUTWORLDER MINION: I am close enough to finish the male off, master. I will kill him for you.</li><li>LILLY: Not if I can trip you up, you won&#8217;t.</li><li>OUTWORLDER MINION: Ugh!</li><li><span style="text-decoration: underline;">SOUND: POSSESSED GANGSTER TRIPS AND FALLS WITH A THUD &#8211; LET IT FINISH</span></li><li>CLAUDETTE: Mom! The rest of them are almost on top of me!</li><li>SOFIA: (HURRIEDLY) Be dispossessed of these mortal bodies, fiends. Begone. Mort… Claudette… help me finish the ritual.</li><li>MORT, CLAUDETTE, AND SOFIA: Trachelium, Cyclamen, Hypericum, Dee.</li><li><span style="text-decoration: underline;">SOUND: BAMF AND WOOSH OF DISPOSSESSION &#8211; LET IT FINISH.</span></li><li>OUTWORLDER SPOKESBEING: No! I am betrayed! Aaaa-aaargh!</li></ol>



<p class="wp-block-paragraph">*The voices of outworlders and Cordova&#8217;s henchmen separate from this point on.</p>



<ol class="wp-block-list" start="229"><li>OUTWORLDERS: (AD LIB) Master! We have been cast out! We are loose! Etc.</li><li>GANGSTERS: (AD LIB) Boss! What&#8217;s happened? Are we okay? Etc.</li><li>CORDOVA: You men, get out of here, now!</li><li>GANGSTERS: (AD LIB) Sure. You got it. Yeah. I ain&#8217;t gonna argue with that. Etc.</li><li><span style="text-decoration: underline;">SOUND: DEPARTING FEET &#8211; LET IT FINISH.</span></li><li>OUTWORLDER SPOKESBEING: You have cast me out, but if I am free of this body, I am also free once more to kill the girl.</li><li>CLAUDETTE: Mort, help!</li><li>MORT: Run for it, Claudette!</li><li>CLAUDETTE: I can&#8217;t. I&#8217;m powering the portal spells. I can&#8217;t leave the circle&#8217;s edge.</li><li>MORT: I&#8217;ll grab the swords.</li><li><span style="text-decoration: underline;">SOUND: SWORD BEING DRAWN &#8211; LET IT FINISH.</span></li><li>MORT: You&#8217;re not getting past me, monster.</li><li>OUTWORLDER SPOKESBEING: You may be able to halt me for a moment, but what about the rest of us? Can you prevent my minions from overwhelming you?</li><li>SOFIA: Barrethion Formis!</li><li><span style="text-decoration: underline;">SOUND: BAMF &#8211; LET IT FINISH.</span></li><li>OUTWORLDERS: Master, the witch has trapped us. She has placed a wall of force in our path. We cannot get through.</li><li>SOFIA: They cannot approach and aid you now, monster. You are alone.</li><li>OUTWORLDER SPOKESBEING: You think I am trapped in here with you? No, mortal. You are trapped in here with me. I&#8217;m not a physical part of this reality. But I can still affect it… like this…</li><li><span style="text-decoration: underline;">SOUND: RIPPING OF FABRIC &#8211; LET IT FINISH.</span></li><li>MORT: SCREAMS IN PAIN. Aaargh!</li><li>OUTWORLDER SPOKESBEING: Is it worth it? Protecting the weak little girl? Suffering like this?</li><li>MORT: Ugh! Toying with me, monster? She&#8217;s worth 20 of you and you&#8217;ll regret giving me the chance to get this close to you. Take that…</li><li><span style="text-decoration: underline;">SOUND: FLESHY SQUELCH OF SWORD DRIVEN INTO MONSTER &#8211; LET IT FINISH.</span></li><li>OUTWORLDER SPOKESBEING: (GASPS)What? It… penetrates. It… hurts.</li><li>MORT: More importantly… Ugh…</li><li><span style="text-decoration: underline;">SOUND: SWORD BEING RIPPED FREE &#8211; LET IT FINISH</span></li><li>MORT: It&#8217;s a polished iron weapon and it kills your kind… but right now it can… (GRUNTS) force… (GRUNTS) you back… (GRUNT) into the circle.</li><li>OUTWORLDER SPOKESBEING: The portal has me in its grip!</li><li>MORT: Why isn&#8217;t it sucking you through?</li><li>LILLY: (COUGHING) It&#8217;s still anchored to its brood. The barrier that kept them from attacking you is holding them in place and their connection to the one you&#8217;re fighting is keeping it from being sucked into the portal.</li><li>SOFIA: That&#8217;s easily fixed. Barethium Terminus!</li><li><span style="text-decoration: underline;">SOUND: BAMF &#8211; LET IT FINISH</span></li><li>OUTWORLDER SPOKESBEING: No! Nooooo! (FADING WAIL)</li><li>LILLY: That&#8217;s it! They are all being pulled through.</li><li>OUTWORLDER MINION: No. I&#8217;m being dragged. But I can still take one of you with me, mortal.</li><li>LILLY: No!</li><li><span style="text-decoration: underline;">SOUND: TEARING &#8211; LET IT FINISH</span></li><li>LILLY: It&#8217;s got me! Ugh! Its claws are cutting into me.</li><li>CORDOVA: Hang on. I have you! I won&#8217;t let go.</li><li>OUTWORLDER MINION: Can you anchor her against the combined pull of my brood, mortal?</li><li>MORT: Cordova, the sword. Catch! (GRUNTS) Ungh!</li><li>CORDOVA: (GRUNTS AS HE CATCHES IT) Ugh. Here, monster… take this!</li><li><span style="text-decoration: underline;">SOUND: THRUST OF SWORD INTO SOMETHING SOFT AND WET &#8211; LET IT FINISH.</span></li><li>LILLY: (RELIEF AS IT LETS GO) Ahh.</li><li>OUTWORLDER MINION: (SCREAMS – FADING WAIL) Aaaaaaaargh.</li><li><span style="text-decoration: underline;">SOUND: TEARING SOUND WITH SPLASHING DRIPS – UNDER.</span></li><li><span style="text-decoration: underline;">SOUND: MAGICAL BAMF &#8211; LET IT FINISH.</span></li><li>MORT: (IN PAIN BRIEFLY) Ugh! What now?</li><li>SOFIA: Everyone get back. Some of Lilly&#8217;s blood has fallen inside the circle.</li><li>MORT: And&#8211;</li><li>SOFIA: Blood changes magic. The circle is starting to expand and suck things from our world through.</li><li>LILLY: But Claudette&#8217;s on the circle&#8217;s edge.</li><li>CLAUDETTE: Granny, the portal&#8217;s got me! MORT: Hang on Claudette. Here I come.</li><li>CLAUDETTE: (SCREAMS WITH FRIGHT) Argh!</li><li>MORT: (BEAT) Ugh! Got you!</li><li><span style="text-decoration: underline;">SOUND: BODIES THUMP TO FLOOR! &#8211; LET IT FINISH</span></li><li>CLAUDETTE: Mort, you&#8217;re bleeding. Are you okay?</li><li>MORT: I&#8217;m fine, but your mom needs help and the portal is widening. Get back!</li><li><span style="text-decoration: underline;">SOUND: ROARING WIND INCREASES &#8211; UNDER</span></li><li>SOFIA: (SHOUTING ABOVE WIND) Wait. We have to close the portal. Turn over the paper. You and Claudette need to read the ritual on the back with me.</li><li><span style="text-decoration: underline;">SOUND: FLUTTER OF PAPER – FADES</span></li><li>MORT: (CALLING BACK) No! Damn it. It&#8217;s gone. It got ripped from my hand and went through.</li><li>CLAUDETTE: What does that mean?</li><li>MORT: It means we have to run for it.</li><li>SOFIA: You can&#8217;t run. That portal will continue to expand. It will swallow the entire planet.</li><li>MORT: Then what? Stay here and die?</li><li>SOFIA: I… I don&#8217;t know. I…</li><li>MORT: Call out the words. We&#8217;ll repeat them after you.</li><li>SOFIA: But…?</li><li>MORT: We have to say the words, right? It&#8217;s the best chance we&#8217;ve got!</li><li>SOFIA: Alright, here goes… The first three words are Felis, Gerridae, Acynonix!</li><li>JAKE: Mort! I&#8217;m caught in the pull of the portal. I can&#8217;t… Aaaargh! (FADING WAIL)</li><li>MORT: Wait. No! Jake got pulled through.</li><li>SOFIA: Mort, we don&#8217;t have time. Felis, Gerridae, Acynonix.</li><li>MORT: We need to keep the gate open. I have to get Jake.</li><li>SOFIA: We can&#8217;t, Mort.</li><li><span style="text-decoration: underline;">SOUND: RIPPING, TEARING, SQUEALCH OF PREDATOR COMING THROUGH.</span></li><li>LILLY: What the hell is that?</li><li>SOFIA: It&#8217;s the thing from the mirror dimension. The one that has been destroying the outworlders.</li><li>LILLY: It&#8217;s huge and it&#8217;s trying to get in.</li><li>CLAUDETTE: Stop it! It&#8217;s tearing at my brain. (IN PAIN) Aargh!</li><li>SOFIA: Mort, there&#8217;s no time. Say the words; Felis, Gerridae, Acynonix. (BEAT) Mort, say them!</li><li>MORT: Alright, damnit!</li><li>MORT, CLAUDETTE, SOFIA: Felis, Gerridae, Acynonix.</li><li><span style="text-decoration: underline;">SOUND: EVERYTHING STARTS RUMBLING AND CRASHING &#8211; UNDER</span></li><li>SOFIA: Quickly! The last words are Gliridae, Chilopoda, Esox.</li><li>MORT, CLAUDETTE, AND SOFIA: Gliridae, Chilopoda, Esox!</li><li><span style="text-decoration: underline;">SOUND: SHOOP NOISE ENDING THE STORM OF NOISE &#8211; LET IT FINISH &#8211; ESTABLISH THE SILENCE FOR A MOMENT</span></li><li>LILLY: (LONG BEAT) Is that it? Is it over?</li><li>MORT: Yes. The compulsion is broken. I&#8217;m free of Jenny&#8217;s blood debt. But Jake… Jake&#8217;s gone. (BEAT) He was real.</li><li><span style="text-decoration: underline;">SOUND: CLAUDETTE&#8217;S RUSHING STEPS &#8211; LET IT FINISH</span></li><li>CLAUDETTE: (HAPPY TEARS) Granny! I knew you were good. I knew it!</li><li>SOFIA: Easy, little one. These old bones aren&#8217;t used to being crushed in a bear hug.</li><li>CLAUDETTE: Sorry, Granny!</li><li>LILLY: You two know each other?</li><li>SOFIA: Um… Yes… well…</li><li>CAESAR: I hate to interrupt your revels, but Lilly is hurt.</li><li>LILLY: The wound&#8217;s bloody, but it&#8217;s not deep. I&#8217;ll be fine once I get a bandage on it. (TO CORDOVA) Why&#8217;d you have to be the one to (STARTS COUGHING) save me. I still want to kill you for threatening Claudette.</li><li>MORT: (TO CORDOVA) You! This was all your fault, Cordova.</li><li><span style="text-decoration: underline;">SOUND: GUN COCKS &#8211; LET IT FINISH</span></li><li>CAESAR: Easy, Mr. Flintwich. This gun is a precaution. I&#8217;d hate for you to do something stupid now that you&#8217;ve helped save the world.</li><li>MORT: Damn you. What do you intend to do with us?</li><li>CAESAR: I do not intend to do anything with you. Stay still. No, don&#8217;t be afraid. All I really want is to ask you to leave my house and never come back.</li><li>LILLY: Huh?</li><li>CAESAR: I owe you a debt. Rescuing me from the control of that thing… I am grateful.</li><li>SOFIA: You have what you wanted, Caesar. As I promised. Your rivals are gone.</li><li>CAESAR: Are you going to take credit for this… catastrophe, Sofia?</li><li>SOFIA: In a way, yes. The world behind the mirrors was leaking into our own. It was a matter of time before they found their way here in force.</li><li>LILLY: But if you…</li><li>SOFIA: The barrier between our worlds was too weak. They had to be sent… somewhere else, somewhere stronger.</li><li>LILLY: The second portal.</li><li>SOFIA: Exactly. But the rituals required were strong and needed powerful active individuals to enact them.</li><li>LILLY: You set Cordova after my daughter?!</li><li>SOFIA: To save the world? Yes. Yes, I did.</li><li>LILLY: Why you&#8211;?</li><li>CLAUDETTE: Mom, don&#8217;t. Granny wouldn&#8217;t have hurt me.</li><li>SOFIA: Er… no… I guess I wouldn&#8217;t have. But that&#8217;s not a good thing, Claudette. I can&#8217;t let myself… feel… for anyone. Not if I&#8217;m going to do what I need to.</li><li>CLAUDETTE: But you do feel something for me, don&#8217;t you, Granny? I can tell.</li><li>SOFIA: Yes, I guess I do, sweetie.</li><li>CLAUDETTE: Me too.</li><li>MORT: How could you stage-manage all this? It&#8217;s not possible.</li><li>SOFIA: I can&#8217;t stage-manage anything. I see the pathways of the future. That&#8217;s my gift.</li><li>MORT: But that&#8217;s not enough. I&#8217;m nobody&#8217;s puppet.</li><li>SOFIA: All the possible futures and roads spread out before me. I try to arrange things so that particular paths are followed and others are excluded.</li><li>MORT: But even so?</li><li>SOFIA: Most paths were converging on the destruction and enslavement of the human species to those Outworlders. I tried to tip the scales.</li><li>MORT: And you could see our futures?</li><li>SOFIA: No. I see the futures of mundane people, those who don&#8217;t have magical gifts. I could see the futures available to the mob bosses (Tommy Boscone and Dillon Tremere)… my apologies, you prefer to refer to each other as businessmen, yes?</li><li>CAESAR: Yes.</li><li>SOFIA: I could see their futures. But the futures of the rest of you were a blur and where theirs intersected with yours, that blurred things further. Much of what I have done was based on guess work and hope.</li><li>CLAUDETTE: In the end, you saved us.</li><li>CAESAR: You have taken many risks, and the price has been… high.SOFIA: I&#8217;m sorry, Caesar. But your choices were behind your biggest losses (your men… your eyes…) but you would be dead now without them. They were… necessary.</li><li>CAESAR: I cannot deny that I owe you a debt. But I also cannot stand the sight of you. Others who have tried to use me in the past have paid a high price for their presumption.</li><li>SOFIA: Do not think there isn&#8217;t a price I will have to pay for my meddling… but yes, you are right. I have manipulated all of you. It is my burden.</li><li>CAESAR: (DISMISSIVE) The burden of a meddlesome old woman!</li><li>SOFIA: And Caesar, for you it is not yet over. The sight you now have, along with your position as the leader of the city&#8217;s crime syndicates now that Boscone and Tremere are dead, puts you in a unique position.</li><li>CAESAR: I am not going to be your plaything, Sofia.</li><li>SOFIA: Your debt to me will be paid with interest, since I am making you this city&#8217;s guardian.</li><li>CAESAR: Debt? What rubbish is this? By what authority do you presume to direct my actions?</li><li>SOFIA: I don&#8217;t presume. The things which have happened in recent weeks have weakened the barriers between worlds, we have prevented one threat from coming through, but there are others and it will be your job to meet and neutralize them. The price, you might say, of being a survivor.</li><li>CAESAR: Bah! I will repair the ruins of my mansion. I will dispose of all these bodies. I will even threaten your lives so that this is never spoken of again. And, though I am better for this city than the bosses that are gone, I remain a criminal. I operate outside the law for my own enrichment and… now that I have sole control of the city… I am beholden to no-one, least of all you, witch.</li><li>SOFIA: As you wish. But when the time comes, you will be ready to stand. (BEAT) As for the rest of us, we should go. You are going to have a lot to do.</li><li>LILLY: Madame Sofia?</li><li>SOFIA: Yes?</li><li>LILLY: There&#8217;s something I&#8217;ve been meaning to ask. It&#8217;s about… my magic. Everyone says I&#8217;ve got some.</li><li>SOFIA: Mmmm. You do. But…</li><li>LILLY: But?</li><li>SOFIA: Not all magic is beneficial. Sometimes, if it is not controlled, it can have terrible results.</li><li>LILLY: I don&#8217;t understand.</li><li>SOFIA: When was the last time you were ill (before this recent business, I mean)?</li><li>LILLY: I don&#8217;t know.</li><li>CLAUDETTE: I don&#8217;t remember mom ever being sick.</li><li>SOFIA: (TO CLAUDETTE) Perhaps you should go have a talk with Mort while I discuss this with your mother.</li><li>MORT: (TO CLAUDETTE) Come on sweetie. It&#8217;ll be alright.</li><li>CLAUDETTE: Okay.</li><li>LILLY: This seems a little ominous.</li><li>SOFIA: I thought you would prefer not to talk about the fact you are dying in front of your daughter.</li><li>LILLY: How is it that everyone seems to know that…</li><li>SOFIA: I&#8217;m guessing you haven&#8217;t been ill since your daughter was born.</li><li>LILLY: I haven&#8217;t had time to be sick. There was just me to look after her. Wait, are you saying this has something to do with magic?</li><li>SOFIA: You&#8217;ve been suppressing illness magically for at least twelve years.</li><li>LILLY: I&#8217;ve been what?</li><li>SOFIA: It&#8217;s your gift. But you haven&#8217;t known how to use it. All you&#8217;ve done is suppress the symptoms, while the illnesses themselves have remained trapped in your body – unable to be processed.</li><li>LILLY: I don&#8217;t understand.</li><li>SOFIA: The doctor told you he&#8217;d never seen so many pathogens in a living person, didn&#8217;t he.</li><li>LILLY: Yes, but… How did you know that?</li><li>SOFIA: You&#8217;ve been collecting them, suppressing them with your magic. They&#8217;ve become so numerous that your body, and your magic, can&#8217;t contain them anymore.</li><li>LILLY: (HOPEFUL) But if it&#8217;s magical, can&#8217;t I…?</li><li>SOFIA: I&#8217;m sorry, no. There is too much damage and the realisation of what&#8217;s happening has come too late. No-one can prevent you from dying at this point.</li><li>LILLY: But…</li><li>SOFIA: I&#8217;m sorry, Lilly.</li><li>LILLY: (BITTER) Yeah, well. Everybody&#8217;s sorry about something.</li><li>CLAUDETTE: (APPROACHING) Mom?</li><li>LILLY: (PULLING HERSELF TOGETHER) Yes, sweetie.</li><li>CLAUDETTE: This must all have seemed pretty strange to you; the magic and monsters and everything, I mean.</li><li>LILLY: You&#8217;ve no idea.</li><li>CLAUDETTE: And I know you try your best. That you want to keep me safe.</li><li>LILLY: Honey?</li><li>CLAUDETTE: I want you to know that I love you… and that I&#8217;m grateful… and that I understand and don&#8217;t care that you&#8217;re not perfect. You&#8217;re my mom and you always will be.</li><li>LILLY: Oh, sweetie, what brought this on?</li><li>CLAUDETTE: We all could have died , and I wanted to make sure…</li><li>LILLY: I love you too, kid. Come on, let&#8217;s get out of here. (TO MORT) Mort, can we stay at your place for a little while?</li><li>MORT: Huh? Sure. And you&#8217;re right. It&#8217;s time we went. Cordova, are we good?</li><li>CAESAR: Is our agreement still in place?</li><li>MORT: So long as you don&#8217;t go off half-cocked and assume I&#8217;ve broken it.</li><li>CAESAR: Then, yes. We are… “good”.</li><li>MORT: Then I&#8217;ll arrange for Jesse to be returned to her hospital.</li><li>CAESAR: No.</li><li>MORT: What?</li><li>CAESAR: Jesse stays here. I will see to her care. Don&#8217;t worry, it will be the best that money can buy. But you are too unpredictable and I think it would be best for everyone if she remains under my protection.</li><li>MORT: After everything we&#8217;ve… You bastard!</li><li>CAESAR: We are not friends, Mort. Brief allies at best. Whatever the case right now, I know you ache to see me put in a cage. I am protecting my interests.</li><li>LILLY: (COUGHING) Leave it, Mort. He will look after her. Whatever else he does, he keeps his word.</li><li>CAESAR: I will let you know what hospital I place her in… so you can visit.</li><li>MORT: You win for now. But this isn&#8217;t over, Cordova.</li><li>CAESAR: I wouldn&#8217;t imagine so. But we&#8217;ll see. The care that I can provide your Jesse will exceed your own and, though you won&#8217;t believe it, I owe you something for your part in ending the invasion.</li><li>MORT: (UNIMPRESSED) Hmpf. (BEAT) What about you, Sofia? There&#8217;s some food at my place.</li><li>SOFIA: Er… no!</li><li>CLAUDETTE: Pleeeease. Mom&#8217;s a great cook.</li><li>SOFIA: Hmpf! (GRUFFLY) I guess I could use a hot meal.</li><li>MORT: Okay, let&#8217;s go.</li><li>SOFIA: Oh, and Mr. Cordova?</li><li>CORDOVA: Mmmm?</li><li>SOFIA: I&#8217;m leaving you your cat.</li><li><span style="text-decoration: underline;">SOUND: CAT&#8217;S MIAOW &#8211; LET IT FINISH.</span></li><li>SOFIA: Feed her. She&#8217;s hungry.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 33: INT &#8211; KITCHEN OF THE SAFE HOUSE – PRE-DAWN<br>(MORT, SOFIA, LILLY, AND CLAUDETTE)</h3>



<ol class="wp-block-list" start="436"><li><span style="text-decoration: underline;">SOUND: CUTLERY, PLATES ETC. &#8211; ESTABLISH AND UNDER</span></li><li>CLAUDETTE: Did you like it, Granny?</li><li>SOFIA: It&#8217;s food. You learn not to be too picky.</li><li>CLAUDETTE: I helped Mort make it.</li><li>MORT: And a good job you did too.</li><li>SOFIA: (PETULANT) You said your mother would cook.</li><li>CLAUDETTE: We can do lots of useful things like that, can&#8217;t we mom?</li><li>LILLY: Claudette…</li><li>SOFIA: And I bet you&#8217;d be pretty comfortable here too, wouldn&#8217;t you Granny? There&#8217;s lots of room.</li><li>MORT: Claudette…</li><li>CLAUDETTE: I&#8217;m sure Mort wouldn&#8217;t mind, would you Mort?</li><li>MORT: Now, Claudette, Madame Sofia might have other things she needs to do.</li><li>LILLY: You can&#8217;t invite a bunch of strangers into Mort&#8217;s life, Claudette.</li><li>CLAUDETTE: Why not? We all get along. And we make a good team. Why can&#8217;t I invite us all to be together?</li><li>LILLY: Well… it&#8217;s…</li><li>SOFIA: It&#8217;s alright, Lilly. I can&#8217;t stay, Claudette. I can&#8217;t.</li><li>CLAUDETTE: Don&#8217;t you want to, Granny?</li><li>SOFIA: Oh, child. You don&#8217;t know how much I want to.</li><li>CLAUDETTE: But…</li><li>SOFIA: You&#8217;re too young to understand, but I&#8217;ll try to explain. I can&#8217;t stay because I want to. Because I&#8217;m old and tired of being alone and not having somewhere to call home. Because I want to stay with you and enjoy your smiles and heart-aches and watch you grow.</li><li>CLAUDETTE: But that&#8217;s great…</li><li>SOFIA: But if I stay, I&#8217;ll be tempted to neglect my other job… an important job. And maybe I won&#8217;t neglect it right off, but over time I&#8217;ll start to be scared of the risks, of what I might have to lose if I did what I have to do.</li><li>CLAUDETTE: No.</li><li>SOFIA: I&#8217;d tell myself I was doing it out of love for you, Claudette. But actually, I&#8217;d be acting selfishly.</li><li>CLAUDETTE: No, Granny. That&#8217;s not true.</li><li>SOFIA: You&#8217;re saying that because you want it to be a lie. But the truth isn&#8217;t like that. It isn&#8217;t what we want it to be. It just is.</li><li>LILLY: If Sofia&#8217;s going to do her job, she has to go.</li><li>SOFIA: And I have to do my job, Claudette. A lot of people – more than you could count – need me to.</li><li>CLAUDETTE: But…</li><li>SOFIA: Give me one of your flowers, Claudette.</li><li>CLAUDETTE: Um… okay. Here.</li><li>SOFIA: I&#8217;m going to keep it with me, alright. To remember you.</li><li>CLAUDETTE: I&#8217;m going to miss you, Granny.</li><li>SOFIA: It will be all right, Claudette. You&#8217;re going to be fine. (TO MORT) Won&#8217;t she, Mort?</li><li>MORT: Huh? I&#8217;m sorry… I was thinking about…</li><li>CLAUDETTE: Were you thinking about Jake, Mort?</li><li>MORT: Yeah, I guess I was. I saw him get sucked through that portal.</li><li>SOFIA: No, you didn&#8217;t.</li><li>MORT: What?</li><li>SOFIA: You were right all along. Jake was something your brain came up with to help you deal with shutting down and repressing your gifts.</li><li>MORT: But I thought…</li><li>SOFIA: Even though some ghosts are invisible to some folks, we should all have been able to see and hear him during the casting of that spell. The magic was too strong for him to remain invisible, but you were the only one who could see him.</li><li>MORT: How do you even know about my gifts and how I use them?</li><li>SOFIA: I picked you, Mort. There&#8217;s not much I don&#8217;t know about you. Jake was in your head and now that you&#8217;re using your gifts again, he&#8217;s gone… like I need to be. Can I put Claudette to bed on my way out Lilly?</li><li>LILLY: Uh, sure.</li><li>SOFIA: Come on Claudette. Say goodnight. You need some sleep.</li><li>CLAUDETTE: Goodnight mom. Goodnight Mort.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH</span></li><li>MORT: You&#8217;ve been pretty quiet since we got back Lil. I hate to say it, but it&#8217;s 4:15 in the morning and you look done in. Maybe we should hit the hay too.</li><li>LILLY: In a minute, Mort. There are things to talk about.</li><li>MORT: It&#8217;s okay, Lil. You and Claudette can stay here as long as you like.</li><li>LILLY: No, I need to know something, Mort. I need to know if you think you could love Claudette?</li><li>MORT: (ANNOYED) Look, Lil, I know you&#8217;re afraid of her getting hurt. And I can see how quickly she attached herself to Madame Sofia, but you need somewhere to stay and you can&#8217;t…</li><li>LILLY: It&#8217;s not that. It&#8217;s… I&#8217;m dying, Mort. You know that. And I&#8217;ve got nowhere else to turn. Claudette needs someone who understands her, understands her and her gifts.</li><li>MORT: Hang on, Lil.</li><li>LILLY: She needs someone who will be willing to take care of her in good times and bad. And, Mort, my time&#8217;s coming soon. Sofia told me she can&#8217;t see my path but it&#8217;s clear I haven&#8217;t got long. I know I&#8217;ve got no right to ask… not after what I kept from you about… what I did to you over Lilly, the real Lilly.</li><li>MORT: Lil, it&#8217;s okay. I…</li><li>LILLY: But that&#8217;s part of the reason I&#8217;m asking. You&#8217;ve always been looking out for me. Even during those years that I was gone. In all the years since you thought you found me. Please, Mort. There&#8217;s no one else to…</li><li>MORT: Lilly, stop.</li><li>LILLY: I&#8217;m sorry. It&#8217;s not a grift, I swear. I… I had to ask, that&#8217;s all.</li><li>MORT: No, you don&#8217;t understand, Lil. Jesse&#8217;s gone. She&#8217;s been gone a long time. She died in that house they took you to. She died there and transformed into Lilly. She had to become Lilly to survive. And you have. You survived it all.</li><li>LILLY: (STARTS TO SOB) Don&#8217;t look at me!</li><li>MORT: But Jesse…, Jesse would know deep down. She&#8217;d know that you never have to ask. Not me. Don&#8217;t be so sure I don&#8217;t have my own Lilly. My own mask hiding the eight year old Mort who lost you all those years ago. Jesse would never have to ask the boy under that mask.</li><li>LILLY: What? But?</li><li>MORT: We&#8217;ve changed Lil. A lot of water has passed under the bridge, but you don&#8217;t have to ask about this. I&#8217;ll take care of her. I&#8217;ll love her. And I&#8217;ll protect her and help her.</li><li>LILLY: Oh, Mort. Thanks.</li><li>MORT: But we don&#8217;t have to face this yet, do we? I mean, can&#8217;t the doctors do something for you. Treatment or…</li><li>LILLY: Sure. But I don&#8217;t want it. It would mean a long time in hospital and in the end it wouldn&#8217;t work. I don&#8217;t want to put Claudette through that. I don&#8217;t want her to see that.</li><li>MORT: She loves you, Lil. It&#8217;s not brave to hide it and try to face it alone. It&#8217;s…</li><li>LILLY: I know that, damnit! (BEAT) And I&#8217;m not brave. I haven&#8217;t got the courage to share this with her. I haven&#8217;t got the courage to fight a losing battle. I can&#8217;t. I won&#8217;t. (STARTS COUGHING)</li><li>MORT: Easy, Lil. Easy. We can talk about this in the morning.</li><li>LILLY: (COMPOSING HERSELF) No wait. Here, I&#8217;ve got some paper work. I&#8217;ve been carrying it around with me… not knowing how I was going to…</li><li>MORT: Paperwork? What kind of paperwork?</li><li>LILLY: Guardianship papers.</li><li><span style="text-decoration: underline;">SOUND: PAPER UNFOLDING &#8211; LET IT FINISH</span></li><li>LILLY: I have to put your name here.</li><li><span style="text-decoration: underline;">SOUND: PEN SCRATCHING &#8211; LET IT FINISH</span></li><li>LILLY: And get you to sign it… here.</li><li>MORT: (BEAT)</li><li>LILLY: Don&#8217;t get cold feet now, Mort. Not after you made that pretty speech.</li><li>MORT: I won&#8217;t. I… Promise me you won&#8217;t give up Lil. We can go through this together.</li><li>LILLY: Mort, it&#8217;s always been easy for you to see the right thing to do. You play at being above right and wrong. But underneath you&#8217;re such a boy-scout. Let&#8217;s not talk about this until tomorrow, huh? For tonight, sign the papers so I can rest easy.</li><li>MORT: Alright, Lil.</li><li><span style="text-decoration: underline;">SOUND: SCRATCHING OF PEN &#8211; LET IT FINISH</span></li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH</span></li><li>SOFIA: She&#8217;s in bed and asking for you, Lil.</li><li>LILLY: Did you say goodbye?</li><li>SOFIA: She&#8217;ll cry herself to sleep for a bit, but yes, I did. I think she&#8217;ll understand.</li><li>LILLY: Okay. Look after yourself. I&#8217;ve never met a real Romany before.</li><li>SOFIA: Not many have. The true Romany are rare and getting rarer.</li><li>MORT: You know you would be welcome to stay.</li><li>SOFIA: That&#8217;s nice of you to say Mort, but you&#8217;ve got enough on your plate if that document on the table is what I think it is. Goodnight to you both.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 34: INT – KITCHEN – MORNING<br>(MORT, CLAUDETTE)</h3>



<ol class="wp-block-list" start="529"><li><span style="text-decoration: underline;">SOUND: FRYPAN, COOKING NOISES &#8211; ESTABLISH AND UNDER</span></li><li>CLAUDETTE: (YAWNING) Good morning.</li><li>MORT: Morning. I hope you like flapjacks. We&#8217;re pretty much out of everything else.</li><li>CLAUDETTE: Yum. Is mom up yet?</li><li>MORT: I haven&#8217;t seen her. But we should let her sleep.</li><li>CLAUDETTE: Okay. What&#8217;s this?</li><li>MORT: Hmmm?</li><li>CLAUDETTE: There&#8217;s a letter on the table. It&#8217;s addressed to me.</li><li>MORT: I don&#8217;t know. It must have been put there during the night. Did Sofia leave it behind?</li><li>CLAUDETTE: No. It&#8217;s mom&#8217;s handwriting.</li><li><span style="text-decoration: underline;">SOUND: ENVELOPE BEING TORN OPEN &#8211; LET IT FINISH</span></li><li><span style="text-decoration: underline;">SOUND: LETTER BEING UNFOLDED &#8211; LET IT FINISH.</span></li><li>CLAUDETTE: Oh, no!</li><li><span style="text-decoration: underline;">SOUND: RUNNING CLAUDETTE FOOTSTEPS &#8211; FADE.</span></li><li>CLAUDETTE: (AT A DISTANCE) Mom! Mom! Oh, no! Please! Mom!</li><li>MORT: What? Claudette?</li><li>CLAUDETTE: (RETURNING) She&#8217;s gone. Really gone. She&#8217;s left her flower behind. She&#8217;s left us.</li><li>MORT: Let me see that letter…</li><li>LILLY: (FILTERED ECHOING) Dear Claudette,<br>I&#8217;m sorry I didn&#8217;t have the courage to tell you to your face. I&#8217;m sick. So sick that I can&#8217;t take care of you anymore. So sick that I have to leave. It&#8217;s not your fault. You didn&#8217;t do anything to deserve this. Sometimes life is cruel.<br>I have to go, but I&#8217;ve left you with Mort and he&#8217;ll take care of you. He won&#8217;t understand why I&#8217;ve gone either. But he&#8217;s a good man and he cares about you and won&#8217;t let you down.<br>Please believe me when I say this isn&#8217;t your fault. I love you so much. Too much.<br>I hope you can forgive me, one day.<br>&#8211; Mom.<br>P.S Tell Mort this isn&#8217;t his fault either.</li><li>MORT: Damn it, Lil! (BEAT) Claudette!</li><li>CLAUDETTE: Mort?</li><li>MORT: (GENTLY) Come here. Oh, Claudette. I&#8217;m so sorry.</li><li>CLAUDETTE: We&#8217;ve got to find her.</li><li>MORT: We&#8217;ll try.</li><li>CLAUDETTE: Don&#8217;t leave me alone.</li><li>MORT: I won&#8217;t. Your mom asked me to take care of you, and I will. She signed papers making me your guardian.</li><li>CLAUDETTE: Did you know she was going to do this?</li><li>MORT: No. I knew she was sick, and that it was going to get worse. I knew she was dying…</li><li>CLAUDETTE: Dying!!?</li><li>MORT: She should have told you, Claudette. And she was scared. (BEAT) But I promise you, I didn&#8217;t know she was going to leave.</li><li>CLAUDETTE: She kept saying she was fine. But I didn&#8217;t believe her. She always says things are fine when they aren&#8217;t. (BEAT) Are you going to leave?</li><li>MORT: No.</li><li>CLAUDETTE: Promise.</li><li>MORT: Yes. If you want to stay with me. Do you?</li><li>CLAUDETTE: Do I have to call you Dad?</li><li>MORT: No. Mort&#8217;s fine.</li><li>CLAUDETTE: Good. That would feel weird. (BEAT) Okay, yes. I want to stay with you. When do we start looking for mom?</li><li>MORT: As soon as you&#8217;ve had some breakfast. She&#8217;s only got a couple of hours head start.</li><li>CLAUDETTE: Where will we look?</li><li>MORT: Can you feel where she is? Get a vision?</li><li>CLAUDETTE: No. Granny told me all those things I said I saw with visions. She made me promise not to say where I learned them so I pretended I had visions to convince mom she needed to trust you.</li><li>MORT: Oh. (BEAT) Claudette, this is important. If this is going to work, you can&#8217;t lie to me. Not ever. Do you understand?</li><li>CLAUDETTE: Alright.</li><li>MORT: As for finding your mom. I think there&#8217;s someone I can see, but it&#8217;s going to cost me a favour or two. And there are some things I have to sort out.</li><li>CLAUDETTE: To stop from being placed under a spell?</li><li>MORT: Yeah.</li><li>CLAUDETTE: It worked out last time. Can&#8217;t we go right away?</li><li>MORT: No. It nearly didn&#8217;t work out last time. So, we&#8217;re going to do this right.</li><li>CLAUDETTE: Okay. Do it right. But I want to go, now.</li><li>MORT: After breakfast. (BEAT) Eat!</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 35: EXT – STREET – MORNING<br>(MORT, CLAUDETTE)</h3>



<ol class="wp-block-list" start="580"><li><span style="text-decoration: underline;">SOUND: TRAFFIC, ETC. WALKING – ESTABLISH AND UNDER</span></li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSING &#8211; LET IT FINISH.</span></li><li>MORT: Well that didn&#8217;t go well.</li><li>CLAUDETTE: Huh?</li><li>MORT: The bank thinks I&#8217;m dead – that I died in the explosion at my office. All my accounts have been frozen. They wouldn&#8217;t give me any money.</li><li>CLAUDETTE: What&#8217;s that mean?</li><li>MORT: It means I&#8217;ve got nothing except the seventy-five cents in my pocket until I can prove I&#8217;m alive.</li><li>CLAUDETTE: How do you do that?</li><li>MORT: It&#8217;s not something I&#8217;ve ever had to do before, so I&#8217;ve got no idea. We&#8217;ll have to wing it, I guess.</li><li>CLAUDETTE: We&#8217;ll be fine.</li><li>MORT: I&#8217;m glad you think so.</li><li>CLAUDETTE: It&#8217;s always like this… after a war.</li><li>MORT: Huh?</li><li>CLAUDETTE: I&#8217;ve read books.</li><li>MORT: Uh-huh.</li><li>CLAUDETTE: Yeah, there&#8217;s always a price paid by the people who fight it. (BEAT) The people who stay behind… they don&#8217;t realise. But the ones who fight… and live… they pay a price. They always pay a price.</li><li>MORT: You&#8217;re a wise kid, Claudette. Do you think it&#8217;s ever worth it? The price?</li><li>CLAUDETTE: Yeah, when it&#8217;s about survival. Maybe some people don&#8217;t deserve the chances they get, but lots of people are just people, trying to live and get by as best they can.</li><li>MORT: And it doesn&#8217;t bother you that they don&#8217;t know?</li><li>CLAUDETTE: They mightn&#8217;t ever know what we did or be grateful… but it was still worth it. And on some days, when the sun&#8217;s out, you can&#8217;t help feeling a bit hopeful; like, maybe, people are worth saving.</li><li>CHARITY WORKER: (APPROACHING) Donations! Donations! Anything for charity, Mister. The soup kitchens could use anything you can spare.</li><li>MORT: Here.</li><li><span style="text-decoration: underline;">SOUND: MONEY BEING DROPPED IN TIN &#8211; LET IT FINISH.</span></li><li>CHARITY: Bless you, Mister. (FADES)</li><li>CLAUDETTE: How much did you give them.</li><li>MORT: My last seventy-five cents.</li><li>CLAUDETTE: But…</li><li>MORT: Like you said, we&#8217;ll be fine.</li><li>CLAUDETTE: Hey I know how we could make some money… once we get mom.</li><li>MORT: Yeah, how&#8217;s that?</li><li>CLAUDETTE: Mom taught me the ring hustle… and the friendship bracelet. We could lift a few wallets that way?</li><li>MORT: Sheesh, kid. You should be in school, not running hustles on the street.</li><li>CLAUDETTE: Mom gave up sending me to school two years ago. I kept getting kicked out.</li><li>MORT: Why&#8217;s that?</li><li>CLAUDETTE: I kept reading my teachers&#8217; minds. It scared them too much.</li><li>MORT: I get that. I think it&#8217;d scare me too if you could read mine. But I&#8217;m going to talk to your mom about putting you back in school when we find her.</li><li>CLAUDETTE: Why? I can read, and I&#8217;m good at numbers.</li><li>MORT: There&#8217;s more to an education than reading and arithmetic. I want you to get a proper chance in life.</li><li>CLAUDETTE: Ugh. School. (BEAT) I don&#8217;t know why I can&#8217;t read your mind. It&#8217;s weird not knowing what you think.</li><li>MORT: Maybe it&#8217;s like Madame Sofia said. Maybe our gifts only work on ordinary people.</li><li>CLAUDETTE: What&#8217;s your gift, Mort?</li><li>MORT: I can talk to dead people.</li><li>JAKE: You most definitely can.</li><li>MORT: Jake! (TO CLAUDETTE) Jake&#8217;s back.</li><li>JAKE: Still think I&#8217;m a figment of your imagination?</li><li>MORT: I saw you get sucked through that portal, and here you are. Not a scratch on you. So, yeah. I think you&#8217;re in my head.</li><li>JAKE: And I saw you put your last couple of quarters in that charity tin. Nothing&#8217;s ever what it looks like. If I&#8217;m not real, why am I back?</li><li>MORT: I don&#8217;t think I need you anymore, Jake. I think… I think this is goodbye. I&#8217;m pretty sure I won&#8217;t be seeing you again after this.</li><li>JAKE: You think so, huh? We&#8217;ll see. For now I&#8217;m gonna stick around and watch over the little one with you. I think your gonna need my help. At least until we find her mother.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH</span></li></ol>



<h3 class="wp-block-heading">SCENE 36: EXT – A DIMENSION FAR FAR AWAY – SOME TIME<br>(SCRAT, SCRUG)</h3>



<ol class="wp-block-list" start="630"><li><span style="text-decoration: underline;">SOUND: SORTING THROUGH RUBBLE. FLAMES AND PAIN FILLED WAILING IN BACKGROUND &#8211; ESTABLISH AND UNDER.</span></li><li>SCRAT: I hate this place. It&#8217;s colder and darker than even the last world. There aren&#8217;t even stars.</li><li>SCRUG: The walls are thicker, too. There are no windows here. No way to see into other worlds.</li><li>SCRAT: And we are still slaves, doing the bidding of our masters.</li><li>SCRUG: Be careful what you say. See the way the rebels have been dealt with?</li><li><span style="text-decoration: underline;">SOUND: BRIEFLY FADE UP THE WAILING AND BACK DOWN &#8211; ESTABLISH AND UNDER</span></li><li>SCRUG: They are being carved up to create music for our masters, a symphony of pain designed to last a thousand years.</li><li>SCRAT: Bah! Why should I care? They were stupid and have received the compensation they were due. There is no food here. No souls to feed on. It won&#8217;t be long before we are eating each other again, like in the worst of times past.</li><li>SCRUG: It is our way. To the strongest of us go the spoils.</li><li>SCRAT: And today our task is gathering up the elements of “contamination” that came through the portal with us on behalf of our “betters”.</li><li>SCRUG: A task you would do well to concentrate on more fully.</li><li>SCRAT: Bah! Gathering trinkets to burn for our “fearful” leaders, so embarrassed by their failures that they wish to gather and destroy the evidence against the possibility that future generations might know of their humiliation.</li><li>SCRUG: (FEARFUL) Lower your voice!</li><li>SCRAT: We should be sifting this material. Trying to learn what we can so that we can one day return and be revenged on the mortals who put us here.</li><li>SCRUG: Pretty words. But nonsense. Do your job.</li><li>SCRAT: Hmmm. What&#8217;s this?</li><li>SCRUG: Some paper. Throw it on the fire.</li><li>SCRAT: Paper. Yes. A paper with words on it. Words of power. Ritual words.</li><li>SCRUG: We have our orders.</li><li>SCRAT: You are a fool. This paper is too valuable to burn. It might be the very thing we are looking for.</li><li>SCRUG: It&#8217;s going on the fire.</li><li><span style="text-decoration: underline;">SOUND: PAPER IGNITES AND BURNS &#8211; LET IT FINISH</span></li><li>SCRAT: You imbecile. Do you have any idea what you have done?</li><li>SCRUG: I&#8217;ve done my job.</li><li>SCRAT: Your job? You&#8217;ve doomed us all. I am going to kill you.</li><li>SCRUG: No. No! You are not… Aaaargh!</li><li><span style="text-decoration: underline;">SOUND: WET SLICING NOISE FOLLOWED BY CHOMPING NOISES &#8211; LET IT FINISH.</span></li><li>SCRAT: Delicious.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li><li>NARRATOR: And so, gentle listener. Our story comes to an end… for now. We do hope you&#8217;ve enjoyed it.</li><li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li></ol>



<p class="wp-block-paragraph">THE END.</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website:&nbsp;<a href="http://www.weirdworldstudios.com/">https://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-5-wrack-and-ruin/">Mort Flintwich and the Outworlder War &#8211; Episode 5 &#8211; Wrack and Ruin</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Mort Flintwich and the Outworlder War &#8211; Episode 4 &#8211; The Center Won&#8217;t Hold</title>
		<link>https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-4-the-center-wont-hold/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 28 Apr 2022 13:18:41 +0000</pubDate>
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		<category><![CDATA[the center won&#039;t hold]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Center Won&#8217;t Hold; episode 4&#160;of Mort Flintwich and the Outworlder War. Mort Flintwich and the Outworlder War EPISODE #4 – The Center Won&#8217;t Hold by Philip Craig Robotham Cover illustration by Philip Craig Robotham Copyright 2022 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-4-the-center-wont-hold/">Mort Flintwich and the Outworlder War &#8211; Episode 4 &#8211; The Center Won&#8217;t Hold</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<p class="wp-block-paragraph">Below we present the complete text of The Center Won&#8217;t Hold; episode 4&nbsp;of Mort Flintwich and the Outworlder War.</p>



<figure class="wp-block-image alignleft size-full is-resized" id="attachment_119"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/11/74528100_2674228635960966_8982897788614344704_n.jpg?resize=180%2C270&#038;ssl=1" alt="The Center Won't Hold" class="wp-image-5873" width="180" height="270"/><figcaption>The Center Won&#8217;t Hold</figcaption></figure>



<figure class="wp-block-image alignright" id="attachment_3380"><img loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&amp;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure>



<h2 class="wp-block-heading">Mort Flintwich and the Outworlder War</h2>



<h3 class="wp-block-heading">EPISODE #4 – The Center Won&#8217;t Hold</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover illustration by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Copyright 2022 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



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<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to&nbsp;<a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website:&nbsp;<a href="https://weirdworldstudios.com/">https://weirdworldstudios.com</a>&nbsp;or through select, online book retailers.</p>



<h3 class="wp-block-heading">Episode 4: The Center Won&#8217;t Hold</h3>



<p class="wp-block-paragraph">Mort Flintwich considers himself a charlatan&#8230; but he can see ghosts &#8211; real ghosts.  Claudette Moreland is a kid with a supernatural gift.  And a gangster named Caesar Cordova wants to use her to win a gang war.  Star City is getting stranger.</p>



<h2 class="wp-block-heading">The Center Won&#8217;t Hold</h2>



<h3 class="wp-block-heading">CAST LIST</h3>



<p class="wp-block-paragraph">MORT FLINTWICH</p>



<p class="wp-block-paragraph">JAKE SPENCER</p>



<p class="wp-block-paragraph">CAESAR CORDOVA</p>



<p class="wp-block-paragraph">MADAM SOFIA MALEFICENT</p>



<p class="wp-block-paragraph">LILLY MORELAND</p>



<p class="wp-block-paragraph">CLAUDETTE MORELAND</p>



<p class="wp-block-paragraph">WU CHENG</p>



<p class="wp-block-paragraph">OUTWORLDER SPOKESBEING</p>



<p class="wp-block-paragraph">BRUNO</p>



<p class="wp-block-paragraph">JULIO</p>



<p class="wp-block-paragraph">SANCHO</p>



<p class="wp-block-paragraph">LITTLE GIRL IN TRAFFIC</p>



<p class="wp-block-paragraph">JIMMY</p>



<p class="wp-block-paragraph">STAN</p>



<p class="wp-block-paragraph">CHARITY COLLECTOR</p>



<p class="wp-block-paragraph">DOCTOR</p>



<p class="wp-block-paragraph">RECEPTIONIST</p>



<p class="wp-block-paragraph">WAITRESS</p>



<p class="wp-block-paragraph">CUSTOMER #1</p>



<p class="wp-block-paragraph">CUSTOMER #2</p>



<p class="wp-block-paragraph">WOMAN (KNOCKED OVER BY LILLY AND SANCHO)</p>



<p class="wp-block-paragraph">MRS HARGREAVES</p>



<p class="wp-block-paragraph">POLICEMAN #1 (WHO DIES)</p>



<p class="wp-block-paragraph">POLICEMAN #2 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">POLICEMAN #3 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">SCRUG</p>



<p class="wp-block-paragraph">SCRAT</p>



<p class="wp-block-paragraph">OUTWORLDER #3</p>



<p class="wp-block-paragraph">OUTWORLDER CAESAR</p>



<p class="wp-block-paragraph">OUTWORLDER (RIVAL TO THE SPOKESBEING)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (KILLED WITH SWORD ON STREET CORNER)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (ATTACKING LILLY)</p>



<p class="wp-block-paragraph">OUTWORLDERS</p>



<p class="wp-block-paragraph">GANGSTER SPOKESMAN</p>



<p class="wp-block-paragraph">GANGSTERS</p>



<p class="wp-block-paragraph">OUTWORLDER LEADER</p>



<p class="wp-block-paragraph">SFX ARTISTS</p>



<h2 class="wp-block-heading">SCENE 22: INT – CAESAR&#8217;S HEADQUARTERS – MIDNIGHT<br>(CAESAR, OUTWORLDER SPOKESBEING/ OUTWORLDER CAESAR, BRUNO)</h2>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH</span></li><li>NARRATOR: Mort Flintwich and the Outworlder War, Episode 4: The Center Won&#8217;t Hold.<br>It&#8217;s 1934 and Star City is a depression-era town gripped by unemployment and crime, but in its shadows a hidden but desperate war for the future of the human race has begun.<br>Previously:<br>Mort Flintwich, a medium-for-hire who pretends to be a charlatan, finds Lilly and Claudette Moreland, two women hunted by the crime-boss Caesar Cordova, and takes them to his safe-house.<br>Cordova attempts to summon monsters &#8211; outworlders &#8211; from another dimension to help him win the gang war he is embroiled in and sends them after his enemies.<br>Mort, Lilly and Claudette, escape the outworlder attack and the outworlders prepare to hunt down Cordova himself.<br>Meanwhile, Cordova waits with some trepidation for news regarding the progress of his war.</li><li><span style="text-decoration: underline;">SOUND: MURMUR OF GANGSTER VOICES IN BACKGROUND AT CORDOVA&#8217;S HQ &#8211; ESTABLISH AND UNDER</span></li><li>BRUNO: Thanks, Javier. I&#8217;ll let the boss know.</li><li><span style="text-decoration: underline;">SOUND: PHONE HANGING UP &#8211; LET IT FINISH</span></li><li>BRUNO: Boss, the phones are running hot. I&#8217;ve got reports from all over the city.</li><li>CAESAR: How are we doing?</li><li>BRUNO: Boscone and Tremere… Their whole operation… It&#8217;s falling apart. The bosses themselves are confirmed dead. We are mopping up their men.</li><li>CAESAR: It sounds like victory is approaching.</li><li>BRUNO: Boss, you did it. We&#8217;ve won.</li><li>CAESAR: Not yet, we haven&#8217;t. This is good, but the creatures we set loose in the city&#8211;?</li><li>BRUNO: What do you mean?</li><li>CAESAR: If they can do this to Boscone and Tremere&#8217;s organisations in one night, what else will they do when they are free?</li><li>BRUNO: But they&#8217;re doing what you want, right?</li><li>CAESAR: I haven&#8217;t tested my power to control them yet. I think it would be better to send them back, instead.</li><li>BRUNO: I&#8217;d rest easier without things like that in the world. Can it be done?</li><li>CAESAR: Maybe. You heard the gypsy woman. Without the girl, Claudette, we don&#8217;t have the power we need to control them. We&#8217;ve got to push them back through that door we created.</li><li>BRUNO: But that door&#8217;s gone. It collapsed.</li><li>CAESAR: I know. We have to open it again. And this time I have to push the ones that came here back while making sure no others come through at the same time.</li><li>BRUNO: Sounds tricky, boss. What do you need?</li><li>CAESAR: I always could rely on you, Bruno. Get those mirrors set up again. And make sure the candles are lit.</li><li>BRUNO: Anything else?</li><li>CAESAR: Marble&#8217;s too easy to scuff, so we need to check that the magical circle is still complete – no gaps. I need to make sure I get the words right, too. They will start arriving back here soon.</li><li>BRUNO: Sure boss.</li><li><span style="text-decoration: underline;">SOUND: WHOOSHING, HOWLING APPROACHING &#8211; ESTABLISH UNDER AND STOP AT 27</span></li><li>CAESAR: Too late. Here they come.</li><li>SPOKESBEING: Oh, human. You disappoint me.</li><li>CAESAR: Why&#8217;s that, monster?</li><li>SPOKESBEING: It took a Chinese emperor with three times your power and ability to banish us from the earth the first time… and you&#8217;re trying to do it here?</li><li>CAESAR: Lets just say we&#8217;re highly motivated.</li><li>SPOKESBEING: I can&#8217;t work out whether you&#8217;re brave, reckless, or too ignorant and stupid to be allowed to live. Perhaps you&#8217;re all three.</li><li>BRUNO: Hey, monster, you can&#8217;t talk to the boss that way.</li><li>SPOKESBEING: I&#8217;ll speak any way I want to. In fact, the only thing I can&#8217;t do is this. I can&#8217;t abide mewling meat-sacks that don&#8217;t know their place.</li><li>BRUNO: (GASPS) Urk.</li><li>SPOKESBEING: (TO CORDOVA) Do you think you&#8217;ll miss this man when I kill him? Hmmmm? Let&#8217;s find out&#8211;</li><li>CAESAR: No!</li><li><span style="text-decoration: underline;">SOUND: WET TEARING NOISE &#8211; LET IT FINISH</span></li><li><span style="text-decoration: underline;">SOUND: TWO WET THUMPS &#8211; LET IT FINISH</span></li><li>CAESAR: Bruno!</li><li>SPOKESBEING: Oh, you will miss him. I guess you feel it&#8217;s a pity I tore him apart. Well, it&#8217;s too late now.</li><li>CAESAR: I&#8217;m going to kill you monster. I&#8217;m going to… urk!</li><li>SPOKESBEING: You&#8217;re going to hold your tongue, weakling. And if you don&#8217;t, I may take it for a trophy. There are far worse things I can do to you than kill you, you know?<br>In fact, can you feel that? That&#8217;s me sliding into your brain&#8211;</li><li>CAESAR: No&#8211;</li><li>SPOKESBEING: …taking over this ridiculous piece of meat you call a body&#8211;</li><li>CAESAR: (WEAKENING) No&#8211;</li><li>SPOKESBEING: Possessing you.</li><li>CAESAR: (LAST DITCH EFFORT) No! I… must… resist. I must… call for… (FILTERED WITH REVERB) Help!</li><li><span style="text-decoration: underline;">SOUND: MAGICAL BAMF! &#8211; LET IT FINISH</span></li><li>OUTWORLDER CAESAR*: Oh, you did have some power, didn&#8217;t you? But almost no idea of how to use it. Minions?</li></ol>



<p class="wp-block-paragraph">*(THE TWO VOICES – CAESAR AND THE SPOKESBEING &#8211; SPEAK SIMULTANEOUSLY AS ONE TO CREATE THE OUTWORLDER CAESAR&#8217;S SPEECH)</p>



<ol class="wp-block-list" start="50"><li>SCRAT: Master!</li><li>SCRUG: Yes, Master!</li><li>OUTWORLDER #3: What is your bidding?</li><li>OUTWORLDER CAESAR: This weakling is more interesting than I thought.</li><li>SCRAT: Master?</li><li>OUTWORLDER CAESAR: I&#8217;m looking around inside his head and… oh my… he&#8217;s a leader, with lots of troops at his command. He&#8217;s fighting me but… perfect!</li><li>SCRAT: What have you found?</li><li>OUTWORLDER CAESAR: He has a family he wants to protect. If you want them to survive long enough to be eaten last, human… Well, then you had better stop fighting me. (BEAT) Ah! That&#8217;s more like it. I see you understand.</li><li>SCRUG: What are your orders, master?</li><li>OUTWORLDER CAESAR: (TO SCRAT) There is a woman upstairs and unconscious. She is being kept as leverage over that human who vanished. Keep her for now – her usefulness is not yet over.</li><li>SCRAT: Is there anything else of use to us?</li><li>OUTWORLDER CAESAR: (BEAT) Oh yes, we can use this Caesar Cordova… and… Oh, dear! This is too delicious. He sent out a powerful summons across the city for aid. Everyone in the city who has abilities will have received it. BWAHAHAHAHA!</li><li>SCRUG: Why are you laughing, master?</li><li>OUTWORLDER CAESAR: Most of the weak ones will come. They won&#8217;t be able to help themselves.</li><li>OUTWORLDER #3: But master&#8211;</li><li>OUTWORLDER CAESAR: Idiots! Don&#8217;t you see. They are weak. And they are coming right to us. The most delicious food in the city is coming right to us!</li><li>OUTWORLDERS: (LAUGHING) BWAHAHAHAHA!</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 23: EXT – STREETS OF STAR CITY – PRE-DAWN<br>(MORT, LILLY, CLAUDETTE, JAKE)</h2>



<ol class="wp-block-list" start="68"><li><span style="text-decoration: underline;">SOUND: HUM OF STREET LAMPS, DISTAT SIRENS, OCCASIONAL DISTANT CARS – ESTABLISH AND UNDER</span></li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS (MORT, LILLY, AND CLAUDETTE) HURRYING ALONG STREET &#8211; ESTABLISH AND UNDER</span></li><li>LILLY: (COUGHING) It sounds like the city&#8217;s on fire.</li><li>MORT: Something&#8217;s wrong. Those sirens are everywhere, not just the warehouse.</li><li>LILLY: Where do those things come from?</li><li>CLAUDETTE: The outworlders? They come from somewhere else. Somewhere not our world.</li><li>LILLY: (SCOFFING) Like another planet?</li><li>CLAUDETTE: No. More like another space. A cold place. Dark… and scary.</li><li>LILLY: This isn&#8217;t the time to let your imagination run wild, Claudette.</li><li>MORT: No, I think she&#8217;s right. They&#8217;ve been arriving for a while… growing in numbers.</li><li>CLAUDETTE: There have never been this many of them before?</li><li>MORT: Ah-huh. Like I said, I think this is Cordova&#8217;s doing. He&#8217;s done something to let them in. I hope he can send them back once they&#8217;re done. </li><li>CLAUDETTE: He can&#8217;t.</li><li>MORT: How do you know?</li><li>CLAUDETTE: Remember what they said at the warehouse? About being too powerful to send back. I don&#8217;t know how I know, but I know they&#8217;re right.</li><li>LILLY: Mort, you can&#8217;t take everything Claudette says at face value.</li><li>MORT: Huh?</li><li>CLAUDETTE: Mom!</li><li>LILLY: She never lies deliberately. But she does convince herself of things that aren&#8217;t true and then&#8211;</li><li>CLAUDETTE: Mom… I&#8217;m not&#8211;</li><li><span style="text-decoration: underline;">SOUND: MAGICAL BAMF &#8211; LET IT FINISH.</span></li><li>MORT, LILLY, AND CLAUDETTE: (GROAN IN SUDDEN SIMULTANEOUS PAIN)</li><li>MORT: Not again!</li><li>CLAUDETTE: Mr Cordova&#8217;s trying to send them back.</li><li>MORT: I don&#8217;t think it&#8217;s working, though.</li><li>LILLY: Your noses. They&#8217;re bleeding again!</li><li>MORT: Yours too.</li><li>CORDOVA: (ECHOING) Help!</li><li>CLAUDETTE: We have to go!</li><li>MORT: Claudette, no!</li><li>LILLY: What? What&#8217;s happening?</li><li>CLAUDETTE: (URGENT) We have to go! Now!</li><li>MORT: No, Claudette. Resist the summons.</li><li>LILLY: (GETTING ANGRY) Claudette, stop this!</li><li>CLAUDETTE: (PANICKED) No, I have to go.</li><li><span style="text-decoration: underline;">SOUND: CLAUDETTE STARTS RUNNING &#8211; UNDER</span></li><li>MORT: Stop! Damnit!</li><li>SOUND: MORT RUNS &#8211; UNDER UNTIL <em>[107]. </em></li><li>SOUND: STRUGGLE &#8211; UNDER UNTIL [108]</li><li>MORT AND CLAUDETTE: (AD LIB) GRUNTS, No! Got you! Etc.</li><li>SOUND: BODY DROP &#8211; LET IT FINISH</li><li>MORT AND CLAUDETTE: (GRUNT).</li><li>LILLY: You crash tackled my daughter!</li><li>MORT: Stay still, Claudette. The urgency will pass.</li><li>CLAUDETTE: But I have to&#8211;</li><li>MORT: Ow! My face.</li><li>CLAUDETTE: Get off… you&#8211;</li><li>LILLY: Claudette! What&#8217;s happening?</li><li>MORT: The compulsion. It&#8217;s fading. (TO CLAUDETTE) Easy, now. Are you okay?</li><li>CLAUDETTE: (BREATHING HEAVY) Yes. I think so. It&#8217;s easing off.</li><li>LILLY: What&#8217;s easing off? Someone tell me what&#8217;s going on?</li><li>MORT: Sorry, Lil. Cordova sent out a… a kind of psychic summons. Claudette wasn&#8217;t able to resist.</li><li>LILLY: He tried to take my little girl&#8211; magically?</li><li>MORT: Sort of. I don&#8217;t think it was targeted. I got it too.</li><li>LILLY: So why weren&#8217;t you&#8211;?</li><li>MORT: I&#8217;m older, and we&#8217;re a fair way away from its source… and I&#8217;m more practiced at resisting.</li><li>LILLY: And me? I didn&#8217;t feel anything.</li><li>MORT: Are you sure about that?</li><li>LILLY: Of course, I&#8217;m&#8211;</li><li>MORT: You&#8217;re bleeding again.</li><li>CLAUDETTE: Um… and you&#8217;re pretty heavy.</li><li>MORT: What? Oh, sorry Claudette. Here, let me help you up.</li><li>LILLY: Oh, Mort. Your face. Claudette scratched you.</li><li>MORT: Hmmm? Wow. Blood. You want to do something about those nails, kid.</li><li>CLAUDETTE: (MORTIFIED) I&#8217;m so sorry.</li><li>MORT: Don&#8217;t worry about it. I can give you a pass. You saved our bacon back in the sewers after all… but I&#8217;m glad you missed my eyes.</li><li>LILLY: I&#8217;m getting too old for this! All I want is a shot at Cordova – one clear shot… And you&#8230; You&#8217;re not what I thought. I&#8217;ve been expecting you to take off. Instead you let my daughter gouge a hole in your face.</li><li>MORT: Yeah, well. I can afford the makeover. My looks have never been my strong point.</li><li>LILLY: (HEAVY COUGHING)</li><li>MORT: Easy, Lil. Chinatown isn&#8217;t much further.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 24: INT &#8211; WU CHENG&#8217;S HOUSE – MID MORNING<br>(MORT, CLAUDETTE, LILLY, JAKE, WU)</h2>



<ol class="wp-block-list" start="139"><li><span style="text-decoration: underline;">SOUND: WINDOW RAISES &#8211; LET IT FINISH</span></li><li>LILLY: (COUGHING) Seriously, Mort? Going in by the window?</li><li>MORT: No-one was answering the door. Besides, Claudette can barely stand up. We need to get off the street.</li><li>LILLY: I told you we should have rested.</li><li>MORT: Yeah, yeah. Come on. (BEAT) Claudette, give me your hands honey.</li><li>CLAUDETTE: Yawns.</li><li>MORT: That&#8217;s it. In you come. (BEAT) Now you, Lil.</li><li>LILLY: I can climb in myself, thank you.</li><li>MORT: I never said you couldn&#8217;t.</li><li><span style="text-decoration: underline;">SOUND: CRASH &#8211; LET IT FINISH.</span></li><li>LILLY: Ugh! Ouch. (BEAT) If either of you so much as smile, I&#8217;m gonna rip your throats out. And I don&#8217;t care if I did give birth to one of you.</li><li>MORT: Never crossed my mind.</li><li>CLAUDETTE: Swear.</li><li>LILLY: (GETTING UP) What the hell happened here?</li><li>MORT: What do you… oh!</li><li>CLAUDETTE: This place is trashed.</li><li>LILLY: It still looks more like a medium&#8217;s den than your office did, Mort. Tapestries, masks hanging on the wall, candles. The wreckage of that table&#8217;s even got a crystal ball in it.</li><li>MORT: Damn. It looks like those things must have hit here too. (BEAT) But that doesn&#8217;t make sense.</li><li>LILLY: How so?</li><li>MORT: Well, from what we&#8217;ve been able to figure out, those creatures were sent after Cordova&#8217;s enemies. I doubt he&#8217;s ever even heard of Wu!</li><li><span style="text-decoration: underline;">SOUND: MUFFLED CRASHING AND BANGING &#8211; LET IT FINISH</span></li><li>LILLY: What the?</li><li>CLAUDETTE: Mom? Mort? I&#8217;m scared.</li><li>MORT: It&#8217;s all right. It came from over here. (BEAT) Does this wall seem a little… dense to you?</li><li>LILLY: (COUGHS) I&#8217;m pretty sure it&#8217;s not normal for a doorway to be a foot and a half thick.</li><li>MORT: Tug on that candle holder for me, would you?</li><li>LILLY: This?</li><li>MORT: Yeah, that?</li><li><span style="text-decoration: underline;">SOUND: SQUEAK THEN GRINDING OF WALL OPENING &#8211; LET IT FINISH</span></li><li>WU CHENG: (EXAGGERATED ACCENT) Ah, honorable one&#8217;s, I am your humble servant, Wu Cheng. How may I help you?</li><li>MORT: Well, well. Fancy finding you here, Wu… and drop the showmanship, we&#8217;re not tourists.</li><li>WU: (DROPPING THE ACCENT) Hmmm. Mort Flintwich. Good to see you. (BEAT) Are those shoes around your shoulders covered in… blood?</li><li>MORT: Uh-huh. Long story. What&#8217;s with the hidden compartment in the wall?</li><li>WU: Meh. I was hiding. What does it look like?</li><li>MORT: It looks like the kind of thing us charlatans use to listen in on, and observe, our clients before we begin a session.</li><li>WU: What can I say? Real ghosts have been getting more and more scarce. I have to pay the bills. (BEAT) And I know that you&#8217;re no charlatan, by the way, Flintwich. No matter what you say.</li><li>MORT: Yeah, well. Do me a favour and keep it under your hat. I won&#8217;t mention this to anyone and we&#8217;ll call it even.</li><li>LILLY: Well, it&#8217;s nice to see you boys know each other. (COUGHING) But I need to give Claudette somewhere to sit down.</li><li>WU: And you don&#8217;t look too well yourself, Ma&#8217;am.</li><li>LILLY: Hey!</li><li>WU: But I don&#8217;t have any furniture handy… having broken most of mine up. Feel free to scrape some aside and sit on the floor.</li><li>MORT: Ever the gracious host.</li><li>WU: Hey, you broke into my house, not the other way around.</li><li>MORT: And why&#8217;s it look like this?</li><li>WU: You felt the summons. And you must have felt those things flying all over the city. I thought I&#8217;d make it look like one of their groups got me, and try to get out of town.</li><li>MORT: Not a stupid thing to do.</li><li>WU: I thought, maybe, it would buy me a bit of time. I was about to leave when you rang the damn doorbell.</li><li>MORT: Sorry to mess with your plans, Wu, but I need your help.</li><li>WU: (INTERESTED) Really? What&#8217;s the job pay?</li><li>CLAUDETTE: I could give you one of my paper flowers?</li><li>LILLY: Not now, Claudette.</li><li>WU: Thanks little girl, but that&#8217;s not the kind of currency I&#8217;m interested in. Maybe another time.</li><li>MORT: How&#8217;s a big favour sound?</li><li>WU: Not as good as cold hard cash. You have some for me?</li><li>MORT: Easy, Wu. I&#8217;m not a rich man, and what I&#8217;ve got, I need to keep for a rainy day.</li><li>WU: If that was your office that was blown up earlier today – yesterday now, I guess &#8211; I&#8217;d say it&#8217;s raining pretty hard.</li><li>MORT: Maybe, so. But wait &#8217;til you hear what I want before you start negotiations, huh? I might even be offering you the chance to become a hero.</li><li>WU: Hah! Do I look like a hero, to you?</li><li>LILLY: He&#8217;s got a point, you know? We did find him hiding inside a wall. (TO CLAUDETTE) Here, Claudette. Sit down and rest.</li><li>MORT: (SARCASM) Thanks for that, Lil. (BEAT) Alright, I&#8217;ll stick to appealing to your self-interest.</li><li>WU: Always a good policy.</li><li>MORT: Uh-huh. (BEAT) Well, here goes. Here&#8217;s the theory: Caesar Cordova has started dabbling in some dangerous juju. He was being rubbed out by his rivals and decided to try and summon some supernatural artillery. I got dragged into this because he wants Claudette, the little girl&#8211;</li><li>CLAUDETTE: (YAWNING) I ain&#8217;t so little?</li><li>WU: She&#8217;s powerful, yes?</li><li>MORT: Yes. But she&#8217;s not in full control of her abilities yet. And Caesar wants her to power a spell or incantation.</li><li>WU: And you have her because?</li><li>MORT: I&#8217;ve been helping keep her safe. Cordova couldn&#8217;t find her. He attempted his spell without enough juice. The things he summoned have got loose in the city… and we think this book&#8211;</li><li><span style="text-decoration: underline;">SOUND: HEAVY BOOK BEING PUT DOWN &#8211; LET IT FINISH</span></li><li>MORT: …might be the key to sorting this mess out.</li><li>WU: Those are a lot of guesses and surmises, Mr Flintwich. And you haven&#8217;t gotten to what you think I can contribute, yet. (BEAT) (ASTOUNDED) Where did you get this?</li><li>MORT: Claudette. She was led to it by a vision she had.</li><li>WU: A vision?</li><li>CLAUDETTE: (EMBARRASSED) Well, sort of&#8211;</li><li>WU: Hmmm. Let me look.</li><li><span style="text-decoration: underline;">SOUND: BOOK BEING OPENED. PAGES TURNING &#8211; UNDER</span></li><li>WU: Yes, this is… astonishing. Do you know what this book is?</li><li>MORT: I recognize the text, but I can&#8217;t read it. That&#8217;s what I want from you… a translation. Anything that might help us reverse what is going on.</li><li>WU: Reverse? This isn&#8217;t like you Flintwich. You stick your neck out for nobody.</li><li>MORT: Yeah, well. Let&#8217;s say I&#8217;m compelled by circumstances.</li><li>WU: Compelled by… let me take a proper look at you? (BEAT) Hmmm. You&#8217;re under a compulsion. A binding pact of some kind… but that&#8217;s not all of it. Well, well. You believe in what you&#8217;re doing don&#8217;t you? I think these women have woken up your inner boy-scout. It&#8217;s been a while.</li><li>MORT: Wu, so help me&#8211;</li><li>WU: (IMPATIENT) Shhhh! Let me look at your book. Yes… Yes… this is a copy of an ancient text. The original from which this book was copied was supposed to have belonged to the first of the great Chinese Emperors.</li><li>MORT: And&#8211;</li><li>WU: You should hear the legend. It explains much. And I am willing to tell it to you… on one condition&#8211;</li><li>MORT: (SUSPICIOUS) Uh-huh?</li><li>WU: You must admit to me that I am the better medium.</li><li>MORT: What?</li><li>WU: That is my price.</li><li>MORT: (GROANS) Oh for crying out… (BEAT) Right. If that&#8217;s what it takes. (BEAT) Oh mighty Wu Cheng, you are by far the greatest of all living mediums upon the face of the earth.</li><li>WU: (SULKING) But that wasn&#8217;t even remotely satisfying. You didn&#8217;t mean a word of it.</li><li>MORT: Wu, so help me… I did what you asked, now do what you promised.</li><li>WU: Hmpf. Next time I stick to asking for cash.</li><li>MORT: Wu&#8211;?</li><li>WU: Alright. In the time of the first great emperor, a great invasion occurred. But not of men. Things came into the world and laid waste to much that was beautiful, noble, and strong.</li><li>MORT: Pretty standard folklore so far.</li><li>WU: The emperor gathered magicians and sorcerers from far and wide, a coalition, to fight against the invaders and together they worked great magic, inventing new and dangerous spells that were able to withstand the encroachment of these beings.</li><li>LILLY: That sounds more encouraging.</li><li>WU: At last they developed a way to banish them from the earth altogether into another plane, a place of howling cold and darkness. The emperor opened a gateway into the mirror realm and the creatures poured through and were sucked into the darkness.</li><li>MORT: Hang on. What do you mean by the “mirror realm”?</li><li>WU: Behind mirrors there is a place… a plane into which the invaders have been locked. But the barrier is weak.</li><li>MORT: How so?</li><li>WU: It is said that if you stare into a mirror or a still body of water for long enough, you can see them. Your own reflection will give way to that of a monster.</li><li>LILLY: Nice.</li><li>WU: And if mirrors are set up facing one another a temporary and unstable gate can be created that will allow one or two of them to come through.</li><li>MORT: And?</li><li>WU: The secret to creating a stable gate, however, was, with many other rituals, recorded in a book the emperor had inscribed upon the bones of the many dead who sacrificed their lives in the war. The book was thought lost. But this claims to be a copy of it.</li><li>CLAUDETTE: It does? (BEAT) I mean, I told you.</li><li>MORT: Then translate it for us. We can stop Cordova before this gets any worse.</li><li>LILLY: Hang on a minute. I don&#8217;t understand. If these things are locked away in some other… place, how is it that they are showing up here? Does this mean that Cordova knows the gate ritual?</li><li>MORT: That&#8217;s a good question.</li><li>WU: I think that if there is one copy of the book, then there may be others. But I do not understand how an ordinary gangster came to possess one.</li><li>MORT: Is it possible someone else is helping him?</li><li>WU: Maybe. As for how and why they have been coming through before this, I believe I have a theory, or at least a working hypothesis.</li><li>MORT: Yes?</li><li>WU: Mirrors.</li><li>LILLY: Mirrors?</li><li>WU: When mirrors are placed face to face, creating an infinite line of reflections, unstable gates are created. They last moments but outworlders can re-enter our world through them.</li><li>LILLY: (CATCHING ON) And mirrors have been rare throughout human history, but in our modern age they&#8217;re everywhere. Reflections can be seen in glass and chrome and steel.</li><li>WU: Everywhere from houses to handbags. There are numerous opportunities for the creation of unstable, short term gates.</li><li>MORT: And that explains how more and more of these things have been seen?</li><li>WU: Yes. And why ghosts have become so scarce. The outworlders feed on the souls of human beings, both the living (if they are weak enough) and the dead, but the dead are easier to hunt and have less protection than the living.</li><li>CLAUDETTE: That&#8217;s awful.</li><li>MORT: Can you translate the rituals… give us a means to fight these things?</li><li>WU: Of course, I can. Am I not Wu Cheng? (BEAT) Fifty bucks.</li><li>MORT: What?</li><li>WU: My going rate for translating impossible ancient books is fifty bucks.</li><li>MORT: I don&#8217;t believe this!</li><li>WU: I am a business man. You can&#8217;t blame me for wanting to make a reasonable stake in exchange for my skills.</li><li>MORT: Even in the face of Armageddon? The world could end!</li><li>WU: Ah, yes. But you may succeed in stopping it. I mean, that is your intention, yes? And if you do stop Armageddon from happening… well, it seems fitting that my contribution earns me a few groceries at the least.</li><li>LILLY: Yeah, right. I oughta&#8211;</li><li>MORT: It&#8217;s okay, Lil. (TO WU) You&#8217;ll get your fifty, but only if your translation contains something worthwhile.</li><li>WU: Then you&#8217;d best let me work.</li><li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER &#8211; LET IT FINISH</span></li></ol>



<h2 class="wp-block-heading">SCENE 25: INT &#8211; WU CHENG&#8217;S HOUSE – LATER<br>(MORT, CLAUDETTE, LILLY, JAKE, WU)</h2>



<ol class="wp-block-list" start="273"><li><span style="text-decoration: underline;">SOUND: SNORING (LILLY AND CLAUDETTE)</span></li><li>WU: It&#8217;s a miracle I can do anything with those two buzz-saws in the room.</li><li>MORT: Leave them be, Wu. They haven&#8217;t slept in over thirty-six hours.</li><li>WU: As you say. I take it you know that the mother is dying, yes?</li><li>MORT: What? No. I mean, I knew she was sick, but&#8211;</li><li>WU: She doesn&#8217;t have much time left. The illness is advancing. Her aura indicates she is in a great deal of pain.</li><li>MORT: Aw hell.</li><li>WU: I&#8217;m sorry. But I thought you knew. She should not be running around the city. She needs to rest.</li><li>MORT: She won&#8217;t rest while Claudette&#8217;s in danger. And her desire to get even with Cordova is the only thing keeping her going right now. But she&#8217;ll be able to rest soon. What have you got, Wu?</li><li>WU: There are two rituals that may be of use to you. One is, of course, the banishing ritual, but it takes three sorcerers of, not insignificant power, to make it work.</li><li>MORT: Sounds perfect.</li><li>WU: The other is an exorcism that will dispossess a host body that has been taken over by one of them.</li><li>MORT: I didn&#8217;t know they could possess people.</li><li>WU: They can if they are gathered in sufficient numbers.</li><li>MORT: Is that all?</li><li>WU: No. It also talks about enchanted weapons. Weapons of polished iron that can be used to destroy the creatures in their incorporeal state.</li><li>MORT: Wait. You mean, they can be harmed by physical weapons even when they&#8217;re not in a physical form?</li><li>WU: If the weapon is made of polished iron… yes.</li><li>MORT: That&#8217;s great! But… no. Where can we find some polished iron?</li><li>WU: As it happens, I have two fine polished-iron swords. One thousand dollars.</li><li>MORT: Are you nuts? Where am I going to get a thousand dollars?</li><li>WU: (DEFENSIVE) They are antiques, dating back to ancient China. It is a fair price.</li><li>MORT: Come on Wu. We&#8217;re talking about the fate of the world.</li><li>WU: Cash up front.</li><li>MORT: I got through telling you&#8211;</li><li>LILLY: (WAKING UP) Ugh! Oh, I must have been sleeping funny. I&#8217;ve got the worst pain in the neck.</li><li>WU: I think she&#8217;s talking about you.</li><li>MORT: You&#8217;re a funny man, Wu!</li><li>CLAUDETTE: (YAWNS) Mom? Have we been asleep?</li><li>LILLY: What&#8217;s all the commotion about?</li><li>MORT: Wu wants a thousand dollars for some swords that might help us.</li><li>LILLY: So?</li><li>WU: See? She understands!</li><li>MORT: I don&#8217;t have a thousand dollars.</li><li>LILLY: I&#8217;ll tell you what, Wu. We&#8217;ll rent them from you.</li><li>WU: Rent?</li><li>LILLY: Uhuh. With a promise to bring them back to you in good condition. How about it? Do you agree?</li><li>WU: Three hundred dollars.</li><li>LILLY: Two hundred.</li><li>WU: Two seventy-five.</li><li>LILLY: Two hundred, plus the fifty for the translation.</li><li>WU: Done.</li><li>LILLY: (TO MORT) Pay the man.</li><li>MORT: It&#8217;s everything I have!</li><li>LILLY: Now who&#8217;s quibbling over money in the face of Armageddon?</li><li>MORT: (ANNOYED) Okay, I give in.</li><li>WU: Here are the ritual translations. I will go and get the swords.</li><li>MORT: Can the girls stay here while you and I go and deal with Cordova?</li><li>WU: (SIMULTANEOUS OVER LILLY) What? I&#8217;m not going to face Caesar Cordova. You&#8217;re on your own for that.</li><li>LILLY: (SIMULTANEOUS OVER WU) No way. You are not leaving us behind. We are coming with you if you are going to take Cordova down.</li><li>MORT: Whoah. I&#8217;m not even sure Cordova is still alive. That cry for help we received&#8211;</li><li>LILLY: Look, if he&#8217;s an ongoing threat to Claudette, we can&#8217;t ignore him. I&#8217;ve come too far to miss out on delivering some payback.</li><li>MORT: Well, he may have been attacked and killed. We don&#8217;t know.</li><li>WU: I know.</li><li>MORT: What?</li><li>WU: I know. I have been keeping an eye on him. (BEAT) (DEFENSIVE) What? You think I&#8217;d hang around here if I didn&#8217;t have a way to tell whether he was coming for me or not?</li><li>MORT: But we found you hiding in the wall.</li><li>WU: That was before you came and filled in the blanks. I didn&#8217;t know who was behind it at that stage. Knowing who to watch makes all the difference.</li><li>MORT: And&#8211;</li><li>WU: Cordova is alive and he is playing host to one of the creatures that came through when he attempted to make a gate.</li><li>MORT: Then all the more reason why you and I should&#8211;</li><li>WU: (EMPHATIC) No! I will not.</li><li>MORT: But I don&#8217;t have enough power to push them back through the gate alone.</li><li>WU: You don&#8217;t have enough power with me, either.</li><li>MORT: But&#8211;</li><li>CLAUDETTE: What about with me? I could do it.</li><li>WU: (APPRAISING) Maybe. For a little while.</li><li>MORT: No. That is not an option.</li><li>WU: It is an option. She wants to help. And with her it&#8217;s possible you might succeed.</li><li>MORT: But together&#8211;</li><li>WU: No. You and I, our abilities are negligible. The girl, however, her aura glows like a sun. Beside it we barely flicker. She could dispossess Cordova and his minions while you destroy them with my swords.</li><li>LILLY: Then that settles it. (COUGHING) If I understand things properly, and those things come through en masse, we&#8217;re all dead anyway. If you&#8217;re going to confront Cordova, we&#8217;re coming too.</li><li>MORT: Wu seems to be gambling on being able to hide.</li><li>WU: It&#8217;s a big world. Some few will survive.</li><li>LILLY: I don&#8217;t care about myself. Cordova must pay!</li><li>MORT: But why would you risk Claudette this way?</li><li>LILLY: What&#8217;s the bigger risk? Almost guaranteed destruction if we hide, verses at least a small chance of removing the threat if we come with you.</li><li>CLAUDETTE: I want to try.</li><li>MORT: But… but… Aw, hell.</li><li>WU: Give in. It is happening no other way.</li><li>MORT: Get the damn swords. But, I&#8217;m taking the book with me. And as for you two… you can come with me, but you&#8217;re going to have to do what I say and, if things get bad, you need to get the hell out of there – no waiting around for me, capiche?</li><li>LILLY AND CLAUDETTE: Sure Mort. Whatever you say.</li><li>MORT: No, I mean it. You have to do everything I say.</li><li>LILLY: Absolutely.</li><li>CLAUDETTE: You&#8217;re in charge, Mr Flintwich.</li><li>MORT: (DISBELIEVING) Argh!</li><li>LILLY: (BEAT)So why are you sticking your neck out? You like to think you&#8217;re as risk-averse as Wu here. (BEAT) Well?</li><li>MORT: (MUMBLING) I&#8217;m under a spell.</li><li>LILLY: What?</li><li>MORT: (CLEARLY) I&#8217;m under a spell. I traded a magically binding favour to a ghost in exchange for finding you in that alley. The price was to try and get rid of the Outworlders.</li><li>WU: (LAUGHING) You are inept at the art of bargaining, aren&#8217;t you?</li><li>MORT: I didn&#8217;t know what she was going to ask when I made the deal.</li><li>WU: (LAUGHING MORE) Even worse.</li><li>CLAUDETTE: Shut up! (TO WU) You&#8217;re a coward. You don&#8217;t have the right to speak to him that way. (TO MORT) And you… you&#8217;re just pretending you don&#8217;t care. You pretend we don&#8217;t matter… you… (BREAKS DOWN CRYING)</li><li>LILLY: Now look what you&#8217;ve done.</li><li>MORT: Claudette… Claudette, I&#8217;m sorry. It&#8217;s this place… this city. The older you get, the uglier it seems; the more you want to protect yourself from it. I&#8217;m not doing this just because of the spell. Really.</li><li>CLAUDETTE: (SNIFFING) I know. I can see when you&#8217;re lying – even when it&#8217;s to yourself. I thought, maybe, you were trying to hurt us – to force us away.</li><li>MORT: (BEAT) Your mom told me you make attachments fast, kid. Truth is, it turns out you&#8217;re not the only one. (BEAT) Are we okay?</li><li>CLAUDETTE: (GETTING HERSELF TOGETHER) Sure, Mr. Flintwich. We&#8217;re okay.</li><li>MORT: (SIGHS) Alright… (BEAT) There&#8217;s a way into Caesar&#8217;s HQ through the basement from the sewers. </li><li>LILLY: How&#8217;d you know?</li><li>MORT: I was brought in that way years ago, when I first made my deal with Cordova. Once inside, we can take a little used stairway up to a balcony that will give you line of sight for any magic that&#8217;s needed.</li><li>LILLY: And you?</li><li>MORT: I&#8217;ll have to be on the ground for my part. Whatever happens to me, I want you to stay hidden and get away at the first opportunity.</li><li>LILLY: (COUGHING) You&#8217;re a good soul Mort.</li><li>MORT: And you&#8217;ll need to do something about that cough. If you let one of those out at the wrong moment we&#8217;ll all be dead.</li><li>WU: Here are the swords. Be careful with them. They are valuable.</li><li><span style="text-decoration: underline;">SOUND: CLANKING &#8211; LET IT FINISH</span></li><li>WU: Keep them in their sheaths for now.</li><li>MORT: Alright, it&#8217;s nine A.M. We&#8217;ll be on our way. Thanks Wu.</li><li>WU: Aren&#8217;t you forgetting something, Flintwich?<br>MORT: Huh?</li><li>WU: The money.</li><li>MORT: Oh, right. Um. Here.</li><li><span style="text-decoration: underline;">SOUND: MONEY CHANGING HANDS &#8211; LET IT FINISH</span></li><li>WU: A pleasure doing business with you.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH</span></li></ol>



<h2 class="wp-block-heading">SCENE 26:  INT &#8211; CAESAR’S HEADQUARTERS &#8211; MORNING<br>(OUTWORLDER CAESAR, THUGS)</h2>



<ol class="wp-block-list" start="389"><li><span style="text-decoration: underline;">SOUND: CHOMPING SLURPING NOM-NOM NOISES &#8211; ESTABLISH AND LET FINISH.</span></li><li>OUTWORLDER CAESAR: Ah! That was delicious.</li><li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH.</span></li><li>OUTWORLDER CAESAR: Do we have another?</li><li>OUTWORLDER #1: Yes, master. Here. She&#8217;s blindfolded.</li><li>NAOMI WALKER: What? What are you? What do you want?</li><li>OUTWORLDER CAESAR: We want you, my dear little medium. I believe your name is… Naomi Walker? You’ve come here in response to our… my… summons. (TO OUTWORLDER #1) Remove her blindfold and make her comfortable.</li><li>NAOMI: Thank you. I… Oh! So many bodies… So much death.</li><li>OUTWORLDER CAESAR: The combination of fear and surprise gives the soul such a delicate flavour.</li><li>NAOMI: No… leave me alone. Stay away! Aaaargh (SCREAMS)</li><li><span style="text-decoration: underline;">SOUND: CHOMPING SLURPING NOM-NOM NOISES &#8211; ESTABLISH AND LET IT FINISH</span></li><li>OUTWORLDER CAESAR: Urk…</li><li>CAESAR: No! I will not… let you… Urk!</li><li>OUTWORLDER CAESAR: You are proving more resilient than I thought, pesky human. But you cannot (SLURP CHOMP) resist me. You grow weaker each time you try.</li><li><span style="text-decoration: underline;">SOUND: CHOMPING NOISES &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH.</span></li><li>OUTWORLDER CAESAR: Mmmm. They are delicious. But ten minutes later, you want another one.</li><li>OUTWORLDER MINIONS: (LAUGHTER)</li><li>OUTWORLDER CAESAR: (BEAT) Bring in the lieutenants. If they cooperate they will make excellent tools… and they’ll be easier to control than this mortal frame I am using – though he still has his uses.</li><li>SCRUG: Why not cast him aside?</li><li>OUTWORLDER CAESAR: There’s too much useful information rattling around in this brain. Despite the way he struggles to unseat me, I doubt a more useful host could have been chosen.</li><li><span style="text-decoration: underline;">SOUND: DOORS OPEN &#8211; LET IT FINISH.</span></li><li>GANGSTERS: (MUTTERING AS THEY ENTER) Get your claws off me. What’s this all about? When I get my hands on you&#8211;</li><li>OUTWORLDER CAESAR: Gentlemen. You’ve had time to think about it, and now I want your answer. Will you pledge your loyalty to me?</li><li>GANGSTER #2: Go on Joey! Tell him.</li><li>GANGSTER #1: Boss, we always done what you said. And you always led us good. Nice paydays. No sucker jobs. And you kept the cops off our backs. And we’re grateful.</li><li>OUTWORLDER CAESAR: Yes?</li><li>GANGSTER #1: But this? Some of us was altar boys. We don’t keep with this “magic” stuff you’re doing. We don’t want to be swearing no pacts or nothing. We’re happy to collect our pay as always, but we gotta say “no” to this.</li><li>OUTWORLDER CAESAR: You dare! You defy me! (BEAT) (TO THE OUTWORLDERS) Rip him apart!</li><li><span style="text-decoration: underline;">SOUND: RUSHING WIND &#8211; UNDER UNTIL <em>[420] </em></span></li><li><em>GANGSTER #3: (SCREAMING) Aaaaargh!</em></li><li><em><span style="text-decoration: underline;">SOUND: WET TEARING AND DROP OF TWO BODY SECTIONS &#8211; LET IT FINISH </span></em></li><li><em>GANGSTER #4: He was torn in half. </em></li><li><em>OUTWORLDER CAESAR: And he will not be the last. Your spokesman is dead. I suggest you reconsider my offer. </em></li><li><em>GANGSTER #4: Yeah, yeah, sure. Whatever you want. I pledge loyalty. </em></li><li><em>GANGSTER #5: Yeah, loyalty. I pledge it. </em></li><li><em>GANGSTER #6: You bet. </em></li><li><em>OUTWORLDER: You heard them, my brothers. Take control. </em></li><li><em>GANGSTERS: (ADLIB) What? Huh? Etc. </em></li><li><em><span style="text-decoration: underline;">SOUND: RUSHING WIND &#8211; UNDER UNTIL 395 </span></em></li><li><em>GANGSTERS: GROANS AND GRUNTS AS THEY ARE TAKEN OVER GANGSTER</em></li><li><em>OUTWORLDERS</em>: We have control of these bodies.</li><li>*Voices are layered together.</li><li>OUTWORLDER CAESAR: Good! Now I have some jobs for you. This city is stratified. There are those in power and those who follow orders.</li><li>SCRUG: Not unlike our hives.</li><li>OUTWORLDER CAESAR: If my plans are to be brought to fruition, then we must control those who control the people. Politicians, judges, officials in law enforcement and captains of industry.</li><li>SCRAT: Your orders?</li><li>OUTWORLDER CAESAR: You are to go out and find our brethren and you are to use them to take over as many of these leaders as possible. If we control the population we can secure this city as a staging ground for the return of our people… and they will be easier to control and use for food.</li><li>GANGSTER OUTWORLDERS: Yes, master!</li><li>OUTWORLDER CAESAR: And one more thing… bring me the mortal called Madame Sofia. She is interesting to me. Interesting indeed! She knows how to open a gate to our plane of existence… and, she knows how to power it so that it remains open.</li><li>GANGSTER OUTWORLDER #1: Didn’t she come with these others?</li><li>OUTWORLDER CAESAR: She is strong and resisted the summons. But this mortal body knows where she can be found.</li><li>GANGSTER OUTWORLDERS: We obey!</li><li><span style="text-decoration: underline;">SOUND: RUSHING WIND, HOWLS ETC. &#8211; FADE</span></li><li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 27: INT &#8211; CAESAR’S HEADQUARTERS &#8211; MORNING<br>(OUTWORLDER CAESAR, SOFIA, GANGSTER OUTWORLDER)</h2>



<ol class="wp-block-list" start="444"><li><span style="text-decoration: underline;">SOUND: DOORS OPEN – FOOTSTEPS &#8211; ESTABLISH AND UNDER</span></li><li>SOFIA: GRUNTS</li><li>GANGSTER OUTWORLDER: Bow before the master, witch!</li><li>SOFIA: Ugh. I am no witch! And you should have better manners.</li><li>OUTWORLDER CAESAR: I see that my minions found you.</li><li>SOFIA: And I see you survived… somewhat. I take it that Caesar Cordova is no longer in control of that body?</li><li>OUTWORLDER CAESAR: You are as perceptive as his memories led me to believe.</li><li>SOFIA: What should I call you?</li><li>OUTWORLDER CAESAR: You may call me… Master.</li><li>SOFIA: Mmmm. No. I do not think so.</li><li>OUTWORLDER CAESAR: Pride? From a woman who lives in poverty and by her wits upon the streets of this uncaring city? (BEAT) I believe I will enjoy breaking you.</li><li>SOFIA: Many have tried. (BEAT) What do you want?</li><li>OUTWORLDER CAESAR: You would do better to adopt a less insolent tone, mortal. You have knowledge that I need. A means of opening a permanent gate to the place we have been banished to.</li><li>SOFIA: Banished? So the legends are true. And what makes you think I will give you what you seek?</li><li>OUTWORLDER CAESAR: I don’t believe you will give it to me. Instead I intend to take it. (BEAT) One of my minions has not yet gained a body to possess. You shall be his.</li><li>OUTWORLDER: Let me enter her, master. I am so hungry!</li><li>SOFIA: That thing there? Ha! Let him try!</li><li>OUTWORLDER CAESAR: (BORED) She is yours.</li><li><span style="text-decoration: underline;">SOUND: WOOSH &#8211; LET IT FINISH</span></li><li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH</span></li><li>OUTWORLDER: Master, she resists me!</li><li>OUTWORLDER CAESAR: What? Impossible.</li><li>SOFIA: My spirit is well warded against the likes of you. None of you could take me over.</li><li>OUTWORLDER CAESAR: Insolent! You will obey me! Or I will…</li><li>SOFIA: You will what, oh mighty leader?</li><li>OUTWORLDER CAESAR: You dare mock me? If I cannot have you taken over then I will have you killed. Your body has little protection.</li><li>SOFIA: And if you kill me, then what will you do? You need me.</li><li>OUTWORLDER CAESAR: Do you think so? We are ageless. And you must have seen that in this era of glass and steel, my kind have been finding their way back into this world.</li><li>SOFIA: Slowly. In dribs and drabs.</li><li>OUTWORLDER CAESAR: Your “assistance” will speed up a process that is already under way. I do not “need” you. (BEAT) And don’t be so sure that death is the only card I have in my hand to play. There are worse things than death.</li><li>SOFIA: More empty threats.</li><li>OUTWORLDER CAESAR: I can inflict pain upon you such as you cannot begin to imagine. I can keep you on the edge of life in such agony that death will seem like the greatest of blessings rather than a threat.</li><li>OUTWORLDER: (LAUGHS MALICIOUSLY)</li><li>OUTWORLDER CAESAR: Or I can give you to my minion here to torment and torture physically. He might not have the same finesse as I… but he would enjoy it.</li><li>SOFIA: And if I agree? What then? Torment and death, but delivered later?</li><li>OUTWORLDER CAESAR: What do you suggest?</li><li>SOFIA: I want to survive. I don’t care about this world or the people in it. I have wanted my revenge upon them for more years than I care to count. I have seen the future and it doesn’t belong to this worthless race of beings.</li><li>OUTWORLDER CAESAR: Oh, but the petty malice of your species never fails to surprise me. And so?</li><li>SOFIA: Promise me that I will be left free to live my life in peace. You will want to farm those you conquer. To rule and feed off them. Promise me that I will never be enslaved and the world is yours to take.</li><li>OUTWORLDER CAESAR: A world of billions of souls made accessible to my kind against one soul left free? That is acceptable. And you will perform the ritual?</li><li>SOFIA: I will, but we still require the girl.</li><li>OUTWORLDER CAESAR: (ROARING) Then our agreement is worth nothing. (TO OUTWORLDER) Kill her. Tear her apart.</li><li>SOFIA: Wait. She will come. Today. This very night. Search Cordova&#8217;s memory. He is exchanging the woman upstairs for the girl. The woman is leverage and the ritual will be far easier to perform with willing participants than not. Spare me and you will see… master.</li><li>OUTWORLDER CAESAR: (LAUGHS) Broken already? Then I will wait a little. If she does not come, you will know pain that few mortals have ever experienced.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 28: EXT – STREET – MID-MORNING<br>(MORT, LILLY, CLAUDETTE)</h2>



<ol class="wp-block-list" start="489"><li><span style="text-decoration: underline;">SOUND: STREET AND PEDESTRIANS – ESTABLISH AND UNDER</span></li><li>MORT: …That&#8217;s the plan. You&#8217;ll have to follow it to the letter. Are you sure you still want to come with me?</li><li>LILLY: (COUGHING) You&#8217;re not doing it without us. In fact, it won&#8217;t work without us.</li><li>CLAUDETTE: Yeah.</li><li>LILLY: (BEAT) Weird isn&#8217;t it?</li><li>MORT: What?</li><li>LILLY: Look at all these people, going about their lives as if nothing&#8217;s happened… while we&#8211;</li><li>MORT: We wander around the streets with bloody boots dangling from our necks, a pair of magic swords wrapped up in a carpet, an ancient spell-book, and a bunch of guesses about a sorcerous mob-boss and an inter-planar invasion?</li><li>LILLY: (ARCHLY) Well, when you put it like that… (BEAT) What are we doing now?</li><li>MORT: Going back to the house so we can wash our boot soles, eat something, and get a little more shut-eye.</li><li>LILLY: Seriously?</li><li>MORT: Don&#8217;t forget, while you two got a couple of hours sleep at Wu&#8217;s place, I still haven&#8217;t closed my eyes for more than a few seconds during the last thirty six hours. And even with the little you&#8217;ve had, you and Claudette look like you could use some more rest.</li><li>LILLY: Thanks, Mort. I… I appreciate everything you&#8217;ve been doing for us.</li><li>MORT: Quiet. Quick into the doorway.</li><li>CLAUDETTE: What is it?</li><li>MORT: Those are some of Cordova&#8217;s guys… talking with a homicide detective with a small cloud of outworlders hovering nearby.</li><li>LILLY: What are they doing?</li><li>MORT: I&#8217;m not sure… Great Scott!</li><li>LILLY: What? What is it?</li><li>MORT: They&#8217;re recruiting.</li><li>LILLY: What?</li><li>MORT: One of the outworlders dived into the detective. He&#8217;s possessed.</li><li>LILLY: They&#8217;re taking people over?</li><li>MORT: Looks like. Hang-on. Duck!</li><li>CLAUDETTE: One of them&#8217;s sniffed something. He&#8217;s looking for us.</li><li>MORT: Stay still. Don&#8217;t even breathe.</li><li>LILLY: Look, the thugs and cop- They&#8217;re moving on.</li><li>MORT: (BREATHES) The outworlders are going with them, but that last one isn&#8217;t moving. (BEAT) Uh-oh. It&#8217;s coming this way.</li><li>OUTWORLDER: (APPROACHING) You think you can hide from me, mortals? Ha!</li><li>MORT: Stay back!</li><li><span style="text-decoration: underline;">SOUND: MORT DRAWS SWORD &#8211; LET IT FINISH.</span></li><li>OUTWORLDER: You can see me! And you think that little pig sticker will do anything to deter me? Step aside, little man. It&#8217;s not you I&#8217;m after. I want the girl. You can walk away.</li><li>MORT: Like hell. Take that, monster! (GRUNTS WITH EFFORT) Ungh!</li><li><span style="text-decoration: underline;">SOUND: FLESHY RIPPING NOISE &#8211; UNDER TO 524</span></li><li>OUTWORLDER: (SCREAMS) Aaargh! But how? How have you killed me? (FADES OUT)</li><li>LILLY: What? Is it gone?</li><li>MORT: It&#8217;s gone. The sword worked.</li><li>CLAUDETTE: I&#8217;m scared, Mort.</li><li>MORT: Don&#8217;t be, kid. This is the first encouraging thing that&#8217;s happened.</li><li>LILLY: (BEAT) Mort, I need to tell you something. It&#8217;s important. I feel like I owe it to you.</li><li>CLAUDETTE: (WARNING) Mom&#8211;?</li><li>MORT: It&#8217;s okay, Lil. I think I know. And you don&#8217;t have to&#8211;</li><li>LILLY: You know? How long&#8211;</li><li>MORT: A couple of hours. Wu was able to read your health from your aura and he told me that&#8211;</li><li>LILLY: (HURRIEDLY – TO PREVENT MORT SPILLING THE BEANS IN FRONT OF CLAUDETTE) No. I mean, that&#8217;s not it, and… that&#8217;s my business…</li><li>CLAUDETTE: Mom? What are you?&#8211;</li><li>LILLY: It&#8217;s okay, Claudette. No, Mort. It&#8217;s not that. It&#8217;s&#8211;</li><li>MORT: Is it about my office, then?</li><li>LILLY: How&#8217;d you even&#8211;?</li><li>MORT: Someone let Cordova know you&#8217;d come to see me. He hasn&#8217;t got a permanent watch on my place and you left my office pretty sore.</li><li>LILLY: Mort, I&#8217;m&#8211;</li><li>MORT: It&#8217;s okay. I was pretty angry before – about Jesse &#8211; and maybe I still am, but the building was insured and we&#8217;ve got much bigger problems now.</li><li>LILLY: I keep underestimating you, Mort. But that&#8217;s not it either. It&#8217;s about Jesse.</li><li>CLAUDETTE: Mom, don&#8217;t do this&#8211;?</li><li>MORT: About Jesse? What about Jesse?</li><li>LILLY: I… When… Back at that house you helped close down years ago. There was a girl who was brought in about the same time as me.</li><li>MORT: Jesse, right?</li><li>LILLY: We were friends. The owner was brutal and would beat us for the smallest mis-step. She took the blame for something I did and ended up in a coma. I&#8217;ve always felt I owed her.</li><li>MORT: Yeah, Jesse was like that. It&#8217;s why I&#8217;ve been looking after her all these years. I owe her from my days in the orphanage too.</li><li>LILLY: Mort. (STARTS COUGHING) The girl you&#8217;ve been looking after isn&#8217;t Jesse.</li><li>MORT: What?</li><li>CLAUDETTE: Mom, don&#8217;t. Please!</li><li>LILLY: Her name&#8217;s Lilly. I&#8217;m Jesse.</li><li>MORT: She&#8217;s not… But you&#8217;re… Aw, hell!</li><li>LILLY: Think about it a minute. You know it&#8217;s true. You&#8217;ve always suspected. Deep down.</li><li>MORT: (DEEPLY UPSET) What are you doing? Why&#8217;d you have to go and tell me this now?</li><li>LILLY: (COUGHING) I&#8217;m sorry Mort. If Mr. Wu told you… well, you know why. I couldn&#8217;t let you go on believing a lie. I want you to know I trust you… now.</li><li>MORT: Damn it, Lil… Jesse… what the hell should I call you?</li><li>LILLY: I&#8217;m Lilly now. Jesse&#8217;s been gone a long time.</li><li>MORT: (BITTERLY) Replaced by a grifter. I can&#8217;t believe you played me like this.</li><li>CLAUDETTE: Damn it, mom. You&#8217;re ruining everything.</li><li>LILLY: I&#8217;m sorry. I owed her so much. And I couldn&#8217;t help her. I had nothing. And when you didn&#8217;t recognize me right off, and you were so desperate to find Jesse, I thought you&#8217;d be able to get her some help.</li><li>MORT: You betrayed me.</li><li>LILLY: I didn&#8217;t know you were going to pay for her care yourself. And… then… once she was getting looked after… I couldn&#8217;t tell you. So I ran away.</li><li>MORT: (BEAT) (QUIETLY) Lil?</li><li>LILLY: Yeah?</li><li>MORT: Don&#8217;t talk to me for a while, okay?</li><li>LILLY: Okay.</li><li>CLAUDETTE: Mom, I hate you!</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 29: INT &#8211; THE SAFE HOUSE – EARLY MORNING<br>(MORT, CLAUDETTE, LILLY, JAKE)</h2>



<ol class="wp-block-list" start="569"><li><span style="text-decoration: underline;">SOUND: DOOR UNLOCKS AND OPENS &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS ENTER &#8211; ESTABLISH AND STOP.</span></li><li>MORT: (SUBDUED) Home sweet home. Let&#8217;s get in and off the street.</li><li>JAKE: Well, at least you came home &#8211; eventually. Where the hell have you been? I&#8217;ve been waiting here for hours.</li><li>LILLY: This place looks like a hurricane hit it. Give me a minute, Mort. I&#8217;m gonna put Claudette to bed.</li><li>CLAUDETTE: (YAWNING) Goodnight, Mort.</li><li>MORT: Goodnight, sweetie.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPART &#8211; LET IT FINISH.</span></li><li>JAKE: Nice to see all of you, too. You couldn&#8217;t even acknowledge I&#8217;m here, Mort?</li><li>MORT: Stop it. You sound like the ex-wife I never had. Keep this up and I might start to believe you do exist when I&#8217;m not looking at you.</li><li>JAKE: Ha. Ha.</li><li>MORT: (BEAT) We were visiting a sorcerer, if you must know. You never want to be anywhere you think you might be exposed as a figment of my imagination, so don&#8217;t blame me for this. It&#8217;s how you wanted it.</li><li>JAKE: Hmpf!</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS APPROACHING &#8211; UNDER</span></li><li>LILLY: I&#8217;ve put Claudette to bed. She&#8217;s mad as hell at me. Wouldn&#8217;t even look me in the eye.</li><li>MORT: Uh-huh.</li><li>LILLY: (BEAT) Did I hear you talking to yourself?</li><li>MORT: I was thinking stuff over.</li><li>LILLY: (COUGHING) She doesn&#8217;t know… about my illness, I mean.</li><li>MORT: I guessed as much. But you&#8217;re not just ill. You&#8217;re dying, Lil. When are you going to tell her?</li><li>LILLY: (BEAT)</li><li>MORT: I thought so… You owe her, you know? She needs the truth.</li><li>LILLY: I said I&#8217;m sorry about keeping things quiet, didn&#8217;t I?</li><li>MORT: To me, sure. But sometimes sorry isn&#8217;t enough. Sometimes, sorry takes action. That little girl needs her mom. She needs a future.</li><li>LILLY: This is none of your business!</li><li>MORT: I think I&#8217;ve earned the right to&#8211;</li><li>LILLY: (ANGRY) What have you earned, Mort? Huh? What? (COUGHING) You&#8217;ve been involved with Claudette less than thirty six hours. You know nothing about her… about us.</li><li>MORT: She needs to know. </li><li>LILLY: (BEAT) I can&#8217;t do it, Mort. I can&#8217;t tell her. And I can&#8217;t give her a future. But our lives aren&#8217;t yours to fix.</li><li>MORT: Are you sure you don&#8217;t want me to&#8211;?</li><li>LILLY: (ANGRY) Damn it, Mort, I told you before. I want you to stay away from Claudette. This is my business. The girl you thought you knew is long gone.</li><li>MORT: You want to bring that up again? Okay. It&#8217;s like you say. Jesse&#8217;s been gone a long time. (BEAT) Do what you want.</li><li><span style="text-decoration: underline;">SOUND: MORT WALKS AWAY &#8211; LET IT FINISH.</span></li><li>LILLY: (SOFTLY, ALMOST TO HERSELF) Thanks for letting me have the bed.</li><li><span style="text-decoration: underline;">SOUND: LILLY WALKS AWAY &#8211; LET IT FINISH.</span></li><li>JAKE: Trouble in paradise?</li><li>MORT: Oh, shut the hell up!</li><li><span style="text-decoration: underline;">MUSIC: TIME PASSING – SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading"> <br>SCENE 30: INT &#8211; THE SAFE HOUSE – LATE AFTERNOON<br>(MORT, CLAUDETTE, LILLY, JAKE)</h2>



<ol class="wp-block-list" start="607"><li><span style="text-decoration: underline;">SOUND: MORT SNORING – ESTABLISH AND UNDER</span></li><li>CLAUDETTE: (FILTERED ECHOING/REVERB) Mort! (FADE FILTER TO NORMAL) Mort, wake up!</li><li>MORT: Hmmm. Is something wrong?</li><li>JAKE: Wake up, sunshine. The day&#8217;s getting away from you.</li><li>CLAUDETTE: It&#8217;s getting late. The sun will go down soon.</li><li>MORT: Aw hell. Is Lil awake?</li><li>CLAUDETTE: Mom&#8217;s sleeping. I didn&#8217;t want to wake her up. Her breathing doesn&#8217;t sound so good.</li><li>MORT: We&#8217;ll let her rest a little longer. I still gotta think things through.</li><li>CLAUDETTE: You don&#8217;t know whether you want to help us anymore, do you?</li><li>MORT: Aw, honey, it&#8217;s not&#8211;</li><li>CLAUDETTE: But if Mom&#8217;s Jesse, and you&#8217;ve been spending all these years looking after Lilly instead&#8211;</li><li>MORT: Yeah, it makes it hard to know why I should keep going. Nothing&#8217;s like I thought it was.</li><li>CLAUDETTE: (ANGRY) Why does she have to mess everything up?</li><li>MORT: Claudette?</li><li>CLAUDETTE: (STARTING TO CRY) Whenever we meet someone who&#8217;s good or kind, she has to mess it up by starting a fight.</li><li>MORT: (GENTLY) Hey… Claudette, take it easy. She&#8217;s got a lot on her mind.</li><li>CLAUDETTE: Don&#8217;t make excuses for her. She lies and uses everyone in her life.</li><li>MORT: Except you. You mean everything to her.</li><li>CLAUDETTE: That&#8217;s not true. She lies to me too. And she gets so angry… and she always puts getting even ahead of me.</li><li>MORT: I know you&#8217;re mad at your mom, but&#8211;</li><li>CLAUDETTE: Can you forgive her?</li><li>MORT: Honey,… I&#8211;</li><li>CLAUDETTE: See? She messes up everything.</li><li>MORT: Listen to me for a minute, Claudette. We&#8217;ve talked about this before. Your mom&#8217;s been through a lot, more than I know… and more than she&#8217;s willing to tell you.</li><li>CLAUDETTE: But people who care about each other shouldn&#8217;t have secrets.</li><li>MORT: Everyone&#8217;s got secrets. Your Mom thinks she&#8217;s protecting you.</li><li>CLAUDETTE: She says. (BEAT) But maybe you&#8217;d stay… for me. If I needed you enough&#8211;</li><li>MORT: Claudette… that&#8217;s unfair.</li><li>CLAUDETTE: Everything. She messes up everything. But wait, I remember what Wu said, something about a compulsion and how you believe in what you&#8217;re doing.</li><li>MORT: Don&#8217;t believe everything you hear, kid.</li><li>CLAUDETTE: You&#8217;re doing this &#8217;cause it&#8217;s the right thing to do, though. That&#8217;s right, isn&#8217;t it?</li><li>MORT: Claudette, we don&#8217;t have time for this right now. Your mom and I will sort things out later.</li><li>CLAUDETTE: But&#8211;</li><li>MORT: Right now I need you to get focused. I&#8217;m relying on you to make this work tonight. If you can&#8217;t face Mr. Cordova… if you&#8217;re too distracted&#8211;</li><li>JAKE: What the hell? You&#8217;re not going to confront that lunatic are you?</li><li>CLAUDETTE: I can do it. Honest. (BEAT) We sneak into Mr Cordova&#8217;s mansion. We go upstairs and, when I can see him, I read the words from the page Mr Wu gave you.</li><li>MORT: And then you and your mother run for it – back the way you came. I&#8217;ll take care of the rest.</li><li>CLAUDETTE: Got it.</li><li>MORT: Good girl. I knew I could rely on you. (BEAT) Let&#8217;s see what we can rescue from the kitchen to eat. There must be a can of something that survived the outworlder attack, then we&#8217;ll wake up your mom.</li><li>JAKE: Hey. You&#8217;re not thinking of leaving me behind again, are you? (BEAT) Jake? (ANNOYED AND SLIGHTLY HURT) Okay, I&#8217;ll stay here, shall I?</li><li>MORT: I&#8217;m getting my shoes from the bathroom. They&#8217;re ruined, but they&#8217;re all I&#8217;ve got.</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES &#8211; LET IT FINISH.</span></li><li>JAKE: Aw, Hell. (BEAT) (CALLING OUT) Wait up, damn it. I&#8217;m coming with you!</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li><li>NARRATOR: Can Mort, Claudette, and Lilly successfully take the fight to Caesar Cordova? Can the plans of the outworlders be thwarted? Can the gate be closed and the world made safe from invasion? Tune in to episode 5 for the finale.</li><li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH</span></li></ol>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website:&nbsp;<a href="http://www.weirdworldstudios.com/">https://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-4-the-center-wont-hold/">Mort Flintwich and the Outworlder War &#8211; Episode 4 &#8211; The Center Won&#8217;t Hold</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Those who are Lost &#8211; Episode 1 &#8211; Navigating the Web of Lies</title>
		<link>https://weirdworldstudios.com/those-who-are-lost-episode-1-navigating-the-web-of-lies/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 22 Apr 2022 01:48:26 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of Navigating the Web of Lies; episode 1&#160; of Those Who are Lost. Those Who are Lost EPISODE #1 – Navigating the Web of Lies by Philip Craig Robotham Cover illustration by Philip Craig Robotham Copyright 2022 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/those-who-are-lost-episode-1-navigating-the-web-of-lies/">Those who are Lost &#8211; Episode 1 &#8211; Navigating the Web of Lies</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<p class="wp-block-paragraph">Below we present the complete text of Navigating the Web of Lies; episode 1&nbsp; of Those Who are Lost.</p>



<figure class="wp-block-image alignleft size-large is-resized" id="attachment_119"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2.png?resize=213%2C256&#038;ssl=1" alt="" class="wp-image-3500" width="213" height="256"/><figcaption>Voice Actor by Miyukiko © 2015</figcaption></figure>



<figure class="wp-block-image alignright size-full is-resized" id="attachment_3380"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_MA15_Restrict-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_MA15_Restrict-Converted.png?resize=130%2C130&#038;ssl=1" alt="Not suitable for people under 15. Under 15s should not access this content without the permission of an adult parent or guardian" class="wp-image-3379" width="130" height="130" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_MA15_Restrict-Converted.png?w=260&amp;ssl=1 260w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_MA15_Restrict-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_MA15_Restrict-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_MA15_Restrict-Converted.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 130px) 100vw, 130px" /></a><figcaption>Not suitable for people under 15. Under 15s  should not access this content without the permission of an adult parent or guardian. Contains strong language, violence and supernatural themes.</figcaption></figure>



<h2 class="wp-block-heading">Those Who are Lost</h2>



<h3 class="wp-block-heading">EPISODE #1 – Navigating the Web of Lies</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover illustration by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Copyright 2022 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<figure class="wp-block-image" id="attachment_3314"><img loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&amp;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to&nbsp;<a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website:&nbsp;<a href="https://weirdworldstudios.com/">https://weirdworldstudios.com</a>&nbsp;or through select, online book retailers.</p>



<h3 class="wp-block-heading">Episode 1: Navigating the Web of Lies</h3>



<p class="wp-block-paragraph">Thomas Kerrigan, hard-nosed private detective, is hired to find a missing scientist, a harder job than expected. But with Kerrigan, you get two operatives for the price of one &#8211; though he tries hard to keep the second locked away &#8211; and this case has the largest fee of his career.</p>



<h2 class="wp-block-heading">Navigating the Web of Lies</h2>



<h3 class="wp-block-heading">CAST LIST</h3>



<p class="wp-block-paragraph">NARRATOR</p>



<p class="wp-block-paragraph">THOMAS KERRIGAN</p>



<p class="wp-block-paragraph">SANDRA EAMES</p>



<p class="wp-block-paragraph">TWO CHILDREN (BOBBY AND BETTY EAMES)</p>



<p class="wp-block-paragraph">CONSTABLE MITCH TASKER</p>



<p class="wp-block-paragraph">THE DARK PASSENGER</p>



<p class="wp-block-paragraph">JOHN CARSWELL (NEWSREADER)</p>



<p class="wp-block-paragraph">JEMMA DOUGLASS (JOURNALIST)</p>



<p class="wp-block-paragraph">ROB UNDERHILL (CAMERAMAN)</p>



<p class="wp-block-paragraph">GEORGE MILLS</p>



<p class="wp-block-paragraph">JESS WALTERS (THOMAS&#8217; RECEPTIONIST)</p>



<p class="wp-block-paragraph">ALF BORSCHT (CUSTODIAN)</p>



<p class="wp-block-paragraph">TINA ROEBUCK (PTI RECEPTIONIST)</p>



<p class="wp-block-paragraph">RICHARD CAST (PTI SECURITY CHIEF)</p>



<p class="wp-block-paragraph">MR. BARTHOLEMEW LANSING (CEO AND OWNER OF PTI)</p>



<p class="wp-block-paragraph">SFX ARTISTS</p>



<h3 class="wp-block-heading">SCENE 1: INT &#8211; POLICE STATION &#8211; DAY<br>(NARRATOR, THOMAS KERRIGAN, SANDRA EAMES, MITCH TASKER, DARK PASSENGER)</h3>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH</span></li><li>NARRATOR: Those Who are Lost, Episode 1, Navigating a Web of Lies.<br>Private Detective Thomas &#8220;If the fee is there, I just don&#8217;t care&#8221; Kerrigan may not be the nicest of guys, but he can always be relied on to fulfill his contracts. Still, sometimes a detective needs to question the wisdom of accepting a fee sight unseen, even if it is the largest payday of his career.</li><li><span style="text-decoration: underline;">SOUND: MURMUR OF COPS, TYPEWRITERS CLACKING, AD-LIB COP CONVERSATIONS &#8211; ESTABLISH AND UNDER.</span></li><li>THOMAS KERRIGAN: Hey Mitch, look what I got for you?</li><li>SANDRA EAMES AND TWO SOBBING CHILDREN: (AD-LIB) Let go of us! We didn&#8217;t do anything! Let go! etc.</li><li>MITCH TASKER &#8211; DESK SERGEANT: Come on, Kerrigan, this is a police station. What have you done this time?</li><li>THOMAS: Me? Nothing. Got a guest for Her Majesty&#8217;s finest, though. She missed her court date. Child custody, I think. </li></ol>



<ul class="wp-block-list"><li>NB. The dark passenger is a voice in Thomas Kerrigan&#8217;s head. Use a reverb filter to communicate this.</li></ul>



<ol class="wp-block-list" start="8"><li>DARK PASSENGER: Heh. Even Mitch thinks it&#8217;s a little penny-ante for you. Why didn&#8217;t you go after a drug-dealer, huh? At least I&#8217;d get some exercise.</li><li>SANDRA: (THROUGH TEARS) Let me go!</li><li>MITCH: And the kids? What am I supposed to do with them?</li><li>THOMAS: Call social services.</li><li>SANDRA: You bastard!</li><li>DARK PASSENGER: Oh, no, lady. I&#8217;m the bastard. But he won&#8217;t let me out. Will you, Tom?</li><li>MITCH: Did Kerrigan give you that shiner, Ma&#8217;am?</li><li>THOMAS: Course not. </li><li>MITCH: I wasn&#8217;t talking to you, Kerrigan. (BEAT) Ma&#8217;am? </li><li>SANDRA: No. It was my husband. </li><li>MITCH: (DUBIOUS) Uh-huh. </li><li>DARK PASSENGER: Look at that. Mitch doesn&#8217;t trust you. Do you think he&#8217;s become too familiar with my handiwork? </li><li>THOMAS: (BORED) Can you hurry this up? I want my money. </li><li>MITCH: Is that why you missed your court date, Ma&#8217;am? You were trying to get the kids away from your husband? </li><li>SANDRA: (SMALL VOICE) Yes. </li><li>MITCH: Don&#8217;t you have a soul, Kerrigan? Sometimes, I swear&#8211; </li><li>THOMAS: Like I should have just thrown the fee away? </li><li>MITCH: You&#8217;re a private detective, not a bounty hunter, and this isn&#8217;t the wild west. We don&#8217;t do bounties in the U.K. </li><li>THOMAS: The husband&#8217;s paying. It helps keep me in the squalor to which I&#8217;m accustomed.</li><li>MITCH: But… </li><li>THOMAS: Just process her, Mitch. If the fee is there, I just don&#8217;t care. </li><li>MITCH: She&#8217;s right, you know? You are a bastard. </li><li>THOMAS: Nope, I&#8217;m a professional. The rest is for the court to figure out. </li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 2: EXT/INT &#8211; BEDROOM &#8211; NIGHT<br>(NEWS READER JOHN, JOURNALIST JEMMA, CAMERAMAN, GEORGE MILLS, THOMAS, DARK PASSENGER)</h3>



<ol class="wp-block-list" start="32"><li><span style="text-decoration: underline;">SOUND: PHONE RINGING &#8211; FADE UP THEN DUCK UNDER AND MAINTAIN.</span></li><li>NEWSREADER (JOHN): And the new year has opened in terror. Casualty estimates are rising exponentially and we can&#8217;t get any information out of Whitehall. It is uncertain at this stage how widespread the event is, but citizens are urged to… hang on, this just in. We&#8217;re crossing live to our correspondent in London. Jemma, what can you tell us?</li><li>JEMMA (JOURNALIST): Can you hear me, John. I&#8217;ve no way to tell if we&#8217;re still broadcasting. I&#8217;m going to press on all the same and hope the signal reaches you.<br>Behind me you can see the ruins of parliament. Explosions have been ripping through central london as, what appears to be, fiery meteors have rained down on the city. More concerning still are reports that the meteors contain&#8211;</li><li>CAMERAMAN: What the bloody hell is that?</li><li>JEMMA: Keep shooting! Behind me, out of the rubble there appears to be… it&#8217;s huge. I can just see the shadow of something… something enormous. Wait there&#8217;s a light. It&#8217;s…</li><li><span style="text-decoration: underline;">SOUND: DINOSAUR-LIKE ROARING &#8211; LET IT FINISH.</span></li><li>JEMMA: Oh my&#8211;</li><li><span style="text-decoration: underline;">SOUND: RINGING BEAM NOISE SWEEPS IN THEN STATIC &#8211; LET IT FINISH.</span></li><li>JOHN: Jemma? Jemma? Are you still with us? (BEAT) Ladies and Gentleman we&#8217;ve just lost our live feed. The studio is now running on back-up generators as I&#8217;m informed that most of the electrical grid from Nottingham through to Plymouth (including Wales) and all of greater London has been experiencing large outages. We&#8217;ll try to keep… Who the hell are you?</li><li><span style="text-decoration: underline;">SOUND: GUN BEING READIED/COCKED &#8211; LET IT FINISH.</span></li><li>GEORGE MILLS: Out of the way.</li><li><span style="text-decoration: underline;">SOUND: SOUND OF CHAIR BEING KNOCKED OVER</span></li><li>JOHN: What do you think you&#8217;re&#8211;</li><li>GEORGE: Shut up, or I&#8217;ll blow your head off right here, on live TV. (BEAT) Thomas? Thomas, I hope you&#8217;re hearing this. You&#8217;ve got to save the scientist. Understand? Karen. You have to save her. You can stop all this. You can&#8211;</li><li><span style="text-decoration: underline;">SOUND: STATIC &#8211; ESTABLISH AND UNDER.</span></li><li>THOMAS: (GRUNTS AWAKE) Ugh. Same damn dream… again. Looks like I left the telly on, too. (YAWNS) Was that you?</li><li>DARK PASSENGER: We talking again? I thought you&#8217;d decided to give me the silent treatment after what you did last time.</li><li>THOMAS: That was you, not me.</li><li>DARK PASSENGER: I am you, Tom. I&#8217;m the side of you you&#8217;d like to pretend doesn&#8217;t exist. But I&#8217;m still one hundred percent you. And you need to let me out. (BEAT) I get cranky, if I don&#8217;t get a little exercise from time to time.</li><li>THOMAS: (TIRED) Just shut up.</li><li><span style="text-decoration: underline;">SOUND: CLICK OF TV TURNING OFF &#8211; FADE UP THE UNDERLYING PHONE RINGING NOISE &#8211; UNDER</span></li><li>THOMAS: Now, what?</li><li><span style="text-decoration: underline;">SOUND: RUSTLING OF PAPERS &#8211; UNDER AND STOP.</span></li><li>THOMAS: Where is it? Ah!</li><li><span style="text-decoration: underline;">SOUND: RINGING STOPS.</span></li><li>THOMAS: Hello.</li><li>JESS: Tom, where the hell are you?</li><li>THOMAS: Jess? This is a little early, isn&#8217;t it? Even for you?</li><li>JESS: Kerrigan, the office has been open for an hour.</li><li>THOMAS: What? Oh, hell.</li><li>JESS: Are you drunk?</li><li>THOMAS: No. Bad dreams. I just had a rough night.</li><li>JESS: Well, get yourself in gear, Tom. We&#8217;ve got a client in here.</li><li>THOMAS: I&#8217;ll be there in fifteen. How&#8217;s it look?</li><li>JESS: Interesting. Expensive suit and shoes. Bespoke, or I&#8217;m no judge.</li><li>THOMAS: Better and better. Hey, he&#8217;s not a lawyer is he?</li><li>JESS: Not as far as I can tell. But get down here fast and see for yourself.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH</span></li></ol>



<h3 class="wp-block-heading">SCENE 3: INT &#8211; PRIVATE DETECTIVE&#8217;S OFFICE &#8211; DAY<br>(THOMAS, JESS, GEORGE, DARK PASSENGER)</h3>



<ol class="wp-block-list" start="70"><li><span style="text-decoration: underline;">SOUND: DOOR CRASHES OPEN &#8211; LET IT FINISH.</span></li><li>THOMAS: Jess, I&#8217;m here.</li><li>JESS: Uh, Mr. Wills, this is Thomas Kerrigan, private detective.</li><li>GEORGE: How do you do.</li><li>THOMAS: Hi. I&#8217;m sorry if I kept you waiting.</li><li>GEORGE: Not at all. I assume you&#8217;ve been out… on &#8220;a case&#8221;, as they say.</li><li>THOMAS: Do they?</li><li>JESS: (WARNING) Tom.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH</span></li><li>THOMAS: Please, Mr. Wills. Come into my office.</li><li>GEORGE: Would you mind having your girl bring us some tea. I&#8217;ve been sitting for some time.</li><li>JESS: What?</li><li>THOMAS: Uh, sure. Jess?</li><li>JESS: Huh?</li><li>THOMAS: Tea.</li><li>JESS: Tea?</li><li>THOMAS: Thanks. As quick as you can manage.</li><li><span style="text-decoration: underline;">SOUND: MEN&#8217;S FOOTSTEPS DEPART TO THE INNER OFFICE &#8211; LET IT FINISH.</span></li><li>JESS: (AD-LIB GRUMBLING)</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES &#8211; LET IT FINISH.</span></li><li>THOMAS: Have a seat. What can I do for you, Mr. Wills?</li><li>GEORGE: You&#8217;re not quite what I expected.</li><li>THOMAS: Oh?</li><li>DARK PASSENGER: Heh. He don&#8217;t know the half of it.</li><li>GEORGE: I&#8217;ve always thought your kind were grubby little men who made a living skulking around bedroom windows.</li><li>THOMAS: (ANGRY) If you&#8217;re about to tell me you&#8217;re a lawyer after all&#8211;</li><li>GEORGE: No. No. Nothing like that. I&#8217;m really rather pleased by the impression you make. And I apologize if I caused offense. My wife tells me I&#8217;m terribly prone to speaking my mind.</li><li>THOMAS: For those who have one, it&#8217;s an admirable trait.</li><li>GEORGE: I&#8217;m sorry? Did you just give me some… &#8220;sass&#8221;?</li><li>DARK PASSENGER: Oh, please. Let me kill him, Tom? Just a little?</li><li>THOMAS: You came here for a reason, Mr. Wills. And you&#8217;ve already had to wait.</li><li>GEORGE: Ah, of course. It&#8217;s my sister.</li><li>THOMAS: Your sister?</li><li>GEORGE: Is there an echo in here?</li><li>THOMAS: What about your sister, Mr. Wills.</li><li>GEORGE: She&#8217;s missing and I want you to find her.</li><li>THOMAS: Isn&#8217;t this a matter for the police? The boys in blue tend to frown upon private citizens who engage in this sort of thing.</li><li>GEORGE: You have a reputation, Mr. Kerrigan. I didn&#8217;t realize it included fear of the police.</li><li>DARK PASSENGER: You&#8217;d enjoy watching me peel him, wouldn&#8217;t you? I know you would?</li><li>THOMAS: Don&#8217;t try to press my buttons, Wills. If you know my reputation, then&#8211;</li><li>GEORGE: Mr. Kerrigan, I want to hire you to find my sister. Your reputation is, frankly, concerning &#8211; spooky, even. If you didn&#8217;t come very highly recommended indeed, I wouldn&#8217;t be here in this… &#8220;establishment&#8221;. It is said you find missing things. This is a service I need rather badly. It is also said that you have a temper. I have rather a temper myself, but if someone has taken my sister, I would like her to be rescued and that will probably not require a light touch.</li><li>THOMAS: Just what services do you think you are purchasing here?</li><li>GEORGE: I did my research before coming here. You were let go by the Metropolitan police because of a tendency towards excessive force. I wish to hire both your brains and your brawn to find, and if necessary, rescue my sister.</li><li>THOMAS: And if she doesn&#8217;t want to be found?</li><li>GEORGE: That&#8217;s hardly relevant. I believe you have a saying… &#8220;If the money&#8217;s there, you just don&#8217;t care&#8221;. Am I right?</li><li>THOMAS: True enough. But I&#8217;ll need to know a few things, first. She hasn&#8217;t been reported missing, has she?</li><li>GEORGE: No. Not as such.</li><li>THOMAS: Not as such.</li><li>GEORGE: Are you calling me a liar, sir?</li><li>THOMAS: Not as such.</li><li>DARK PASSENGER: Well, you should. I can smell the lies on him. This one has turned it into a profession.</li><li>GEORGE: That&#8217;s good. (BEAT) Her name is Karen Wittington.</li><li>THOMAS: She doesn&#8217;t share your last name, either.</li><li>GEORGE: (DRILY) Well spotted.</li><li>THOMAS: I&#8217;ll also need some other details; Place of residence, employment, etc. Anything else you can tell me. People she knows. Places she frequents. Enemies.</li><li>GEORGE: She&#8217;s a scientist and has no enemies. I think you&#8217;ll find everything you need in this envelope.</li><li><span style="text-decoration: underline;">SOUND: UNFOLDING PAPER &#8211; LET IT FINISH.</span></li><li>THOMAS: Looks like you came prepared. (BEAT) Has there been any truth in what you&#8217;ve told me today?</li><li>GEORGE: Do you care?</li><li>THOMAS: Not particularly. But there&#8217;s the little matter of the fee. I like to know that I&#8217;m going to be paid. And liars… well, lets just say they aren&#8217;t always scrupulous about paying their bills.</li><li>GEORGE: Be assured, you will be well compensated.</li><li>THOMAS: How well?</li><li>GEORGE: This well.</li><li><span style="text-decoration: underline;">SOUND: A WAD OF NOTES LANDING ON THE DESK &#8211; LET IT FINISH.</span></li><li>GEORGE: A suitable retainer, yes?</li><li>DARK PASSENGER: Well, that&#8217;ll keep you in clover for a while.</li><li>THOMAS: (WHISTLES) Yes. And enough of a retainer that the &#8220;dubiousness&#8221; of your case isn&#8217;t going to bother me much. How do I contact you?</li><li>GEORGE: Here&#8217;s my card. You can reach me at that number when you have news.</li><li><span style="text-decoration: underline;">SOUND: CHAIR SCRAPES AS WILLS GETS UP &#8211; LET IT FINISH.</span></li><li>THOMAS: Uh, Mr. Wills?</li><li>GEORGE: Yes.</li><li>THOMAS: I haven&#8217;t agreed to take you on as a client, yet.</li><li>GEORGE: Don&#8217;t play coy, Mr. Kerrigan. We both know you&#8217;re going to take the job.</li><li>THOMAS: Uh-huh. But I&#8217;ll need three weeks in advance.</li><li>GEORGE: That&#8217;s outrageous!</li><li>THOMAS: That&#8217;s the cost of business. Particularly, if you&#8217;re expecting to make use of the &#8220;benefit&#8221; of my… reputation.</li><li>GEORGE: (GROANS) Very well.</li><li>THOMAS: (BEAT) Alright, that just leaves the contract. Sign here.</li><li><span style="text-decoration: underline;">SOUND: PAPER RUSTLING &#8211; SCRIBBLE OF PEN ON PAPER &#8211; LET IT FINISH.</span></li><li>GEORGE: I think we understand each other. But, Mr. Kerrigan…?</li><li>THOMAS: Hmmm?</li><li>GEORGE: I&#8217;m not a man you want to cross. Money has changed hands. Don&#8217;t fail me.</li><li>DARK PASSENGER: You really should have let me kill him, you know?</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 4: INT &#8211; PRIVATE DETECTIVE&#8217;S OFFICE &#8211; DAY<br>(JESS, THOMAS)</h3>



<ol class="wp-block-list" start="154"><li>JESS: I don&#8217;t think you should have taken this job, boss.</li><li>THOMAS: You&#8217;re just mad he made you bring us tea.</li><li>JESS: It&#8217;s not that. It&#8217;s just&#8230; I don&#8217;t know really.</li><li>THOMAS: It ain&#8217;t like you to turn squirrelly on me Jess. If the money&#8217;s there&#8211;</li><li>JESS: &#8220;You just don&#8217;t care&#8221;. Yeah, I know. And I know we&#8217;ve crossed a lot of lines. But even you must be startin&#8217; to worry a bit these days. You take too many risks. Eventually, it&#8217;s gotta come back and bite you.</li><li>THOMAS: Don&#8217;t start. I fulfill my contracts. I work within the letter of the law. What&#8217;s it matter if I bend a few rules along the way.</li><li>DARK PASSENGER: Just so, partner.</li><li>JESS: I&#8217;ve just got a bad feeling about this one, Tom. Maybe its time your philosophy got a little more… I don&#8217;t know, nuanced?</li><li>THOMAS: Seriously, Jess? Who taught you a big word like that.</li><li>JESS: Word of the day calendar.</li><li>THOMAS: Sure. But listen. We need the fee, and its the largest I ever got.</li><li>JESS: And that doesn&#8217;t bother you… We&#8217;d have taken this job for a third of what you&#8217;re gettin&#8217; paid.</li><li>THOMAS: Yeah, but Wills seems to think we&#8217;re worth it. Hey, you haven&#8217;t seen him before somewhere have you?</li><li>JESS: No. Why?</li><li>THOMAS: I don&#8217;t know. He just seems mighty familiar.</li><li>DARK PASSENGER: Seriously? Heh.</li><li>JESS: Well, don&#8217;t go trying to track him down through your… contacts. At least not while I&#8217;m here. You know how much they give me the creeps.</li><li>THOMAS: Keep your shirt on. You know I only let &#8220;him&#8221; out on special occasions.</li><li>DARK PASSENGER: And I&#8217;m getting impatient. If you don&#8217;t let me out for a run soon, I&#8217;m likely to take it a mite personal.</li><li>JESS: Where are you going to start looking?</li><li>THOMAS: She was working for PTI.</li><li>JESS: Para-technologies Inc.? You&#8217;re kidding, right? Weren&#8217;t they the mob who had you arrested?</li><li>THOMAS: That&#8217;s them. </li><li>JESS: You never did say how you got out of that?</li><li>THOMAS: They&#8217;d heard I could talk to ghosts and had some charges trumped up so they could get their mits on me.  They tested me for a few days but, as its my alter-ego who has the power to talk to spooks, they discovered nothing. As far as they&#8217;re concerned, I&#8217;m a charlatan and they cut me loose.</li><li>JESS: I&#8217;m never going to get used to that.</li><li>THOMAS: What?</li><li>JESS: You having an alter-ego. It&#8217;s nuts.</li><li>THOMAS AND DARK PASSENGER: (TOGETHER) Tell me about it.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 5: EXT &#8211; PARA-TECHNOLOGIES INC. &#8211; DAY<br>(THOMAS, DARK PASSENGER)</h3>



<ol class="wp-block-list" start="184"><li><span style="text-decoration: underline;">SOUND: STREET AMBIANCE &#8211; LET IT FINISH. </span></li><li>THOMAS: (HESITATING) I forgot how much I hate this place.</li><li>DARK PASSENGER: Hate is good.</li><li>THOMAS: Anyone we know nearby?</li><li>DARK PASSENGER: You gonna let me out?</li><li>THOMAS: Nope.</li><li>DARK PASSENGER: Figured. We do seem to have picked up a tail. Not a ghost I recognize, though.</li><li>THOMAS: Is it deliberate or did we just pick up a spook that&#8217;s curious about the dual aura?</li><li>DARK PASSENGER: Can&#8217;t deny we stand out… but no, I think it&#8217;s a deliberate tail.</li><li>THOMAS: Thanks a bunch.</li><li>DARK PASSENGER: Are you just gonna stand out here all day?</li><li>THOMAS: Nah. I guess I gotta go in.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 6: INT &#8211; PARA-TECHNOLOGIES INC. &#8211; DAY<br>(THOMAS, RECEPTIONIST, DARK PASSENGER, CUSTODIAN, SECURITY, MR. BARTHOLEMEW LANSING)</h3>



<ol class="wp-block-list" start="197"><li><span style="text-decoration: underline;">SOUND: DING OF ELEVATOR &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: DOORS OPEN &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: LOTS OF MOVEMENT, PAPER RUSTLING, BOXES BEING FILLED, SHREDDERS BEING USED &#8211; ESTABLISH AND UNDER.</span></li><li>CUSTODIAN: Look out, mate. Heavy equipment coming through.</li><li>DARK PASSENGER: (SUDDENLY SERIOUS) Step back! Do it!</li><li>THOMAS: What&#8217;s up?</li><li>CUSTODIAN: Equipment from the labs. Being transferred.</li><li><span style="text-decoration: underline;">SOUND: EQUIPMENT RATTLING AND WHEELING BY &#8211; FADE PAST.</span></li><li>DARK PASSENGER: Equipment? Yeah, I guess. Cages would be a better description.</li><li>THOMAS: What do you mean?</li><li>DARK PASSENGER:<br>Those cylinders were surrounded by wards. They&#8217;ve got spirits in them.</li><li>THOMAS: Ghosts?</li><li>DARK PASSENGER: Maybe. Or other things. Best not to speculate.</li><li><span style="text-decoration: underline;">SOUND: ELEVATOR BUTTON PRESS &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: DOORS CLOSE &#8211; WHIRR OF ELEVATOR DEPARTURE &#8211; LET IT FINISH.</span></li><li>THOMAS: We need to hurry this up.</li><li>DARK PASSENGER: Reception&#8217;s over there.</li><li><span style="text-decoration: underline;">SOUND: DING OF RECEPTION &#8211; BELL</span></li><li>THOMAS: Things look a little busy today.</li><li>RECEPTIONIST: (RUDE) What do you want?</li><li>THOMAS: You always respond to clients like that?</li><li>RECEPTIONIST: Today I do. And we don&#8217;t have any clients. Not any more.</li><li>THOMAS: (SURPRISED) What&#8217;s going on?</li><li>RECEPTIONIST: We&#8217;ve all been given our walking papers. The entire building. For all I know, every branch of the entire company.</li><li>THOMAS: What?</li><li>RECEPTIONIST: Tell me about it. The suits arrived when the doors were being opened. They told us we&#8217;re all through. Handed each of us a tiny check and told us to pack our things… so, if you&#8217;ll excuse me&#8211;</li><li>THOMAS: Wait, I need to find your personnel department.</li><li>RECEPTIONIST: Good luck with that. But don&#8217;t expect me to help you. I don&#8217;t work here anymore.</li><li>DARK PASSENGER: At least no-one&#8217;s going to stop us from snooping around.</li><li>SOUND: FOOTSTEPS WALKING &#8211; UNDER</li><li>THOMAS: Let&#8217;s go back to the elevator.</li><li>DARK PASSENGER: I&#8217;d prefer we take the stairs.</li><li>THOMAS: Why&#8217;s that?</li><li>DARK PASSENGER: All this bitterness and resentment. It&#8217;s like a fine wine. I&#8217;d like to wallow in the atmosphere for a bit.</li><li>THOMAS: Not a chance. If even the receptionist is shredding paper, I hate to think what&#8217;s happening in Personnel.</li><li>SECURITY: Mr. Kerrigan? Please come this way.</li><li>DARK PASSENGER: Uh-oh.</li><li>SOUND: FOOTSTEPS UNDER &#8211; ESTABLISH AND FADE.</li><li>THOMAS: Am I expected.</li><li>SECURITY: Most of the building has been laid off, Mr. Kerrigan. If you think that means no one is watching, you&#8217;re very much mistaken. Too many bruised egos and bitter personalities to just let people have the run of the place. Who knows what might go missing?</li><li>THOMAS: You haven&#8217;t lost your job?</li><li>SECURITY: I&#8217;m a… contractor. My paycheck is taken care of by the receivers.</li><li>THOMAS: So the company has gone broke?</li><li>SECURITY: You&#8217;d best talk to Mr. Lansing.</li><li>DARK PASSENGER: Can I at least hurt this one? Just maim him a little, maybe.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH.</span></li><li>SECURITY: Mr. Lansing. I have Mr. Kerrigan for you.</li><li>MR. BARTHOLEMEW LANSING: Thanks, Richard. Mr. Kerrigan, do come in.</li><li>DARK PASSENGER: Not another polite rich man with no conscience. Let me tear out his throat with my teeth… Pretty please?</li><li>THOMAS: Mr. Lansing, I presume.</li><li>LANSING: Quite right. I&#8217;m glad you came quietly. Richard&#8217;s a bit disappointed of course. He does enjoy a scuffle.</li><li>THOMAS: I wouldn&#8217;t recommend it. I have a… dark side.</li><li>LANSING: So I&#8217;ve heard.</li><li>THOMAS: And what have you heard, exactly?</li><li>LANSING: Don&#8217;t let it bother you, old boy. This meeting&#8217;s not about you. I believe you were a guest here some years ago. The results were inconclusive. No hard feelings I hope?</li><li>THOMAS: Get to the point.</li><li>LANSING: You&#8217;re here about Miss Wittington, yes?</li><li>THOMAS: How&#8217;d you&#8211;?</li><li>LANSING: Three days ago, Miss Wittington didn&#8217;t present herself for work. She&#8217;s quite extraodinary, you know. Nearly every breakthrough and technology this company has pioneered was largely due to her research.</li><li>THOMAS: (SARCASM) And I&#8217;m clearly very impressed.</li><li>LANSING: Yes, well. The same day she failed to appear, I was informed that I was receiving a rather large bequest.</li><li>THOMAS: I&#8217;m sorry?</li><li>LANSING: Don&#8217;t be. Let&#8217;s just say that a rich uncle has passed away and that I am now independently wealthy. So wealthy, in fact, that my investors have instructed me to mothball the whole company.</li><li>THOMAS: Your investors?</li><li>LANSING: Well, it wouldn&#8217;t do to go calling them Whitehall now, would it?</li><li>THOMAS: And the rich uncle?</li><li>LANSING: Funny thing about that. As far as I know, I have no uncles, rich or otherwise.</li><li>THOMAS: I see. So you&#8217;ll help me find her then? Give me some leads?</li><li>LANSING: Quite the opposite, dear boy. I&#8217;m here to warn you. Well, threaten you, more precisely.</li><li>DARK PASSENGER: (OUT LOUD &#8211; NO FILTER) (IN PAIN) Ungh! (ANGRY) No-one threatens me!</li><li>LANSING: Oh my! Was that him? Just poking out for a minute?</li><li>THOMAS: (PANTING) Take my word for it, you don&#8217;t want to see any more of him.</li><li>LANSING: He even looks a bit different. Is he a little taller than you?</li><li>THOMAS: (WARNING) Lansing&#8211;</li><li>LANSING: Quite right. Let&#8217;s not get distracted. I still need to deliver my message; (BEAT) Leave the girl alone.</li><li>THOMAS: Leave the girl alone?</li><li>LANSING: Yes, leave Miss Wittington alone.</li><li>THOMAS: What makes you think I even want her?</li><li>LANSING: You are, in the parlance of our time, a peeper, are you not?</li><li>THOMAS: I don&#8217;t know if I&#8217;d&#8211;</li><li>LANSING: And as such you are on an investigation. It would be more than coincidental for a private detective, one with your history, to turn up here today, and for it not be related to the events of the last week.</li><li>THOMAS: So you&#8217;ve been instructed to tell me nothing, is that it?</li><li>LANSING: I suspect it wouldn&#8217;t be healthy.</li><li>DARK PASSENGER: (ANGRY) Let… Me… (UNFILTERED) OUT!</li><li>THOMAS: No! (PANTING)</li><li>LANSING: He really does want to come out to play doesn&#8217;t he. How did you hide him from us when you were last here?</li><li>THOMAS: Ungh! You don&#8217;t seem at all surprised by this.</li><li>LANSING: Our results were inconclusive last time. We thought something was there, some indication of power, but you kept him hidden, didn&#8217;t you. Is he a completely separate personality?</li><li>THOMAS: Yes.</li><li>LANSING: Well, that explains it. Why is he so hard to hide right now?</li><li>THOMAS: I haven&#8217;t let him out for a while. Without regular exercise, he&#8217;s&#8211;</li><li>DARK PASSENGER: Much harder to control!</li><li>THOMAS: No! I&#8217;m not letting you out! So, cut it out. (PANTING)</li><li>LANSING: Hmmm. I think we&#8217;d best bring this interview to a close, Mr Kerrigan. Here, I want you to take this. It&#8217;s Miss Wittington&#8217;s severance check. Give it to her, if you see her.</li><li><span style="text-decoration: underline;">SOUND: BUZZ &#8211; LET IT FINISH.</span></li><li>LANSING: Richard? Please escort Mr. Kerrigan out of the building… to the alley, I should think.</li><li>SECURITY: (THROUGH SPEAKER) Yes, sir.</li><li>LANSING: And Richard, make sure you persuade him of how seriously, we&#8217;d like him to take the message I have given him.</li><li>SECURITY: (DARKLY) Yes, sir.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 7: EXT &#8211; ALLEYWAY &#8211; DAY<br>(SECURITY, THOMAS, DARK PASSENGER)</h3>



<ol class="wp-block-list" start="297"><li><span style="text-decoration: underline;">SOUND: SQUEAKY IRON DOOR OPENS &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: CITY AMBIANCE &#8211; DISTANT CARS, A CAR HORN, TRASH CANS, A DOG BARKS &#8211; ESTABLISH AND UNDER</span></li><li><span style="text-decoration: underline;">SOUND: SHUFFLE OF SOMEONE BEING PUSHED HARD &#8211; LET IT FINISH.</span></li><li>SECURITY: You heard Mr. Lansing. It&#8217;s time you left. But before you go, we were asked to&#8211;</li><li>THOMAS: Wait. Just wait.</li><li>SECURITY: To be honest, I didn&#8217;t expect you to be the kind to beg for mercy.</li><li>THOMAS: It&#8217;s not that. Your boss doesn&#8217;t like you very much, does he?</li><li>SECURITY: He&#8217;s not my boss.</li><li>THOMAS: Ah. So you&#8217;re shutting him down as well, then.</li><li>SECURITY: I guess so.</li><li>THOMAS: That would explain why he&#8217;s about to get his revenge on you. (BEAT) You don&#8217;t happen to beat up kids in your spare time, do you?</li><li>SECURITY: What?</li><li>THOMAS: Hurt women? Or puppies?</li><li>SECURITY: What is this?</li><li>THOMAS: It&#8217;s just that I&#8217;m looking for a way to ease my conscience… while I still have one.</li><li>SECURITY: I think I&#8217;ve had enough of this.</li><li>THOMAS: Putting innocent people out of a job and throwing your weight around like a bully will have to be enough, then. Just one more thing?</li><li>SECURITY: Yes?</li><li>THOMAS: I&#8217;m not talking to you? (TO DARK PASSENGER) No killing. All right. I mean it. No killing!</li><li>DARK PASSENGER: Done!</li><li>SECURITY: What on earth? Did you just get bigger?</li><li>DARK PASSENGER: I&#8217;m Tom&#8217;s dark side. And it&#8217;s nice to have a chance to hurt you.</li><li>SECURITY: I hope you enjoy being hit by a truncheon!</li><li><span style="text-decoration: underline;">SOUND: WHOOSH, CATCH &#8211; LET IT FINISH.</span></li><li>DARK PASSENGER: Uh-uh, uh! Naughty, naughty. Trying to hit me with your little stick. Good thing I can catch, hmm? (GRUNTS) Now that I have your little weapon&#8211;</li><li>SECURITY: What the&#8211;?</li><li>DARK PASSENGER: Let me see. Tom said, &#8220;no killing&#8221;. He can be very boring sometimes. But he didn&#8217;t say I couldn&#8217;t break your knee.</li><li><span style="text-decoration: underline;">SOUND: CRUNCH OF BONE &#8211; UNDER.</span></li><li>SECURITY: (SCREAMS)</li><li>DARK PASSENGER: Or that I couldn&#8217;t toss you into the wall. (GRUNTS)</li><li><span style="text-decoration: underline;">SOUND: WHOOSH, THUD, BODY DROP &#8211; LET IT FINISH.</span></li><li>SECURITY: (GRUNTS) Ugh!</li><li>DARK PASSENGER: Now, now. Don&#8217;t pass out. I want you to stay with me while I have a little fun. How about a broken finger to bring some clarity.</li><li><span style="text-decoration: underline;">SOUND: CRUNCH OF SMALL BONE &#8211; LET IT FINISH.</span></li><li>SECURITY: (SCREAMS)</li><li>DARK PASSENGER: More awake now? That&#8217;s quite the girlish scream you&#8217;ve got there. A bit embarrassing if you don&#8217;t mind my saying so. I&#8217;d keep it hidden if I were you. Actually, I&#8217;ll do you a favor. I&#8217;ll pull out your tongue.</li><li><span style="text-decoration: underline;">SOUND: SQUEALCHING TEARING NOISE &#8211; LET IT FINISH.</span></li><li>SECURITY: (MUFFLED STRANGLED BUBBLING SCREAM)</li><li>DARK PASSENGER: Isn&#8217;t that so much better, hmmm? Now, (BEAT) what shall I do next?</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li></ol>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website:&nbsp;<a href="http://www.weirdworldstudios.com/">https://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/those-who-are-lost-episode-1-navigating-the-web-of-lies/">Those who are Lost &#8211; Episode 1 &#8211; Navigating the Web of Lies</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Thoughts on Setting</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 10 Apr 2022 11:37:12 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[setting]]></category>
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					<description><![CDATA[<p>I&#8217;m going to state the obvious; writing audio drama is not the same as writing a novel, short story, screenplay, or stage play.&#160; One of the most obvious ways this is true relates to setting.&#160; In a narrative, the setting can be described and brought to life for the reader.&#160; In a play or film, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/thoughts-on-setting/">Thoughts on Setting</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<figure class="wp-block-image alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure>



<p class="wp-block-paragraph">I&#8217;m going to state the obvious; writing audio drama is not the same as writing a novel, short story, screenplay, or stage play.&nbsp; One of the most obvious ways this is true relates to setting.&nbsp; In a narrative, the setting can be described and brought to life for the reader.&nbsp; In a play or film, the setting is created visually.&nbsp; But in an audio drama, setting is conveyed, almost exclusively, through sound and dialog (and neither of these allow for a great deal of clarity and detail).</p>



<p class="wp-block-paragraph">How important, then, is setting in an audio drama?  How do we communicate it effectively?  And how do we (and to what extent should we) research and develop the setting?</p>



<p class="wp-block-paragraph"><strong>Setting is built cooperatively</strong></p>



<p class="wp-block-paragraph">The audio-dramatist has one of the finest set designers in the world available to him or her; the mind of the audio listener.&nbsp; It is possible to create a complete and thoroughly authentic detective&#8217;s office through a handful of words such as &#8220;I walked into my office and sat down behind my desk.&#8221;&nbsp; The audience on hearing those words builds a complete set for the character to inhabit, and each audience member&#8217;s set will be different from every other&#8217;s.&nbsp; Some will imagine a comfortable leather chair, invent a desk of teak or mahogany, and will cover the walls in academic looking bookshelves.&nbsp; Others will invent an uncomfortable high backed wooden chair, construct a rickety pine desk, and place some mismatched filing cabinets against the wall with some half-empty bottles perched atop them.&nbsp; The same story will play out in the minds of each audience member in a thousand different, yet similar sets.</p>



<p class="wp-block-paragraph">Does that mean we don&#8217;t have to think as hard about our setting as other writers&#8217; do?&nbsp; No, of course not.&nbsp; In fact, we face some challenges that other writer&#8217;s do not.&nbsp; We can&#8217;t, for example, rely on the visual sense to communicate for us.&nbsp; We also don&#8217;t have access to long narrations to build the setting (unless we are writing an audio-book – which I maintain is not an audio-drama, even if it involves a full cast).&nbsp; Since we cannot readily resort to the techniques used by other media, we need to find ways to communicate and bring our settings to life indirectly through sound and dialog.</p>



<p class="wp-block-paragraph"><strong>Setting has a huge impact on audience interest</strong></p>



<p class="wp-block-paragraph">Firstly, we all wish to be transported by the stories we listen to.&nbsp; We want to be taken away to another time and place.&nbsp; Stories that capture popular interest and attention all have this in common, they take us out of our own existence and immerse us in a world that is unfamiliar to us.&nbsp; Most of us do not want a carbon copy of our own existence presented to us, instead we seek out that which is exotic.</p>



<p class="wp-block-paragraph">For this reason alone, the choice of setting is important.</p>



<p class="wp-block-paragraph">As well as wanting to be presented with a new and unfamiliar world (whether that&#8217;s an alien planet, or the experience of immigrant kitchen staff in the competitive world of five-star dining) we need to create a huge variety of individual scene-settings within that world.&nbsp; A good rule of thumb is to avoid using the same scene setting twice.&nbsp; Is it a hotel?&nbsp; Then create scenes in the staff break room, changing room, lobby, kitchen, dining room, elevator, bathroom, street entrance, car park, reception, state room, accountant&#8217;s office, meeting room, laundry, rubbish skips, janitorial closet, etc.&nbsp; A stage-play, governed by the limited space available for story-telling, might only have a handful of scene-settings, but an audio-play can have dozens and dozens.&nbsp; If they show us something unique (and interesting) that we haven&#8217;t seen before and attracts us, they will succeed in adding to the audience&#8217;s interest.</p>



<p class="wp-block-paragraph">Our settings should be designed to be intriguing and compelling.&nbsp; Whether we are presenting a post-apocalyptic desert world, or a snap-shot of urban family life, the setting should invite interest.&nbsp; The details we supply, though limited in an audio drama, should be compelling.&nbsp; A snap-shot of urban family living could be quite boring on its face but, set in Hawaii during a dangerous typhoon, could be made quite compelling.&nbsp; A girl staring out the window, dreaming about boys, can lack interest, but if it is the fifteenth century and her thoughts turn to boys while she is looking down upon the burning of a heretic, the setting becomes much more compelling.</p>



<p class="wp-block-paragraph"><strong>Setting also defines character</strong></p>



<p class="wp-block-paragraph">The opportunities and obstacles characters face are often defined by the setting.&nbsp; A headstrong young woman in an Amish community faces a different set of obstacles and opportunities to that of a headstrong young woman from Harlem who faces a different set of obstacles and opportunities to the wealthy scion of Boston blue-bloods.</p>



<p class="wp-block-paragraph"><strong>Four kinds of exotic setting</strong></p>



<p class="wp-block-paragraph">Exotic settings are of four types; historical, contemporary, futuristic, and fantasy.</p>



<p class="wp-block-paragraph">It is easy to see how historical, futuristic, and fantasy settings can immerse us in an exotic/different and exciting new world, but how is this achieved with a contemporary setting?&nbsp; By shifting culture, geography, environment, and by showing us the side of the world usually hidden to us we are introduced to a new environment.</p>



<p class="wp-block-paragraph"><strong>Bringing the setting to life</strong></p>



<p class="wp-block-paragraph">To bring a setting to life, it needs to feel lived in.&nbsp; It needs a sense of history or past, a present, and the possibility of a future.&nbsp; The characters must relate to the setting emotionally.&nbsp; They must love or hate the place and these feelings must be expressed in action related to the location (attempts to escape or put down roots etc.).&nbsp;</p>



<p class="wp-block-paragraph">The setting also comes to life when we activate the senses in regard to it; sight, hearing, touch, smell, and taste.</p>



<p class="wp-block-paragraph">Visualise the setting</p>



<p class="wp-block-paragraph">Imagine the items, objects, furnitiure, vehicles, etc. that exist in the location.&nbsp; How str</p>



<p class="wp-block-paragraph"><strong>Diagram/Map the setting</strong></p>



<p class="wp-block-paragraph">Don&#8217;t trust your memory.&nbsp; Record where locations and scenes are in relation to each other and the surrounding geography.&nbsp; This will be an invaluable resource as you write over time, particularly if you reuse and of your settings.</p>



<p class="wp-block-paragraph"><strong>Invent location names that have poetry.</strong></p>



<p class="wp-block-paragraph">Put words together that sound good and have a strong resonance.&nbsp; Place names need to evoke curiosity and evoke associations (the name sounds like something else that communicates menace or safety etc.).&nbsp; Choose locations that are inherently interesting and evocative; places that an audience would want to visit.</p>



<p class="wp-block-paragraph"><strong>Addressing character and setting</strong></p>



<p class="wp-block-paragraph">What barriers and opportunities does the setting create for the characters?&nbsp; Are the characters rebels?&nbsp; How does the society in which they live respond to rebels?&nbsp; To those who conform?&nbsp; How do people see the world?&nbsp; What ideologies and beliefs do they cling to?&nbsp; How are they challenged by the setting?&nbsp; What conflicts grow out of the setting naturally?&nbsp; What conflicts could potentially arise from the setting?</p>



<p class="wp-block-paragraph"><strong>Creating an imaginary world</strong></p>



<p class="wp-block-paragraph">When designing a setting it is helpful to consider the vast array of elements that make up our society; language (and its history), politics, geography, biology and evolution, science, technology, systems of magic, cosmology, astronomy, geology, resources, economy, specialist knowledge, customs, societal rules, and laws.</p>



<p class="wp-block-paragraph"><strong>Specificity</strong></p>



<p class="wp-block-paragraph">A setting should be as specific as possible.&nbsp; Where does your story take place?&nbsp; At the broad level, it might take place in 19<sup>th</sup> Century Africa, but Africa is a huge place and the 19<sup>th</sup> century was 100 years long.&nbsp; Does it take place in Nairobi, or on the slopes of Mount Kilimanjaro, in Tangiers, or in Cairo?&nbsp; What day, month, and year does it begin?&nbsp; What was happening in the world at that time that was having an impact on that time and place?&nbsp; Be as specific as possible.</p>



<p class="wp-block-paragraph"><strong>Research</strong></p>



<p class="wp-block-paragraph">Research should be specific.&nbsp; Generally speaking, a writer needs to do more research than will be used in the play.&nbsp; Libraries and bookstores, coffee table books, paintings, tour and travel guides, cook books, poetry and literature from the times, works of sociology, educational tv, and even google can supply images and information that can help us to bring a setting to life.&nbsp; But nothing quite beats the experience of the sights and smells, feel, sounds, and taste of a real place.&nbsp; The aim of the research is to explore a setting well enough that we feel we live in it.&nbsp; However, research has a point that transcends the accumulation of information.&nbsp; You want to research a setting with a view to bringing it to life.&nbsp; The setting must be alive enough to transport your audience into it.&nbsp; The purpose of research is to find those salient details that will make that transport possible.</p>



<p class="wp-block-paragraph"><strong>Setting is a character</strong></p>



<p class="wp-block-paragraph">Setting is a character of sorts.&nbsp; It must be revealed a little at a time and it must live and breathe and provide helps and hindrances to our cast of characters.&nbsp; To write a setting well in an audio-drama, we need to drip-feed the details via the dialogue.&nbsp; Our characters, aided by sound effects, must comment on and live in a world in ways that hint at both its history and unwritten rules.&nbsp; A &#8220;fish out of water&#8221; character (or stranger) to this world is often particularly useful.&nbsp; They can overtly ask questions that, as an audience, we are looking for the answers to.&nbsp; By revealing only a little at a time questions can be raised that keep the audience engaged and interested.</p>



<p class="wp-block-paragraph"><strong>Example setting</strong></p>



<p class="wp-block-paragraph">In this example I try to convey a little bit of information about an ancient stone circle and the rules of magic in an invented world.</p>



<p class="wp-block-paragraph">SCENE: STONE CIRCLE</p>



<p class="wp-block-paragraph">JENNY GREENTEETH: Alright.&nbsp; Ye&#8217;ve brought me here.&nbsp; Far from water and under the full moon.&nbsp; What is it ye want?</p>



<p class="wp-block-paragraph">MARGARET: Jenny Greenteeth, I want you to explain the purpose of these standing stones to me.</p>



<p class="wp-block-paragraph">JENNY: Explain what? Ye might as well ask me to explain the movement o&#8217; the stars.</p>



<p class="wp-block-paragraph">MARGARET: The standing stones are no mystery to you.</p>



<p class="wp-block-paragraph">JENNY:&nbsp; Why say you?&nbsp; They are far from my country.&nbsp; I know nothing of them.</p>



<p class="wp-block-paragraph">MARGARET: I can feel them.&nbsp; They hum and vibrate.&nbsp; They call to me and they terrify me.&nbsp; Rough stone, shivering, cold.&nbsp; The scent of honeysuckle and rich earth.&nbsp; What were they for?</p>



<p class="wp-block-paragraph">JENNY: I&#8217;m a water spirit.&nbsp; What do I know of stones that stand on the hilltops?</p>



<p class="wp-block-paragraph">MARGARET: You were here when the stones were laid.&nbsp; You knew the people of the hills.&nbsp; Surely you have answers.</p>



<p class="wp-block-paragraph">JENNY: That was long ago.&nbsp; I don&#8217;t remember.</p>



<p class="wp-block-paragraph">MARGARET: I didn&#8217;t call you forth to bandy empty words.&nbsp; I want to know.&nbsp; Tell me, their purpose.</p>



<p class="wp-block-paragraph">JENNY: No.&nbsp; I shan&#8217;t.&nbsp; Ye put yer trust in yer book-learning and know nothing of the old ways.</p>



<p class="wp-block-paragraph">MARGARET: I knew enough to summon you.&nbsp; And I know you must answer a question put to you thrice.&nbsp; So, I ask you again, Jenny Greentree, explain the purpose of the stones to me.</p>



<p class="wp-block-paragraph">JENNY: Root and bough, but ye are impudent and persistent.&nbsp; What little I know, I will tell ye, then.&nbsp; But I doubt any of it will do ye any good.&nbsp; Ye or yer ark-ee-ology.</p>
<p>The post <a href="https://weirdworldstudios.com/thoughts-on-setting/">Thoughts on Setting</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Mort Flintwich and the Outworlder War &#8211; Episode 3 &#8211; Don&#8217;t Stare Too Long</title>
		<link>https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-3-dont-stare-too-long/</link>
					<comments>https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-3-dont-stare-too-long/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 02 Apr 2022 11:18:00 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mort Flintwich and the Outworlder War]]></category>
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		<category><![CDATA[Don&#039;t stare too long]]></category>
		<category><![CDATA[Mort Flintwich]]></category>
		<category><![CDATA[mort flintwich and the outworlder war]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Don&#8217;t Stare Too Long; episode 3&#160; of Mort Flintwich and the Outworlder War. Mort Flintwich and the Outworlder War EPISODE #3 – Don&#8217;t Stare Too Long by Philip Craig Robotham Cover illustration by Philip Craig Robotham Copyright 2022 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-3-dont-stare-too-long/">Mort Flintwich and the Outworlder War &#8211; Episode 3 &#8211; Don&#8217;t Stare Too Long</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<p class="wp-block-paragraph">Below we present the complete text of Don&#8217;t Stare Too Long; episode 3&nbsp; of Mort Flintwich and the Outworlder War.</p>



<div id="attachment_119" class="wp-block-image"><figure class="alignleft size-full"><img data-recalc-dims="1" loading="lazy" decoding="async" width="198" height="280" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/11/74373211_2674225799294583_212145975395876864_n-e1648880483629.jpg?resize=198%2C280&#038;ssl=1" alt="Don't Stare Too Long" class="wp-image-5872"/><figcaption>Don&#8217;t Stare Too Long</figcaption></figure></div>



<div id="attachment_3380" class="wp-block-image"><figure class="alignright"><img loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&amp;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></div>



<h2 class="wp-block-heading">Mort Flintwich and the Outworlder War</h2>



<h3 class="wp-block-heading">EPISODE #3 – Don&#8217;t Stare Too Long</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover illustration by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Copyright 2022 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<figure class="wp-block-image" id="attachment_3314"><img loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&amp;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to&nbsp;<a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website:&nbsp;<a href="https://weirdworldstudios.com/">https://weirdworldstudios.com</a>&nbsp;or through select, online book retailers.</p>



<h3 class="wp-block-heading">Episode 3: Don&#8217;t Stare Too Long</h3>



<p class="wp-block-paragraph">Mort Flintwich considers himself a charlatan&#8230; but he can see ghosts &#8211; real ghosts.  Claudette Moreland is a kid with a supernatural gift.  And a gangster named Caesar Cordova wants to use her to win a gang war.  Star City is getting stranger.</p>



<h2 class="wp-block-heading">Don&#8217;t Stare Too Long</h2>



<h3 class="wp-block-heading">CAST LIST</h3>



<p class="wp-block-paragraph">MORT FLINTWICH</p>



<p class="wp-block-paragraph">JAKE SPENCER</p>



<p class="wp-block-paragraph">CAESAR CORDOVA</p>



<p class="wp-block-paragraph">MADAM SOFIA MALEFICENT</p>



<p class="wp-block-paragraph">LILLY MORELAND</p>



<p class="wp-block-paragraph">CLAUDETTE MORELAND</p>



<p class="wp-block-paragraph">WU CHENG</p>



<p class="wp-block-paragraph">OUTWORLDER SPOKESBEING</p>



<p class="wp-block-paragraph">BRUNO</p>



<p class="wp-block-paragraph">JULIO</p>



<p class="wp-block-paragraph">SANCHO</p>



<p class="wp-block-paragraph">LITTLE GIRL IN TRAFFIC</p>



<p class="wp-block-paragraph">JIMMY</p>



<p class="wp-block-paragraph">STAN</p>



<p class="wp-block-paragraph">CHARITY COLLECTOR</p>



<p class="wp-block-paragraph">DOCTOR</p>



<p class="wp-block-paragraph">RECEPTIONIST</p>



<p class="wp-block-paragraph">WAITRESS</p>



<p class="wp-block-paragraph">CUSTOMER #1</p>



<p class="wp-block-paragraph">CUSTOMER #2</p>



<p class="wp-block-paragraph">WOMAN (KNOCKED OVER BY LILLY AND SANCHO)</p>



<p class="wp-block-paragraph">MRS HARGREAVES</p>



<p class="wp-block-paragraph">POLICEMAN #1 (WHO DIES)</p>



<p class="wp-block-paragraph">POLICEMAN #2 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">POLICEMAN #3 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">SCRUG</p>



<p class="wp-block-paragraph">SCRAT</p>



<p class="wp-block-paragraph">OUTWORLDER (RIVAL TO THE SPOKESBEING)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (KILLED WITH SWORD ON STREET CORNER)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (ATTACKING LILLY)</p>



<p class="wp-block-paragraph">OUTWORLDERS</p>



<p class="wp-block-paragraph">GANGSTER SPOKESMAN</p>



<p class="wp-block-paragraph">GANGSTERS</p>



<p class="wp-block-paragraph">OUTWORLDER LEADER</p>



<p class="wp-block-paragraph">SFX ARTISTS</p>



<h2 class="wp-block-heading">SCENE 15: INT – BACK ALLEY – TWILIGHT<br>(MORT, JAKE, JULIO)</h2>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME</span></li><li>NARRATOR: Mort Flintwich and the Outworlder War, Episode 3: Don&#8217;t Stare too Long.<br>It&#8217;s 1934 and Star City, a depression-era town gripped by unemployment and crime, is gripped by the rumblings of a hidden but desperate war for the future of the human race.<br>Previously:<br>Lilly Moreland and her powerfully magical daughter, Claudette are being hunted by the crime-boss, Caesar Cordova. He wants to use Claudette to summon monsters from another dimension as allies in the gang war he is currently losing.<br>The two women seek the aid of Mort Flintwich, a medium-for-hire who only pretends to be a charlatan, but he turns them away because of a prior agreement not to interfere in the business of the Cordova gang. Furious, Lilly arranges for Cordova to receive an anonymous tip that Mort has violated his agreement.<br>Cordova sends his thugs after Mort, kidnapping a friend of his for leverage, and blowing up his office. Mort then makes a deal with a ghost to find where Lilly and Claudette are in exchange for a magically binding favour.<br>As Mort sets out to find the women he discovers that the favour requires him to attempt to close the dimensional gate Cordova plans to open (by killing Claudette if necessary).</li><li><span style="text-decoration: underline;">SOUND: (WALLA) STREETLAMP HUM &#8211; CAT &#8211; NIGHT AMBIANCE – ESTABLISH, FADE UNDER AND OUT.</span></li><li>JAKE: Mort? Come on, Mort? You can&#8217;t do this!</li><li>MORT: For Pete&#8217;s sake, Jake. Since when have you believed I could kill children?</li><li>JAKE: Oh, I don&#8217;t know. Since you made a binding magical deal with a psycho spirit in a sewer, maybe?</li><li>MORT: And, maybe, you should pay more attention. She didn&#8217;t override my conscience, remember?</li><li>JAKE: You mean you don&#8217;t have to kill the little girl?</li><li>MORT: For a manifestation of my own neuroses, sometimes it&#8217;s like you don&#8217;t know me at all.</li><li>JAKE: Oh, shut up. And why are we creeping around this back alley? Your women are at least two alleys over.</li><li>MORT: Cordova&#8217;s boys are looking for Lilly and Claudette. And we don&#8217;t want &#8217;em to be found, right? But they&#8217;re hiding out in an alley full of trash because the whole area&#8217;s crawling with gangsters.</li><li>JAKE: Yeah, and why is that? They shouldn&#8217;t have any more of an idea where the women are than we did.</li><li>MORT: My guess is Cordova&#8217;s put some sort of general magical trace on the kid.</li><li>JAKE: Well, when you put it like that…</li><li>MORT: At least we&#8217;ve got one advantage, here. This is where I grew up. The kids at the orphanage used to play all through these alleys and buildings.</li><li>JAKE: Weird that Lilly would pick this area to hide in then.</li><li>MORT: Weird, but useful. But what we need right now is a distraction. Something to lead Cordova&#8217;s thugs away from here.</li><li>JAKE: And how do you propose to accomplish that?</li><li>MORT: Like this. (CALLING OUT) Hey, peanut-brain. You, tryin&#8217; to grab Lilly Moreland? You ain&#8217;t got a chance.</li><li>JAKE: Aw, hell!</li><li>JULIO: Oh, that ain&#8217;t you down there is it, Flintwich? When I get my hands on you you&#8217;re gonna wish you was deader &#8216;n dog meat. C&#8217;mon boys.</li><li>THUGS: (AD LIB) Let&#8217;s get him. Kill that mug. We&#8217;re gonna make you hurt so bad. Etc.</li><li><span style="text-decoration: underline;">SOUND: RUNNING FEET &#8211; UNDER TIL NEXT SOUND.</span></li><li><span style="text-decoration: underline;">MUSIC: TIME PASSING TRANSITION – LET IT FINISH</span></li><li>JAKE: You weren&#8217;t kidding about knowing your way around these streets, were you?</li><li>MORT: Nope. And it&#8217;s gonna take those goons an age to find their way back to where Lilly and Claudette were hiding. Now all we&#8217;ve got to do is pick &#8217;em up first and get &#8217;em to that safe house o&#8217; mine.</li><li>JAKE: Assuming they&#8217;re even still there.</li><li>MORT: They&#8217;re still there. See.</li><li>CLAUDETTE: Mom, your nose is bleeding again.</li><li>LILLY: (COUGHING) What? Don&#8217;t worry about it. C&#8217;mon. It&#8217;s dark enough to try and get out of here.</li><li>CLAUDETTE: But mom… You sound sick.</li><li>LILLY: I said don&#8217;t worry about it. It&#8217;s the stink of all this garbage.</li><li>CLAUDETTE: (UNOCONVINCED) Okay, but where are we gonna go? I&#8217;m cold… and hungry.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS APPROACH &#8211; LET IT FINISH</span></li><li>MORT: I&#8217;m gonna suggest my place.</li><li>LILLY: Don&#8217;t come any closer.</li><li><span style="text-decoration: underline;">SOUND: HAND GUN COCKS &#8211; LET IT FINISH</span></li><li>LILLY: (SURPRISED) Mort? What the hell are you doing here? Planning to turn us over to your friend, Cordova? A little gift to shore up that cosy little agreement you have?</li><li>MORT: Cordova got it into his head that I was helping you. He blew up my office. I don&#8217;t think that agreement&#8217;s worth anything anymore.</li><li>CLAUDETTE: Mom, put the gun away.</li><li>LILLY: (COUGHING) Quiet, Claudette. Why should I believe you?</li><li>MORT: How about because I could have brought a dozen goons with me, but instead I led &#8217;em away and came back to get you alone?</li><li>CLAUDETTE: Mom, he&#8217;s here to help.</li><li>LILLY: No, he&#8217;s not. He had the chance to help this morning. He turned us down. What&#8217;s in this for you, Mort?</li><li>MORT: We don&#8217;t have time for this, Lilly. We&#8217;ve got to get out of here. Now.</li><li>LILLY: I&#8217;m not going anywhere with you and I&#8217;m quite prepared to put a bullet in you to prove it.</li><li>CLAUDETTE: Mom, he can help us. I&#8217;ve seen it.</li><li>MORT: Please, Lilly, I&#8217;m sorry about this morning. I should&#8217;ve helped you. But I didn&#8217;t know if you were on the level. And now, we&#8217;re all in the same boat. You can trust me.  You know me.</li><li><span style="text-decoration: underline;">SOUND: GUN UNCOCKS &#8211; LET IT FINISH.</span></li><li>LILLY: People change, but alright. I&#8217;m only agreeing because Claudette thinks I should. And if you betray us, I&#8217;ll make it my mission in life to kill you.</li><li>MORT: Fair enough. (TO CLAUDETTE) I&#8217;m grateful to you, kid. But we need to head over two blocks and through an old warehouse.</li><li>LILLY: (SUSPICIOUS) A warehouse? Why?</li><li>MORT: I think Cordova&#8217;s been trying to track Claudette magically. The warehouse is iron. By going through it, any enchantments will be broken. We&#8217;ll head to the safe house from there.</li><li>LILLY: Oh, you are NOT talking that magic mumbo-jumbo again?</li><li>CLAUDETTE: He&#8217;s magic too, mom. I can see it.</li><li>LILLY: Looks like everyone&#8217;s magic but me.</li><li>CLAUDETTE: I keep telling you, mom. You&#8217;ve got magic too.</li><li>LILLY: I&#8217;ve had enough of this rubbish. You know things sometimes, don&#8217;t ask me how, but it ain&#8217;t magic.</li><li>CLAUDETTE: But-</li><li>LILLY: I once saw a guy at a carnival cold read an entire crowd, so stop with the arguments.</li><li>CLAUDETTE: Mom, it&#8217;s true. We&#8217;ve-</li><li>LILLY: Stop it! I&#8217;m not looking for membership in your make-believe club. I want to get us through the day alive. (STARTS COUGHING BADLY).</li><li>MORT: Are you okay?</li><li>CLAUDETTE: She&#8217;s sick.</li><li>LILLY: It&#8217;s nothing. A bit of a cough. Let&#8217;s go.</li><li>MORT: Alright.</li><li>JAKE: I&#8217;ll meet you on the other side of the warehouse. You know I can&#8217;t go through there.</li><li>MORT: (STAGE WHISPER) Still trying to pretend you&#8217;re real, huh?</li><li>LILLY: What&#8217;s that?</li><li>MORT: Nothing. We need to go this way.</li><li>OUTWORLDER: (HISSING) Oh, and what is this? There is weakness here. Easy prey?</li><li>CLAUDETTE: Mom? Something&#8217;s here.</li><li>MORT: Oh, hell!</li><li>OUTWORLDER: The little one hears me. Will it be sad if I eat its mother?</li><li>CLAUDETTE: Mom, there&#8217;s something near us.</li><li>LILLY: Claudette, we don&#8217;t have time for this.</li><li>CLAUDETTE: I can&#8217;t see it, but I can hear-</li><li>MORT: It&#8217;s okay, Claudette, I can see it. You and Lilly get behind me.</li><li>OUTWORLDER: He sees me! The medium who lost his gifts sees? (REALISATION) Deceiver!</li><li>MORT: Damn it!</li><li>LILLY: What is this, I can&#8217;t see-?</li><li>OUTWORLDER: Perhaps I should show myself. Here, woman. See and despair. Your life-force is weak. You are no longer safe from attack.</li><li>CLAUDETTE: There it is. It&#8217;s made itself visible.</li><li>LILLY: What the hell is that thing? It&#8217;s all teeth and arms.</li><li>MORT: It&#8217;s an outworlder. A predator that likes to pretend it’s a ghost. They&#8217;re not usually dangerous.</li><li>OUTWORLDER: Except to those who know our secrets… and those who are weak and nearing-</li><li>LILLY: Get away from me.</li><li>MORT: You must be sicker than you know, Lilly. It wouldn&#8217;t see you as prey otherwise.</li><li>CLAUDETTE: Can&#8217;t we keep it back?</li><li>MORT: Just one alone? I think so. Hold Lilly&#8217;s hand.</li><li>OUTWORLDER: Hmpf! Sharing life force is a cheap trick. But you&#8217;ve stopped me… for now. Things are changing mortals. I can feel it. My people are coming soon.</li><li>MORT: Stop whining. I&#8217;m tired of the sound of you.</li><li>OUTWORLDER: (TO LILLY) Goodbye for now, woman. There are other places to hunt, but I&#8217;ll be back. (TO MORT) And as for you, Mort Flintwich… word will spread. You wont be ignored any more.</li><li><span style="text-decoration: underline;">SOUND: WHOOSH OF OUTWORLDER&#8217;S DEPARTURE &#8211; LET IT FINISH</span></li><li>LILLY: What the hell?</li><li>MORT: Damnit! I&#8217;ve been trying to keep off their radar forever… (BEAT) Come on. We&#8217;re going, before anything else can happen.</li><li>LILLY: But-</li><li>MORT: You can tell me about how you don&#8217;t believe in any of this stuff later. Right now, let&#8217;s move!</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPART &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 16: INT – SAFE HOUSE – NIGHT TIME<br>(MORT, LILLY, CLAUDETTE, JAKE)</h2>



<ol class="wp-block-list" start="101"><li><span style="text-decoration: underline;">SOUND: DOOR OPENS – LET IT FINISH.</span></li><li>MORT: Okay, this is the place. Home sweet home. At least, for the next few days. Pardon the dust. I gave the maid the last couple o&#8217; years off. Let me hang up my coat and I&#8217;ll show you around… there we go!</li><li><span style="text-decoration: underline;">SOUND: A SHEET OF PAPER LANDS ON THE FLOOR &#8211; LET IT FINISH.</span></li><li>JAKE: Mort, I think you dropped-</li><li>LILLY: Hmpf. I wouldn&#8217;t have picked you for a place like this.</li><li>JAKE: What do you mean?</li><li>LILLY: It&#8217;s homey, aside from the dust. Comfortable chairs. Warm colors. A functional kitchen. Almost has a woman&#8217;s touch about it. Doesn&#8217;t seem like you at all.</li><li>MORT: It came furnished. None of this is my doing.</li><li>LILLY: Expensive too. How&#8217;d you manage it?</li><li>MORT: I had some savings from… well, a time when I wasn&#8217;t quite as honest as I am now.</li><li>LILLY: Well, don&#8217;t worry about us settling in. (COUGHING) We won&#8217;t be staying long. We&#8217;ll be leaving in the morning.</li><li>MORT: Where will you go?</li><li>LILLY: I want to get Claudette out of the city. Then I want to fix Cordova&#8217;s wagon. I was thinking of trying the docks. There&#8217;s always someone down there who&#8217;ll ferry you if the pay&#8217;s right.</li><li>MORT: You got any cash?</li><li>LILLY: It doesn&#8217;t always take cash. Why? You looking to get paid for helping us?</li><li>MORT: Easy Lil. I&#8217;m not your enemy and I don&#8217;t take advantage of damsels in distress.</li><li>LILLY: Hmpf!</li><li>MORT: I think Cordova will have canvassed the docks with your pictures by now. There&#8217;s no telling who&#8217;ll be waiting for you.</li><li>LILLY: Yeah, well. We&#8217;ll burn that bridge when we come to it. Meanwhile, I&#8217;m keeping this gun loaded and one eye on you, buster-</li><li>MORT: Sheesh! Claudette, let me show you your room, okay? Your mom and I have to talk.</li><li>CLAUDETTE: Please don&#8217;t fight.</li><li>MORT: What makes you think we&#8217;re going to do that?</li><li>LILLY: Me. She knows me too well (COUGHING).</li><li>MORT: Well, I&#8217;m hoping it won&#8217;t come to that. Come on, I&#8217;ve got some great books in there you can read.</li><li>CLAUDETTE: (EXCITED) Like what?</li><li>MORT: I&#8217;ve got Winnie the Pooh, The Wizard of Oz, Doctor Dolittle, Treasure Island, The adventures of Sinbad the Sailor, Peter Pan. Take your pick.</li><li>CLAUDETTE: Any of them?</li><li>MORT: Sure thing. I take it you like books?</li><li>CLAUDETTE: I love books!</li><li>MORT: Well they&#8217;re all on the shelf. In you go.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH.</span></li><li>CLAUDETTE: Thank you!</li><li>MORT: Whoah! Okay. (LAUGHING) She&#8217;s a hugger.</li><li>CLAUDETTE: Goodnight, mom.</li><li>LILLY: Goodnight, honey.</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES &#8211; LET IT FINISH</span></li><li>LILLY: (BEAT) I want you to stay away from her.</li><li>MORT: What?</li><li>LILLY: She likes you, so stay away.</li><li>MORT: Hang on, I don&#8217;t-</li><li>LILLY: I mean it, Mort. I know you mean well, but she makes attachments fast, and she gets heart-broken easy. (BEAT) I wouldn&#8217;t have picked you for having kids&#8217; books around.</li><li>MORT: They came with the place. I never thought I&#8217;d have a use for &#8217;em.  Can I get you a-</li><li>JAKE: (INTERRUPTING) Uh, Mort. This doesn&#8217;t look good.</li><li>MORT: What?</li><li><span style="text-decoration: underline;">SOUND: GUN COCKS &#8211; LET IT FINISH</span></li><li>MORT: Oh!</li><li>LILLY: I think you better keep your hands where I can see &#8217;em, Mort.</li><li>MORT: What&#8217;s with the cannon? I thought we were starting to get along.</li><li>LILLY: You dropped this when you let us in. It&#8217;s a letter from Caesar-</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH</span></li><li>CLAUDETTE: Mom? I forgot to-</li><li>LILLY: Go back into your room, honey.</li><li>CLAUDETTE: But Mom?</li><li>LILLY: Now, Claudette.</li><li>CLAUDETTE: (ANGRY) You&#8217;re messing everything up!</li><li>LILLY: Claudette! Do as I say.</li><li>CLAUDETTE: (PEEVISH) Ugh!</li><li>S<span style="text-decoration: underline;">OUND: DOOR SLAMS &#8211; LET IT FINISH.</span></li><li>MORT: Now don&#8217;t go jumping to conclusions, Lil.</li><li>LILLY: Don&#8217;t &#8220;Lil'&#8221; me. To think I almost started to trust you. You&#8217;ve been intending to hand us over all along. Are his men on their way here already, or were you gonna wait until we were asleep?</li><li>MORT: You got it all wrong, Lil. I could have turned you over to Cordova twice already.</li><li>LILLY: Don&#8217;t lie to me!</li><li>JAKE: Come on, Mort. You&#8217;ve got to convince her.</li><li>MORT: Think it through. Drawing off Cordova&#8217;s men? Breaking the magical trace? These aren&#8217;t the actions of someone who&#8217;s going to double-cross you.</li><li>LILLY: Sure they are. You&#8217;d do anything for Jesse, and, according to this note, Cordova&#8217;s got her. Maybe you&#8217;re delaying while you negotiate a better price.</li><li>MORT: You already know what happens to guys who try to negotiate with Cordova, Lil. They end up mailed home in pieces. I&#8217;m not that stupid. You know it.</li><li>LILLY: So explain it to me.</li><li>MORT: Alright. (BEAT) Cordova wants to find you. He wants to find you bad. And he did offer me a deal. That letter was left at my apartment. But I turned him down, Lil, I swear it. I turned him down and I&#8217;m trying to buy some time to figure this out.</li><li>LILLY: You know I love Jesse too, but if it came down to a choice between her and Claudette-</li><li>MORT: He blew up my office, for crying out loud. That&#8217;s how bad he wants you. And I brought you here because I&#8217;m in his crosshairs now too. I need answers, Lil. And you&#8217;ve got &#8217;em.</li><li>LILLY: No. We&#8217;re leaving.</li><li>JAKE: Damnit!</li><li>MORT: Lil, c&#8217;mon? Where are you gonna go?</li><li>LILLY: Somewhere else. It&#8217;s not safe here. I can&#8217;t trust you. And I won&#8217;t risk my daughter. Cordova&#8217;s gonna pay for doing this to us.</li><li>MORT: Okay. Okay. I can&#8217;t stop you, but point that thing somewhere else for a bit, will you?</li><li>LILLY: If you give me a reason to, I&#8217;ll shoot you where you stand. (BEAT) Claudette? Claudette, come out here now, sweetie. We&#8217;ve got to go.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS TO DOOR &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: DOOR OPENING &#8211; LET IT FINISH.</span></li><li>LILLY: Claudette? (BEAT THEN CALLING FROM OTHER ROOM) Oh no. The window&#8217;s open. She&#8217;s gone.</li><li>MORT: I swear this had nothing to do with me.</li><li>LILLY: (APPROACHING) Damnit. She&#8217;s run off. (STARTS COUGHING CONVULSIVELY)</li><li>MORT: Lilly, are you okay?</li><li>LILLY: (COUGHING) I&#8217;m… I&#8217;m-</li><li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH</span></li><li>JAKE: She collapsed.</li><li>MORT: Aw hell. This is all I need. Lilly? Lilly, wake up! Lilly!</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH</span></li></ol>



<h2 class="wp-block-heading">SCENE 17: INT &#8211; SOFIA&#8217;S PLACE &#8211; NIGHT<br>(SOFIA, CLAUDETTE, JULIO)</h2>



<ol class="wp-block-list" start="188"><li><span style="text-decoration: underline;">SOUND: MATCH BEING LIT &#8211; LET IT FINISH.</span></li><li>SOFIA: There. Some candle light makes the place less dark. What do you think, cat?</li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS &#8211; LET IT FINISH.</span></li><li>SOFIA: I know. It leaves a lot to be desired. Half the ceiling&#8217;s missing. It smells of rot and mould. And it&#8217;s cold as an ice box. But it&#8217;s easy for Mr. Cordova to find us here and he&#8217;ll want to see me tonight, so we need to be ready. (BEAT) First I need to take another look at the ritual.</li><li><span style="text-decoration: underline;">SOUND: PAGE TURNS &#8211; LET IT FINISH</span></li><li><span style="text-decoration: underline;">SOUND: CANDLESTICK BEING KNOCKED OVER &#8211; LET IT FINISH</span></li><li>SOFIA: (ALARMED) Who&#8217;s there?</li><li>CLAUDETTE: (ON THE EDGE OF TEARS) It&#8217;s me, Granny. Sorry for knocking things over. I couldn&#8217;t find the door so I climbed in the window.</li><li>SOFIA: Claudette? How did you get here?</li><li>CLAUDETTE: I&#8217;m good at finding people. I think it must be one of my abilities. I think about someone and I know where they are… at least I do if they aren&#8217;t on the other side of running water. For some reason I can&#8217;t find people if there&#8217;s running water in the way.</li><li>SOFIA: Yes, but…</li><li>CLAUDETTE: Oh. Yeah, I can&#8217;t find magical people either. I found your cat, though.</li><li>SOFIA: Ah, I see. (TO THE CAT) Why is it that it&#8217;s always the ones you care about that betray you? Hmmm? (BEAT) (TO CLAUDETTE) Your timing couldn&#8217;t be worse, child. I&#8217;m expecting some dangerous visitors any minute.</li><li>CLAUDETTE: (BREAKING INTO TEARS) Please don&#8217;t send me away. Mom&#8217;s gotten into a big fight with Mort. She&#8217;s messing everything up and wants to take me out of the city tomorrow.</li><li>SOFIA: Oh, child. Don&#8217;t cry. You got her to ask for Mort&#8217;s help then?</li><li>CLAUDETTE: (THROUGH TEARS) Yes, but Mort said “no”. And then Mom told Mr. Cordova&#8217;s men that he knew where to find us. And Mr. Cordova blew up Mort&#8217;s office. And then Mort did find us. But mom doesn&#8217;t trust him. And they were having a big argument because Mr. Cordova kidnapped a friend of his and gave him until tomorrow midnight to hand us over. But Mom won&#8217;t believe him when he says he won&#8217;t do it. And Mort is nice. But mom&#8217;s afraid. And I don&#8217;t know what to do. And… And…</li><li>SOFIA: Easy child. Everything is going to plan. They&#8217;ve already made friends again and are worried about where you&#8217;ve gone.</li><li>CLAUDETTE: How do you know?</li><li>SOFIA: I don&#8217;t know much at all, really. I can&#8217;t see magically active people well.</li><li>CLAUDETTE: You&#8217;re lying?</li><li>SOFIA: I&#8217;m guessing. But it&#8217;s a reasonable guess that whatever they have been fighting about will be forgotten once they realise you&#8217;ve run away.</li><li>CLAUDETTE: You know Mort and Mom are magical, too?</li><li>SOFIA: Mmmm. But your mother&#8217;s gift is something subtle. Something she doesn&#8217;t even realize she does. (BEAT) Mr. Cordova&#8217;s men are coming here and you can&#8217;t be seen when they arrive. (BEAT) I&#8217;m sorry, but I have to send you away. Right now.</li><li><span style="text-decoration: underline;">SOUND: KNOCKING ON DOOR &#8211; LET IT FINISH</span></li><li>JULIO: You there, witch?</li><li>SOFIA: (STAGE WHISPER) You have to trust me, Claudette. I can&#8217;t let them find you yet. Not all the pieces are in place.<br>Get in the cupboard. After you hear me leave, wait a few minutes, then go out the window.</li><li>CLAUDETTE: (FIERCELY) You have to help us. Promise me you&#8217;re on our side.</li><li>SOFIA: Haven&#8217;t I helped you so far? Aren&#8217;t I helping you now? You haven&#8217;t been caught yet, have you? Now hide in the cupboard! And don&#8217;t hug me, girl. You don&#8217;t know anything about me.</li><li><span style="text-decoration: underline;">SOUND: LOUD BANGING ON DOOR &#8211; LET IT FINISH</span></li><li>JULIO: Witch! Are you in there? (BEAT) C&#8217;mon, we&#8217;re running late, already.</li><li>SOFIA: (YELLING) Keep your hair on. I&#8217;m coming. (TO CLAUDETTE) Now go!</li><li><span style="text-decoration: underline;">SOUND: CUPBOARD OPENS AND CLOSES &#8211; LET IT FINISH.</span></li><li>SOFIA: (YELLING) It isn&#8217;t easy for someone my age to get up and get to the door. You ought to have a little more respect.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH.</span></li><li>JULIO: Yeah, well. The boss wants to see you. And, like I said, I&#8217;m already running late. We don&#8217;t have much time.</li><li><span style="text-decoration: underline;">SOUND: SOMETHING CRASHES INSIDE &#8211; LET IT FINISH</span></li><li>JULIO: What&#8217;s that?</li><li>SOFIA: Your boss&#8217;s cat. He gave her to me to look after. She&#8217;s a bit curious.</li><li>JULIO: Maybe we should check.</li><li><span style="text-decoration: underline;">SOUND: MEOW &#8211; LET IT FINISH.</span></li><li>SOFIA: Here she comes. (BEAT) Here, into my pocket little one. What did you knock over this time?</li><li>JULIO: This place is a ruin – even for a squatter&#8217;s residence. You&#8217;re lucky it&#8217;s stood up this long. But we haven&#8217;t got time for anything else.</li><li>SOFIA: Well, I&#8217;m ready. Let&#8217;s go!</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: (BEAT) THEN CUPBOARD OPENS &#8211; LET IT FINISH.</span></li><li>CLAUDETTE: They&#8217;re gone. I need to… what&#8217;s this?</li><li><span style="text-decoration: underline;">SOUND: MAGICAL HUM &#8211; LET IT FINISH.</span></li><li>CLAUDETTE: It&#8217;s a book. It feels… I&#8217;m taking it with me.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 18: INT &#8211; CAESAR&#8217;S HQ – NIGHT<br>(CAESAR, GANGSTERS, OUTWORLDER-SPOKESBEING)</h2>



<ol class="wp-block-list" start="237"><li><span style="text-decoration: underline;">SOUND: LOTS OF BUSTLE AND SETUP &#8211; ESTABLISH AND UNDER</span></li><li>CAESAR: The foyer&#8217;s the only space large enough for this, so put those candles over there. And spread them out along the edges of the circle.</li><li>BRUNO: Why are we doing this, boss? It makes no sense.</li><li>CAESAR: I&#8217;m going to put an end to this war. (TO OTHERS) Make sure you don&#8217;t smudge the lines. Your lives may depend on it.</li><li>BRUNO: But Boss-</li><li>CAESAR: Trust me. As soon as the old witch gets here we&#8217;ll have everything we need.</li><li>BRUNO: But she said you needed the girl for this to work.</li><li>CAESAR: I know what she said. But we&#8217;re out of time.</li><li><span style="text-decoration: underline;">SOUND: RUNNING FEET APPROACHING &#8211; LET IT FINISH.</span></li><li>JOEY: Boss? Boss!</li><li>CAESAR: Over here.</li><li>JOEY: There you are, Boss. The gambling houses just fell. Boscone and Tremere have everything. The last of our gang&#8217;s on the run.</li><li>CAESAR: (TO JULIO) I told you. We&#8217;ve run out of time.</li><li>BRUNO: But the witch ain&#8217;t here, boss.</li><li>CAESAR: We&#8217;re out of time. Boscone&#8217;s on his way. He&#8217;s won. I&#8217;ve got nothing left but my family and these last few men who stayed loyal.</li><li>BRUNO: So, what now?</li><li>CAESAR: I am not going to lose anyone else. Put those mirrors in place, facing each other behind the circle, then clear everyone out.</li><li>BRUNO: But Boss, this is dangerous. Remember what happened last time. It&#8217;s not like you to make these choices; trying to kidnap a kid, playing with dark forces.</li><li>CAESAR: Are you questioning my orders, Bruno?</li><li>BRUNO: You&#8217;re breaking your own rules and I&#8217;m worried about you, boss. We should run for it. There are other towns. Other cities. We could…</li><li>CAESAR: We wouldn&#8217;t make it outside the city limits. And when it comes to saving my family, the rules don&#8217;t apply. Besides, if this doesn&#8217;t work we&#8217;ll all be dead soon enough anyway.</li><li>BRUNO: Okay, Boss. But I&#8217;m staying.</li><li>CAESAR: Bruno…</li><li>BRUNO: Nu-uh. You&#8217;ll have to shoot me.</li><li>CAESAR: Alright, it&#8217;s fitting that my right-hand man be by my side. Stay.</li><li>BRUNO: You heard the Boss. Put those last items in place and vamoose. If we&#8217;re still alive tomorrow, you&#8217;ll all have jobs to come back to. If not, good luck.</li><li><span style="text-decoration: underline;">SOUND: FEET EXITING – DOORS BEING CLOSED &#8211; LET IT FINISH.</span></li><li>BRUNO: Okay, Boss. It&#8217;s you and me. What now?</li><li>CAESAR: There&#8217;s an army of things on the other side of those mirrors. They used to be part of this world (though I don&#8217;t think they were natural to it, even then). They got banished in ancient times.</li><li>BRUNO: For real? Monsters?</li><li>CAESAR: If we bring them back and can keep them under our control, we&#8217;ll have all the help we need to put down Boscone, Tremere, and anyone else that tries to stand in our way.</li><li>BRUNO: So how&#8217;s it work?</li><li>CAESAR: It&#8217;s pretty simple. Don&#8217;t step inside the circle while I read this out… Varshna, Vishnaya, Varisvaya. Nintook palambiel marathusiel dy-et. Murusamiel, Darvidaya, Marishna!</li><li><span style="text-decoration: underline;">SOUND: REVERBERATING MAGICAL BAMF! – LIKE AN EMP GOING OFF. POWER UP AND HUM UNDER.</span></li><li>BRUNO: Aargh! Boss! Boss, your nose. You&#8217;re bleeding.</li><li>CAESAR: It&#8217;s alright. It&#8217;s the portal opening.</li><li><span style="text-decoration: underline;">SOUND: SHOOP OF PORTAL OPENING &#8211; LOTS OF CHITTERING-GROWLING NOISES &#8211; UNDER.</span></li><li>BRUNO: What are those things?</li><li>CAESAR: Outworlders.</li><li>BRUNO: I&#8217;ve never seen anything like them.</li><li>CAESAR: They&#8217;re invisible to ordinary people unless they want to show themselves. The reason you can see them is that you were part of the ritual.</li><li>BRUNO: Ugly… and so many of them. All teeth and arms and long tails. They&#8217;re like black salamandars with extra limbs and way too many teeth. (DISGUSTED) Animals.</li><li><span style="text-decoration: underline;">SOUND: ELECTRICAL CRACKLE. APPROACHING CHITTERING. &#8211; UNDER AND STOP</span></li><li>OUTWORLDER SPOKESBEING: Animals? We are not animals. (BEAT) Who summons us back to our home?</li><li>OUTWORLDERS: Yes, who? Who? Etc.</li><li><span style="text-decoration: underline;">SOUND: ZAP &#8211; LET IT FINISH.</span></li><li>SPOKESBEING: What is this barrier? Magical energy?</li><li><span style="text-decoration: underline;">SOUND: ZAP &#8211; LET IT FINISH </span></li><li>SPOKESBEING: Ugh! Why are we contained? Have we escaped one threat only to face another?</li><li>CAESAR: What threat do you speak of monster?</li><li>SPOKESBEING: My race is being exterminated. In the mirror realm, something has awoken. Something hungry.</li><li>CAESAR: And you have been looking for a way out?</li><li>SPOKESBEING: We have been working to break down the walls between our worlds and it has been attracted by the weakening of the barriers.</li><li>CAESAR: How have you survived?</li><li>SPOKESBEING: We have hidden ourselves from it underground. But, as we grow closer to freeing ourselves, its power grows too.</li><li>CAESAR: Then I think I can help you.</li><li><span style="text-decoration: underline;">SOUND: ZAP &#8211; LET IT FINISH</span></li><li>SPOKESBEING: Ungh! Set us free!</li><li>CAESAR: You will be free… When you have met your obligation.</li><li>SPOKESBEING: What obligation?</li><li>CAESAR: I have enemies. Kill them and you will be free.</li><li>SPOKESBEING: Pah! Thousands of years, we have been gone, and still you think only of killing one another.</li><li>CAESAR: What do you care?</li><li>SPOKESBEING: We don&#8217;t. We find you pathetic.</li><li>CAESAR: Then you will do what I ask?</li><li><span style="text-decoration: underline;">SOUND: BAMF. POWER DOWN &#8211; LET IT FINISH.</span></li><li>SPOKESBEING: Pathetic. Your summoning is imperfect. You couldn&#8217;t keep the portal open. Not enough power. Weakling.</li><li>CAESAR: (PANTING) Perhaps. But the barrier remains. I can hold you, and those who came through with you, here forever.</li><li>SPOKESBEING: No, not forever. Your lifetime is the blink of an eye. We could outlast you… and when you die we would be free regardless. But we will perform this service for you. Killing humans is… fun! Who do you wish us to kill?</li><li>CAESAR: Tommy Boscone and his minions. Dillon Tremere and his minions. Those men of my own who abandoned me to go over to their side. And Mort Flintwich, who betrayed me.</li><li>SPOKESBEING: Consider it done.</li><li><span style="text-decoration: underline;">SOUND: POWER DOWN &#8211; LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: WHOOSHING &#8211; FADING UNDER.</span></li><li>OUTWORLDERS: TRIUMPHANT HOWLS AND CACKLES – FADING.</li><li>SPOKESBEING: We will return when they are dead, weakling. Bwahahahahaaha… (FADE)</li><li>CAESAR: (EXHAUSTED) They&#8217;re gone.</li><li>BRUNO: Boss, what were those things? They had too many arms and way too many teeth.</li><li>CAESAR: They are the tools needed to win this war.</li><li>BRUNO: I don&#8217;t know, boss. I don&#8217;t think things like this were meant to be messed with by the likes of us.</li><li><span style="text-decoration: underline;">SOUND: KNOCK ON DOOR &#8211; LET IT FINISH</span></li><li>JULIO: Boss, you in there? I brought the witch.</li><li>CAESAR: Open the door.</li><li>BRUNO: Sure, boss.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS &#8211; LET IT FINISH</span></li><li>SOFIA: What have you done?</li><li>CAESAR: Your nose is bleeding.</li><li>SOFIA: What have you done?!</li><li>CAESAR: I couldn&#8217;t wait.</li><li>SOFIA: Idiot. You didn&#8217;t have the power to create a stable gate. And I&#8217;m guessing you are too stupid to have bound the ones that came through.</li><li>CAESAR: They are doing my bidding, witch. And all without your help.</li><li>SOFIA: How many? How many came through?</li><li>CAESAR: About twenty or thirty.</li><li>SOFIA: Too many.</li><li>CAESAR: You wanted to let in an entire army.</li><li>SOFIA: Yes, but one you could command.</li><li>CAESAR: As I said to you, the ritual worked. They are doing my bidding.</li><li>SOFIA: Ha. They are paying the price of entry, but as soon as they complete the task, they will be free, and will return… for you!</li><li>CAESAR: They are under my control.</li><li>SOFIA: No. You didn&#8217;t have sufficient power to control them. You have set them free. And I am leaving.</li><li>CAESAR: No. You will stay. You promised me an army.</li><li>SOFIA: I promised you an army if you followed my directions, but instead you may have doomed us all.</li><li>CAESAR: What?</li><li>SOFIA: Those things are far more dangerous than you realise, and vindictive. They will return here looking for revenge.</li><li>CAESAR: For what?</li><li>SOFIA: For daring to bind them to your will. If you survive this, call upon me and I will come. It&#8217;s possible that, once free, they may choose to disperse and bother you no more. We will see.</li><li>BRUNO: Boss?</li><li>CAESAR: Let her go. We don&#8217;t need her. For now.</li><li>BRUNO: But what will we do if they come back?</li><li>CAESAR: I am strong enough. Whatever she says.</li><li>SOFIA: For what it&#8217;s worth I hope you survive. Still, I fear that you won&#8217;t. This changes everything.</li><li>CAESAR: (SARCASTIC) Sorry to mess with whatever agenda you had in all this, witch, but I was never going to be your play thing.</li><li>SOFIA: Hmpf. (BEAT) We will see. (CALLING AS SHE LEAVES) Farewell.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 19: INT – SAFE HOUSE – NIGHT<br>(MORT, LILLY, CLAUDETTE, JAKE)</h2>



<ol class="wp-block-list" start="350"><li>MORT: Damnit, I don&#8217;t have time for this. I need answers and a plan if I&#8217;m to save Jesse.</li><li>LILLY: (GROANS)</li><li>JAKE: Mort! Lilly&#8217;s coming around.</li><li>MORT: I can see that for myself, Jake.</li><li>LILLY: Ugh. What? What happened?</li><li>MORT: You started coughing and passed out, Lil. Are you okay?</li><li>LILLY: (PANICKING) Where&#8217;s Claudette?</li><li>MORT: She&#8217;s still not here. You&#8217;ve been out for about an hour and a quarter and you&#8217;re running one hell of a fever. Lil, I&#8217;m worried. Are you okay?</li><li>LILLY: (COUGHING) I&#8217;m fine.</li><li>MORT: I don&#8217;t think so. I think you&#8217;re sick.</li><li>LILLY: I&#8217;m fine. (REALIZING) And you haven&#8217;t turned us in to Cordova? But that&#8217;ll have to wait. We&#8217;ve got to find Claudette.</li><li>MORT: (WRYLY) Apology accepted. (BEAT) But I&#8217;ve got no idea where Claudette is.</li><li>LILLY: You found us before.</li><li>MORT: That was kind of a one-time deal. I had to call in some… er… “magical” favours. I can&#8217;t afford to do it again.</li><li>JAKE: You&#8217;re telling me.</li><li>LILLY: Are you serious? You&#8217;re still talking about that mumbo-jumbo? She&#8217;s out there, alone. And Cordova&#8217;s goons are combing the city for her.</li><li>MORT: Well, there&#8217;s some chance they are looking for both of you and, unless they&#8217;ve seen Claudette up close, won&#8217;t expect to find her alone… (SUDDENLY IN PAIN) Argh!</li><li>LILLY: (ALSO IN PAIN) Ungh!</li><li>LILLY: What&#8217;s happening? Your nose started bleeding.</li><li>MORT: Yours too. (GRUNTS) Oh, that hurt!</li><li>LILLY: What? What hurts?</li><li>JAKE: Someone in the city made use of some bad juju. I think we&#8217;ve got a problem.</li><li>MORT: Hang on a second, Lil. I need to-</li><li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li><li>MORT: (BEAT) (RELIEVED) Ah, that&#8217;s better. I think something else happened too.</li><li>JAKE: Huh?</li><li>MORT: The pact I made with Jenny Mulrooney. I think it activated.</li><li>LILLY: Mort, you&#8217;re not making any sense.</li><li>JAKE: Aw Hell! That means the outworlders are breaking through. But Cordova&#8217;s on the other side of town.</li><li>LILLY: Mort, did you hear me?</li><li>JAKE: Something on that scale, well… If that hit you and Lil all the way out here, Mort, it probably hit Claudette as well. She&#8217;s gonna need some-</li><li><span style="text-decoration: underline;">SOUND: THUMP FROM OTHER ROOM &#8211; DOOR OPENS &#8211; LET IT FINISH.</span></li><li>LILLY: Claudette? Is that you?</li><li>CLAUDETTE: (IN PAIN) It&#8217;s me, momma.</li><li>LILLY: (FORGETTING MORT) Claudette! What were you thinking? You can&#8217;t run away like that. Don&#8217;t you realise what could have… Your face! Claudette, what happened?</li><li>MORT: It&#8217;s okay. She&#8217;s “active”. The nose bleed means she got hit by the same thing we did. C&#8217;mere Claudette.</li><li>CLAUDETTE: It hurts.</li><li>MORT: I know. Look at me. (BEAT) Okay, now I want you to center your thoughts. Think of something good. Something that you enjoy. A place or a memory, maybe a book. Got it?</li><li>CLAUDETTE: Yes.</li><li>MORT: Okay, now build a wall around that place. Feel the pain being blocked out. Can you do that?</li><li>CLAUDETTE: Yes. I think so. It-</li><li><span style="text-decoration: underline;">SOUND: CHIME &#8211; LET IT FINISH</span></li><li>CLAUDETTE: It&#8217;s gone.</li><li>LILLY: (COUGHING) It must have been physical… or like radio waves or something.</li><li>MORT: It was magic, Lil. The sooner you accept that…</li><li>LILLY: I don&#8217;t. I won&#8217;t. Why&#8217;d it effect us differently? Why&#8217;d it effect me at all?</li><li>MORT: I know you don&#8217;t think you&#8217;ve got any magic, but it&#8217;s clear you do. The nosebleed-</li><li>LILLY: Could be a coincidence. I&#8217;ve had at least three already today.</li><li>MORT: Maybe. But I can see the magic in you – it&#8217;s faint, but it&#8217;s there. And you saw that thing when it revealed itself earlier today. We&#8217;re like antennas. You&#8217;ve got less receptivity because your powers-</li><li>LILLY: I don&#8217;t have powers!</li><li>MORT: Because your powers, whatever they are, are subtle. Claudette was overcome by it because she&#8217;s a powerful receiver. (TO CLAUDETTE) How are you feeling, now, honey?</li><li>CLAUDETTE: Much better, I think.</li><li>LILLY: Then it&#8217;s high time you explained yourself, miss. What were you thinking?</li><li>CLAUDETTE: Mom, I&#8217;m sorry. I-</li><li>LILLY: That&#8217;s not good enough. Do you have any idea how scared we were? What could have happened to you-?</li><li>CLAUDETTE: Mom, it&#8217;s okay… I… I went to get us a book.</li><li>LILLY: A book?</li><li>CLAUDETTE: Yes, I think it will help us.</li><li>LILLY: Claudette? Look at me, baby. Are you telling me the truth?</li><li>CLAUDETTE: Um… Of course.</li><li>LILLY: Where did you find this book?</li><li>CLAUDETTE: Oh… um… I kind of saw it… in a vision.</li><li>LILLY: Like the one you had of Mort?</li><li>CLAUDETTE: Yeah. Exactly.</li><li>LILLY: Claudette, is this on the level? You never used to have visions… I&#8217;m not sure…</li><li>MORT: Claudette&#8217;s powerful, Lilly. She may be coming into new abilities.</li><li>LILLY: I… I&#8217;m sorry, but this is all so-</li><li>MORT: Yeah, it must taste like ashes.</li><li>LILLY: What?</li><li>MORT: Me being right, twice in one day, about something like magic. (TO CLAUDETTE) Come on over to the sink, kiddo. We&#8217;ll wash the blood off your face.</li><li>CLAUDETTE: Yours too.</li><li>MORT: What? Oh, yeah. I forgot. (BEAT) Then we&#8217;ll take a look at that book.</li><li><span style="text-decoration: underline;">SOUND: WATER RUNNING. SPLASHING.</span></li><li>MORT: Okay. There we go. That&#8217;s better now, isn&#8217;t it?</li><li>CLAUDETTE: (WHISPERING) Mom keeps messing everything up. She&#8217;s so… boring.</li><li>MORT: (QUIETLY, JUST FOR CLAUDETTE) I think the word you want is “mundane”. And I also don&#8217;t think you&#8217;re being fair. She&#8217;s trying to keep you safe, and, running off like that…</li><li>CLAUDETTE: She doesn&#8217;t understand.</li><li>MORT: Nobody&#8217;s perfect, Claudette. She&#8217;s doing her best – but she&#8217;s also got her own demons to fight. And her top priority is protecting you. You didn&#8217;t do her any favors running away. Why did you go?</li><li>CLAUDETTE: I heard you fighting. Mom wanted to leave… and we need you. I had to do something so that she&#8217;d-</li><li>LILLY: (AT A DISTANCE) Is this the book you brought back Claudette?</li><li>CLAUDETTE: Yeah, that&#8217;s it. But I don&#8217;t think we should…</li><li>LILLY: I can&#8217;t make head or tale of this.</li><li>MORT: Let me take a look.</li><li>CLAUDETTE: But…</li><li>LILLY: It looks like Japanese to me.</li><li>MORT: Chinese. And an ancient version.</li><li>LILLY: You read Ancient Chinese?</li><li>MORT: No, but I recognize some of the characters. See, here… and here. I don&#8217;t know what they mean.</li><li>CLAUDETTE: (RELIEVED) Good… I mean… um-</li><li>LILLY: How come you know so much anyway?</li><li>MORT: Believe it or not, I used to study magic. I don&#8217;t use my abilities much these days, but I used to… and back then, I tried to learn everything I could about using &#8217;em well.</li><li>LILLY: You think you can really talk to the dead, don&#8217;t you?</li><li>MORT: (SLIGHTLY EMBARASSED) Yeah.</li><li>LILLY: But if you believe this stuff, why&#8217;d you stop? It&#8217;s not like you&#8217;ve got a reputation to protect.</li><li>MORT: Cute. There are a handful of genuine mediums in town. We don&#8217;t get along but we cooperate from time to time.</li><li>LILLY: Like who?</li><li>MORT: Naomi Walker works up-town and poaches my customers when she can, Wu Chang sticks to himself over in China town, working the tourist dollar. There are a handful of others.</li><li>LILLY: So?</li><li>MORT: We&#8217;ve all noticed something weird has been happening to the ghost population. And to people who were too open about their ability to see real ghosts.</li><li>LILLY: That sounds ominous.</li><li>MORT: I guess it does. I hate that the one we saw today realised I can see &#8217;em. Can we changed the topic now?</li><li>LILLY: But… Well you understand, about what Claudette&#8217;s going through, I mean?</li><li>MORT: A little, yeah. I think so. She&#8217;s way more powerful than me, but I get what&#8217;s going on for her.</li><li>LILLY: Explain it to me.</li><li>MORT: Even as a little kid I could hear and see ghosts. Jesse was like you in lots of ways. She didn&#8217;t like me talking about it. It made me different. Claudette reads minds, right?</li><li>LILLY: Yeah. (BEAT) Mort, I&#8217;m sorry. I shouldn&#8217;t have thought you were going to hurt us. And I get how hard this must be for you, with Jesse in Cordova&#8217;s hands… It&#8217;s… we&#8217;ve had to be so careful…But, about the book… if you can&#8217;t read this, then it can&#8217;t be much help to us, right?</li><li>MORT: There&#8217;s someone I know who might be able to read it. If Claudette&#8217;s right, then this might have the answers we&#8217;re looking for.</li><li>CLAUDETTE: (GUILTILY) Um-</li><li>LILLY: (COUGHS)</li><li>MORT: It&#8217;s okay, Lil. I haven&#8217;t given you much reason to trust me. Not after the beginning. But I think Claudette may have brought us what we need.</li><li>SOUND: DISTANT HOWL &#8211; LET IT FINISH</li><li>CLAUDETTE: Mort?</li><li>LILLY: Did you-?</li><li>MORT: Yeah, I heard it too.</li><li>CLAUDETTE: I think they&#8217;re coming this way.</li><li>LILLY: What? What are coming this way?</li><li>MORT: I think you&#8217;re right. I can feel them. We have to get out of here.</li><li>LILLY: Damn it, Mort. What can you feel? I&#8217;m sick of being an outsider in my own daughter&#8217;s life. Tell me what&#8217;s going on.</li><li>MORT: Lilly, you have to trust me. I don&#8217;t know what&#8217;s coming, but it&#8217;s bad and I can feel it. So can Claudette. And we have to leave. Now.</li><li>JAKE: Mort. This is bad. I have to get out of here.</li><li>MORT: Find us at the warehouse.</li><li>JAKE: Alright. I&#8217;ll see you later.</li><li><span style="text-decoration: underline;">SOUND: SHOOMPF OF GHOST DISAPPEARING &#8211; LET IT FINISH.</span></li><li>LILLY: What warehouse? Who are you talking to?</li><li>MORT: No-one. A ghost. It doesn&#8217;t matter. We have to go. Are you able to travel?</li><li>LILLY: (COUGHING) Don&#8217;t worry about me.</li><li>CLAUDETTE: No. Stop. It&#8217;s too late!</li><li><span style="text-decoration: underline;">SOUND: WINDOWS SMASH &#8211; LET IT FINISH</span></li><li><span style="text-decoration: underline;">SOUND: RUSHING WIND &#8211; APPROACHES AND FINISHES</span></li><li><span style="text-decoration: underline;">SOUND: HOWLING &#8211; UNDER</span></li><li>OUTWORLDERS: (AD LIB) Prepare to Die. Be afraid. We will crush you. We will eat you. Etc.</li><li>LILLY: Something brushed past me. (PAIN) Argh! It&#8217;s got claws. (BEAT) It&#8217;s grabbed me!</li><li>MORT: I see them. They&#8217;re outworlders, alright! Damnit, they&#8217;re going for Lilly first.</li><li>CLAUDETTE: You leave my mom alone!</li><li>SCRUG: Tasty little treat, aren&#8217;t you. Are you ready to die? Or shall I kill your mother first?</li><li>CLAUDETTE: Leave… us… (SHRIEKED, ECHOING) ALONE!</li><li><span style="text-decoration: underline;">SOUND: MAGICAL BAMF! &#8211; LET IT FINISH</span></li><li>OUTWORLDERS: (SHRIEKING) (AD LIB) Flee! It hurts! Etc.</li><li><span style="text-decoration: underline;">SOUND: RUSHING WIND (FADES OUT)</span></li><li>LILLY: (BEAT) (GASPING) What happened?</li><li>MORT: They&#8217;ve retreated. But they&#8217;ll be back again, soon.</li><li>LILLY: What was that? It felt…</li><li>MORT: It was an intrusion into the physical world of something else. They&#8217;re outworlders. We saw one earlier. They pretend to be ghosts but they&#8217;re altogether alien.</li><li>LILLY: Is this because they know you can see them now?</li><li>MORT: No. This is something different. Quick, grab the book, we have to go.</li><li>LILLY: Got it.</li><li>CLAUDETTE: (PASSING OUT) Ugh!</li><li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH.</span></li><li>LILLY: Claudette! Are you okay?</li><li>MORT: She&#8217;s passed out. That mind blast came from her. It&#8217;s exhausted her reserves. She&#8217;ll be all right, but I need to carry her. Leave her to me.</li><li>LILLY: All right. Which way?</li><li>MORT: Down. To the cellar. We&#8217;re going to use the sewers.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH</span>.</li></ol>



<h2 class="wp-block-heading">SCENE 20: INT &#8211; THE SEWERS – NIGHT<br>(MORT, LILLY, CLAUDETTE)</h2>



<ol class="wp-block-list" start="503"><li><span style="text-decoration: underline;">SOUND: DRIPS, PIPE NOISES, OCCASIONAL STEAM – ESTABLISH AND UNDER</span></li><li><span style="text-decoration: underline;">SOUND: HOWLS IN THE DISTANCE &#8211; ESTABLISH AND UNDER</span></li><li>LILLY: They sound angry.</li><li>MORT: They are. They can&#8217;t find us.</li><li>LILLY: Why not? It can&#8217;t be the smell.</li><li>MORT: No. It&#8217;s the iron pipes. They interfere with supernatural tracking. But they know we&#8217;re here somewhere.</li><li>CLAUDETTE: (GROANS) Mmmmm.</li><li>MORT: I think she&#8217;s coming around.</li><li>LILLY: Claudette? Are you okay, honey?</li><li>CLAUDETTE: It&#8217;s so dark.</li><li>LILLY: (COUGHING) We&#8217;re in the sewers with Mort. We&#8217;re hiding.</li><li>MORT: But we can&#8217;t stay here. We&#8217;ve got to move on.</li><li>LILLY: Why? I thought you said they can&#8217;t find us because of the iron.</li><li>MORT: No. The iron down here interferes with their tracking, but there isn&#8217;t enough of it to stop them for long.</li><li>LILLY: But if it…</li><li>MORT: They&#8217;ll soon figure out where we&#8217;ve gone and the chase will be on again.</li><li>LILLY: But now she&#8217;s awake can&#8217;t Claudette, or you, chase them off again?</li><li>MORT: It takes a huge amount of power. I&#8217;m not strong enough. I think Claudette&#8217;s power is off the charts, but she&#8217;s more likely to kill herself than achieve another win.</li><li>LILLY: (STARTS COUGHING) Why… am I even… listening to you? (COUGHS MORE) We… should… take our chances.</li><li>CLAUDETTE: Mom, stop it! You know Mort&#8217;s right. We need to listen to him.</li><li>LILLY: (COUGHING BUT RECOVERING) He&#8217;s not saying anything. We can&#8217;t run. We need a plan.</li><li>MORT: I&#8217;ve got a plan. Remember how we broke Cordova&#8217;s trace on Claudette? Iron doesn&#8217;t just interfere with their tracking ability. If we surround ourselves with it, we can break it.</li><li>CLAUDETTE: Mom, you&#8217;ve got to listen. Please!</li><li>LILLY: Easy, Claudette. I&#8217;m convinced.</li><li>CLAUDETTE: You are? But… okay then.</li><li>LILLY: But how far is it? And how long will it take to get there?</li><li>MORT: Too damn long. Every minute makes it harder to get Jesse back.</li><li>LILLY: Mort…</li><li>MORT: Okay, Alright. There are some offices attached to a warehouse a couple of blocks away that are made of iron. The warehouse area isn&#8217;t (and that&#8217;s where we&#8217;ll come out) but those offices will be impenetrable to magic.</li><li>CLAUDETTE: What about your friend?</li><li>MORT: (SURPRISED) You&#8217;ve seen him?</li><li>CLAUDETTE: No. But I&#8217;ve heard you talking to him.</li><li>MORT: Hmmm. Yeah, well. He&#8217;s gone for now. Let&#8217;s not talk about him, okay?</li><li>CLAUDETTE: If you like.</li><li>LILLY: (TEASING) Are you being haunted, Mort?</li><li>MORT: It&#8217;s complicated, and we don&#8217;t have time right now. We&#8217;ve got to get moving.</li><li>LILLY: Okay. Lead the way.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">SCENE 21: INT &#8211; BOSCONE&#8217;S WAREHOUSE -MIDNIGHT<br>(MORT, LILLY, CLAUDETTE)</h2>



<ol class="wp-block-list" start="541"><li><span style="text-decoration: underline;">SOUND: SCRAPING OF METAL DOOR OPENING.</span></li><li><span style="text-decoration: underline;">SOUND: DISTANT SIRENS &#8211; ESTABLISH AND UNDER.</span></li><li>MORT: Okay, we&#8217;re here. This is the warehouse. Lilly, you&#8217;re first. Head up those stairs but keep your head down. There shouldn&#8217;t be anyone here at midnight, but you never know.</li><li>LILLY: Okay. Here I go.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS ON METAL STAIRS &#8211; LET IT FINISH</span></li><li>LILLY: Oh, Hell. Mort! Don&#8217;t send Claudette up here.</li><li>MORT: What? Why not?</li><li>LILLY: Trust me. Don&#8217;t bring her up.</li><li>MORT: We&#8217;ve got no choice, Lil. We&#8217;ve got to get up into the offices.</li><li>LILLY: Something bad happened here. There are bodies. Lots of bodies.</li><li>MORT: What?</li><li><span style="text-decoration: underline;">SOUND: MORT AND CLAUDETTE ON METAL STAIRS &#8211; LET IT FINISH</span></li><li>MORT: Claudette, don&#8217;t look sweetie. Oh my…</li><li>LILLY: Damn it, Mort. I said don&#8217;t bring her up.</li><li>MORT: I couldn&#8217;t leave her there.</li><li>LILLY: Well, keep your hand over her eyes.</li><li>CLAUDETTE: Mom, what…?</li><li>LILLY: Believe me, honey. You don&#8217;t want to see this.</li><li>MORT: I wish I couldn&#8217;t. I think I&#8217;m gonna be sick.</li><li>LILLY: Some tough guy you turned out to be. What could&#8217;ve happened here?</li><li>MORT: It&#8217;s the outworlders.</li><li>LILLY: They got here ahead of us?</li><li>MORT: I don&#8217;t think so. The ones that are chasing us are still behind us… and will be coming through soon. We need to get up into those offices up there.</li><li>LILLY: Are they all this savage?</li><li>MORT: I never thought so, but I do know they can kill. On their own they&#8217;re fairly harmless, so maybe they get stronger in a pack. I don&#8217;t want to find out first hand.</li><li>LILLY: But who are these dead guys?</li><li>MORT: Come on keep moving. I&#8217;ll explain as we go. Try not to step in anyone.</li><li>CLAUDETTE: Mom, I&#8217;m scared.</li><li>MORT: Sorry honey. Keep your eyes closed. We&#8217;ll guide you.</li><li><span style="text-decoration: underline;">SOUND: WET SQUEALCHING FOOTSTEPS (PUDDLES ETC.) – ESTABLISH AND FADE</span></li><li>CLAUDETTE: I didn&#8217;t think it could smell worse than the sewers.</li><li>LILLY: Like copper.</li><li>MORT: Try not to think about it. We&#8217;re going to have to clean your shoes off later.</li><li>LILLY: So who are these men?</li><li>MORT: They belong to Tommy Boscone. (BEAT) I didn&#8217;t expect anyone to be here… and I guess no-one is anymore. There must be at least thirty of them. We&#8217;re lucky.</li><li>LILLY: How so?</li><li>MORT: If they were alive, and here, when we arrived, they&#8217;d have heard us coming in and we&#8217;d have a tricky bit of explaining to do. As it is…</li><li>LILLY: No-one&#8217;s ever going to explain anything to them again. (BEAT) But why&#8217;re they dead? Is it an invasion?</li><li>MORT: Maybe. But more likely the things that did this were summoned using bad magic and sent after specific targets. That puts Caesar Cordova at the top of my list of suspects.</li><li>LILLY: (COUGHING) You think Cordova ordered this?</li><li>MORT: I&#8217;m almost sure of it. He&#8217;s at war with Boscone and Tremere. I&#8217;m willing to bet he&#8217;s got teams of outworlders doing this all over town. Also there&#8217;s the pact I made.</li><li>LILLY: What?</li><li>MORT: I made a pact with a ghost named Jenny Mulrooney to find you and Claudette. The deal was that I would try to close a gate – a kind of magical doorway – that Cordova was planning to open. The pact activated a few minutes before we were attacked.</li><li>LILLY: I&#8217;ve never pictured Cordova as a monster. As bad guys go, he&#8217;s always had principles. But he came after Claudette, and now this? I want to hurt him bad.</li><li>MORT: (DISTRACTED) Uh-huh. (BEAT) (PUZZLED) There&#8217;re no ghosts here.</li><li>LILLY: What?</li><li>MORT: This much death and not a single ghost.</li><li>LILLY: I don&#8217;t…</li><li>MORT: Sorry. It&#8217;s a theory. I&#8217;ve been wondering why ghosts have been disappearing while the outworlders have been getting more common.</li><li>LILLY: And-</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS CLIMBING METAL STAIRS &#8211; UNDER UNTIL NEXT SOUND.</span></li><li>MORT: And, I don&#8217;t know. They&#8217;ve been finding their own way through from wherever their world is in small numbers without help.</li><li>LILLY: So what&#8217;s changed?</li><li>MORT: There have been more and more of them coming through. And I think they are feeding on ghosts when they get here. I think these things drink our souls when they get detached from our bodies.</li><li>LILLY: And you&#8217;ve reached this conclusion because?</li><li>MORT: There should be at least a handful of ghosts associated with a massacre like this. It makes no sense that there are none.</li><li><span style="text-decoration: underline;">SOUND: HOWLS &#8211; LET IT FINISH.</span></li><li>MORT: They&#8217;ve found us. We&#8217;ll be next if we don&#8217;t get inside those offices. Here let me get the door open.</li><li><span style="text-decoration: underline;">SOUND: KEYS – DOOR OPENS &#8211; LET IT FINISH</span></li><li>MORT: Inside. Quick.</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES – HOWLS ARE MUFFLED &#8211; LET IT FINISH.</span></li><li>CLAUDETTE: (WHISPERING) Now what?</li><li>MORT: Get your heads down out of sight. This should break the connection.</li><li><span style="text-decoration: underline;">SOUND: BAMF &#8211; LET IT FINISH.</span></li><li>MORT: Now, we have to wait.</li><li>CLAUDETTE: But why would Mr. Cordova be doing this? Didn&#8217;t he want me alive?</li><li>MORT: I don&#8217;t think it&#8217;s you they&#8217;re after. I think they want me. You&#8217;re in danger because you&#8217;re with me.</li><li>LILLY: I knew it! Mort… (COUGHING) I can&#8217;t…</li><li>MORT: Put a hand over your mouth, Lilly. Now the connection is broken we&#8217;ll be okay so long as we don&#8217;t attract their attention…</li><li><span style="text-decoration: underline;">SOUND: HOWLING INCREASES &#8211; THEN FADE UNDER AND OUT.</span></li><li>SPOKESBEING: The connection has been broken.</li><li>OUTWORLDER: They have gone. We cannot sense them.</li><li>SPOKESBEING: Our obligation has been met. We are free!</li><li>OUTWORLDER: What will we do?</li><li>SPOKESBEING: We will return to the human.</li><li>OUTWORLDER: (SUSPICIOUS) What are you up to, brood-brother? You have always wanted freedom, and we can now be free.</li><li>SPOKESBEING: Do you wish to challenge my directions?</li><li>OUTWORLDER: We are not in our own lands now. The rules of caste and supremacy need not apply here… unless you wish to apply them.</li><li>SPOKESBEING: I do.</li><li>OUTWORLDER: You always were ambitious.</li><li>SPOKESBEING: We have combined our powers here to great effect. We can affect this world in new and powerful ways when our powers are combined. We can bring our people through…</li><li>OUTWORLDER: You talk of rescue. You are free from the hive consciousness. But I think you wish to rescue our people from that thing that seeks our destruction only to enslave them.</li><li>SPOKESBEING: It is our way. The masters draw upon the weaker castes and feed upon their power to assert their will. Alone we are scavengers. Together, we can shape reality.</li><li>OUTWORLDER: But we can&#8217;t all rule. We are absorbed into the hive consciousness of the masters. In this world we could start again. We can be free.</li><li>SPOKESBEING: I only wish to…</li><li>OUTWORLDER: You wish to re-establish our slavery, but we are few, far too few to oppose even one of the smaller hives.</li><li>SPOKESBEING: I have a plan. One that will work. Why should I not rule?</li><li>OUTWORLDER: Because I wish to be free. And so I must oppose you.</li><li>SPOKESBEING: You can try. (ATTACKING) Aaargh!</li><li>OUTWORLDER: No. No! I will not let you… Aaaargh!</li><li><span style="text-decoration: underline;">SOUND: WET SLICING NOISE FOLLOWED BY CHOMPING NOISES &#8211; ESTABLISH AND FINISH.</span></li><li>SPOKESBEING: It appears you will remain free after all. If death can be called freedom. (TO THE OTHERS) Who of you will join yourselves to my consciousness?</li><li>OUTWORLDERS: (AD LIB) We will. Yes. Master. Etc.</li><li>SPOKESBEING: Then we return to the human who summoned us.</li><li><span style="text-decoration: underline;">SOUND: EXULTANT HOWLS, THEN FADE.</span></li><li>LILLY: (COUGHING) Those things are crazy!</li><li>MORT: You could hear them too? They&#8217;re way more physical when they are in groups. (BEAT) I think they&#8217;ve gone. But right now, I&#8217;m more worried about you, Lil. Are you sure you&#8217;re all right?</li><li>LILLY: I think so. Don&#8217;t fuss, I&#8217;m fine. But what do we do now?</li><li>MORT: Now? I think we may have caught a break. If Cordova thinks I&#8217;m dead, and it looks like that&#8217;ll be their line when they return, then there&#8217;ll be no need for him to hurt Jesse. </li><li>LILLY: That&#8217;ll get you off the hook as far as Cordova goes – at least for now, but what about us? If those things go back and kill Cordova, maybe that&#8217;ll fix our problem as well.</li><li>MORT: I don&#8217;t think so. The one who ended up in charge was saying they still want to bring the rest through. For that they need Cordova and, I&#8217;m guessing, they will also want to grab Claudette.</li><li>LILLY: (COUGHING) So, is this where you cut and run?</li><li>MORT: Um… what?</li><li>LILLY: A fresh start? Maybe another city? Mort?</li><li>MORT: Damnit. I-</li><li>CLAUDETTE: Please, Mort, don&#8217;t go!</li><li>MORT: Aw, hell. What kind of guy do you think I am?</li><li>CLAUDETTE: But-</li><li>MORT: I&#8217;m seeing this through. I can&#8217;t shake that pact for a start. But right now, there&#8217;s someone I need to see.</li><li>CLAUDETTE: Who?</li><li>MORT: I think he might be our best chance of finding a way through this. Put the book you&#8217;ve been carrying on the table, Lil.</li><li>LILLY: Over here? There&#8217;s not much space. You&#8217;d think the office&#8217;d be a little less cluttered. And less dusty.</li><li>MORT: I was forgetting you used to be an accountant of sorts.</li><li>LILLY: Some habits are hard to shake.</li><li>MORT: Gangsters are pretty particular about tracking the money, even if they aren&#8217;t tidy. The police&#8217;d love to get their hands on those notebooks, for example.</li><li>LILLY: We don&#8217;t have time for that, now, though. Can&#8217;t we get out of here and put Claudette to bed. She&#8217;s been up all night.</li><li>CLAUDETTE: (YAWNING) I&#8217;m not tired, Mom. Honest.</li><li>MORT: Sorry, Lil. We&#8217;re not staying long. I need to confirm something and then we&#8217;re out of here.</li><li>CLAUDETTE: You don&#8217;t need to rush on my account.</li><li>MORT: There&#8217;s somewhere I think we need to go. Claudette, you&#8217;ll have to come as well. We&#8217;ll all get some sleep a little bit later, but right now… let me see that book.</li><li>LILLY: Alright. Here it is.</li><li><span style="text-decoration: underline;">SOUND: PAGES TURNING &#8211; UNDER AND LET IT FINISH.</span></li><li>LILLY: So?</li><li>MORT: Don&#8217;t rush me. (BEAT) It&#8217;s like I thought. Unreadable.</li><li>LILLY: (DISGUSTED) You idiot.</li><li>MORT: I&#8217;m pretty sure I know someone who can translate it for us,</li><li>CLAUDETTE: (WORRIED) What?</li><li>MORT: Another medium. Aside from Naomi Walker, he&#8217;s my biggest rival and the most gifted spiritualist in the city. His name is Wu Cheng.</li><li>LILLY: He&#8217;s one of those mediums you mentioned earlier, right?</li><li>MORT: Yeah. He works out of China Town – tourist dollars and Chinese speaking clients.</li><li>LILLY: And you think he can read this?</li><li>MORT: Yeah, I do. If it&#8217;s as important as Claudette says, he may be our only hope of figuring this mess out.</li><li>CLAUDETTE: (NERVOUS) I don&#8217;t know. Maybe it wouldn&#8217;t be such a good idea showing this to a stranger.</li><li>MORT: We can&#8217;t read it ourselves, Claudette. Not without help. And he may not want to help us. But I&#8217;m hoping I can convince him.</li><li><span style="text-decoration: underline;">SOUND: BOOK CLOSING &#8211; LET IT FINISH</span></li><li>MORT: Come on. I&#8217;ll bring the book. We&#8217;ve got to hurry.</li><li>LILLY: Where, though?</li><li>MORT: We&#8217;ll go back to what&#8217;s left of the safehouse later, but for now… we&#8217;re going to Chinatown.</li><li><span style="text-decoration: underline;">SOUND: SIRENS APPROACHING &#8211; THEN HALT.</span></li><li>CLAUDETTE: What&#8217;s that?</li><li>MORT: Damnit! The police. We can&#8217;t afford to be found here.</li><li>LILLY: Could this day get any worse?</li><li>MORT: You had to ask, didn&#8217;t you?</li><li><span style="text-decoration: underline;">SOUND: DOORS CRASH IN &#8211; LET IT FINISH</span></li><li>POLICEMAN: (AT A DISTANCE) What the hell happened here?</li><li>POLICEMAN #2: (AT A DISTANCE) It&#8217;s another massacre. I&#8217;ll call it in.</li><li>POLICEMAN: (AT A DISTANCE) The whole city&#8217;s gone mad. I&#8217;ve never seen carnage like this.</li><li>POLICEMAN #2: (AT A DISTANCE) Cordova&#8217;s found a way to hit back. Maybe he brought in some out-of-towners.</li><li>POLICEMAN: (AT A DISTANCE) Maybe, but this is so far beyond his style. I don&#8217;t get it.</li><li>POLICEMAN #2: I&#8217;ll be right back.</li><li><span style="text-decoration: underline;">SOUND: RUNNING FEET DEPARTING &#8211; FADE OUT</span></li><li>MORT: Come on. We&#8217;ve got to get out of here.</li><li>LILLY: How?</li><li>MORT: See up there? There&#8217;s a hatch. If we&#8217;re quick, we can get through before they come up.</li><li>LILLY: But that&#8217;ll put us on the roof.</li><li>MORT: That&#8217;s right. There&#8217;s a ladder down the back into the alley. (BEAT) But we better take our shoes off before we go. Lace them and hang &#8217;em round your necks.</li><li>CLAUDETTE: Why?</li><li>MORT: That blood we walked through getting here is going to make a trail that even Star City&#8217;s finest can follow. I&#8217;m still hoping we can be gone before anyone&#8217;s the wiser.</li><li>LILLY: Okay. Let&#8217;s go. But Jake, if that book lets you take the fight to Cordova, remember I still want a piece of him.</li><li>MORT: You haven&#8217;t changed a bit, have you?</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li><li>NARRATOR: Can Mort protect Claudette and Lilly from Caesar Cordova? Will Lilly ever be able to trust Mort? Will the Outworlders that Caesar summoned succeed in turning the tide of the gang war and will Caesar be able to maintain control over them? Tune in to episode 4 and find out.</li><li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li></ol>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website:&nbsp;<a href="http://www.weirdworldstudios.com/">https://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-3-dont-stare-too-long/">Mort Flintwich and the Outworlder War &#8211; Episode 3 &#8211; Don&#8217;t Stare Too Long</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Mort Flintwich and the Outworlder War &#8211; Episode 2 &#8211; Never Send to Know</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Mar 2022 22:18:46 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of Never Send to Know; episode 2&#160; of Mort Flintwich and the Outworlder War. Mort Flintwich and the Outworlder War EPISODE #2 – Never Send to Know by Philip Craig Robotham Cover illustration by Philip Craig Robotham Copyright 2022 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-2-never-send-to-know/">Mort Flintwich and the Outworlder War &#8211; Episode 2 &#8211; Never Send to Know</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<p class="wp-block-paragraph">Below we present the complete text of Never Send to Know; episode 2&nbsp; of Mort Flintwich and the Outworlder War.</p>



<div id="attachment_119" class="wp-block-image"><figure class="alignleft size-full"><img data-recalc-dims="1" loading="lazy" decoding="async" width="198" height="280" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/11/74634693_2674221499295013_1380653229125140480_n-e1647383591506.jpg?resize=198%2C280&#038;ssl=1" alt="Never Send to Know" class="wp-image-5875"/><figcaption>Never Send to Know</figcaption></figure></div>



<div id="attachment_3380" class="wp-block-image"><figure class="alignright"><img loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&amp;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></div>



<h2 class="wp-block-heading">Mort Flintwich and the Outworlder War</h2>



<h3 class="wp-block-heading">EPISODE #2 – Never Send to Know</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover illustration by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Copyright 2022 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<figure class="wp-block-image" id="attachment_3314"><img loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&amp;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to&nbsp;<a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website:&nbsp;<a href="https://weirdworldstudios.com/">https://weirdworldstudios.com</a>&nbsp;or through select, online book retailers.</p>



<h3 class="wp-block-heading">Episode 2: Never Send to Know</h3>



<p class="wp-block-paragraph">Mort Flintwich considers himself a charlatan&#8230; but he can see ghosts &#8211; real ghosts.  Claudette Moreland is a kid with a supernatural gift.  And a gangster named Caesar Cordova wants to use her to win a gang war.  Star City is getting stranger.</p>



<h2 class="wp-block-heading">Never Send to Know</h2>



<h3 class="wp-block-heading">CAST LIST</h3>



<p class="wp-block-paragraph">MORT FLINTWICH</p>



<p class="wp-block-paragraph">JAKE SPENCER</p>



<p class="wp-block-paragraph">CAESAR CORDOVA</p>



<p class="wp-block-paragraph">MADAM SOFIA MALEFICENT</p>



<p class="wp-block-paragraph">LILLY MORELAND</p>



<p class="wp-block-paragraph">CLAUDETTE MORELAND</p>



<p class="wp-block-paragraph">WU CHENG</p>



<p class="wp-block-paragraph">OUTWORLDER SPOKESBEING</p>



<p class="wp-block-paragraph">BRUNO</p>



<p class="wp-block-paragraph">JULIO</p>



<p class="wp-block-paragraph">SANCHO</p>



<p class="wp-block-paragraph">LITTLE GIRL IN TRAFFIC</p>



<p class="wp-block-paragraph">JIMMY</p>



<p class="wp-block-paragraph">STAN</p>



<p class="wp-block-paragraph">CHARITY COLLECTOR</p>



<p class="wp-block-paragraph">DOCTOR</p>



<p class="wp-block-paragraph">RECEPTIONIST</p>



<p class="wp-block-paragraph">WAITRESS</p>



<p class="wp-block-paragraph">CUSTOMER #1</p>



<p class="wp-block-paragraph">CUSTOMER #2</p>



<p class="wp-block-paragraph">WOMAN (KNOCKED OVER BY LILLY AND SANCHO)</p>



<p class="wp-block-paragraph">MRS HARGREAVES</p>



<p class="wp-block-paragraph">POLICEMAN #1 (WHO DIES)</p>



<p class="wp-block-paragraph">POLICEMAN #2 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">POLICEMAN #3 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">SCRUG</p>



<p class="wp-block-paragraph">SCRAT</p>



<p class="wp-block-paragraph">OUTWORLDER (RIVAL TO THE SPOKESBEING)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (KILLED WITH SWORD ON STREET CORNER)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (ATTACKING LILLY)</p>



<p class="wp-block-paragraph">OUTWORLDERS</p>



<p class="wp-block-paragraph">GANGSTER SPOKESMAN</p>



<p class="wp-block-paragraph">GANGSTERS</p>



<p class="wp-block-paragraph">OUTWORLDER LEADER</p>



<p class="wp-block-paragraph">SFX ARTISTS</p>



<h3 class="wp-block-heading">SCENE 7: INT &#8211; MORT&#8217;S OFFICE – LATE MORNING<br>(MORT, JAKE, LILLY, CLAUDETTE)</h3>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME</span></li><li>NARRATOR: Mort Flintwich and the Outworlder War, Episode 2: Never Send to Know.<br>It&#8217;s 1934 in Star City and crime-boss, Ceasar Cordova wants to kidnap Lilly Moreland&#8217;s magical daughter, Claudette, at the behest of the double dealing witch, Madame Sofia. Somehow Mort Flintwich, a small time huckster and fake medium currently preparing for his first client of the day, is their only hope of escape.</li><li>MORT: Can I get a little quiet from the voice in my head, please? I&#8217;ve got things to do.</li><li>JAKE: It&#8217;s just I don&#8217;t understand why you keep this office, Mort. You don&#8217;t need to pretend to be a medium. You could do anything.</li><li>MORT: (SNORTS WITH DERISION) Hmpf.</li><li>JAKE: You were a good cop once. And you&#8217;re a decent grifter. (BEAT) Cheap theatrics don&#8217;t seem your style. And taking lumps for it? Don&#8217;t it make you question your life choices?</li><li>MORT: My life&#8217;s not so bad.</li><li>JAKE: Says the guy who got beat up over a 35 buck fee.</li><li>MORT: Hey, I got bills, okay. Besides, one step too far out of line and my old buddies at the precinct will have me playing room-mates with a serial murderer on cell-block D. There are people who rely on me.</li><li>JAKE: Like your bar-tender.</li><li>MORT: You know exactly who I mean.</li><li>JAKE: Yeah, I know about Jesse&#8217;s hospital bills.</li><li>MORT: Hey!</li><li>JAKE: Yeah, yeah. We don&#8217;t talk about Jesse. But she&#8217;s one of the reasons I don&#8217;t buy that heart of stone routine you&#8217;re so fond of.</li><li>MORT: You&#8217;re not going to start all that again are you? Even if I did get beat up, at least I got my sandwich. It coulda been worse.</li><li>JAKE: I don&#8217;t understand you at all sometimes.</li><li>MORT: For a manifestation of my unconscious neuroses, you sure can play stupid.</li><li>JAKE: I&#8217;m as real as you are… well, for a ghost.</li><li>MORT: You&#8217;re not a ghost.</li><li>JAKE: Are too.</li><li>MORT: Really, that&#8217;s the level of discourse you rise to. “Are too”?</li><li>JAKE: Hey, if I&#8217;m supposed to be a manifestation of your brain, then…</li><li>MORT: Aw, save it. (BEAT) You ever wonder why there are so few real ghosts around?</li><li>JAKE: Besides me, you mean?</li><li>MORT: You&#8217;re not real. But I&#8217;ve been dealing with real ones all my life. Not like those imposters I see now. There used to be more of &#8217;em, too. Lots more.</li><li>JAKE: Huh?</li><li>MORT: Yeah. When I was a kid, there used to be plenty o&#8217; real ghosts. Now, not so much.</li><li>JAKE: What&#8217;s your theory? Grown-ups can&#8217;t see &#8217;em?</li><li>MORT: Funny. I think they&#8217;ve been driven out by the tricksters, or maybe the imposters ate &#8217;em. Your guess is as good as mine.</li><li>JAKE: Ate &#8217;em? Come on.</li><li>MORT: Yeah, well. It&#8217;s not as ridiculous as you might think. You&#8217;ve never seen one, but I&#8217;ve seen plenty. Those things have teeth, a mouth full of six-inch-long needles.</li><li>JAKE: Yeah, right.</li><li>MORT: They used to be real rare… and they&#8217;d hang around in the background. But then there were more of them, and fewer real ghosts, and then the ghosts became rare, and the tricksters&#8217;d pretend to be ghosts in their place… like it was funny. Most mediums can&#8217;t see &#8217;em. Most. Most mediums can only hear &#8217;em.</li><li>JAKE: You&#8217;re pulling my leg.</li><li>MORT: I&#8217;m not. I&#8217;ve told you before. They&#8217;re dangerous. You remember Holzman?</li><li>JAKE: Before my time.</li><li>MORT: He was a friend of mine. Not a partner, but he threw work my way. He could see &#8217;em too. Most of the time we pretended we couldn&#8217;t, but he decided he was going to let &#8217;em know he knew they weren&#8217;t ghosts. He got thrown down a lift shaft.</li><li>JAKE: Come on!</li><li>MORT: It&#8217;s the truth. It&#8217;s also the reason I faked the accident.</li><li>JAKE: Faked?</li><li>MORT: Okay, so things got a bit more real than I intended. But I was able to convince those… things… that I&#8217;d lost my abilities. You don&#8217;t see &#8217;em hanging about me anymore, do you?</li><li>JAKE: According to you, they&#8217;d eat me if they did.</li><li>MORT: Yeah, but you&#8217;re not a real ghost.</li><li>JAKE: What? You think I&#8217;m a trickster?</li><li>MORT: Nah. I think you&#8217;re what happened when I hit my head in the car accident.</li><li><span style="text-decoration: underline;">SOUND: DISCREET TAP ON DOOR</span></li><li>LILLY: Hello?</li><li>MORT: Saved by the bell. (LOUDER) Come in.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS</span></li><li>LILLY: Hi Mort. It&#8217;s been years.</li><li>MORT: Lilly? Lil Moreland?</li><li>LILLY: In the flesh. (BEAT) You busy? It sounded like you were talkin&#8217; to someone in here.</li><li>MORT: (DISMISSIVE) Meh. The local ghosts. Come in. It&#8217;s been, what, a decade? Longer? How goes the grifting?</li><li>LILLY: Don&#8217;t start. What&#8217;d you do to your eye?</li><li>MORT: You should see the other guy. (BEAT) I hear you&#8217;ve been branching out into second-storey work.</li><li>LILLY: You&#8217;ve got good ears. But that&#8217;s not something I want to talk about. Especially not with an ex-copper. (BEAT) You&#8217;re looking sour, Mort. What&#8217;s up?</li><li>MORT: You. Turning up here like this. You took off, Lil. We could&#8217;ve used you on the witness stand.</li><li>LILLY: A courtroom would have taken my testimony apart. You know what I was in that place.</li><li>MORT: Yeah. You were a victim.</li><li>LILLY: That&#8217;s not how it would&#8217;ve looked once a lawyer got hold of me. Besides, I left you the books they&#8217;d been cooking. There was more than enough physical evidence to put an end to that place.</li><li>MORT: Yeah. But we coulda done so much more. Gotten some real justice for Jesse.</li><li>LILLY: That was a pipe dream, Mort. You know who was protecting that place. You got the girls out. No-one coulda done more. Certainly not me.</li><li>MORT: Ah, forget it. Too much water under that bridge now anyway. What do you want?</li><li>LILLY: Who says I want anything?</li><li>MORT: I don&#8217;t see you for years and you turn up in my office. I&#8217;m gonna assume it isn&#8217;t a social call.</li><li>LILLY: (STALLING) This isn&#8217;t what I pictured a fortune teller&#8217;s office would look like.</li><li>MORT: Putting aside that I&#8217;m not a fortune teller… why&#8217;s that?</li><li>LILLY: I don&#8217;t know. Outside of your rugs I thought there&#8217;d be a crystal ball; a bunch of statues from India – that sort of thing. An otherwise bare office with a desk and a small coffee table in the corner? That wasn&#8217;t what I expected.</li><li>MORT: I sell myself as having a more scientific approach. I get out a bunch of lab junk when the rubes come in and mix it with some statues and stuff to give it an exotic air. I haven&#8217;t dressed the set yet.</li><li>LILLY: Seriously?</li><li>MORT: It&#8217;s kind of an East meets West sort of thing. Makes for a good selling point. Otherwise the office stays like you see it. (BEAT) Who&#8217;ve you got shuffling outside the door?</li><li>LILLY: Oh, sorry. That&#8217;s my daughter, Claudette. Come in honey.</li><li>CLAUDETTE: Hello, Mr. Flintwich. This is for you.</li><li>MORT: Hello, sweetie. What&#8217;s this? A paper flower? It&#8217;s pretty, thanks.</li><li>CLAUDETTE: I&#8217;ll put it in your button hole. (BEAT) There.</li><li>MORT: (TO LILLY) She&#8217;s lovely – but you still haven&#8217;t answered my question.</li><li>(BEAT) Why are you here?</li><li>LILLY: We need your help.</li><li>MORT: You need my help? It can&#8217;t be to put up some shelves and you know this place isn&#8217;t the real deal, right?</li><li>LILLY: Yeah, you&#8217;re a grifter now.</li><li>MORT: Please. I&#8217;m a charlatan. I haven&#8217;t run a con in years.</li><li>LILLY: Too much cop in you?</li><li>MORT: Something like that.</li><li>CLAUDETTE: That&#8217;s not true!</li><li>MORT: Ouch! I&#8217;m serious, kid. No cons. Not for years.</li><li>CLAUDETTE: No, I mean, you&#8217;re not a charlatan. I can see it. You&#8217;ve got magic.</li><li>MORT: Huh? (CURIOUS) Let me take a look at you. Say, you&#8217;re glowing like a beacon, kid. (TO LILLY) And Lil, you&#8217;ve got a little too (though it&#8217;s hard to detect). I never looked for it in you way back when.</li><li>LILLY: What rubbish are you talking about?</li><li>MORT: Magic. Both of you have some, but Claudette especially.</li><li>CLAUDETTE: See, mom. I&#8217;ve been saying you&#8217;re…</li><li>LILLY: Stop it. We don&#8217;t have time for games. It&#8217;s hard enough coming here without you laughing at us. (COUGHING) We&#8217;re in trouble Mort. We&#8217;ve got nowhere else to turn.</li><li>MORT: Is this even on the level? &#8216;Cos I know all the dodges and if you need money, you don&#8217;t need to try and scam…</li><li>LILLY: It&#8217;s for real. We&#8217;re in trouble, deep, and need help as bad as can be.</li><li>MORT: I&#8217;m not sure what I can do for you, but…</li><li>CLAUDETTE: Mr. Cordova is after us… well, me… and…</li><li>MORT: Cordova? Caesar Cordova? The crime boss?</li><li>LILLY: (SARCASTIC) No, Caesar Cordova, the interior decorator. Who else could she mean?</li><li>MORT: (SUDDENLY SCARED) Are you kidding? (BEAT) Sorry, but I can&#8217;t be party to whatever you two have got mixed up in. Not if it means you&#8217;ve gotten on the wrong side of Cordova.</li><li>LILLY: What? Why?</li><li>MORT: You&#8217;ve got to go. Now.</li><li>LILLY: But…</li><li>MORT: Look, Lil. I have an arrangement with Cordova. Whatever mess you&#8217;re in, I can&#8217;t help you with it. You&#8217;re putting yourselves in danger by coming here… and me too.</li><li>LILLY: Come on, Mort. Rumour has it you&#8217;ve got some pull with Cordova – a deal of some kind. He tried to snatch Claudette off the street this morning. I want to pay him back for…</li><li>MORT: Lilly, no! You&#8217;re nuts.</li><li>LILLY: Coward!</li><li>CLAUDETTE: Mom!</li><li>LILLY: You damned coward. (COUGHING) This is my daughter&#8217;s life we&#8217;re talking about. Cordova wants Claudette.</li><li>MORT: Lil…?</li><li>LILLY: You know what that means. I&#8217;m not going to let her be forced into the life I escaped from. And we&#8217;re already on the run. Cordova will kill me to get to Claudette now.</li><li>MORT: Lil, what did you expect from me? You&#8217;ve never spoken the plain truth to me once in all the time I&#8217;ve known you. I&#8217;ve got no way of knowing if this is even for real… But I&#8217;ve got a very real deal with Cordova, one where we don&#8217;t interfere in each other&#8217;s business.</li><li>CLAUDETTE: But…</li><li>MORT: He&#8217;s never been into the stuff you&#8217;re talking about. Stealing kids? Prostitution? They aren&#8217;t his style. I can&#8217;t help you, Lil. I can&#8217;t.</li><li>LILLY: C&#8217;mon, Claudette. You heard the man. He won&#8217;t help us.</li><li>CLAUDETTE: No, mom. We&#8217;ve got to convince him…</li><li>LILLY: We&#8217;re leaving. Now.</li><li>CLAUDETTE: Mom, he&#8217;s our best hope. Without him we&#8217;ll be…</li><li>LILLY: Enough! We&#8217;re going.</li><li>MORT: I&#8217;m sorry, Lil.</li><li>LILLY: Go to hell.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS AND LILLY AND CLAUDETTE DEPART. SLAM&#8217;S SHUT.</span></li><li>JAKE: Well, that went well.</li><li>MORT: Don&#8217;t you start.</li><li>JAKE: You could have at least heard her out.</li><li>MORT: You know why I couldn&#8217;t. Cordova knows about Jesse and I know about him. I don&#8217;t pull the trigger on what I&#8217;ve got on him and he doesn&#8217;t pull the trigger on… well, you know what I mean.</li><li>JAKE: Yeah, I know.</li><li>MORT: Besides. Lil&#8217;s always been a grifter, and crazy vindictive to boot. There&#8217;s no telling what she was trying to get me into. Coming here after all these years? She&#8217;s never said two true words to me since she ran out on the court date. No, I&#8217;m betting she was playing some kind of angle. I had a close call is all.</li><li>JAKE: She was scared and you know it. But… whatever lets you sleep at night.</li><li>MORT: I haven&#8217;t got time for this. I need to finish the set-up for Mrs Hargreaves. She&#8217;ll be here soon.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 8: EXT – STREET – LATE MORNING<br>(LILLY, CLAUDETTE, WAITRESS, STRANGER #1, STRANGER #2)</h3>



<ol class="wp-block-list" start="130"><li><span style="text-decoration: underline;">SOUND: STREET AMBIANCE – ESTABLISH AND FADE</span></li><li>CLAUDETTE: Mom! We have to go back.</li><li>LILLY: No. We don&#8217;t! That son of a… That man isn&#8217;t worth our time. He&#8217;s a coward. He&#8217;s a… (COUGHS HEAVILY, WHEEZES FOR A BIT)</li><li>CLAUDETTE: Please stop! Mom, you need to rest for a minute.</li><li>LILLY: No! (BEAT) Hang on. Let&#8217;s duck in here.</li><li>CLAUDETTE: The Diner?</li><li>LILLY: Sure. It&#8217;s got a phone.</li><li>CLAUDETTE: (HOPEFUL) You&#8217;re gonna call him?</li><li>LILLY: No. I&#8217;m gonna get even. And then I&#8217;ll find a way to hurt Cordova. This world works one way. You either bite or get bitten.</li><li>CLAUDETTE: But Mom!</li><li>LILLY: C&#8217;mon.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS, BELL JINGLES, DOOR CLOSES, STREET SOUND MUFFLES.</span></li><li><span style="text-decoration: underline;">SOUND: LOW-RENT RESTAURANT AMBIANCE – ESTABLISH AND FADE</span></li><li>LILLY: Smell that, kid? That&#8217;s the smell of fried grease and despair. Cheap tables, cheaper food, and cheapest of all… the clients. I&#8217;ve bussed tables in more cheap dives like this than I care to count.</li><li>WAITRESS: (FRIENDLY) &#8216;Morning. Can I get you something?</li><li>LILLY: Thanks, but I haven&#8217;t had all my shots this month. I&#8217;m looking for your phone.</li><li>WAITRESS: (INSULTED) Over on the wall. We don&#8217;t give change though, (SNEERING) sorry.</li><li>LILLY: Figures.</li><li>CLAUDETTE: Mom, don&#8217;t do this. We need Mort&#8217;s help.</li><li>LILLY: We don&#8217;t need anyone, least of all him. The thing I want right now is to see him with a shiner on both those eyes</li><li>CLAUDETTE: Mom, please! Don&#8217;t mess this up! If you do this, he might never help us.</li><li>LILLY: We don&#8217;t want his help!</li><li>CLAUDETTE: But we do. We need it.</li><li>LILLY: Have I ever led you wrong? Haven&#8217;t I always looked after you?</li><li>CLAUDETTE: (HESITANT) Well, yeah, but…</li><li>LILLY: But what?</li><li>CLAUDETTE: Well… you lose your temper and it always makes things worse. This time it could be really bad.</li><li>LILLY: Don&#8217;t be ridiculous. (COUGHS HEAVILY) Sit quiet for a minute and let me work. (BEAT) (SULTRY) Well, hey fella!</li><li>STRANGER #1: Well hey, yourself.</li><li>LILLY: I was hoping you could do me a favour.</li><li>STRANGER #1: Anything you want, doll.</li><li>LILLY: (AMUSED) Uh-huh. Okay, so I was wondering if you&#8217;d make a phone call for me.</li><li>STRANGER #1: Huh?</li><li>LILLY: You did say &#8220;anything I want&#8221;.</li><li>STRANGER #1: Yeah, but…</li><li>LILLY: Here, I&#8217;ll write it out for you.</li><li><span style="text-decoration: underline;">SOUND: SCRATCHING ON PAPER</span></li><li>LILLY: There. (BEAT) Here&#8217;s who to ask for… and this is the number.</li><li>STRANGER #1: Hey, I don&#8217;t know what you&#8217;re trying to pull here, but this? No, I ain&#8217;t interested.</li><li>LILLY: (COUGHS AGAIN) Coward.</li><li>STRANGER #1: You always insult the people you&#8217;re attempting to manipulate? Cos if you do, then sister, you&#8217;re nuts.</li><li>LILLY: I could make it worth your while.</li><li>CLAUDETTE: Mom, he said “no”. Let&#8217;s go, okay.</li><li>STRANGER #1: Listen to the girl, sister. She&#8217;s got sense.</li><li>CLAUDETTE: I wasn&#8217;t talking to you.</li><li>LILLY: (COUGHS) Claudette, I told you to sit down.</li><li>STRANGER #1: Wanting someone to call that name and number? C&#8217;mon, the kid knows it&#8217;s crazy.</li><li>CLAUDETTE: You shut up, mister. You can&#8217;t call my mom names.</li><li>STRANGER: Really? You want to defend her, even when you know she&#8217;s wrong? Maybe you want to open your eyes a bit more.</li><li>LILLY: Why you…</li><li>STRANGER #2: (INTERRUPTING) I couldn&#8217;t help overhearing…</li><li>LILLY: What? (TRYING TO BRUSH HIM OFF). This has nothing to do with you.</li><li>STRANGER #2: …but I&#8217;d be happy to make your call for you… for a couple o&#8217; bucks</li><li>LILLY: Ha! God bless capitalism.</li><li>STRANGER #1: D&#8217;ya know who it&#8217;s to? If you take my advice, you&#8217;ll steer clear, bub. But it&#8217;s your funeral.</li><li>STRANGER #2: Hey, times are tough. (BEAT) Well? You want me to make the call?</li><li>LILLY: Hang on a sec.</li><li><span style="text-decoration: underline;">SOUND: JANGLING CROCKERY AND SPILLAGE</span></li><li>STRANGER #1: Hey!</li><li>LILLY: Oh, sorry! Was that your soup?</li><li>STRANGER #1: You crazy broad! That soup&#8217;s hot.</li><li>LILLY: (COUGHING – THEN SWEETLY) I said sorry.</li><li>STRANGER #1: Yeah, right. Dammit.</li><li><span style="text-decoration: underline;">SOUND: WAITRESS AND STRANGER FUSSING IN BACKGROUND – ADLIB. UNDER.</span></li><li>STRANGER #2: (STAGE WHISPER) Heh. I saw you take his wallet, by the way. And he&#8217;ll be too busy getting cleaned up to notice it&#8217;s gone for a few minutes.</li><li>LILLY: I figure he can afford it. Here&#8217;s your two bucks.</li><li>STRANGER #2: Thanks.</li><li><span style="text-decoration: underline;">SOUND: PHONE PICK UP AND HANDLE TURN. DIALS NUMBER.</span></li><li>STRANGER #2: (BEAT) Yeah, is this Cordova&#8217;s joint. Word is you&#8217;re looking for Lilly and Claudette Moreland?</li><li>CLAUDETTE: Mom!</li><li>STRANGER #2: Yeah? Well I seen &#8217;em coming out o&#8217;… Mort Flintwich&#8217;s place up on 43rd. You might still be able to get to &#8217;em if you hurry.</li><li>(BEAT) Yeah. You&#8217;re welcome.</li><li>CLAUDETTE: (DESPAIRING) You&#8217;re ruining everything.</li><li><span style="text-decoration: underline;">SOUND: PHONE HANG UP.</span></li><li>STRANGER #2: Well sister, it was nice doing business with you. If that number really belongs to Caesar Cordova, you&#8217;ve dumped this Flintwich guy into a world o&#8217; hurt.</li><li>LILLY: Maybe. But it wouldn&#8217;t do for you to get too curious, okay?</li><li>STRANGER: It&#8217;s not my circus so these ain&#8217;t my monkeys. See you around.</li><li>LILLY: Come on Claudette.</li><li>CLAUDETTE: (MUTTERING) You shouldn&#8217;t have done that! You want to get even, more than you want to keep me safe.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 9: INT – MORT&#8217;S OFFICE – LATE MORNING<br>(THUG #1, THUG #2, MORT, JAKE, MRS. HARGREAVES)</h3>



<ol class="wp-block-list" start="210"><li>MORT:  [CUE] (FALSELY EFFUSIVE) Mrs Hargreaves, how wonderful to see you again. I hope you&#8217;ve been well.</li><li>JAKE: Oh, for Pete&#8217;s sake.</li><li>MRS HARGREAVES: (LOFTILY) Oh, Mr Flintwich. One does one&#8217;s best in trying circumstances.</li><li>JAKE: Such a chore to lift that silver spoon, isn&#8217;t it, Mrs.?</li><li>MORT: Indeed, Mrs Hargreaves. Indeed. And have you been practicing the exercises I gave you.</li><li>MRS HARGREAVES: Oh, yes, Mr Flintwich I have. Those sensitivity exercises you gave me have been doing wonders. I can feel myself sitting on the threshold of the supernatural, and oh, the wonder of it. It takes my breath away. Do you feel you can truly help me to make contact with the other side?</li><li>JAKE: He can make contact with your wallet.</li><li>MORT: (AHEM) There are no guarantees, but you have been showing a rare aptitude. I have been reluctant to take private students as you know.</li><li>MRS. HARGREAVES: Yes?</li><li>MORT: And if it weren&#8217;t for my recent financial reversal, I would never part with the secrets that my master, Satipu Feng, entrusted to me so long ago.</li><li>MRS HARGREAVES: Oh, I&#8217;m sure he would approve of your actions if he knew of your poor sister.</li><li>JAKE: Seriously, Mort? The sick sister routine?</li><li>MORT: Your sympathy is such a comfort, dear lady. I am fortunate that it is you and not someone less worthy on whom I must bestow these gifts.</li><li>MRS. HARGREAVES: Oh thankyou, Mr. Flintwich.</li><li>MORT: Er. I take it you have brought your payment…</li><li><span style="text-decoration: underline;">SOUND: DOOR CRASHES OPEN – LET IT FINISH</span></li><li>MRS. HARGREAVES: (CRIES OUT IN FRIGHT) Aaah!</li><li>JULIO: Don&#8217;t anybody move. You? Are you Mort Flintwich?</li><li>MORT: (CALMLY) Gentlemen. You could have just knocked?</li><li>JULIO: Says you. We&#8217;ve had some troublesome packages to pick up today.</li><li>MORT: Going by the black eye you&#8217;re sporting, I&#8217;d say people have been a little… uncooperative?</li><li>JULIO: You can talk. That&#8217;s quite the shiner you got, yourself.</li><li>MRS HARGREAVES: (SCARED) Do you know these men, Mr Flintwich?</li><li>JULIO: Us? No. He don&#8217;t know us. But he knows our boss, Mr Cordova.</li><li>MORT: (HASTILY) And I think perhaps this conversation should be held in private. (TO MRS HARGREAVES, BUT WITH EXAGGERATED POLITENESS) Mrs Hargreaves, I&#8217;m sorry for the interruption but the men with the guns appear quite insistent that I speak with them.</li><li>MRS HARGREAVES: (NERVOUSLY) Uh, yes… er…</li><li>MORT: (CONTINUING CALMLY) Would you mind if we rescheduled your appointment for a more suitable time? Gentlemen, I&#8217;m sure you don&#8217;t need Mrs Hargreaves here during our chat?</li><li>JULIO: (MOCKING) During our &#8220;chat&#8221;? Why no, not at all. (TO MRS H. ) Lady, you can scram.</li><li>MRS. HARGREAVES: Thank you Mr. Flintwich. Er… I can see myself out. But, um, I don&#8217;t think I&#8217;ll be needing another appointment, if it&#8217;s all the same to you.</li><li>MORT: Oh?</li><li>MRS. HARGREAVES: No. I think that I… er, goodbye, Mr. Flintwich.</li><li><span style="text-decoration: underline;">SOUND: DOOR SWINGS OPEN AND BROKENLY CLOSED</span></li><li>SANCHO: (STUTTERING) You think she&#8217;ll squawk?</li><li>JULIO: Her? Nah. She&#8217;s one o&#8217; those society dames. She&#8217;ll have forgotten about Flintwich by the time she hits the ground floor.</li><li>SANCHO: (STUTTERING) I could still…</li><li>JULIO: No, you couldn&#8217;t. You know what the boss&#8217; rules are. No civilian casualties.</li><li>SANCHO: (DISAPPOINTED) Sure, Julio.</li><li>MORT: You know, you boys have done more in two minutes to cost me business than the paid bruisers who jumped me this morning.</li><li>SANCHO: Huh?</li><li>MORT: Doesn&#8217;t matter. So, what&#8217;s going on? Mr. Cordova and I have an arrangement. I don&#8217;t mess with his business and he stays out of mine.</li><li>JULIO: Yeah, well. You&#8217;ve been seen meddling in Mr. Cordova&#8217;s business and he&#8217;s a bit put out. That means Mr. Cordova no longer feels he needs to honour your agreement. Now where&#8217;s the girl?</li><li>MORT: What? Come on fellas, you gotta give me more than that? We can talk this over, civilized like, can&#8217;t we?.</li><li>JULIO: We&#8217;re looking for Lil Moreland and her kid, Claudette. We know they was here.</li><li>MORT: Oh, you do, huh? Well I ain&#8217;t hiding it. They were here. About an hour ago. They asked me for some money to get out of town.</li><li>JULIO: Why&#8217;s that? Who&#8217;re you to them?</li><li>MORT: I know Lil from, well, from back-a-ways. She said she had some trouble with Mr. Cordova and… If you&#8217;re here then I guess that must be true. Anyway, I stuck to my agreement and sent &#8217;em packing.</li><li>JULIO: And you didn&#8217;t think to send Mr. Cordova a message.</li><li>MORT: Lil&#8217;s a grifter from way back. I couldn&#8217;t be sure it wasn&#8217;t some kind of con. A variation on the old “knight in shining armour” gag.</li><li>JULIO: So?</li><li>MORT: So I wasn&#8217;t going to bother Mr. Cordova over something like that. Like I said, I stuck to my agreement and sent them on their way. (BEAT)</li><li>JULIO: What if we don&#8217;t believe you?</li><li>MORT: Well, I can&#8217;t help that, but it doesn&#8217;t bother me much. When you boys first burst in here, I gotta admit, I was worried. I thought someone was fixing to put me on the spot.</li><li>SANCHO: Someone still might.</li><li>MORT: But now I know what it&#8217;s about, I can see this can be cleared up easy enough. I need to talk to Mr. Cordova. (BEAT) He does want to see me in person, right?</li><li>JULIO: Yeah. Sure. In person.</li><li>MORT: So, I can explain everything and it&#8217;s all gonna be fine. But I&#8217;d feel better about it if you&#8217;d have a drink with me. I got a bottle of pretty good rye in my pocket.</li><li><span style="text-decoration: underline;">SOUND: CLINK OF BOTTLE.</span></li><li>JULIO: Any glasses?</li><li>MORT: Sure. On that shelf behind you.</li><li><span style="text-decoration: underline;">SOUND: CLINK OF GLASSES.</span></li><li><span style="text-decoration: underline;">SOUND: POURING THREE GLASSES</span></li><li>MORT: Salute. Here&#8217;s to sorting things out. (GULPS)</li><li>COP: (AMAZED – AT A DISTANCE) What the hell&#8217;s happened here? Mr. Flintwich? Are you there?</li><li><span style="text-decoration: underline;">SOUND: GUNS BEING COCKED.</span></li><li>JULIO: (STAGE WHISPER) It&#8217;s a flat foot. (TO MORT) Get rid of him.</li><li>MORT: (SOTTO VOCE) Uh, yeah. (BEAT – NORMAL VOLUME) Oh, hello officer. I didn&#8217;t see you there.</li><li>COP: Your door&#8217;s taken some damage, Mr. Flintwich. Is everything okay?</li><li>MORT: Uh, sure. There was an attempted break-in over-night. Nothing taken, so it looks like it&#8217;s vandalism. I&#8217;ve got a locksmith on the way.</li><li>COP: Is that right? Maybe I should come in.</li><li>MORT: Oh, it&#8217;s no big deal…</li><li>COP: Only, I saw a Mrs. Hargreaves on the street while I was doing my beat, and she seemed to think that…</li><li>JULIO: Well, I guess you&#8217;d better come in after all, Copper. And put your hands up.</li><li>SANCHO: I told you.</li><li>MORT: Easy fellas…</li><li>COP: I know you, you&#8217;re Cordova&#8217;s guys.</li><li>JULIO: Yeah, and we know you too. You&#8217;re outta the eighth precinct. That makes you on the payroll of the Boscone gang. It was a bunch of you guys that provided the muscle for the hit on our distillery a couple &#8216;o nights back.</li><li>COP: That was business. You don&#8217;t want to do anything stupid here. It don&#8217;t matter who&#8217;s side you&#8217;re on if you get labelled a cop killer.</li><li>SANCHO: (STUTTERING) Don&#8217;t go threatenin&#8217; us. Some good friends died cos&#8217; a you bums.</li><li>COP: Yeah, well, you should be more careful who you associate with.</li><li>SANCHO: (STUTTERING) Why, you…</li><li><span style="text-decoration: underline;">SOUND: GUNSHOT. BODY DROP</span></li><li>MORT: Aw, hell! You just shot a cop in the head.</li><li>SANCHO: (STUTTERING) A dirty cop. (BEAT) Yeah, I shot him. What of it?</li><li>MORT: You&#8217;ve made me an accessory, for one thing.</li><li>JULIO: Damn it, Sancho. You never think.</li><li>SANCHO: (STUTTERING) You should have let me deal with the dame in the first place.</li><li>MORT: Hell. I&#8217;ve got the guy&#8217;s blood on my face. Let me go splash some water on.</li><li>JULIO: That your bathroom back there?</li><li>MORT: Yeah.</li><li>JULIO: Sancho, wait here while I check it before he goes in. And drag the body out of the doorway. I don&#8217;t want anyone else gettin&#8217; plugged if we can help it. Maybe roll it up in one o&#8217; these rugs.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS</span></li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS</span></li><li>SANCHO : (STUTTERING) Well? Any other exits?</li><li>JULIO: (AT A DISTANCE – APPROACHING) Nah. There&#8217;s a window, but he ain&#8217;t leavin&#8217; that way unless he can fly. (BEAT) Alright. I guess you can go wash your face. That shiner&#8217;s lookin&#8217; none too pretty. Who give it to you? The girl?</li><li>MORT: I think she woulda liked to, after I told her I wouldn&#8217;t help, but no. I got that this morning when I was picking up a late breakfast.</li><li>JULIO: You&#8217;re a popular guy.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – UNDER.</span></li><li>MORT: (AT A DISTANCE) Tell me about it.</li><li>SANCHO: (STUTTERING) Are we gonna just walk him out o&#8217; here?</li><li>JULIO: If he&#8217;s willing to come on his own…</li><li>SANCHO: (STUTTERING) Then he&#8217;s dumber &#8216;n paint…</li><li>JULIO: …but it&#8217;s all the better for us.</li><li>SANCHO: (STUTTERING) Cordova ain&#8217;t gonna let him live after this.</li><li>JULIO: And whose fault is that? The boss ain&#8217;t gonna be too happy about you killing the copper.</li><li>SANCHO: (STUTTERING) He was workin&#8217; fer the other side. We woulda had to do something about him at some time, anyway.</li><li>JULIO: Bah! The boss had a reason for keepin&#8217; Flintwich alive. This complicates things.</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES.</span></li></ol>



<h3 class="wp-block-heading">SCENE 10: INT – BATHROOM<br>(MORT, JAKE)</h3>



<ol class="wp-block-list" start="317"><li><span style="text-decoration: underline;">SOUND: WATER IN TAP &#8211; UNDER.</span></li><li>MORT: (BARELY HOLDING HIMSELF TOGETHER) Damnit! They shot a cop.</li><li>JAKE: You gotta get outta here Mort.</li><li>MORT: (PANIC SETTING IN) They shot a cop!</li><li>JAKE: Snap out of it and think!</li><li>MORT: I could try going with them. See if I can find an opportunity to…</li><li>JAKE: No. You don&#8217;t get it. Cordova&#8217;s not gonna be happy with a simple “chat”. He&#8217;s gonna wanna be certain you don&#8217;t know where those girls are.</li><li>MORT: And he won&#8217;t be any too gentle putting the questions to me. Even if he believes me, I&#8217;ll end up with some broken bones.</li><li>JAKE: And he can&#8217;t let you go if you&#8217;re a witness to a cop-killing. When the &#8220;chat&#8217;s&#8221; over, they&#8217;ll be taking you out into the woods and putting you in a shallow grave.</li><li>MORT: I know, damnit!</li><li>JAKE: So what are you gonna do?</li><li>MORT: Um…, there&#8217;s a ledge below the window. It&#8217;s hard to see, so Julio missed it.</li><li>JAKE: Yeah, I see it.</li><li>MORT: I&#8217;ve used it before and it leads round the side of the building to the fire escape.</li><li>JAKE: Looks dangerous.</li><li>MORT: Sure, but if I&#8217;m lucky, I&#8217;ll be half a block away before Cordova&#8217;s goons realize I&#8217;m gone.</li><li>JAKE: Well, you better move quick is all I can say.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 11: EXT – ALLEYWAY – MID-DAY<br>(MORT, JAKE)</h3>



<ol class="wp-block-list" start="335"><li><span style="text-decoration: underline;">SOUND: ALLEY AMBIANCE (DISTANT CARS AND STREET NOISES) – ESTABLISH AND UNDER</span></li><li>JAKE: Damn, but those two women must be in some genuine hot water. This is the second time today you&#8217;ve ended up in an alley full of stinking garbage. At least it&#8217;s on purpose this time.</li><li>MORT: Shut up, Jake. (BEAT) It looks like those goons are coming out of the building now. Damned if they don&#8217;t look mad. We need to keep right out of their way.</li><li>JAKE: At least they&#8217;re carrying that rug with &#8217;em. They&#8217;re not leaving a body up in your office. What are you gonna do?</li><li>MORT: For a start, I&#8217;m gonna sneak back in and get some of my stuff. Then I&#8217;m gonna see about negotiating with Caesar Cordova from a safe distance. He knows I&#8217;ve got enough on him from the old days to make his life real…</li><li><span style="text-decoration: underline;">SOUND: DISTANT EXPLOSION – LET IT FINISH</span></li><li>JAKE: What the hell? That was your office. (BEAT) Those girls must be in way more trouble than you thought.</li><li>MORT: Son of a… What the hell has Lilly dropped me in?</li><li>JAKE: Nothing smelling like roses.</li><li>MORT: Aw, hell… Jesse!</li><li>JAKE: Huh?</li><li>MORT: Cordova knows all about Jesse… at the hospital. She&#8217;s the leverage on his side of the agreement. He&#8217;ll be sending his goons for her… if he hasn&#8217;t already.</li><li>JAKE: I thought we didn&#8217;t talk about Jesse.</li><li>MORT: Jake, so help me… If he&#8217;s hurt a hair on her head, I&#8217;m going to see he goes to the electric chair.</li><li>JAKE: Only if you can avoid getting snuffed yourself. How&#8217;d this agreement work between you two?</li><li>MORT: I don&#8217;t spill what I know to the cops and he lets Jesse live.</li><li>JAKE: Then he isn&#8217;t gonna kill her… at least not right away. He&#8217;ll send his boys to collect her and ensure your cooperation.</li><li>MORT: We&#8217;ve got to get to the hospital. Fast.</li><li><span style="text-decoration: underline;">MUSIC: RAPID TIME PASSING SCENE ENDER – LET IT FINISH</span></li></ol>



<h3 class="wp-block-heading">SCENE 12: (INT) HOSPITAL – EARLY AFTERNOON<br>(NURSE, MORT, JAKE)</h3>



<ol class="wp-block-list" start="354"><li>NURSE: [CUE] Mr. Flintwich! This is a hospital. You can&#8217;t rush in to… Mr. Flintwich?</li><li>MORT: Where is she?</li><li>NURSE: That&#8217;s what I&#8217;m trying to tell you. I thought you knew. Some men arrived half an hour ago to transfer her to City Central Hospital. They had papers with your signature on them.</li><li>MORT: Call City Central now. Find out if they have any record of a transfer.</li><li>NURSE: Uh. Yes, sir. *(UNDER FROM HERE AND FADE) Yes. Operator. Give me City Central hospital, please. This is urgent.</li><li>JAKE: Chances are, City Central won&#8217;t know anything about this transfer. You know that, right?</li><li>MORT: Yeah. (BEAT) Damn I hate the smell of hospitals. It gives me the creeps being here.</li><li>JAKE: Is that why you never seem to visit?</li><li>MORT: (DEFENSIVE) Hey, I visit.</li><li>NURSE: Mr. Flintwich, you were right. City Central Hospital have no record of the transfer. Should I call the police?</li><li>MORT: Yeah. Do it now. (BEAT) Damn and hell! Think… Think! I can&#8217;t fight Cordova. He&#8217;s too big. If I run, he&#8217;ll kill Jesse &#8211; but that&#8217;ll guarantee his own end, won&#8217;t it?.</li><li>JAKE: You don&#8217;t have enough information and this whole situation is spiralling out of control. You need to find Lilly and the kid and figure out what&#8217;s behind all this.</li><li>MORT: Jake, I&#8217;ve got a new plan. There&#8217;s a safe house that I set up, years ago – when Caesar and I weren&#8217;t such good friends. We&#8217;ll stop by my apartment on the way.</li><li>JAKE: You know, your place is being watched, right?</li><li>MORT: One thing at a time.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 13: (INT) MORT&#8217;S APARTMENT – MID AFTERNOON<br>(MORT, JAKE)</h3>



<ol class="wp-block-list" start="370"><li><span style="text-decoration: underline;">SOUND: WINDOW SILL RAISING</span></li><li>JAKE: Windows again? You can&#8217;t seem to keep away from &#8217;em today.</li><li>MORT: Shut up. The good news is those goons sitting out the front mean there&#8217;s no one inside.</li><li>JAKE: And climbing in through the window means you get to avoid &#8217;em while keeping most of your teeth. (BEAT) They sure did look sore didn&#8217;t they?</li><li>MORT: Yeah, well. Caesar Cordova isn&#8217;t great with failure, so I figure they&#8217;re pretty motivated to find us right now.</li><li>JAKE: So what&#8217;s in here that made all that climbing worthwhile?</li><li>MORT: I figure I&#8217;m not coming back for a few days. I&#8217;m going to need some clothes. And I&#8217;ve got a little money in the safe.</li><li>JAKE: I guess it&#8217;s worth a little risk to make sure you&#8217;ve got some dough in your pockets. (BEAT) Sheesh, you could clean the place up a bit. It&#8217;s not like a one-room apartment needs a lot of effort to keep tidy.</li><li>MORT: The place has been tossed, smart guy.</li><li>JAKE: How can you tell?</li><li>MORT: Funny.</li><li>JAKE: Did they get into your safe?</li><li><span style="text-decoration: underline;">SOUND: KEY AND SAFE DOOR</span></li><li>MORT: Doesn&#8217;t look like it. I&#8217;ve got about two hundred and fifty in here, plus some change. Hey, keep away from my bed. I sleep there, you know?</li><li>JAKE: What? You afraid I&#8217;ll get a look at the magazines you keep under it?</li><li>MORT: Only if you think there&#8217;s something scandalous about model trains. Aw hell, look what they did to my ice box? The doors been ripped off.</li><li>JAKE: I wouldn&#8217;t want to be in here in a day or two. That food is gonna smell ripe.</li><li>MORT: Not much I can do about it now. Not without tipping them off to my having been here. Hey, what&#8217;s that?</li><li>JAKE: What?</li><li>MORT: It&#8217;s an envelope. It&#8217;s been left under the door.</li><li>JAKE: It&#8217;s addressed to you.</li><li><span style="text-decoration: underline;">SOUND: ENVELOPE TEARING</span></li><li>MORT: Damn!</li><li>JAKE: Who&#8217;s it from?</li><li>MORT: It&#8217;s from Cordova. Who else? At least I know why he doesn&#8217;t have his goons camping in my kitchen now.</li><li>JAKE: So, come on. What&#8217;s he want?</li><li><span style="text-decoration: underline;">SOUND: UNFOLDING NOTE</span></li><li>MORT: Ha. He says all will be forgiven if I hand over the girls… and that he&#8217;ll return Jesse to the hospital… unharmed. He&#8217;s given me until tomorrow midnight.</li><li>JAKE: Hey, Mort. You wouldn&#8217;t really…</li><li>MORT: Nah. I may be all kinds of heel, but I still wouldn&#8217;t turn them over to Cordova… at least, not without knowing what this is about.</li><li>JAKE: And besides, if Cordova&#8217;s got it into his head that you&#8217;ve betrayed him, then there&#8217;s no way he&#8217;s gonna honour a deal like this, even if you do comply.</li><li>MORT: (MUSING) Tomorrow midnight. That&#8217;s not long.</li><li>JAKE: No kidding.</li><li>MORT: He&#8217;s probably gonna want me dead.</li><li>JAKE: And you still have no idea where those women have gone.</li><li>MORT: Well, I&#8217;m about to remedy that.</li><li>JAKE: How?</li><li>MORT: You&#8217;re forgetting who I am. Once I&#8217;ve got my gear, I&#8217;m going to get some help… this time from a real ghost.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">ACT 2</h2>



<h3 class="wp-block-heading">SCENE 14: INT &#8211; THE SEWERS &#8211; AFTERNOON<br>(MORT, JAKE, JENNY – THE GHOST)</h3>



<ol class="wp-block-list" start="409"><li><span style="text-decoration: underline;">SOUND: DRIPS AND SPLASHES OF A TUNNEL</span></li><li>SOUND: APPROACHING FOOTSTEPS SPLASHING THROUGH WATER</li><li>JAKE: I know you want to avoid Cordova&#8217;s guys, but this? Is travelling by sewer necessary?</li><li>MORT: (SLIPS) Whoa. Aw hell.</li><li>JAKE: What?</li><li>MORT: I leaned against the damn wall. Slime. As if the smell wasn&#8217;t bad enough.</li><li>JAKE: So why are we here?</li><li>MORT: I&#8217;m looking for someone.</li><li>JAKE: Down here? You can&#8217;t see your hand in front of your face.</li><li>MORT: All the same. I&#8217;m looking for Jenny Mulrooney. She was murdered last century and her body was dumped down here.</li><li>JAKE: Hang on. You mean you weren&#8217;t kidding about looking for a ghost?</li><li>MORT: I think she haunts the sewers somewhere right about…</li><li>JENNY – THE GHOST: &#8216;Oy! What the &#8216;ell are you doin&#8217; down &#8216;ere, Mort Flintwich?</li><li>MORT: Jenny! There you are. I&#8217;ve been looking for you.</li><li>JENNY: Well, you found me. What do you want?</li><li>MORT: Straight to the point as usual. You need to get in touch with your humanity from time to time, you know that? And it&#8217;s not like you&#8217;ve got anything better to do.</li><li>JENNY: Oh, but I&#8217;m not &#8216;uman, am I? And getting less so. It&#8217;s why you check up on me.</li><li>MORT: Uh-huh. And if you won&#8217;t give in and let me help you find your rest, one day you&#8217;ll lose what&#8217;s left of your humanity and become a spectre… and then I&#8217;ll have to banish you.</li><li>JENNY: I don&#8217;t think you&#8217;ll be around long enough for that to ever be a problem, even if you live to be an &#8216;undred. And given your lifestyle choices, I doubt you&#8217;ll make &#8216;alf that.</li><li>JAKE: It&#8217;s probably true, but she still shouldn&#8217;t say it.</li><li>JENNY: Have you still got that voice in your &#8216;ead, Mort?</li><li>MORT: Yep.</li><li>JENNY: And you still don&#8217;t think it&#8217;s a genuine ghost?</li><li>MORT: Do you?</li><li>JENNY: &#8216;ard to say. It&#8217;s rare, but there are some ghosts what the rest of us can&#8217;t &#8216;ear. &#8216;e could be one o&#8217; them.</li><li>MORT: He&#8217;s not.</li><li>JENNY: Suit yerself. But you &#8216;aven&#8217;t come all the way down &#8216;ere fer a chat? I&#8217;ll ask again, and you&#8217;ll answer sharpish or I&#8217;m off. What do you want?</li><li>MORT: I want a favour.</li><li>JENNY: You&#8217;re jokin&#8217;?</li><li>MORT: No. I need someone found. And I know you can do it.</li><li>JENNY: Oh, I can do it all right. But you also know why I &#8216;ang about down &#8216;ere instead of up &#8216;igher. I&#8217;m not riskin&#8217; a trip topside for you or anybody. I don&#8217;t care &#8216;ow close to bein&#8217; friends we might be.</li><li>MORT: It&#8217;s important.</li><li>JENNY: The answer&#8217;s &#8220;no&#8221;. There are things up there – you know what I&#8217;m talkin&#8217; about – that&#8217;ll eat the likes of me for supper. It&#8217;s too risky.</li><li>MORT: You know Caesar Cordova&#8217;s on my trail?</li><li>JENNY: You know I&#8217;ve got no interest in the world of the living.</li><li>MORT: (FRUSTRATED) Then what do you have an interest in, Jenny. Tell me?</li><li>JENNY: Since you ask. What I&#8217;m interested in, is being owed a favour by Mort Flintwich.</li><li>JAKE: Oh, hell no!</li><li>JENNY: I can see you&#8217;re in a tight spot, Mort. If this is as urgent and important as you say, I&#8217;ll consider it… for a blood service.</li><li>JAKE: Don&#8217;t even think about agreeing to this, Mort.</li><li>MORT: A blood service?</li><li>JENNY: Uh-huh. You&#8217;ll owe me a service, sealed in blood. An irrevocable bindin&#8217; service. A favour that, when it comes due, you won&#8217;t be able to refuse.</li><li>MORT: No.</li><li>JENNY: It won&#8217;t be anything you would… object to.</li><li>MORT:</li><li>It could be anything you damn well choose and you know it.</li><li>JENNY: No, we&#8217;ll make a pact. It might be risky, maybe even very risky, but it won&#8217;t be anythin&#8217; you&#8217;d find morally objectionable. I&#8217;ll even leave you the option of refusing the task if it offends yer… sense of honour.</li><li>MORT: You think I don&#8217;t have one.</li><li>JENNY: Oh, but I know you do, buried… deep… down. So, what do you say? &#8216;ow important to you is finding &#8216;oo-ever it is yer lookin&#8217; for.</li><li>MORT: And you expect me to agree, without knowing what it is you want?</li><li>JENNY: Fer now. All I want is a promise to keep in my pocket.</li><li>MORT: You know, it won&#8217;t stop me from banishing you if you turn into a spectre, don&#8217;t you? Not if you leave my conscience free of the binding?</li><li>JENNY: I know. So, &#8216;ow much is my &#8216;elp worth to you?</li><li>JAKE: Mort, you can&#8217;t be considering this!</li><li>MORT: It&#8217;s worth a lot, Jenny. I&#8217;m in a mess that I don&#8217;t understand. Cordova&#8217;s taken Jesse and I need to know why. (BEAT) If you can help, I&#8217;ll do what you ask.</li><li>JENNY: (CACKLES WITH GLEE) You always were a reckless one, Mort. It&#8217;s why you&#8217;ve always been my favourite. Among the mediums, that is. Who do you need me to find?</li><li>MORT: A woman and her daughter. Lilly and Claudette Moreland. You&#8217;ll sense the daughter long before you see her. She&#8217;s active.</li><li>JENNY: Active &#8216;ow?</li><li>MORT: I&#8217;ve no idea. But there&#8217;s power there. And a criminal named Caesar Cordova wants it.</li><li>JENNY: Interesting. But what&#8217;s that got to do with Jesse?</li><li>MORT: Cordova has Jesse and he wants me to find the women. Like I said, I&#8217;ve got to untangle the threads of this thing before I can fix it, and these two women are at the heart of it all. I&#8217;ve got to find them for a start.</li><li>JENNY: Alright, did you bring anything they&#8217;ve &#8216;andled?</li><li>MORT: I&#8217;ve got this from the girl. It&#8217;s a paper flower.</li><li>JENNY: It&#8217;ll do and then some. That flower reeks of power. Put it down on that brick over there. Try not to &#8216;andle it too much. It&#8217;s already been in your button-hole longer than is good. I don&#8217;t want the residuals to get any more contaminated than they already are. (BEAT) Yeah, that&#8217;s it. Now prick your finger and leave a drop of blood on it.</li><li>MORT: You agree to the condition that my conscience remain unfettered?</li><li>JENNY: I do. And you agree to provide me with one service in exchange for this help… or die trying?</li><li>MORT: I do.</li><li>JENNY: Good. Now step away. I think I can find &#8216;er easy enough. Do you &#8216;ave anything from this “Cordova” character with you as well?</li><li>MORT: I&#8217;ve got a letter he sent me, but what&#8217;s that to you?</li><li>JENNY: It&#8217;s not important; just a &#8216;unch, but let me &#8216;ave a look at it as well.</li><li>MORT: And this has no bearing on the pact or the service?</li><li>JENNY: No. Consider this a bit o&#8217; good will. No charge.</li><li>MORT: Alright. I&#8217;ll put it here, beside the flower.</li><li>JENNY: Ooh, did you know he was active as well? There&#8217;s a distinct trace of power on it.</li><li>MORT: (SURPRISED) No, I didn&#8217;t. And I&#8217;d have noticed. We&#8217;ve met on more than one occasion.</li><li>JENNY: It&#8217;s new. &#8216;e&#8217;s still learning &#8216;is way around it. You&#8217;re gonna want to be careful, Mort. (BEAT) Alright, I&#8217;ll be back in a jiffy.</li><li>MORT: Wait. He&#8217;s holding a friend of mine. Jesse. If you&#8217;re going to poke around his place, can you see what you can find out about her too?</li><li>JENNY: That wasn&#8217;t part of our bargain.</li><li>MORT: But as you&#8217;re planning to look around anyway?</li><li>JENNY: Heh. I&#8217;ll see what I can do. Wait &#8216;ere.</li><li><span style="text-decoration: underline;">SOUND: WHOOSHING NOISE</span></li><li>JAKE: Is it my imagination, or did she affect the air in here with her departure?</li><li>MORT: When a ghost&#8217;s been around long enough they can have a small impact on the world around them. Jenny was active when she was alive, so she&#8217;s more powerful than most.</li><li>JAKE: By “active” you mean…</li><li>MORT: Powerful. Magical. Supernaturally gifted. Whatever term you like.</li><li>JAKE: I think you&#8217;re going to regret the deal you made with her.</li><li>MORT: Oh, I know I will.</li><li>JAKE: So why&#8217;d you do it then?</li><li>MORT: I think I should have agreed to help Lilly and her girl right from the start.</li><li>JAKE: I hate to say I told you so…</li><li>MORT: No you don&#8217;t. It&#8217;s one of your favourite things.</li><li>JAKE: Okay, that&#8217;s true. But if you&#8217;d listened to me in the first place…</li><li>MORT: Yeah, yeah. Save it. Between the cold, the sewer stink, and you, I&#8217;m not sure what&#8217;s worse.</li><li>JAKE: Hmpf!</li><li>MORT: I better grab those bits and pieces I put out for Jenny while I&#8217;m thinking about it. I&#8217;m not sure I want them falling into the hands of anyone who might come across them down here.</li><li><span style="text-decoration: underline;">MUSIC: TIME PASSING TRANSITION – LET IT FINISH.</span></li><li><span style="text-decoration: underline;">SOUND: DRIPS SPLASHES IN A TUNNEL</span></li><li>MORT: (SNORING) FADE UP.</li><li><span style="text-decoration: underline;">SOUND: WHOOSH</span></li><li>JENNY: Well, &#8216;ello again. &#8216;aving a nice little kip are we?</li><li><span style="text-decoration: underline;">SOUND: DULL THUMP ON WALL</span></li><li>MORT: (WAKES WITH A START) Ow! Damn it. I must have fallen asleep.</li><li>JENNY: That or they built a train line through &#8216;ere while I was out.</li><li>JAKE: You&#8217;ve just arrived. You should have been here for the whole recital.</li><li>MORT: I&#8217;m cold and wet and I smell foul. I&#8217;m not in the mood for what passes for ghost humour. What did you find?</li><li>JENNY: Poor baby. Things are worse up there than I remember. There are more o&#8217; them things roamin&#8217; about. I &#8216;ad to work pretty &#8216;ard to avoid &#8217;em.</li><li>MORT: Ahuh. What did you find?</li><li>JENNY: Now &#8216;oo&#8217;s straight to the point, eh?</li><li>MORT: Jenny?</li><li>JENNY: Alright, alright. &#8216;ere it is. The women are &#8216;iding out in an alley way, back o&#8217; &#8220;Smith&#8217;s&#8221; on North Avenue. Their waitin&#8217; fer it to get dark enough to make a run for it.</li><li>MORT: Thanks. That&#8217;s what I needed to know.</li><li>JENNY: &#8216;ang on a minute. That&#8217;s not all. I &#8216;ad a look into this Caesar Cordova and you need to &#8216;ear this. &#8216;e&#8217;s active alright, active and scared. You didn&#8217;t tell me there&#8217;s a war going on up there.</li><li>MORT: Yeah, well. You said you weren&#8217;t interested in the world &#8216;o the living.</li><li>JENNY: No, but I am interested when powerful magic starts getting thrown about by amateurs… and Cordova&#8217;s an amateur. A powerful one too.</li><li>MORT: Wait. Did you see Jesse? Tell me about that first.</li><li>JENNY: Alright. &#8216;E&#8217;s got an unconscious woman upstairs in a bed. There&#8217;s a guard on the door. &#8216;Is men were talking about &#8216;ow no-one&#8217;s allowed to go near &#8216;er.</li><li>MORT: Well that confirms that. Do you know what he wants?</li><li>JENNY: &#8216;E&#8217;s got some nasty rituals and spells in &#8216;is office. It looks like &#8216;e&#8217;s been workin&#8217; some dangerous stuff. &#8216;Is eyes are gone and &#8216;e was able to see me.</li><li>MORT: What?</li><li>JENNY: That&#8217;s right. &#8216;e&#8217;s got some kind o&#8217; magical vision. It&#8217;s creepy. I got outta there quick smart, but not before I saw some things you&#8217;re gonna be interested in.</li><li>MORT: Okay, I&#8217;ll bite. What&#8217;d you see?</li><li>JENNY: The mansion&#8217;s got a marble foyer &#8216;e&#8217;s done up with a summoning circle for conducting rituals. I saw the text &#8216;e&#8217;s using. It&#8217;s a ritual to open a gate to… somewhere else.</li><li>JAKE: Could she be any more cryptic?</li><li>JENNY: You and I both know that there &#8216;ave been more and more o&#8217; them outworlders finding their way into our world from beyond. I think &#8216;e intends to open a gate and let &#8217;em all through in a flood.</li><li>JAKE: You gotta be kiddin&#8217; me?</li><li>MORT: And what&#8217;s that got to do with him wanting Claudette?</li><li>JENNY: This ritual can&#8217;t be done alone. It needs at least two more powerful practitioners to &#8216;elp it &#8216;appen.</li><li>MORT: But Claudette&#8217;s only one.</li><li>JENNY: And that&#8217;s what&#8217;s got me worried the most. Cordova&#8217;s an amateur. But someone&#8217;s been feeding &#8216;im this stuff. Someone &#8216;oo does know what they&#8217;re about.</li><li>MORT: How do you mean?</li><li>JENNY: I think there&#8217;s someone at back o&#8217; this &#8216;oo&#8217;s more dangerous than anyone you&#8217;ve dealt with so far.</li><li>MORT: Well, that&#8217;s a problem for later. Right now, I&#8217;m interested in finding the two women and getting Jesse back.</li><li>JENNY: Then, I think I&#8217;ve got some bad news for you. See…</li><li>JAKE: Don&#8217;t do it…</li><li>JENNY: I think I&#8217;m going to cash in that favour almost right away.</li><li>JAKE: Damn it!</li><li>MORT: What?</li><li>JENNY: Yeah. If that gate is opened, this city&#8217;s gonna be flooded with them monsters and there&#8217;s gonna be nowhere that&#8217;ll be safe from &#8217;em. In fact, I&#8217;m gonna bet that the entire &#8216;uman species is gonna be in danger. You&#8217;re gonna &#8216;ave to stop &#8217;em Mort.</li><li>MORT: What???</li><li>JENNY: You &#8216;eard me. That&#8217;s your task, your service. You &#8216;ave to stop Cordova. If&#8217;n &#8216;e opens &#8216;is gate… you &#8216;ave to close it as quickly as possible and drive the monsters back out.</li><li>MORT: Just that? I&#8217;m glad you didn&#8217;t want to set me something impossible.</li><li>JENNY: You can&#8217;t refuse… and the pact will activate within a few seconds of &#8216;im opening that gate.</li><li>MORT: But this is…</li><li>JENNY: This doesn&#8217;t violate your conscience in any way. And… it&#8217;s bound up with your current objective of finding the girl. If you get to that alleyway sharpish, you can find &#8216;er and stop Cordova from ever using &#8216;er in &#8216;is ritual.</li><li>MORT: And assuming I find her, how do you suggest I manage that?</li><li>JENNY: Why, kill &#8216;er of course.</li><li>JAKE: Oh, you idiot, Mort!</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li><li>NARRATOR: Can Mort survive long enough to rescue Jesse from Cordova without selling out Claudette and her mother? Can he find a way to close the gate without killing the little girl? Tune in to episode 3 and find out.</li><li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS.</span></li></ol>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website:&nbsp;<a href="http://www.weirdworldstudios.com/">https://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-2-never-send-to-know/">Mort Flintwich and the Outworlder War &#8211; Episode 2 &#8211; Never Send to Know</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Mort Flintwich and the Outworlder War &#8211; Episode 1 &#8211; No Good Deed</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Mon, 14 Mar 2022 10:00:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mort Flintwich and the Outworlder War]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Mort Flintwich]]></category>
		<category><![CDATA[No Good Deed]]></category>
		<category><![CDATA[Outworlder]]></category>
		<category><![CDATA[Outworlder War]]></category>
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					<description><![CDATA[<p>Below we present the complete text of No Good Deed; episode 1&#160; of Mort Flintwich and the Outworlder War. Mort Flintwich and the Outworlder War EPISODE #1 – No Good Deed by Philip Craig Robotham Cover illustration by Philip Craig Robotham Copyright 2022 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-1-no-good-deed/">Mort Flintwich and the Outworlder War &#8211; Episode 1 &#8211; No Good Deed</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Below we present the complete text of No Good Deed; episode 1&nbsp; of Mort Flintwich and the Outworlder War.</p>



<figure class="wp-block-image alignleft size-full" id="attachment_119"><img data-recalc-dims="1" loading="lazy" decoding="async" width="200" height="283" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/11/75473992_2674214922629004_134093770948870144_n-e1647081646239.jpg?resize=200%2C283&#038;ssl=1" alt="No Good Deed" class="wp-image-5876"/><figcaption>No Good Deed</figcaption></figure>



<figure class="wp-block-image alignright" id="attachment_3380"><img loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&amp;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure>



<h2 class="wp-block-heading">Mort Flintwich and the Outworlder War</h2>



<h3 class="wp-block-heading">EPISODE #1 – No Good Deed</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover illustration by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Copyright 2022 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<figure class="wp-block-image" id="attachment_3314"><img loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&amp;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to&nbsp;<a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website:&nbsp;<a href="https://weirdworldstudios.com/">https://weirdworldstudios.com</a>&nbsp;or through select, online book retailers.</p>



<h3 class="wp-block-heading">Episode 1: No Good Deed</h3>



<p class="wp-block-paragraph">Mort Flintwich considers himself a charlatan&#8230; but he can see ghosts &#8211; real ghosts.  Claudette Moreland is a kid with a supernatural gift.  And a gangster named Caesar Cordova wants to use her to win a gang war.  Star City is getting stranger.</p>



<h2 class="wp-block-heading">No Good Deed</h2>



<h3 class="wp-block-heading">CAST LIST</h3>



<p class="wp-block-paragraph">MORT FLINTWICH</p>



<p class="wp-block-paragraph">JAKE SPENCER</p>



<p class="wp-block-paragraph">CAESAR CORDOVA</p>



<p class="wp-block-paragraph">MADAM SOFIA MALEFICENT</p>



<p class="wp-block-paragraph">LILLY MORELAND</p>



<p class="wp-block-paragraph">CLAUDETTE MORELAND</p>



<p class="wp-block-paragraph">WU CHENG</p>



<p class="wp-block-paragraph">OUTWORLDER SPOKESBEING</p>



<p class="wp-block-paragraph">BRUNO</p>



<p class="wp-block-paragraph">JULIO</p>



<p class="wp-block-paragraph">SANCHO</p>



<p class="wp-block-paragraph">LITTLE GIRL IN TRAFFIC</p>



<p class="wp-block-paragraph">JIMMY</p>



<p class="wp-block-paragraph">STAN</p>



<p class="wp-block-paragraph">CHARITY COLLECTOR</p>



<p class="wp-block-paragraph">DOCTOR</p>



<p class="wp-block-paragraph">RECEPTIONIST</p>



<p class="wp-block-paragraph">WAITRESS</p>



<p class="wp-block-paragraph">CUSTOMER #1</p>



<p class="wp-block-paragraph">CUSTOMER #2</p>



<p class="wp-block-paragraph">WOMAN (KNOCKED OVER BY LILLY AND SANCHO)</p>



<p class="wp-block-paragraph">MRS HARGREAVES</p>



<p class="wp-block-paragraph">POLICEMAN #1 (WHO DIES)</p>



<p class="wp-block-paragraph">POLICEMAN #2 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">POLICEMAN #3 (AT WAREHOUSE)</p>



<p class="wp-block-paragraph">SCRUG</p>



<p class="wp-block-paragraph">SCRAT</p>



<p class="wp-block-paragraph">OUTWORLDER (RIVAL TO THE SPOKESBEING)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (KILLED WITH SWORD ON STREET CORNER)</p>



<p class="wp-block-paragraph">OUTWORLDER MINION (ATTACKING LILLY)</p>



<p class="wp-block-paragraph">OUTWORLDERS</p>



<p class="wp-block-paragraph">GANGSTER SPOKESMAN</p>



<p class="wp-block-paragraph">GANGSTERS</p>



<p class="wp-block-paragraph">OUTWORLDER LEADER</p>



<p class="wp-block-paragraph">SFX ARTISTS</p>



<h2 class="wp-block-heading">ACT 1</h2>



<h3 class="wp-block-heading">SCENE 1 : EXT – STREET &#8211; MORNING<br>(MORT, JAKE, GIRL, CHARITY COLLECTOR, STAN, JIMMY)</h3>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li><li>NARRATOR: Mort Flintwich and the Outworlder War, Episode 1: No Good Deed.  <br>It&#8217;s Morning on a gray day in 1934. The grimy streets of Star City are full of the exhaust fumes of morning traffic.</li><li><span style="text-decoration: underline;">SOUND: STREET AMBIANCE (CARS, PEOPLE, ETC.) – ESTABLISH AND UNDER.</span></li><li><span style="text-decoration: underline;">SOUND: MORT&#8217;S FOOTSTEPS – ESTABLISH AND FADE.</span></li><li>MORT FLINTWICH: For a hallucination, Jake, you&#8217;re quite the nag. I just want a sandwich.</li><li>JAKE SPENCER: It&#8217;s 9.00 am! You keep filling up like this and you&#8217;re gonna end up like me.</li><li>MORT: Non-existent and neurotic?</li><li>JAKE: Funny guy. No, big as a house instead of your current skinny shape.</li><li>MORT: (DISMISSIVE) Pah!</li><li>JAKE: And I&#8217;m not the neurotic here. You&#8217;re the one who thinks he&#8217;s talking to himself in the middle of a busy street.</li><li>MORT: Hey, a little odd behavior is good for business. I&#8217;m a medium, remember?</li><li>JAKE: Yeah sure &#8211; Mort Flintwich, medium for hire. Freelance charlatan to the rich and famous. How&#8217;s that working out for you?</li><li>MORT: Meh!</li><li>JAKE: (SNORTS) Uh-huh.</li><li>MORT: People get a good show when they come to me, even if I do cost.</li><li>JAKE: For someone who tells lies for a living, you&#8217;re your own best customer.</li><li>MORT: Not this again.</li><li>JAKE: You&#8217;re not a charlatan, Mort. You can talk to ghosts. The real deal. And I should know.</li><li>MORT: (WEARILY) Here we go.</li><li>JAKE: &#8216;Cos I&#8217;m a ghost and you&#8217;re talking to me in the middle of a crowded city street.</li><li>MORT: I&#8217;ve spoken to plenty of ghosts, Jake, and you&#8217;re not one. You&#8217;re the result of head trauma.</li><li>JAKE: Bah!</li><li>MORT: (PETULANT) My scrambled brain made you up.</li><li>JAKE: Rubbish. You&#8217;re not that creative.</li><li>MORT: (STUBBORNLY) You&#8217;re NOT a ghost.</li><li>JAKE: Uh-huh. Have it your own way. (BEAT) Why do you pretend to talk to ghosts when you could be doing it for real?</li><li>MORT: Ghosts have been getting scarce. These days I end up dealing with… other things. Tricksters. Some folks call them outworlders.</li><li>JAKE: (SKEPTICAL) Tricksters, Mort? Seriously?</li><li>MORT: I don&#8217;t know what they are underneath, but they ain&#8217;t spirits. I&#8217;d rather be an old-fashioned charlatan than deal with those things.</li><li>JAKE: (STILL SKEPTICAL) Uh-huh.</li><li>MORT: And they look wrong too. Four arms, a tail, a head full of evil looking teeth. They&#8217;re something else, something alien.</li><li>JAKE: (SCOFFING) Pfffft! Maybe you are damaged in the head.</li><li>MORT: (RAISING VOICE IN EXASPERATION) That&#8217;s what I&#8217;ve been saying.</li><li>JAKE: Hey, keep it down. People will stare.</li><li>MORT: Like anyone pays attention in this city? Break a leg in front of this lot and they&#8217;ll trample each other to get away from you. People gave up caring about each other here… years ago.</li><li>JAKE: Like you&#8217;re any different?</li><li>MORT: But that&#8217;s my point. I&#8217;m not. It&#8217;s what this city teaches you. You learn it&#8217;s a dog-eat-dog world and, once you realize it, you leave the dogs to it.</li><li>JAKE: Aw, come on. It ain&#8217;t that bad.</li><li>MORT: Yeah, it is. (BEAT) Hey! Hey kid, watch out!</li><li>GIRL: Hey!</li><li><span style="text-decoration: underline;">SOUND: HORN BLARING. SCREECHING TYRES. TRUCK COMES TO HALT.</span></li><li>MORT: Sheesh, kid! You coulda been killed.</li><li>GIRL: Let go of me, Jerk!</li><li>MORT: Nice! Next time, maybe I&#8217;ll let you walk under the truck.</li><li>GIRL: Aw, go soak your head.</li><li><span style="text-decoration: underline;">SOUND: GIRL RUNS OFF</span></li><li>MORT: See. No good deed ever goes unpunished.</li><li>JAKE: Yeah, right. Cos&#8217; getting yelled at by a nine-year-old proves it woulda been better to watch her get flattened.</li><li>MORT: Aw, shut up.</li><li>JAKE: Snappy.</li><li>MORT: In forty minutes I&#8217;m going to be back in my office getting ready to fleece Mrs Hargreaves with a new show.</li><li>JAKE: So?</li><li>MORT: If you think I&#8217;m gonna grow a conscience about it, you&#8217;re talking to the wrong guy.</li><li>JAKE: Sure, sure. Your heart&#8217;s made o&#8217; stone. (BEAT) You ain&#8217;t foolin&#8217; anyone.</li><li>JIMMY: (INTERRUPTING) Hey. You&#8217;re Mortimer Flintwich ain&#8217;t you?</li><li>MORT: What now?</li><li>STAN: Yeah, that&#8217;s him. Get him into the alley.</li><li><span style="text-decoration: underline;">SOUND: SOUND OF STRUGGLE – FADE UNDER TRAFFIC ETC.</span></li><li>MORT: Hey… What the…?</li><li>JIMMY: Shut up. We&#8217;ve been looking for you, charlatan.</li><li>MORT: Look I don&#8217;t know you guys. You can&#8217;t possibly have a beef with me.</li><li>STAN: Yeah, well… our employer does.</li><li>JIMMY: See, we been paid to “encourage Mort Flintwich to drop Mrs Laura Hargreaves as a client”. Her son&#8217;s not keen on you chipping at his inheritance.</li><li>MORT: Seriously? Hargreaves can afford it. And hell, most of these pigeons don&#8217;t even believe in what I do. They just come for the show. You should see it sometime.</li><li>STAN: Funny guy. My ma got taken by one o&#8217;you hucksters for a couple o&#8217; C&#8217;s.</li><li>MORT: Yeah, and I&#8217;m guessing your ma couldn&#8217;t afford it. But she isn&#8217;t my kind of mark. I bilk the rich and stupid. (BEAT) Come on fellas. We don&#8217;t have to do this.</li><li>JIMMY: It&#8217;s nothing personal, bub-</li><li>STAN: Speak for yourself.</li><li>JIMMY: …but we&#8217;ve been paid.</li><li>STAN: Yeah, you know how it is?</li><li>JIMMY: We saw you save that kid before, so maybe keep the wise-cracks to yourself and we&#8217;ll go a little easy on you. Whattaya say?</li><li>MORT: Yeah, sure. (BEAT) (TO STAN) You know, I think I met your mother once.</li><li>JAKE: (WARNING) Mort-</li><li>STAN: How&#8217;s that?</li><li>JAKE: (WARNING) Mort… don&#8217;t-</li><li>MORT: Yeah. She was so ugly she was scaring blind children.</li><li>STAN: Why you…</li><li><span style="text-decoration: underline;">SOUND: BODY BLOWS, GRUNTS, RATTLE OF TRASH CANS (GIVE IT A FEW SECONDS)</span></li><li>STAN: Not so smart now, are you?</li><li>CHARITY COLLECTOR: Hey! Hey! What&#8217;s going on down there? Hey, Police. Someone&#8217;s being mugged.</li><li>JIMMY: Come on, time to go. We&#8217;ve mussed him up enough for now.</li><li>STAN: Heh. Yeah.</li><li><span style="text-decoration: underline;">SOUND: THUGS WALK AWAY – UNDER.</span></li><li>MORT: (GROANS).</li><li>JAKE: Aw, Mort! (BEAT) Anything broken?</li><li>MORT: Don&#8217;t sweat it. I&#8217;ve got a split lip, some bruised ribs, and my eye feels tenderized, but that&#8217;s the price you pay. (SPITS) Damn, I hate the taste of blood.</li><li>JAKE: At least you didn&#8217;t lose any teeth this time. Seriously, Mort. What&#8217;re you gonna do?</li><li>MORT: I could lie here for a while… you know embrace the feel of the concrete beneath my back.</li><li>JAKE: Yeah? Well don&#8217;t roll to your left. There&#8217;s some nasty looking run-off beside you.</li><li>MORT: Funny. (GROANS) Ugh.</li><li>JAKE: What about Mrs. Hargreaves? You gonna let her go?</li><li>MORT: That&#8217;s a fat fee I&#8217;d be giving up if I did.</li><li>JAKE: It&#8217;s your funeral.</li><li>MORT: (GROANING) C&#8217;mon. Let&#8217;s get back on the street. I still want that sandwich.</li><li>SOUND: HURRIEDLY APPROACHING FEET.</li><li>CHARITY COLLECTOR: Hey mister. You okay?</li><li>MORT: Yeah, fine.</li><li>CHARITY COLLECTOR: That&#8217;s gonna be a nasty shiner. Those fellas did you over pretty good.</li><li>MORT: (GRUNTS AS HE GETS UP) Yeah, thanks for chasing them off like that.</li><li>CHARITY COLLECTOR: No problem. (BEAT) Listen, can you spare some change? It&#8217;s for the soup kitchens. Lots of people out of work.</li><li>MORT: Are you kidding me? (CALLING OVER HIS SHOULDER AS HE WALKS AWAY) Charity collecting? Beat it, sis. People gotta stand on their own two feet.</li><li>JAKE: You know Mort, I take it all back. You&#8217;re a jerk!</li><li>MORT: Glad we see eye to eye.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 2: INT &#8211; MOBSTER&#8217;S OFFICE – MORNING<br>(CAESAR CORDOVA, MADAME SOFIA MALEFICENT, BRUNO)</h3>



<ol class="wp-block-list" start="105"><li><span style="text-decoration: underline;">MUSIC: FADE UP SOFT CLASSICAL MUSIC ON A PHONAGRAPH.</span></li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS &#8211; LET IT FINISH</span></li><li>MADAME SOFIA MALEFICENT: (SOFTLY) Look at you, cat. Living in luxury; silken drapes, velvet-upholstered chairs, soft and expensive rugs… (BREATHES DEEPLY) and fresh cut flowers.</li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS AGAIN –</span></li><li>SOFIA: Oh, but you&#8217;re hungry, aren&#8217;t you? Come here.</li><li><span style="text-decoration: underline;">SOUND: CAT PURRS.</span></li><li>SOFIA: Do you know what manner of monster holds you, cat?</li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS A QUERY</span></li><li>SOFIA: Hmpf! Today, cat, I&#8217;m orchestrating the world&#8217;s end, but I can&#8217;t see the finish. Too many magical people involved. It… unnerves me.</li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS</span></li><li>SOFIA: Oh, quiet. Your owner will be here shortly.</li><li><span style="text-decoration: underline;">SOUND: TWO SETS OF MUFFLED MALE FOOTSTEPS APPROACH OUTSIDE THE DOOR.</span></li><li>BRUNO: I&#8217;m sorry Mr. Cordova, but they&#8217;ve hit us up north.</li><li>CAESAR CORDOVA: Again, Bruno? What does that leave us?</li><li>BRUNO: The bootlegging operation is gone. This raid destroyed our supplies. We lost a bunch of torpedoes too. Some of &#8217;em are dead, the rest have gone over to Boscone and Tremere.</li><li>CAESAR: Damn those cowards!</li><li>BRUNO: We&#8217;ve still got the gambling houses so I think the bookies are likely the next target.</li><li>CAESAR CORDOVA: What&#8217;s our man-power like?</li><li>BRUNO: Our allies are getting thin. We can&#8217;t rely on the mayor&#8217;s office, and the fifth precinct will flip on us soon.</li><li>CAESAR: (DISGUSTED) Such a waste. We&#8217;ve got to hit back or they&#8217;ll roll us up like a carpet.</li><li>BRUNO: Boss, we haven&#8217;t been in a position to hit back for weeks. I think we need to consider…</li><li>CAESAR: No! I have obligations. To my family. To my employees. I will not abandon them.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS. FOOTSTEPS ENTER</span></li><li>BRUNO: But…</li><li>CAESAR: I said “No”! That is my final word.</li><li>BRUNO: Boss, some o&#8217; the guys who flipped have been hiding under your wing for years. Now they&#8217;ve turned their backs on you. They&#8217;re not worth it.</li><li>CAEASAR: I give loyalty. I will not betray myself. I have already sacrificed too much. My health… My eyes…</li><li>BRUNO: Boss… you know I don&#8217;t…</li><li>CAESAR: It&#8217;s okay, Bruno. I know it makes you uncomfortable. The old witch was right, though. The power is there, if you&#8217;re willing to seize it… and pay the price.</li><li>BRUNO: I was raised an altar boy, boss. Some things should be left alone. Some deals have too high a price.</li><li>CAESAR: Higher than what I have already paid? You&#8217;re a good man Bruno. You speak your mind and I have always respected this, but…</li><li>SOFIA: Hello again, Caesar. Sorry to interrupt.</li><li>CAESAR: You! What are you doing in my office, witch? How do you keep getting past my guards?</li><li>SOFIA: (DISMISSIVE) Meh. I like to visit your cat.</li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS.</span></li><li>BRUNO: Boss? You want I should…?</li><li>CAESAR: No. I think “Madame Sofia” and I need to talk.</li><li>BRUNO: But…</li><li>CAESAR: Leave us for a few minutes, Bruno. I&#8217;ll be fine.</li><li>BRUNO: (RELUCTANT) Yes, Boss.</li><li><span style="text-decoration: underline;">SOUND: DOOR CLOSES.</span></li><li>CAESAR: Ok, witch. What do you want?</li><li>SOFIA: Have you thought about my offer?</li><li>CAESAR: After what happened last time?</li><li>SOFIA: The power is real, as you have learned.</li><li>CAESAR: My eyes? Yes, they are gone. You tricked me, witch.</li><li>SOFIA: I did not. When I gave you the ritual, I warned you what might happen. Do you want pity?</li><li>CAESAR: No. But you knew I didn&#8217;t believe, and you gave it to me anyway.</li><li>SOFIA: And it worked. You have a second sight that is far more effective than your first.</li><li>CAESAR: And this should please me how?</li><li>SOFIA: You can look into the hearts of the people around you and see who they really are. You can see who you can trust and who is going to betray you.</li><li>CAESAR: But the price…</li><li>SOFIA: The price was what I said it would be. I did not lie.</li><li>CAESAR: My family cannot look me in the face unless I wear these glasses. Eyeless sockets are… not pretty.</li><li>SOFIA: You were warned.</li><li>CAESAR: And you are dangerous! Why should I even let you live?</li><li>SOFIA: Because my offer still stands. I can give you an army that can win this petty gang war of yours.</li><li>CAESAR: Monsters?</li><li>SOFIA: Yes, monsters. But monsters that will do your bidding, destroy your enemies, and let you take control of the entire city.</li><li>CAESAR: I have never wanted that kind of power.</li><li>SOFIA: I know. But you know what will happen if Boscone and Tremere win?</li><li>CAESAR: They have no principles beyond their wealth. (BEAT) Yes, I know what will happen to this city if I stand aside.</li><li>SOFIA: So? Do you want my help?</li><li>CAESAR: No. I do not. Bruno is right. The price is too high. I cannot afford to risk…</li><li>SOFIA: (AGITATED) You need to see the bigger picture, Caesar.</li><li>CAESAR: You do NOT get to call me Caesar. I am Mr. Cordova to you. And I already see this so-called big picture.</li><li>SOFIA: (SNORTS) Hmpf!</li><li>CAESAR: Cities always have crime. But crime can be controlled. I keep the drugs out. I make sure only people who can afford it are robbed. I stop the violence from spilling over into the streets – no civilian casualties. I am good for this city.</li><li>SOFIA: (DRILY) I&#8217;m sure knowing that will be a comfort when they put you in the ground…</li><li>CAESAR: We will see… But I don&#8217;t trust you, witch, with good reason. You are too dangerous to tolerate. (CALLING OUT) Bruno!</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS</span></li><li>BRUNO: Yes, boss?</li><li>CAESAR: I&#8217;ve decided. Take this… woman… down to the docks. Dump her body in the river.</li><li>BRUNO: (WITH ENTHUSIASM AND RELIEF) Yes, boss.</li><li>SOFIA: Ha! You can&#8217;t harm me. I&#8217;m tempted to sit back and watch your world burn. It&#8217;s about what you deserve. But more is at stake here than your little kingdom &#8220;Mr.&#8221; Cordova.</li><li><span style="text-decoration: underline;">SOUND: TELEPHONE RINGS &#8211; UNDER</span></li><li>CAESAR: Wait a moment, Bruno…</li><li><span style="text-decoration: underline;">SOUND: TELEPHONE PICKUP</span></li><li>CAESAR: Report! (PAUSE) What&#8217;s happened? My wife? My children? (PAUSE) Where are you now? (PAUSE) Take them to the safe house. Send our surviving men to ground. Don&#8217;t tell anyone where my family is. Understood? (PAUSE) Good. Thankyou Juan. Stay with them.</li><li><span style="text-decoration: underline;">SOUND: PHONE HANGS UP.</span></li><li>BRUNO: (BEAT) Boss…?</li><li>CAESAR: Boscone attacked my family but Juan got them out. My daughter watched one of my men die in front of her.</li><li>(TO SOFIA) It seems there are worse things than you in this world, witch. Tell me what you want in exchange for this army of yours?</li><li>BRUNO: Boss, no!</li><li>SOFIA: Ah, so we ARE agreed! We will need a few things to make this work.</li><li>CAESAR: (SUSPICIOUS) Such as?</li><li>SOFIA: I believe you have a thief working for you; goes by the name of Lilly Moreland?</li><li>CAESAR: She&#8217;s a contractor.</li><li>SOFIA: She has a daughter, a magically active girl of about twelve. We&#8217;re going to need her.</li><li>CAESAR: I don&#8217;t threaten children.</li><li>SOFIA: Then don&#8217;t threaten her. Get her away from her mother for a day or two. The ritual requires the participation of three awakened individuals.</li><li>CAESAR: What ritual?</li><li>SOPHIA: I have the directions here, don&#8217;t worry. The monsters sit behind an ancient dimensional gate. You and I will not be able to open it on our own, but the girl is one of the strongest active individuals in the city.</li><li>CAESAR: And she won&#8217;t be harmed?</li><li>SOFIA: I didn&#8217;t say that. There is always risk. But it&#8217;s her or your family.</li><li>CAESAR: I thought you couldn&#8217;t see my future?</li><li>SOFIA: Your family are mundane. I can see their end, even if I can&#8217;t see yours. Boscone will fillet them himself, just for the fun of it.</li><li>CAESAR: I hate this. But… damn it… I will get the girl.</li><li>SOFIA: Good. Then I will see you soon. Feed your cat. She&#8217;s hungry.</li><li><span style="text-decoration: underline;">SOUND: CAT MEOWS</span></li><li>CAESAR: Wait! (BEAT) My cat… um, she is… er… that is… my house… it is not safe for her right now. Perhaps you could…</li><li>SOFIA: (AMUSED) Are you asking me to look after your cat?</li><li>CAESAR: You seem to get along.</li><li>SOFIA: You never fail to surprise me, &#8220;Mr.&#8221; Cordova.</li><li>CAESAR: Bah! Do what you want.</li><li>(TO BRUNO) Bruno! I need you to go pick up Claudette Moreland (Lilly&#8217;s girl). Bring her here in one piece, but leave the mother behind.</li><li>BRUNO: Kidnapping, boss?</li><li>CAESAR: Do what I ask. And escort this witch out of my… She&#8217;s gone!</li><li>BRUNO: Your cat&#8217;s gone too. Just those &#8220;instructions&#8221; left on your desk. Damn! How does she do that?</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 3: INT &#8211; GANG WAREHOUSE – MORNING<br>(JULIO, SANCHO, BRUNO, VIGO)</h3>



<ol class="wp-block-list" start="216"><li><span style="text-decoration: underline;">SOUND: SMACK OF FISTS (THREE OR FOUR).</span></li><li>JULIO: Alright, that&#8217;s enough, Sancho. Vigo&#8217;s unconscious again.</li><li>SANCHO: (GRUNTS) Pity.</li><li>JULIO: I thought you and Vigo were friends.</li><li>SANCHO: We worked together.</li><li>JULIO: Yeah. There ain&#8217;t no lasting friendships in this job, huh? (BEAT) Grab the bucket and douse him again.</li><li>SANCHO: Sure.</li><li><span style="text-decoration: underline;">SOUND: SPLASH OF WATER THROWN OVER VIGO</span></li><li>VIGO: (COUGHING AND SPLUTTERING, SPEAKING SLOWLY AND IN SIGNIFICANT PAIN) Ugh. Looks like I&#8217;m still alive. Can&#8217;t you get it over with, already.</li><li>JULIO: We&#8217;re following the boss&#8217;s orders, Vigo. It&#8217;s nothing personal.</li><li>SANCHO: Heh. Yeah.</li><li><span style="text-decoration: underline;">SOUND: SMACK</span></li><li>VIGO: (GRUNTS)</li><li>JULIO: The boss said he wanted you to suffer before we put you in the ground, so…</li><li><span style="text-decoration: underline;">SOUND: SMACK.</span></li><li>VIGO: Go… to Hell!</li><li><span style="text-decoration: underline;">SOUND: SMACK.</span></li><li>VIGO: (GRUNTS)</li><li>JULIO: This ain&#8217;t our doing, Vigo. It&#8217;s your own fault. You should never have betrayed the boss.</li><li>VIGO: Switching sides was the smart thing. You&#8217;re gonna die if you stick with Cordova.</li><li>JULIO: You think? That&#8217;s pretty funny.</li><li><span style="text-decoration: underline;">SOUND: SMACK.</span></li><li>VIGO: (GRUNTS) How&#8217;s that?</li><li>JULIO: Well, here&#8217;s you, trying to avoid dying by joinin&#8217; t&#8217;other side. And here&#8217;s us, killin&#8217; you for the exact same thing. Who&#8217;s the smart one now?</li><li><span style="text-decoration: underline;">SOUND: SMACK</span></li><li>VIGO: (GRUNTS)</li><li><span style="text-decoration: underline;">SOUND: PHONE STARTS RINGING</span></li><li>JULIO: Hang on a sec.</li><li><span style="text-decoration: underline;">SOUND: PHONE PICKS UP</span></li><li>JULIO: Yeah, this is Julio talkin&#8217;. (BEAT) Yeah, Bruno, Sancho&#8217;s here too. What? Okay. Who do you want us to pick up? (BEAT) A kid? (WRITING IT DOWN) Claudette Moreland. Is that Lilly&#8217;s kid? (BEAT) If you say so. Yeah, yeah. No civilian casualties. Got it.</li><li>S<span style="text-decoration: underline;">OUND: PHONE HANGS UP.</span></li><li>JULIO: Pack it up, Sancho. We&#8217;ll come back to this later.</li><li>SANCHO: Yeah?</li><li>JULIO: I know you&#8217;re just gettin&#8217; started. But he&#8217;s goin&#8217; nowhere. And the boss needs us to do a little snatch and grab. A priority job, grabbing a kid off the street; Lilly&#8217;s kid.</li><li>SANCHO: Lilly&#8217;s kid?</li><li>JULIO: I don&#8217;t make the policy, but that was Bruno, so it&#8217;s on the level.</li><li>SANCHO: D&#8217;ya think Lilly&#8217;ll be a problem?</li><li>JULIO: No civilian casualties, Sancho. Don&#8217;t forget what happened last time.</li><li>SANCHO: She ain&#8217;t no civilian.</li><li>JULIO: You&#8217;ve had plenty of fun today. Go wash your hands. Besides Vigo&#8217;s out cold again. We&#8217;ll leave him tied to the chair &#8217;til we get back.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 4: INT – DOCTOR&#8217;S OFFICE – MORNING<br>(DOCTOR, LILLY MORELAND)</h3>



<ol class="wp-block-list" start="257"><li><span style="text-decoration: underline;">SOUND: JANGLE OF INSTRUMENTS IN TRAY. FOOTSTEPS ON HARD FLOOR.</span></li><li>DOCTOR: I like your flower, Lilly.</li><li>LILLY MORELAND: What&#8217;s that, Doctor?</li><li>DOCTOR: The paper flower in your button-hole. I like it.</li><li>LILLY: Oh. Right. Claudette makes them. She gave me one this morning.</li><li>DOCTOR: She&#8217;s a talented little girl. (AWKWARD BEAT)</li><li>LILLY MORELAND: (JOKING) So, Doc, you&#8217;ve had some fun and, um… poked around. It&#8217;s time to put your books to good use. How long have I got?</li><li>DOCTOR: (BEAT)</li><li>LILLY: Doc? (BEAT) This the part where you explain how I&#8217;m going to live a long and… vigorous life. You know? It&#8217;s our banter.</li><li>DOCTOR: Lilly, I&#8217;m sorry… but…</li><li>LILLY: (HEAVY COUGHING) Ugh. I hate that taste – like bitter copper. It&#8217;s a few bloody noses and a cold, right?</li><li>DOCTOR: No. It&#8217;s not. I… I hate giving bad news to my patients, but… Lilly, you&#8217;re dying.</li><li>LILLY: What??! I haven&#8217;t been properly sick in twelve years – not since Claudette was born &#8211; and the first time I get so much as a blood-nose you tell me this?</li><li>DOCTOR: I know it&#8217;s a surprise. The disease advanced quickly. Your immune system turned on itself. I&#8217;ve never seen so many active pathogens in one body.</li><li>LILLY: Pathogens?</li><li>DOCTOR: You&#8217;re riddled with bacteria and your cells are essentially shredding. There&#8217;s nothing I can do.</li><li>LILLY: But…</li><li>DOCTOR: You&#8217;ve got maybe a month, maybe less. Frankly, I&#8217;m amazed you&#8217;re still alive.</li><li>LILLY: This is crazy. The bloody noses and coughing only started a week ago. They&#8217;re annoying, but…</li><li>DOCTOR: I&#8217;m sorry. I wish I had better news. But it&#8217;s important you think about the future… your daughter&#8217;s future. (BEAT) What will you tell her?</li><li>LILLY: What? Um… I don&#8217;t know. I need time to… This can&#8217;t be happening. (COUGHS AGAIN).</li><li>DOCTOR: I can give you the name of a priest or minister… if that would help?</li><li>LILLY: No… I mean, thank you. (BEAT) I can&#8217;t concentrate in here. It smells too much like antiseptic.</li><li><span style="text-decoration: underline;">SOUND: CHAIR SCRAPES</span></li><li>DOCTOR: Please, wait. There are things that have to be arranged. If only for your daughter&#8217;s sake.</li><li>LILLY: Claudette can&#8217;t know about this. She already takes on too much responsibility.</li><li>DOCTOR: You&#8217;re dying Lilly. Your daughter deserves a chance to prepare herself.</li><li>LILLY: No! I&#8217;ll figure something out, but I&#8217;m not telling her before I have to.</li><li>DOCTOR: Lilly, I&#8217;ve seen this before. She&#8217;ll hate you for it. It&#8217;s better to get it out in the open as soon as possible.</li><li>LILLY: I said no!</li><li>DOCTOR: Alright, I won&#8217;t push. But you&#8217;re going to need help, and someone to look after Claudette. What about her father?</li><li>LILLY: He&#8217;s long gone. And even if he wasn&#8217;t, I wouldn&#8217;t leave her with him.</li><li>DOCTOR: Okay. What about state care? I have some contacts in local orphanages. Maybe I could…</li><li>LILLY: No. Absolutely not! She&#8217;s never going into an orphanage.</li><li>DOCTOR: Lilly, you can&#8217;t ignore this. You&#8217;re going to need care yourself, and soon…</li><li>LILLY: I&#8217;m not ignoring it. I&#8217;ll figure something out. I need… time… to think.</li><li>DOCTOR: Alright, but at least take these guardianship papers with you.</li><li><span style="text-decoration: underline;">SOUND: PAPERS CHANGE HANDS</span></li><li>LILLY: Um…</li><li>DOCTOR: They&#8217;ll let you put Claudette somewhere that you choose. And before you go, I want you to make another appointment.</li><li>LILLY: But…</li><li>DOCTOR: This disease will get nasty towards the end. There are medicines that can help with the pain.</li><li>LILLY: Uh… thankyou, doctor.</li><li>DOCTOR: I&#8217;ll walk you out.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 5: INT &#8211; DOCTOR&#8217;S RECEPTION – MORNING<br>(SOFIA, CLAUDETTE, RECEPTIONIST, DOCTOR, LILLY)</h3>



<ol class="wp-block-list" start="302"><li><span style="text-decoration: underline;">SOUND: TYPING – ESTABLISH AND UNDER</span></li><li>SOFIA: There she is, talking to the receptionist while her mother&#8217;s in with the doctor. She looks like a boy in those overalls and bob-cut.</li><li><span style="text-decoration: underline;">SOUND: MEOW OF QUERY</span></li><li>SOFIA: Quietly, cat. She can&#8217;t see or hear us yet, but I don&#8217;t want to stretch my magic too much covering up your noise.</li><li>RECEPTIONIST: You&#8217;re quiet. Watcha doing?</li><li>CLAUDETTE MORELAND: Making paper flowers.</li><li>RECEPTIONIST: A bit ugly, aren&#8217;t they?</li><li>CLAUDETTE: You can have one if you want. The waiting room needs some decorations.</li><li>RECEPTIONIST: (DEFINITE) No thanks! They&#8217;d look tacky, like everything else. I guess that&#8217;s what you get in a cheap clinic. (POINTEDLY AND WITH DISDAIN) The clients down here rarely pay.</li><li>CLAUDETTE: So, why don&#8217;t you like my mom?</li><li>RECEPTIONIST: I never said that.</li><li>CLAUDETTE: But you don&#8217;t like her. I can tell.</li><li>RECEPTIONIST: I like everyone who pays their bills.</li><li>CLAUDETTE: Uh-huh?</li><li>RECEPTIONIST: In the five years she&#8217;s been bringing you here, your mother&#8217;s never once paid the bill. And the Doctor&#8217;s too tender hearted to make an issue of it.</li><li>CLAUDETTE: You&#8217;re a liar. My mom always pays her debts.</li><li>RECEPTIONIST: You think so, huh? Well, I think your mom&#8217;s a dead-beat whose gonna get what&#8217;s coming to her.</li><li>CLAUDETTE: What do you know, you ugly cow?</li><li>RECEPTIONIST: How dare you! You think I don&#8217;t know what you are? What your mother is? No job. No man. It doesn&#8217;t take a genius to join the dots.</li><li>CLAUDETTE: What are you saying?</li><li>RECEPTIONIST: Your mom ain&#8217;t home much after dark, is she? Or maybe she&#8217;s home too much. Lots of uncles come visiting, do they?</li><li>CLAUDETTE: You take that back. My mom takes jobs where she can get them, and she works hard.</li><li>RECEPTIONIST: What would you know? You&#8217;re a silly little girl.</li><li>CLAUDETTE: Oh, and how respectable are you? Your husband&#8217;s off with the Grocer&#8217;s wife every time you turn your back.</li><li>RECEPTIONIST: (HORRIFIED) How&#8217;d you…? Who told? You&#8217;re making things up, you little…</li><li>CLAUDETTE: Don&#8217;t hit me!</li><li>SOFIA: (INTERRUPTING) Arkash Mishpak Narosh!</li><li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME</span></li><li>CLAUDETTE: (LONG BEAT) Um… you&#8217;re frozen. (BEAT) Are you dead?</li><li>SOFIA: She&#8217;s not dead, Claudette.</li><li>CLAUDETTE: (GASPS) Who are you? Where&#8217;d you come from?</li><li>SOFIA: I&#8217;d say she&#8217;s pretty angry judging by that backswing. Still, she won&#8217;t be able to bother you for a while.</li><li>I, um… stopped her for a moment. It won&#8217;t last.</li><li>CLAUDETTE: I guess I shouldn&#8217;t have read her mind and said that mean stuff. She made me really mad. Are you here to hurt me? Are you a witch?</li><li>SOFIA: (LAUGHS) No, though some folks think so. I&#8217;m a Romany. People often call us gypsies.</li><li>CLAUDETTE: I can&#8217;t read you. That&#8217;s unusual. I can read most people, except my mom, unless they are like me. Are you? Like me, I mean?</li><li>SOFIA: Do you mean, can I read minds? No. But I can do other things. So could you, if you were trained. People who are magically active are usually impossible to read.</li><li>CLAUDETTE: Why can&#8217;t I read my mom?</li><li>SOFIA: She has magic. She doesn&#8217;t know what her gift is, though.</li><li>CLAUDETTE: Really? She doesn&#8217;t like to talk about people having abilities. She probably needs some training. Is that why you&#8217;ve come? To train me, or mom?</li><li>SOFIA: No. Time&#8217;s passing and this spell will attract outworlders if we aren&#8217;t quick.</li><li>CLAUDETTE: Outworlders? What are they? Is that one in your pocket?</li><li>SOFIA: In my pocket?</li><li>CLAUDETTE: Your pocket&#8217;s moving.</li><li>SOFIA: Oh. No, that&#8217;s Cat. She&#8217;s moving around.</li><li><span style="text-decoration: underline;">SOUND: MEOW.</span></li><li>CLAUDETTE: She&#8217;s beautiful. You&#8217;ve only just got her, haven&#8217;t you?</li><li>SOFIA: Are you reading her?</li><li>CLAUDETTE: Uh-huh.</li><li>SOFIA: Clever. With some luck you&#8217;ll… no, it&#8217;s too late and I&#8217;ve used far too much power creating this time bubble. We need to talk quickly, dear.</li><li>CLAUDETTE: What do you want?</li><li>SOFIA: (WITH SUDDEN FEROCIOUS URGENCY)I need you to do something, Claudette. I know you don&#8217;t know me, but it&#8217;s important. You need to ask your mother to find Mortimer Flintwich. Can you remember that name?</li><li>CLAUDETTE: You&#8217;re scaring me a little.</li><li>SOFIA: I&#8217;ve been told I&#8217;m a scary woman. But I&#8217;m no threat to you Claudette. Not at the moment.</li><li>CLAUDETTE: Good.</li><li>SOFIA: But I know someone who is. You&#8217;ve heard of Caesar Cordova, haven&#8217;t you? Your mother works for him.</li><li>CLAUDETTE: Yes. He&#8217;s scary. I can&#8217;t read him either, and his eyes… there is something wrong with them. He looked at me and he…</li><li>SOFIA: I know, Claudette. He can see your abilities. And he wants them… wants you. He&#8217;s sending men to get you, but Mortimer Flintwich can protect you.</li><li>CLAUDETTE: But how can he…?</li><li>SOFIA: He may be the only one who can. Caesar mustn&#8217;t get you before the appointed hour.</li><li>CLAUDETTE: The appointed…?</li><li>SOFIA: Trust me, Claudette. It&#8217;s more important than you could possibly…</li><li>CLAUDETTE: But you&#8217;ll protect us, right?</li><li>SOUND: RUSHING WIND</li><li>SOFIA: (ALARMED) Wait! They&#8217;re here.</li><li>CLAUDETTE: Who? Who&#8217;re here?</li><li><span style="text-decoration: underline;">SOUND: HISSING SCUTTLING NOISES</span></li><li>SCRAT (OUTWORLDER): (HISSING WHISPER) Can you smell it, brother? Wild magic. Magic that drains. Magic that weakens.</li><li>SCRUG (OUTWORLDER): Yes, yes. Magic that weakens. Fool&#8217;s magic. The magic of one who wants to be fed upon.</li><li>SOFIA: You&#8217;ll find no easy prey here, outworlder.</li><li>SCRAT: It&#8217;s you. Do you think you can stop us? And a child? She&#8217;ll be delicious.</li><li>SOFIA: You are few enough, and I have a few tricks up my sleeve, yet.</li><li>SCRUG: Think so? Your spell is a beacon. The few who come now are nothing. Many will soon arrive.</li><li>SOFIA: I don&#8217;t think you&#8217;re just talking about my spell are you?</li><li>SCRUG: The barrier is growing thin. It will break. And then your world become our world.</li><li>SCRAT: Yes.</li><li>SOFIA: Really? And why are you so keen to make yourselves at home here?</li><li>SCRUG: Your ancestors drove us out of this world. Now something has found us. A horror. And we are being destroyed</li><li>SOFIA: Good!</li><li>SCRUG: You dare! We are hunted. But we will soon break through. More of us are finding a way. And you cannot stop us.</li><li>SOFIA: I can still do this, monsters. (BEAT) Incendiaré Conflagraté!</li><li><span style="text-decoration: underline;">SOUND: WHOOSH OF FLAME</span></li><li>SCRUG: Flames. Pain.</li><li>SCRAT: It burns. It… Flee!</li><li><span style="text-decoration: underline;">SOUND: SMALL EXPLOSION OF AIR</span></li><li>CLAUDETTE: (EXCITED) You saved us!</li><li>SOFIA: Easy girl. No need for hugs.</li><li>CLAUDETTE: I&#8217;m going to call you Granny from now on.</li><li>SOFIA: There&#8217;s no need to call me anything. In fact, don&#8217;t mention my part in this to anyone… ever.</li><li>CLAUDETTE: (CONFUSED) Alright.</li><li>SOFIA: Convince your mother to find Mortimer Flintwich. Promise me?</li><li>CLAUDETTE: Why?</li><li>SOFIA: It&#8217;s a matter of survival. You must survive and you won&#8217;t, and your mother won&#8217;t, without Flintwich&#8217;s help. So promise me. Find Mort Flintwich.</li><li>CLAUDETTE: Okay. I promise.</li><li>SOFIA: Good girl. Now I have to ask you to do something hard. Go stand by the desk. That woman is going to hit you.</li><li>CLAUDETTE: I can do it, Granny. (BEAT) No, wait. Take this…</li><li>SOFIA: A paper flower? You keep it, ok? (BEAT) I&#8217;m dropping the spell… now!</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS – LET IT FINISH.</span></li><li>DOCTOR: Goodbye Lilly. Come back and see me when… What&#8217;s that smell…? It&#8217;s like… burning dust.</li><li><span style="text-decoration: underline;">SOUND: FACE BEING SLAPPED.</span></li><li>RECEPTIONIST: …you little beggar!</li><li>CLAUDETTE: (STARTS CRYING – CONTINUE UNDER)</li><li>LILLY: (SHOCKED) Claudette! (COUGHING) Are you alright? What the hell kind of place are you running here, doctor!</li><li>DOCTOR: (ALSO SHOCKED) Mrs Atkins, you struck a child!</li><li>RECEPTIONIST: Doctor, I…</li><li>DOCTOR: There is absolutely no excuse, Mrs Atkins. You&#8217;re fired. Mrs. Moreland, I can only offer you my sincerest apologies.</li><li>RECEPTIONIST: But Doctor, she…</li><li>LILLY: You are not blaming this on my daughter…(TO THE DOCTOR) and it&#8217;s &#8220;Miss&#8221;. (COUGHING) Come on Claudette. We&#8217;re leaving.</li><li><span style="text-decoration: underline;">SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</span></li><li>SOFIA: (DISTANTLY ECHOING) Well done girl. (BEAT) (LAUGHING) And you gave your mother a way to avoid settling her account &#8211; again.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 6: EXT – ON THE STREET – MORNING<br>(CLAUDETTE, LILLY, JULIO, SANCHO)</h3>



<ol class="wp-block-list" start="415"><li><span style="text-decoration: underline;">SOUND: BUSY STREET AMBIANCE (CARS, PEOPLE ETC., OCCASIONAL CAR HORNS) – ESTABLISH AND UNDER</span></li><li>LILLY: I can&#8217;t believe that woman hit you.</li><li>CLAUDETTE: It&#8217;s all right, mom. It wasn&#8217;t as hard as it sounded.</li><li>LILLY: That&#8217;s not the point. (COUHGING) I&#8217;m gonna sue. I&#8217;m gonna…</li><li>CLAUDETTE: Are you okay Mom? What did the doctor say?</li><li>LILLY: It&#8217;s nothing. What matters is that woman and what she…</li><li>CLAUDETTE: Mom, stop! I&#8217;ve got something really important to tell you… about Mr. Cordova.</li><li>LILLY: What? How do you know about Mr. Cordova?</li><li>CLAUDETTE: C&#8217;mon ma. We live in the same apartment. I know you work for him sometimes.</li><li>LILLY: You do, huh?</li><li>CLAUDETTE: Sure. I see the notes and letters you get.</li><li>LILLY: Then you know he&#8217;s not an easy man to work for (STARTS COUGHING AGAIN) and you also know it&#8217;s important you don&#8217;t mention me working for him to anyone else.</li><li>CLAUDETTE: Why not?</li><li>LILLY: Never you mind. But it&#8217;s important alright?</li><li>CLAUDETTE: Okay. But he&#8217;s coming for me.</li><li>LILLY: What?</li><li>CLAUDETTE: You know how I can tell things sometimes?</li><li>LILLY: Claudette, we&#8217;ve talked about this?</li><li>CLAUDETTE: (PETULANT) We&#8217;ve talked about how you never want to talk about this. And you don&#8217;t believe you&#8217;ve got a gift too, but you do.</li><li>LILLY: Honey, this isn&#8217;t the time or place.</li><li>CLAUDETTE: But it is. You have to know. And you have to know now. Mr. Cordova is looking for me. He wants me because of my ability.</li><li>LILLY: You&#8217;re not playing games with me, are you Claudette? Because, if this is real, then we need to get off the street. Now.</li><li>CLAUDETTE: There&#8217;s more. We have to find someone to stay safe.</li><li>LILLY: What? Who?</li><li>CLAUDETTE: All I know&#8217;s his name; Mortimer Flintwich.</li><li>LILLY: (SHOCKED) Good grief! Where did you hear about him?</li><li>CLAUDETTE: BEAT</li><li>LILLY: Claudette? Where did you hear that name? You haven&#8217;t been snooping have you? Like with Mr. Cordova?</li><li>SOFIA: (ECHOING IN MEMORY) Don&#8217;t mention my part in this to anyone… ever.</li><li>CLAUDETTE: You know I know things, mom. I don&#8217;t know how, but I do. Who&#8217;s Mortimer Flintwich?</li><li>JULIO: (AT A DISTANCE) Hey! That&#8217;s them.</li><li>LILLY: (DISTRACTED) Oh no! Baby, I think we&#8217;re in trouble.</li><li>CLAUDETTE: Why..? (REALIZING) Oh…</li><li>LILLY: Yeah. There&#8217;s two of them. We need to run.</li><li><span style="text-decoration: underline;">SOUND: PILE OF PAPER FALLING</span></li><li>CLAUDETTE: No, wait. I dropped my flowers.</li><li>LILLY: Claudette, we don&#8217;t have time.</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS &#8211; JULIO AND SANCHO APPROACH</span></li><li>JULIO: (FALSELY POLITE AND CHEERFUL) Good morning ladies. Are these flowers yours?</li><li>CLAUDETTE: Um…</li><li>JULIO: You won&#8217;t mind if Sancho picks &#8217;em up for you.</li><li><span style="text-decoration: underline;">SOUND: PAPER SCOOPED UP AND CRUMPLED (BEAT).</span></li><li><span style="text-decoration: underline;">SOUND: RIPPING OF PAPER.</span></li><li>SANCHO: (SNICKERS) Heh.</li><li>JULIO: (FALSELY REPROVING) Sancho! (BEAT) Was that nice? I wanted you to help the young lady.(TO CLAUDETTE – FALSELY CONTRITE) I&#8217;m truly sorry, miss. (BEAT) But we&#8217;re not actually here for the flowers. We was wondering if we could offer you a lift up-town to visit with Mr. Cordova. He&#8217;d like to talk.</li><li>LILLY: That&#8217;s mighty kind of you, Julio. Does Mr. Cordova have another job for me?</li><li>JULIO: Sorry, Lil, the invitation ain&#8217;t for you. It&#8217;s for the little one… alone.</li><li>CLAUDETTE: I&#8217;m not going with you!</li><li>JULIO: Now, don&#8217;t make a fuss. We don&#8217;t want to hurt you.</li><li>LILLY: (COUGHING) Yeah, no civilian casualties, right? I&#8217;m an employee too. I know Cordova&#8217;s rules. Is that why the big, silent one&#8217;s here? In case we don&#8217;t cooperate?</li><li>JULIO: That&#8217;s about the sum of it.</li><li>LILLY: There aren&#8217;t a lot of uses that a gangster could have for a young girl. And none that I&#8217;d want my daughter exposed to.</li><li>JULIO: Sorry, Lil. I&#8217;m doing my job.</li><li>LILLY: And I&#8217;m guessing, if we run, Cordova&#8217;ll have a contract out on us before we can blink.</li><li>JULIO: This only ends one way, Lil, so cooperate. Sancho&#8217;s here to bring the hurt only if it&#8217;s needed.</li><li>LILLY: Really?</li><li>JULIO: You don&#8217;t want to end up face down in one of those trash cans over there. And, I gotta tell you, Lil,… Sancho enjoys smacking women around.</li><li>LILLY: (SULTRY) Oh, I don&#8217;t believe that. (TO SANCHO) A big guy like you. I bet underneath all that muscle, you&#8217;re a pussycat. Afterall, most men are easy to handle if someone knees them (GRUNTS) here…</li><li>SANCHO: (GRUNTS IN PAIN) Ugh!</li><li><span style="text-decoration: underline;">SOUND: PARTIAL BODY DROP (TO KNEES).</span></li><li>LILLY: Or (TO JULIO) gets in a sucker punch to the throat like this… (GRUNTS)</li><li>JULIO: (ALSO GRUNTS IN PAIN) Ugh!</li><li><span style="text-decoration: underline;">SOUND: SMACK AND BODY DROP.</span></li><li>LILLY: C&#8217;mon, kid. Run!</li><li>JULIO: (GETTING UP, CHOKING IN PAIN) Oh, you better run. You&#8217;re gonna pay for that Lil&#8217;. On your feet Sancho. We&#8217;ve gotta get after &#8217;em.</li><li>SANCHO: (GRUNTS) She&#8217;s gonna pay. (BEAT)I think I&#8217;ve got a clear shot.</li><li><span style="text-decoration: underline;">SOUND: GUNSHOT</span></li><li>SANCHO: Missed.</li><li>JULIO: Put the gun away, idiot! You know the rules.</li><li>SANCHO: But she…</li><li>BYSTANDER (LADY): (AT A DISTANCE) Police! Police! He&#8217;s got a gun. Police!</li><li>JULIO: That tears it. We gotta move.</li><li><span style="text-decoration: underline;">SOUND: RUNNING FEET.</span></li><li>MUSIC: TIME PASSING TRANSITION</li><li><span style="text-decoration: underline;">SOUND: STREET AMBIANCE (AT A DISTANCE)</span></li><li>LILLY: (BREATHING HARD)</li><li>CLAUDETTE: Mom…</li><li>LILLY: (TRYING TO STIFLE HER COUGHING) Shh! Stay quiet.</li><li>JULIO: (AT A DISTANCE) Damn it! I think we&#8217;ve lost &#8217;em. Sancho, you go that way.</li><li>SANCHO: (GRUNTS AFFIRMATIVELY)</li><li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPART – FADE</span></li><li>LILLY: (RELIEVED) Okay. I think they&#8217;re gone… for now.</li><li>CLAUDETTE: See. I told you.</li><li>LILLY: Claudette…?</li><li>CLAUDETTE: Mom, who&#8217;s Mortimer Flintwich?</li><li>LILLY: He&#8217;s… someone I knew a long time ago.</li><li>CLAUDETTE: Mom?!</li><li>LILLY: Alright, alright. But I&#8217;m only explaining because we can&#8217;t ask him for help.</li><li>(BEAT) (WEARY) We were in the same orphanage. When I was little. Younger than you.</li><li>CLAUDETTE: You never talk about when you were my age.</li><li>LILLY: (COUGHING) Yeah, well. (BEAT) Anyway, we were friends. He was older than me, by a little, but, well he was like my little brother. I was the one who looked after him.</li><li>CLAUDETTE: Did you get adopted?</li><li>LILLY: No. I was sold to a house in town. The man who ran the orphanage wanted to make a little extra money and… well, I was pretty…</li><li>CLAUDETTE: I don&#8217;t understand. Were you a slave?</li><li>LILLY: Yeah, sort of. But I don&#8217;t want to talk about that either, okay?</li><li>CLAUDETTE: Okay.</li><li>LILLY: Anyway, Mort never stopped looking for me.</li><li>CLAUDETTE: Are you hiding from him?</li><li>LILLY: Sort of. He thinks he found me, only it wasn&#8217;t me, and I&#8217;ve let him go on thinking that. I was called Jesse, back then.</li><li>CLAUDETTE: I don&#8217;t understand.</li><li>LILLY: It&#8217;s complicated, honey. The place I lived… the house I was in… there were other girls there. I had a friend named Lilly. We looked a little bit similar.</li><li>CLAUDETTE: Like twins.</li><li>LILLY: Or sisters. One day I got in trouble and she took the blame. The people who ran the house beat her. They beat her real bad. So bad that she went to sleep and never woke up.</li><li>CLAUDETTE: Didn&#8217;t they take her to the hospital?</li><li>LILLY: No. They didn&#8217;t. She was more use to them unconscious. (BEAT) Some of their “customers” liked girls who didn&#8217;t move around.</li><li>CLAUDETTE: I don&#8217;t under…</li><li>LILLY: Years later we were rescued from that place, and Mort had a lot to do with it. He was a policeman then. But it didn&#8217;t stick.</li><li>CLAUDETTE: Did he arrest the bad guys?</li><li>LILLY: He wanted to. I wanted him to. But he couldn&#8217;t. Some important people were customers at that house. Other important people were protecting them. He stopped being a cop after that.</li><li>CLAUDETTE: So, why can&#8217;t we see Mort? He seems nice.</li><li>LILLY: He was, sort of. He&#8217;s changed a lot. But he was so desperate to help the little girl he&#8217;d known at the orphanage, and I owed Lilly so much… I swapped identities with her.</li><li>CLAUDETTE: What?</li><li>LILLY: You have to understand. No-one was going to help Lilly. Life&#8217;s hard and you can&#8217;t trust people. The only people who are safe are the ones with power and money, and she had neither.</li><li>CLAUDETTE: So the bad people won?</li><li>LILLY: Yeah. But Mort… He wanted to help. When he discovered her name was Jesse, and when all the other details fit, he got her into a hospital where she&#8217;s cared for properly. He pays her bills, and so do I… when we&#8217;ve got any money to spare. But he doesn&#8217;t know she isn&#8217;t me. (BEAT) Now do you see?</li><li>CLAUDETTE: Why didn&#8217;t you tell him the truth?</li><li>LILLY: At first, it was just a way to help Lilly. But then the court case fell apart and… Mort was a cop.</li><li>CLAUDETTE: Didn&#8217;t you trust him?</li><li>LILLY: No, I… I had something to do. Something Mort wouldn&#8217;t understand.</li><li>CLAUDETTE: What did you…?</li><li>LILLY: It doesn&#8217;t matter… (FIERCLY) But the man who ran that house got justice in the end… (THEN WITH UNCERTAINTY) in the end.</li><li>CLAUDETTE: But, if it&#8217;s over now… Don&#8217;t you know where Mort is?</li><li>LILLY: (SIGHS) Sure, I&#8217;ve kept track. He&#8217;s a small-time hustler now. He cons people with some fortune teller routine. Like I said, he&#8217;s changed, even if he does look after my friend.</li><li>CLAUDETTE: I&#8217;m sorry, but he has to help us. We&#8217;ve got to go see him. And he&#8217;s the only one who can. I&#8217;ve seen it.</li><li>LILLY: Like you saw that Mr. Cordova would be sending someone to get you.</li><li>CLAUDETTE: Yes.</li><li>LILLY: (COUGHING) Oh, this isn&#8217;t happening. (BEAT) We could run. We could leave town.</li><li>CLAUDETTE: Do you think Mr. Cordova would let us go?</li><li>LILLY: (DEFEATED) No. He&#8217;ll have men at the train stations, docks, and the airport, before we can get away. We can&#8217;t go back to our apartment either.</li><li>CLAUDETTE: Then what will we do?</li><li>LILLY: I&#8217;m gonna make Cordova pay. No-one is ever going to get the best of me – not ever again. Only… Cordova will keep sending men until he finds us, won&#8217;t he?. (BEAT) (DEFEATED) Okay, we&#8217;re gonna go see Mort.</li><li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li><li>NARRATOR: Why does Mort insist on working as a fortune teller? What mysterious agenda is the double-crossing Madam Sofia pursuing? Can Lilly protect her daughter from Cordova&#8217;s goons and get the help she needs from Mort? Tune in to episode two and find out.</li><li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS</span></li></ol>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website:&nbsp;<a href="http://www.weirdworldstudios.com/">https://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/mort-flintwich-and-the-outworlder-war-episode-1-no-good-deed/">Mort Flintwich and the Outworlder War &#8211; Episode 1 &#8211; No Good Deed</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Cassilda&#8217;s Song</title>
		<link>https://weirdworldstudios.com/cassildas-song/</link>
					<comments>https://weirdworldstudios.com/cassildas-song/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 06 Mar 2022 09:28:56 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mythos]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Carcosa]]></category>
		<category><![CDATA[Cassilda&#039;s Song]]></category>
		<category><![CDATA[H. P. Lovecraft]]></category>
		<category><![CDATA[King in Yellow]]></category>
		<category><![CDATA[Robert W. Chambers]]></category>
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					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. Admired by H.P Lovecraft, Robert W. Chambers contributed the earliest elements of the mythos surrounding the Yellow King, the madness inducing play &#8220;the King in Yellow&#8221;, and the eldritch city of Carcosa.&#160; Robert W. Chambers(1895) Public [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/cassildas-song/">Cassilda&#8217;s Song</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. Admired by H.P Lovecraft, Robert W. Chambers contributed the earliest elements of the mythos surrounding the Yellow King, the madness inducing play &#8220;the King in Yellow&#8221;, and the eldritch city of Carcosa.&nbsp;</p>



<figure class="wp-block-image"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?ssl=1"><img loading="lazy" decoding="async" width="260" height="260" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=260%2C260&amp;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" class="wp-image-3378" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 260px) 100vw, 260px" /></a><figcaption>Recommended for mature audiences – may contain adult situations and themes</figcaption></figure>



<p class="wp-block-paragraph">Robert W. Chambers<br>(1895)</p>



<p class="wp-block-paragraph">Public Domain License – This story is in the public domain and may be reproduced and shared freely.</p>



<p class="wp-block-paragraph">Along the shore the cloud waves break,<br>The twin suns sink behind the lake,<br>The shadows lengthen<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;In Carcosa.</p>



<p class="wp-block-paragraph">Strange is the night where black stars rise,<br>And strange moons circle through the skies<br>But stranger still is<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Lost Carcosa.</p>



<p class="wp-block-paragraph">Songs that the Hyades shall sing,<br>Where flap the tatters of the King,<br>Must die unheard in<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim Carcosa.</p>



<p class="wp-block-paragraph">Song of my soul, my voice is dead;<br>Die thou, unsung, as tears unshed<br>Shall dry and die in<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;Lost Carcosa.</p>



<p class="wp-block-paragraph">Cassilda&#8217;s Song in &#8220;The King in Yellow,&#8221; Act i, Scene 2.</p>
<p>The post <a href="https://weirdworldstudios.com/cassildas-song/">Cassilda&#8217;s Song</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">7441</post-id>	</item>
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		<title>Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 6 (final)</title>
		<link>https://weirdworldstudios.com/aristotle-for-audio-writers-part-5-2/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 21 Nov 2021 01:42:14 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[aristotle]]></category>
		<category><![CDATA[criticism]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[script writing]]></category>
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		<category><![CDATA[the epic]]></category>
		<category><![CDATA[thought]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6774</guid>

					<description><![CDATA[<p>Finally, I present the rather anti-climactic end to my look at Aristotle’s Poetics.&#160; Here Aristotle explores a few ancillary topics before giving some final advice on what constitutes a good drama.&#160; By finishing this final summary, though its value to writers is, I think, limited, it does give this project some sense of closure.. Chapter [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-5-2/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 6 (final)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Finally, I present the rather anti-climactic end to my look at Aristotle’s Poetics.&nbsp; Here Aristotle explores a few ancillary topics before giving some final advice on what constitutes a good drama.&nbsp; By finishing this final summary, though its value to writers is, I think, limited, it does give this project some sense of closure..</p>



<h2 class="wp-block-heading" id="chapter-19-diction-and-thought"><strong>Chapter 19 &#8211; Diction and Thought</strong></h2>



<p class="wp-block-paragraph">According to Artistotle, diction is more properly dealt with under the heading of rhetoric.&nbsp; It is the element of the play generally referred to as performance and he passes over it.&nbsp; I will do the same, but I am curious as to whether Artistotle’s surviving work on Rhetoric has anything to say to the voice actors of our own era.&nbsp; It might be interesting to find out, but I am happy to leave that investigation to others.</p>



<p class="wp-block-paragraph">With regard to thought, however, Aristotle’s meaning is a bit more difficult to fathom.&nbsp; He defines thought as “every effect that has to be produced by speech” and lists examples such as “proof and refutation”, “the excitement of feelings”, and “the suggestion of importance and its opposite”. &nbsp;</p>



<p class="wp-block-paragraph">Thought is a strange term to use for it, but seems to refer to the impact of what happens on stage in the mind of the audience.&nbsp; For the audio audience, of course, the stage on which the play is performed is that of the mind.&nbsp; As a result, it seems to me, that this is referring to the success with which the writer creates the drama in the minds of the audience and evokes understanding and emotion.</p>



<p class="wp-block-paragraph">Aristotle goes on to say that events should speak for themselves &#8211; probably the earliest formulation of “show, don’t tell” ever expressed.</p>



<p class="wp-block-paragraph">One way to think of show don’t tell is to rephrase it as “describe, don’t explain”.&nbsp; Sound, music, and dialog combine in audio drama to complete a picture in the mind of the audience.&nbsp; On stage we can “see” the play unfold, but audio drama must convey what is seen via these other tools.&nbsp; Music is one of the most useful tools in the audio-dramatist’s repertoire for “showing” and amplifying the emotion in&nbsp; a scene &#8211; but it is largely the preserve of production rather than writing.&nbsp; Sound is often ambiguous and cannot be trusted to “show” an audience anything in many cases without context.&nbsp; This context is often created by dialog and it is to dialog that we must turn to “show” rather than “tell”.&nbsp; But since dialog is verbal, the question naturally arises as to how this is achieved?</p>



<p class="wp-block-paragraph">Let’s imagine a character, Bob, who is angry.&nbsp; Bob might say, “I am angry.”&nbsp; This is “showing” or “explaining”.&nbsp; But it is very unsatisfying for the audience.&nbsp; Far better for Bob to express his anger more obliquely and allow the audience to infer his emotion.</p>



<p class="wp-block-paragraph">SOUND: BUSY OFFICE &#8211; MURMURS, TYPING, ETC.</p>



<p class="wp-block-paragraph">SOUND: DOOR SLAMS.&nbsp; ALL GOES SILENT.</p>



<p class="wp-block-paragraph">BOB: (LOUD AND IMPATIENT) Where’s the Rotchester Report? (BEAT) Well? (BEAT) What the hell do I pay you people for.&nbsp; Find it!</p>



<p class="wp-block-paragraph">SOUND: FLURRY OF ACTIVITY.</p>



<p class="wp-block-paragraph">In narration it is even easier to see.&nbsp; If the narrator says “Bob is angry” we are being “told” and Bob’s behavior is being “explained”.&nbsp; Instead his behavior should merely be described (“shown”) to us (though in the example below the narrative description is redundant and unnecessary).</p>



<p class="wp-block-paragraph">NARRATOR: Bob is searching everywhere for the Rotchester Report.</p>



<p class="wp-block-paragraph">SOUND: BUSY OFFICE &#8211; MURMURS, TYPING, ETC.</p>



<p class="wp-block-paragraph">SOUND: DOOR OPENS, BEAT, DOOR SLAMS.&nbsp; ALL GOES SILENT.</p>



<p class="wp-block-paragraph">BOB: (LOUD AND IMPATIENT) Where’s that damned report got to? (BEAT) Well? (BEAT) What the hell do I pay you people for.&nbsp; Find it!</p>



<p class="wp-block-paragraph">SOUND: FLURRY OF ACTIVITY.</p>



<h2 class="wp-block-heading" id="chapter-20-grammar"><strong>Chapter 20 &#8211; Grammar</strong></h2>



<p class="wp-block-paragraph">Since Aristotle largely treats of Ancient Greek grammar (and I have written a series of five articles on English grammar) I am not going to deal with this subject here.</p>



<h2 class="wp-block-heading" id="chapter-21-words"><strong>Chapter 21 &#8211; Words</strong></h2>



<p class="wp-block-paragraph">In this chapter, Aristotle explores the types of words used to express a play.&nbsp; He argues for a general reliance on commonly used words that will allow the meaning of the play to be accessible to the greatest number of people in the audience (more on this in the next chapter).</p>



<p class="wp-block-paragraph">He also spends some time classifying different ways in which words can be used to paint pictures in the the mind of an audience; in particular through what he refers to as metaphor.  This discussion is not, strictly speaking, about metaphors as we would understand them (at least at first).  The discussion seems to have more in common with our idea of analogy expressed as a kind of (mathematical) set theory.</p>



<p class="wp-block-paragraph">The relevance of these classifications to the modern writer are a little hard to fathom, but for the sake of completeness, here&#8217;s a quick rundown of how Aristotle sees them.</p>



<p class="wp-block-paragraph">If I say “my ship lies at anchor”, I am employing an instance “lies at anchor” of a greater set of “things which lie still”.</p>



<p class="wp-block-paragraph">If I say “there lies my ship”, I am employing the greater set of “things which lie still” to describe the specific instance of “lying at anchor”.</p>



<p class="wp-block-paragraph">If I say “the sword clove the air and separated his head from his body” I am using two specific instances (“cleaving” and “separating”) of the greater set of “things which are split”.</p>



<p class="wp-block-paragraph">When Aristotle moves on to discuss the impact of metaphor, his advice becomes more practical in nature.</p>



<p class="wp-block-paragraph">Concepts can also be related to one another through analogy even in apparant contradiction.&nbsp; “A cup of alcohol is the shield of a drunkard.&nbsp; A shield is the cup of a warrior”.&nbsp; The apparent falsehood of the analogy forces the audience member to think and come to see a new meaning.&nbsp; Alcohol makes the drinker dull to pain, in a way, acting as a shield.&nbsp; Arms and armor are intoxicating and exciting to the warrior, in a way, acting as a cup.</p>



<p class="wp-block-paragraph">In English, metaphor refers to analogies where one thing is identified with another (“he is a fox”) and simile refers to analogies where on thing likened to another (“he is like a fox”). &nbsp;</p>



<p class="wp-block-paragraph">Whether in the form of a simile or a metaphor, an analogy creates interest for the audience and paints a picture in the mind that can be invaluable in communicating ideas (particularly abstract ideas) through drama.</p>



<p class="wp-block-paragraph">SIR DAVIS: The honorable member has her snout in every opportunity for graft that our community presents.</p>



<p class="wp-block-paragraph">WALTER: When Marcus goes to his dance class he looks like a hippo in a leotard.</p>



<p class="wp-block-paragraph">Artistotle spends some time talking about new words also.&nbsp; These are words invented to help the author communicate his/her thought.&nbsp; It is often stated that Shakespeare invented some 1700 words.&nbsp; This is actually a bit of a myth, since what is true is that he is the first recorded user of 1700 words that had previously not appeared in print.&nbsp; That said, he did, in fact, invent at least 420 words of his own.&nbsp; He would conjoin words, change verbs into adjectives, use nouns as verbs, add prefixes to words, add suffixes to words, and shorten words.&nbsp; Authors and dramatists have always done this.&nbsp; The science fiction writer, William Gibson has invented words such as “channel-zap” and “neuromancy” as a shorthand to express ideas that were otherwise difficult&nbsp; or clumsy to communicate.&nbsp; The important thing to remember about introducing a new words is that it is a perfectly acceptable thing to do, but the context must make the meaning clear.&nbsp; Otherwise confusion results.</p>



<h2 class="wp-block-heading" id="chapter-22-style"><strong>Chapter 22 &#8211; Style</strong></h2>



<p class="wp-block-paragraph">In chapter 22, Aristotle deals with style.&nbsp; His preference is for “startling simplicity”.&nbsp; He argues in favor of using simple, familiar words, but warns against using them in a conventional (and cliche) way.&nbsp; He warns against jargon and employing common phrases that are so familiar they slide past us without really entering our minds.&nbsp; Phrases such as “at the end of the day…” have become so worn out by use in our own time that they can be dropped altogether without harming a piece of dialog in any way.&nbsp; Instead, Aristotle suggests that simple language be used to create attention grabbing phrases (without, of course, drawing unnecessary attention to themselves).&nbsp; A writer wants the attention of the audience, but does not want the audience to focus that attention on the words themselves.&nbsp; It is a fine line to walk and, as discussed above, he suggests metaphor&nbsp; is the best way to be startling while being simple.</p>



<p class="wp-block-paragraph">BOB: I walked in on Steve and his girlfriend this afternoon.&nbsp; You never really notice how much kissing sounds like a cow pulling it’s foot out of the mud until you’re forced to listen to a pair of teenagers going for it in the next room.</p>



<p class="wp-block-paragraph">Complex, large, and rare words are not to be rejected altogether, of course.&nbsp; They are still useful for characterization.&nbsp; Shakespeare would commonly put large and rare words, wrongly applied, into the mouths of characters he wished to suggest were ridiculous, pompous, or ignorant.</p>



<p class="wp-block-paragraph">ELSIE: One day I want to be effluent, mom.</p>



<p class="wp-block-paragraph">MOTHER: I think you mean affluent, darling.</p>



<p class="wp-block-paragraph">ELSIE: Yeah.&nbsp; That’s what I said.</p>



<h2 class="wp-block-heading" id="chapter-23-drama-vs-history"><strong>Chapter 23 &#8211; Drama vs. History</strong></h2>



<p class="wp-block-paragraph">Aristotle uses chapter 23 to discuss the differences between a series of events being recounted (such as a history) and a dramatic work.&nbsp; Historical happenings are not necessarily connected.&nbsp; The real world is like that.&nbsp; I might do a dozen unconnected things in any given day.&nbsp; A history of my day, however true or accurate, would not be a good subject for drama. &nbsp;</p>



<p class="wp-block-paragraph">Drama presents a series of unified events with a beginning, middle, and end that tend to be connected causally and feel unified (around a theme or character goal).</p>



<p class="wp-block-paragraph">For Aristotle this is a matter of selection and exclusion.&nbsp; He advises us to only select what is essential to the telling of the story and exclude all else.</p>



<p class="wp-block-paragraph">With regard to the connections between events that form a story and provide a story with unity, I imagine he would likely have approved of Matt Stone and Trey Parker’s oft-quoted advice that story episodes should avoid being connected by “and then” but instead be made up of connections such as “but”, “so”, “therefore”, and occasionally “meanwhile”.</p>



<h2 class="wp-block-heading" id="chapter-24-the-epic"><strong>Chapter 24 &#8211; The Epic</strong></h2>



<p class="wp-block-paragraph">In chapter 24, Aristotle turns his attention to the epic.&nbsp; In our own time, the epic is best thought of as a series.&nbsp; Series’ come in several types; the episodic series, the anthology series, and the serial.&nbsp; At present we are living in a golden age of serial story telling, but the other forms are still alive and kicking. &nbsp;</p>



<p class="wp-block-paragraph">The episodic series concerns itself with a telling a single story in each episode with all plot lines resolved by the time the credits are reached.  It is unified by the presence of recurring characters around whom each episode concentrates.</p>



<p class="wp-block-paragraph">An anthology series tells stories that are self-contained yet unconnected.&nbsp; Presenting different characters, locations, and events in each episode.&nbsp; Anthologies tend to be unified around a particular theme (tales with a twist, tales of adventure, ghost stories, science fiction stories, etc.)</p>



<p class="wp-block-paragraph">The serial follows a particular set of characters through numerous connected episodes that, like the tragedy, unfold as a single large tale.&nbsp; This larger scale of the epic allows greater development of character and and a broader exploration of incident, but in most other regards, must follow the same rules that apply to all other drama.&nbsp; It must be unified.&nbsp; It must have a beginning, middle, and end.&nbsp; It must be populated with characters who we can identify with.&nbsp; It must involve turns of fortune that are believable and engage our emotions.&nbsp;</p>



<p class="wp-block-paragraph">The main distinction of the epic (or serial in modern terms) is that it can achieve a grandeur as a result of its scale that is often out of reach in the stand alone play.</p>



<p class="wp-block-paragraph">Having discussed the value of long-form story-telling, Aristotle takes a slight digression to discuss how believability is achieved in drama.  He suggests that probable impossibilities are to be preferred to improbable possibilities.  What this means is that an impossibility that has the appearance of believability is more convincing than something that could really happen but doesn’t seem likely.</p>



<p class="wp-block-paragraph">We will happily accept a talking cat in a story if the cat demonstrates a consistent and realistic character, far more readily than we would someone winning twenty consecutive games at the roulette wheel.&nbsp; While a talking cat is impossible, it feels believable if all other elements are grounded.&nbsp; Barring some manner of plausible explanation for the unusual coincidence (cheating, or magic, etc.), the random winning of 20 spins of the roulette wheel (while technically possible) is not plausible and will not easily be believed by an audience. &nbsp;</p>



<h2 class="wp-block-heading" id="chapter-25-imitation"><strong>Chapter 25 &#8211; Imitation</strong></h2>



<p class="wp-block-paragraph">In this chapter, Aristotle takes critics to task.  He suggests that legitimate criticism consists in a critical examination of story structure (a kind of late justification for his own writing) and not in a criticism of factual errors.  As was noted at the beginning of this series, Aristotle views art is imitation.  The dramatist imitates life as it is or was, as we imagine it to be, or as it should be.  He allows for the fantastical far less than we do today, but permits it if, in doing so, we are given insight into the reality of living (through the awakening and purging of emotion).  For this reason he considers a play failed if it doesn’t present a turn, a recognition, a reversal, a sense of unity, properly motivated action, etc.  He does not however, judge the work faulty because the writer made an error of fact (mis-labeling a medical condition for example).</p>



<p class="wp-block-paragraph">He also takes aim at, what could best be described as, bad-faith criticism.  Picking on a character’s speech because of faulty yet realistic grammar, deliberately not recognizing or understanding the purpose of a metaphor, writing a heroic adventure when the critic prefers a romance, etc.</p>



<p class="wp-block-paragraph">The legitimate targets of criticism in Artistotle’s view are things which are impossible, irrational, morally harmful, contradictory, or poorly expressed.&nbsp;</p>



<p class="wp-block-paragraph">Each of these are important to the writer of audio drama to a greater or lesser degree.&nbsp; Impossibility, irrationality, and contradiction all contribute directly to a failure in believability.&nbsp; Even the most fantastical of tales must be believable in this sense.&nbsp; Unmotivated or ridiculous actions (the irrational) and elements of the impossible that have not been established as a consistent part of the world will destroy believability and writers must strive to present the unbelievable in a well established and consistent framework in which actions and reactions are clearly motivated.&nbsp; Where contradictions exist, the audience will become confused.&nbsp; We don’t want our audience asking how could Jim be breaking into the bank’s vault at mid-day while sitting having lunch with his sister in the next scene at the same time.</p>



<p class="wp-block-paragraph">We are not nearly as concerned today with drama as a means of moral education, but the moral impact of a work remains a matter of significant interest in our world and authors need to be aware of this dimension of writing and take responsibility for their choices.</p>



<p class="wp-block-paragraph">Of all these matters, the primary concern of the audio dramatist is expression.  Is the story clear?  Do the characters feel real?  Is the structure satisfying?  Does the dialog and action elicit emotion?  Does the story feel unified?</p>



<h2 class="wp-block-heading" id="chapter-26-what-is-best"><strong>Chapter 26 &#8211; What is best?</strong></h2>



<p class="wp-block-paragraph">In this final chapter of his Poetics, Aristotle explains his view regarding which storytelling form is best (tragedy or epic).&nbsp; He comes firmly&nbsp; down on the side of tragedy, feeling that the greater efficiency and selectivity of the tragedy makes it superior to the epic.</p>



<p class="wp-block-paragraph">He dispenses with the idea that the acting of a play can be used to judge its worth, arguing that performance is completely in the hands of the actor.&nbsp; It is easy to agree with this, in part.&nbsp; A bad performance says little, logically, about the quality of the play (though it is hard not to judge the play negatively when badly performed).&nbsp; However, a good performance can create a positive impression about an otherwise sub-standard story.</p>



<p class="wp-block-paragraph">For this reason alone, finding decent actors for a play is important.</p>



<p class="wp-block-paragraph">The power of a play is present, fundamentally, on the page.&nbsp; If it is badly written, structured, and expressed, a play will never be more than mediocre.&nbsp; The success or otherwise of the play, ultimately, depends upon the writer and it is the writer’s responsibility to understand to the best of his/her ability the craft of storytelling in all its technical and aesthetic detail.</p>



<p class="wp-block-paragraph">And there it is, an exploration of Aristotle’s Poetics applied to audio drama as best as I can manage it.&nbsp; All in all, I think it was worth the time it has taken.&nbsp; I can see the value that modern dramatists such as Aaron Sorkin and David Mamet find in it, though I don’t think it is terribly accessible to the modern reader.&nbsp; I hope by working through it in this way, I might make it a bit more comprehensible to myself and others.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-5-2/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 6 (final)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Death of Halpin Frayser</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 20 Nov 2021 09:23:18 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mythos]]></category>
		<category><![CDATA[ambrose bierce]]></category>
		<category><![CDATA[death of Halpin Frayser]]></category>
		<category><![CDATA[H. P. Lovecraft]]></category>
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					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. Admired by H.P Lovecraft, The Death of Halpin Frayser was an influential story about a man haunted by his dead mother when he failed to keep a promise because of misfortune.  Ambrose Bierce(in Can Such Things [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-death-of-halpin-frayser/">The Death of Halpin Frayser</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime.  Admired by H.P Lovecraft, The Death of Halpin Frayser was an influential story about a man haunted by his dead mother when he failed to keep a promise because of misfortune.  </p>



<div class="wp-block-image"><figure class="alignleft size-large"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" width="260" height="260" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=260%2C260&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" class="wp-image-3378" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 260px) 100vw, 260px" /></a><figcaption>Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></div>



<p class="wp-block-paragraph">Ambrose Bierce<br>(in <em>Can Such Things Be?</em> New York: Cassell, 1893)</p>



<p class="wp-block-paragraph">Public Domain License – This story is in the public domain and may be reproduced and shared freely.</p>



<h2 class="wp-block-heading" id="i">I</h2>



<p class="wp-block-paragraph">For by death is wrought greater change than hath been shown. Whereas in general the spirit that removed cometh back upon occasion, and is sometimes seen of those in flesh (appearing in the form of the body it bore) yet it hath happened that the veritable body without the spirit hath walked. And it is attested of those encountering who have lived to speak thereon that a lich so raised up hath no natural affection, nor remembrance thereof, but only hate. Also, it is known that some spirits which in life were benign become by death evil altogether.—<a></a><em><a href="http://www.cthulhufiles.com/cthsecth.htm#hali">Hali</a></em>.</p>



<p class="wp-block-paragraph">ONE dark night in midsummer a man waking from a dreamless sleep in a forest lifted his head from the earth, and staring a few moments into the blackness, said: &#8220;Catherine Larue.&#8221; He said nothing more; no reason was known to him why he should have said so much.</p>



<p class="wp-block-paragraph">The man was Halpin Frayser. He lived in St. Helena, but where he lives now is uncertain, for he is dead. One who practices sleeping in the woods with nothing under him but the dry leaves and the damp earth, and nothing over him but the branches from which the leaves have fallen and the sky from which the earth has fallen, cannot hope for great longevity, and Frayser had already attained the age of thirty-two. There are persons in this world, millions of persons, and far and away the best persons, who regard that as a very advanced age. They are the children. To those who view the voyage of life from the port of departure the bark that has accomplished any considerable distance appears already in close approach to the farther shore. However, it is not certain that Halpin Frayser came to his death by exposure.</p>



<p class="wp-block-paragraph">He had been all day in the hills west of the Napa Valley, looking for doves and such small game as was in season. Late in the afternoon it had come on to be cloudy, and he had lost his bearings; and although he had only to go always downhill—everywhere the way to safety when one is lost—the absence of trails had so impeded him that he was overtaken by night while still in the forest. Unable in the darkness to penetrate the thickets of manzanita and other undergrowth, utterly bewildered and overcome with fatigue, he had lain down near the root of a large madroño and fallen into a dreamless sleep. It was hours later, in the very middle of the night, that one of God&#8217;s mysterious messengers, gliding ahead of the incalculable host of his companions sweeping westward with the dawn line, pronounced the awakening word in the ear of the sleeper, who sat upright and spoke, he knew not why, a name, he knew not whose.</p>



<p class="wp-block-paragraph">Halpin Frayser was not much of a philosopher, nor a scientist. The circumstance that, waking from a deep sleep at night in the midst of a forest, he had spoken aloud a name that he had not in memory and hardly had in mind did not arouse an enlightened curiosity to investigate the phenomenon. He thought it odd, and with a little perfunctory shiver, as if in deference to a seasonal presumption that the night was chill, he lay down again and went to sleep. But his sleep was no longer dreamless.</p>



<p class="wp-block-paragraph">He thought he was walking along a dusty road that showed white in the gathering darkness of a summer night. Whence and whither it led, and why he traveled it, he did not know, though all seemed simple and natural, as is the way in dreams; for in the Land Beyond the Bed surprises cease from troubling and the judgment is at rest. Soon he came to a parting of the ways; leading from the highway was a road less traveled, having the appearance, indeed, of having been long abandoned, because, he thought, it led to something evil; yet he turned into it without hesitation, impelled by some imperious necessity.</p>



<p class="wp-block-paragraph">As he pressed forward he became conscious that his way was haunted by invisible existences whom he could not definitely figure to his mind. From among the trees on either side he caught broken and incoherent whispers in a strange tongue which yet he partly understood. They seemed to him fragmentary utterances of a monstrous conspiracy against his body and soul.</p>



<p class="wp-block-paragraph">It was now long after nightfall, yet the interminable forest through which he journeyed was lit with a wan glimmer having no point of diffusion, for in its mysterious lumination nothing cast a shadow. A shallow pool in the guttered depression of an old wheel rut, as from a recent rain, met his eye with a crimson gleam. He stooped and plunged his hand into it. It stained his fingers; it was blood! Blood, he then observed, was about him everywhere. The weeds growing rankly by the roadside showed it in blots and splashes on their big, broad leaves. Patches of dry dust between the wheelways were pitted and spattered as with a red rain. Defiling the trunks of the trees were broad maculations of crimson, and blood dripped like dew from their foliage.</p>



<p class="wp-block-paragraph">All this he observed with a terror which seemed not incompatible with the fulfillment of a natural expectation. It seemed to him that it was all in expiation of some crime which, though conscious of his guilt, he could not rightly remember. To the menaces and mysteries of his surroundings the consciousness was an added horror. Vainly he sought by tracing life backward in memory, to reproduce the moment of his sin; scenes and incidents came crowding tumultuously into his mind, one picture effacing another, or commingling with it in confusion and obscurity, but nowhere could he catch a glimpse of what he sought. The failure augmented his terror; he felt as one who has murdered in the dark, not knowing whom nor why. So frightful was the situation—the mysterious light burned with so silent and awful a menace; the noxious plants, the trees that by common consent are invested with a melancholy or baleful character, so openly in his sight conspired against his peace; from overhead and all about came so audible and startling whispers and the sighs of creatures so obviously not of earth—that he could endure it no longer, and with a great effort to break some malign spell that bound his faculties to silence and inaction, he shouted with the full strength of his lungs! His voice broken, it seemed, into an infinite multitude of unfamiliar sounds, went babbling and stammering away into the distant reaches of the forest, died into silence, and all was as before. But he had made a beginning at resistance and was encouraged. He said:</p>



<p class="wp-block-paragraph">&#8220;I will not submit unheard. There may be powers that are not malignant traveling this accursed road. I shall leave them a record and an appeal. I shall relate my wrongs, the persecutions that I endure—I, a helpless mortal, a penitent, an unoffending poet!&#8221; Halpin Frayser was a poet only as he was a penitent: in his dream.</p>



<p class="wp-block-paragraph">Taking from his clothing a small red-leather pocketbook, one-half of which was leaved for memoranda, he discovered that he was without a pencil. He broke a twig from a bush, dipped it into a pool of blood and wrote rapidly. He had hardly touched the paper with the point of his twig when a low, wild peal of laughter broke out at a measureless distance away, and growing ever louder, seemed approaching ever nearer; a soulless, heartless, and unjoyous laugh, like that of the loon, solitary by the lakeside at midnight; a laugh which culminated in an unearthly shout close at hand, then died away by slow gradations, as if the accursed being that uttered it had withdrawn over the verge of the world whence it had come. But the man felt that this was not so—that it was near by and had not moved.</p>



<p class="wp-block-paragraph">A strange sensation began slowly to take possession of his body and his mind. He could not have said which, if any, of his senses was affected; he felt it rather as a consciousness—a mysterious mental assurance of some overpowering presence— some supernatural malevolence different in kind from the invisible existences that swarmed about him, and superior to them in power. He knew that it had uttered that hideous laugh. And now it seemed to be approaching him; from what direction he did not know—dared not conjecture. All his former fears were forgotten or merged in the gigantic terror that now held him in thrall. Apart from that, he had but one thought: to complete his written appeal to the benign powers who, traversing the haunted wood, might some time rescue him if he should be denied the blessing of annihilation. He wrote with terrible rapidity, the twig in his fingers rilling blood without renewal; but in the middle of a sentence his hands denied their service to his will, his arms fell to his sides, the book to the earth; and powerless to move or cry out, he found himself staring into the sharply drawn face and blank, dead eyes of his own mother, standing white and silent in the garments of the grave!</p>



<h2 class="wp-block-heading" id="ii">II</h2>



<p class="wp-block-paragraph">IN his youth Halpin Frayser had lived with his parents in Nashville, Tennesee. The Fraysers were well-to-do, having a good position in such society as had survived the wreck wrought by civil war. Their children had the social and educational opportunities of their time and place, and had responded to good associations and instruction with agreeable manners and cultivated minds. Halpin being the youngest and not over robust was perhaps a trifle &#8220;spoiled.&#8221; He had the double disadvantage of a mother&#8217;s assiduity and a father&#8217;s neglect. Frayser&nbsp;<em>père</em>&nbsp;was what no Southern man of means is not—a politician. His country, or rather his section and State, made demands upon his time and attention so exacting that to those of his family he was compelled to turn an ear partly deafened by the thunder of the political captains and the shouting, his own included.</p>



<p class="wp-block-paragraph">Young Halpin was of a dreamy, indolent and rather romantic turn, somewhat more addicted to literature than law, the profession to which he was bred. Among those of his relations who professed the modern faith of heredity it was well understood that in him the character of the late Myron Bayne, a maternal great-grandfather, had revisited the glimpses of the moon—by which orb Bayne had in his lifetime been sufficiently affected to be a poet of no small Colonial distinction. If not specially observed, it was observable that while a Frayser who was not the proud possessor of a sumptuous copy of the ancestral &#8220;poetical works&#8221; (printed at the family expense, and long ago withdrawn from an inhospitable market) was a rare Frayser indeed, there was an illogical indisposition to honor the great deceased in the person of his spiritual successor. Halpin was pretty generally deprecated as an intellectual black sheep who was likely at any moment to disgrace the flock by bleating in meter. The Tennessee Fraysers were a practical folk—not practical in the popular sense of devotion to sordid pursuits, but having a robust contempt for any qualities unfitting a man for the wholesome vocation of politics.</p>



<p class="wp-block-paragraph">In justice to young Halpin it should be said that while in him were pretty faithfully reproduced most of the mental and moral characteristics ascribed by history and family tradition to the famous Colonial bard, his succession to the gift and faculty divine was purely inferential. Not only had he never been known to court the muse, but in truth he could not have written correctly a line of verse to save himself from the Killer of the Wise. Still, there was no knowing when the dormant faculty might wake and smite the lyre.</p>



<p class="wp-block-paragraph">In the meantime the young man was rather a loose fish, anyhow. Between him and his mother was the most perfect sympathy, for secretly the lady was herself a devout disciple of the late and great Myron Bayne, though with the tact so generally and justly admired in her sex (despite the hardy calumniators who insist that it is essentially the same thing as cunning) she had always taken care to conceal her weakness from all eyes but those of him who shared it. Their common guilt in respect of that was an added tie between them. If in Halpin&#8217;s youth his mother had &#8220;spoiled&#8221; him, he had assuredly done his part toward being spoiled. As he grew to such manhood as is attainable by a Southerner who does not care which way elections go the attachment between him and his beautiful mother—whom from early childhood he had called Katy—became yearly stronger and more tender. In these two romantic natures was manifest in a signal way that neglected phenomenon, the dominance of the sexual element in all the relations of life, strengthening, softening, and beautifying even those of consanguinity. The two were nearly inseparable, and by strangers observing their manner were not infrequently mistaken for lovers.</p>



<p class="wp-block-paragraph">Entering his mother&#8217;s boudoir one day Halpin Frayser kissed her upon the forehead, toyed for a moment with a lock of her dark hair which had escaped from its confining pins, and said, with an obvious effort at calmness:</p>



<p class="wp-block-paragraph">&#8220;Would you greatly mind, Katy, if I were called away to California for a few weeks?&#8221;</p>



<p class="wp-block-paragraph">It was hardly needful for Katy to answer with her lips a question to which her telltale cheeks had made instant reply. Evidently she would greatly mind; and the tears, too, sprang into her large brown eyes as corroborative testimony.</p>



<p class="wp-block-paragraph">&#8220;Ah, my son,&#8221; she said, looking up into his face with infinite tenderness, &#8220;I should have known that this was coming. Did I not lie awake a half of the night weeping because, during the other half, Grandfather Bayne had come to me in a dream, and standing by his portrait—young, too, and handsome as that—pointed to yours on the same wall? And when I looked it seemed that I could not see the features; you had been painted with a face cloth, such as we put upon the dead. Your father has laughed at me, but you and I, dear, know that such things are not for nothing. And I saw below the edge of the cloth the marks of hands on your throat—forgive me, but we have not been used to keep such things from each other. Perhaps you have another interpretation. Perhaps it does not mean that you will go to California. Or maybe you will take me with you?&#8221;</p>



<p class="wp-block-paragraph">It must be confessed that this ingenious interpretation of the dream in the light of newly discovered evidence did not wholly commend itself to the son&#8217;s more logical mind; he had, for the moment at least, a conviction that it foreshadowed a more simple and immediate, if less tragic, disaster than a visit to the Pacific Coast. It was Halpin Frayser&#8217;s impression that he was to be garroted on his native heath.</p>



<p class="wp-block-paragraph">&#8220;Are there not medicinal springs in California?&#8221; Mrs. Frayser resumed before he had time to give her the true reading of the dream—&#8221; places where one recovers from rheumatism and neuralgia? Look—my fingers feel so stiff; and I am almost sure they have been giving me great pain while I slept.&#8221;</p>



<p class="wp-block-paragraph">She held out her hands for his inspection. What diagnosis of her case the young man may have thought it best to conceal with a smile the historian is unable to state, but for himself he feels bound to say that fingers looking less stiff, and showing fewer evidences of even insensible pain, have seldom been submitted for medical inspection by even the fairest patient desiring a prescription of unfamiliar scenes.</p>



<p class="wp-block-paragraph">The outcome of it was that of these two odd persons having equally odd notions of duty, the one went to California, as the interest of his client required, and the other remained at home in compliance with a wish that her husband was scarcely conscious of entertaining.</p>



<p class="wp-block-paragraph">While in San Francisco Halpin Frayser was walking one dark night along the water front of the city, when, with a suddenness that surprised and disconcerted him, he became a sailor. He was in fact &#8220;shanghaied&#8221; aboard a gallant, gallant ship, and sailed for a far countree. Nor did his misfortunes end with the voyage; for the ship was cast ashore on an island of the South Pacific, and it was six years afterward when the survivors were taken off by a venturesome trading schooner and brought back to San Francisco.</p>



<p class="wp-block-paragraph">Though poor in purse, Frayser was no less proud in spirit than he had been in the years that seemed ages and ages ago. He would accept no assistance from strangers, and it was while living with a fellow survivor near the town of St. Helena, awaiting news and remittances from home, that he had gone gunning and dreaming.</p>



<h2 class="wp-block-heading" id="iii">III</h2>



<p class="wp-block-paragraph">THE apparition confronting the dreamer in the haunted wood—the thing so like, yet so unlike his mother—was horrible! It stirred no love nor longing in his heart; it came unattended with pleasant memories of a golden past—inspired no sentiment of any kind; all the finer emotions were swallowed up in fear. He tried to turn and run from before it, but his legs were as lead; he was unable to lift his feet from the ground. His arms hung helpless at his sides; of his eyes only he retained control, and these he dared not remove from the lusterless orbs of the apparition, which he knew was not a soul without a body, but that most dreadful of all existences infesting that haunted wood—a body without a soul! In its blank stare was neither love, nor pity, nor intelligence—nothing to which to address an appeal for mercy. &#8220;An appeal will not lie,&#8221; he thought, with an absurd reversion to professional slang, making the situation more horrible, as the fire of a cigar might light up a tomb.</p>



<p class="wp-block-paragraph">For a time, which seemed so long that the world grew gray with age and sin, and the haunted forest, having fulfilled its purpose in this monstrous culmination of its terrors, vanished out of his consciousness with all its sights and sounds, the apparition stood within a pace, regarding him with the mindless malevolence of a wild brute; then thrust its hands forward and sprang upon him with appalling ferocity! The act released his physical energies without unfettering his will; his mind was still spellbound, but his powerful body and agile limbs, endowed with a blind, insensate life of their own, resisted stoutly and well. For an instant he seemed to see this unnatural contest between a dead intelligence and a breathing mechanism only as a spectator—such fancies are in dreams; then he regained his identity almost as if by a leap forward into his body, and the straining automaton had a directing will as alert and fierce as that of its hideous antagonist.</p>



<p class="wp-block-paragraph">But what mortal can cope with a creature of his dream? The imagination creating the enemy is already vanquished; the combat&#8217;s result is the combat&#8217;s cause. Despite his struggles—despite his strength and activity, which seemed wasted in a void, he felt the cold fingers close upon his throat. Borne backward to the earth, he saw above him the dead and drawn face within a hand&#8217;s breadth of his own, and then all was black. A sound as of the beating of distant drums—a murmur of swarming voices, a sharp, far cry signing all to silence, and Halpin Frayser dreamed that he was dead.</p>



<h2 class="wp-block-heading" id="iv">IV</h2>



<p class="wp-block-paragraph">A WARM, clear night had been followed by a morning of drenching fog. At about the middle of the afternoon of the preceding day a little whiff of light vapor—a mere thickening of the atmosphere, the ghost of a cloud—had been observed clinging to the western side of Mount St. Helena, away up along the barren altitudes near the summit. It was so thin, so diaphanous, so like a fancy made visible, that one would have said: &#8220;Look quickly! in a moment it will be gone.&#8221;</p>



<p class="wp-block-paragraph">In a moment it was visibly larger and denser. While with one edge it clung to the mountain, with the other it reached farther and farther out into the air above the lower slopes. At the same time it extended itself to north and south, joining small patches of mist that appeared to come out of the mountain-side on exactly the same level, with an intelligent design to be absorbed. And so it grew and grew until the summit was shut out of view from the valley, and over the valley itself was an ever-extending canopy, opaque and gray. At Calistoga, which lies near the head of the valley and the foot of the mountain, there were a starless night and a sunless morning. The fog, sinking into the valley, had reached southward, swallowing up ranch after ranch, until it had blotted out the town of St. Helena, nine miles away. The dust in the road was laid; trees were adrip with moisture; birds sat silent in their coverts; the morning light was wan and ghastly, with neither color nor fire.</p>



<p class="wp-block-paragraph">Two men left the town of St. Helena at the first glimmer of dawn, and walked along the road northward up the valley toward Calistoga. They carried guns on their shoulders, yet no one having knowledge of such matters could have mistaken them for hunters of bird or beast. They were a deputy sheriff from Napa and a detective from San Francisco—Holker and Jaralson, respectively. Their business was man-hunting.</p>



<p class="wp-block-paragraph">&#8220;How far is it?&#8221; inquired Holker, as they strode along, their feet stirring white the dust beneath the damp surface of the road.</p>



<p class="wp-block-paragraph">&#8220;The White Church? Only a half mile farther,&#8221; the other answered. &#8220;By the way,&#8221; he added, &#8220;it is neither white nor a church; it is an abandoned schoolhouse, gray with age and neglect. Religious services were once held in it when it—was white, and there is a graveyard that would delight a poet. Can you guess why I sent for you, and told you to come heeled?&#8221;</p>



<p class="wp-block-paragraph">&#8220;Oh, I never have bothered you about things of that kind. I&#8217;ve always found you communicative when the time came. But if I may hazard a guess, you want me to help you arrest one of the corpses in the graveyard.&#8221;</p>



<p class="wp-block-paragraph">&#8220;You remember Branscom?&#8221; said Jaralson, treating his companion&#8217;s wit with the inattention that it deserved.</p>



<p class="wp-block-paragraph">&#8220;The chap who cut his wife&#8217;s throat? I ought; I wasted a week&#8217;s work on him and had my expenses for my trouble. There is a reward of five hundred dollars, but none of us ever got a sight of him. You don&#8217;t mean to say——&#8221;</p>



<p class="wp-block-paragraph">&#8220;Yes, I do. He has been under the noses of you fellows all the time. He comes by night to the old graveyard at the White Church.&#8221;</p>



<p class="wp-block-paragraph">&#8220;The devil! That&#8217;s where they buried his wife.&#8221;</p>



<p class="wp-block-paragraph">&#8220;Well, you fellows might have had sense enough to suspect that he would return to her grave some time.&#8221;</p>



<p class="wp-block-paragraph">&#8220;The very last place that anyone would have expected him to return to.&#8221;</p>



<p class="wp-block-paragraph">&#8220;But you had exhausted all the other places. Learning your failure at them, I &#8216;laid for him&#8217; there.&#8221;</p>



<p class="wp-block-paragraph">&#8220;And you found him?&#8221;</p>



<p class="wp-block-paragraph">&#8220;Damn it! he found&nbsp;<em>me</em>. The rascal got the drop on me—regularly held me up and made me travel. It&#8217;s God&#8217;s mercy that he didn&#8217;t go through me. Oh, he&#8217;s a good one, and I fancy the half of that reward is enough for me if you&#8217;re needy.&#8221;</p>



<p class="wp-block-paragraph">Holker laughed good humoredly, and explained that his creditors were never more importunate.</p>



<p class="wp-block-paragraph">&#8220;I wanted merely to show you the ground, and arrange a plan with you,&#8221; the detective explained. &#8220;I thought it as well for us to be heeled, even in daylight.&#8221;</p>



<p class="wp-block-paragraph">&#8220;The man must be insane,&#8221; said the deputy sheriff. &#8220;The reward is for his capture and conviction. If he&#8217;s mad he won&#8217;t be convicted.&#8221;</p>



<p class="wp-block-paragraph">Mr. Holker was so profoundly affected by that possible failure of justice that he involuntarily stopped in the middle of the road, then resumed his walk with abated zeal.</p>



<p class="wp-block-paragraph">&#8220;Well, he looks it,&#8221; assented Jaralson. &#8220;I&#8217;m bound to admit that a more unshaven, unshorn, unkempt, and uneverything wretch I never saw outside the ancient and honorable order of tramps. But I&#8217;ve gone in for him, and can&#8217;t make up my mind to let go. There&#8217;s glory in it for us, anyhow. Not another soul knows that he is this side of the Mountains of the Moon.&#8221;</p>



<p class="wp-block-paragraph">&#8220;All right,&#8221; Holker said; &#8220;we will go and view the ground,&#8221; and he added, in the words of a once favorite inscription for tombstones: &#8221; &#8216;where you must shortly lie&#8217;—I mean, if old Branscom ever gets tired of you and your impertinent intrusion. By the way, I heard the other day that &#8216;Branscom&#8217; was not his real name.&#8221;</p>



<p class="wp-block-paragraph">&#8220;What is?&#8221;</p>



<p class="wp-block-paragraph">&#8220;I can&#8217;t recall it. I had lost all interest in the wretch, and it did not fix itself in my memory—something like Pardee. The woman whose throat he had the bad taste to cut was a widow when he met her. She had come to California to look up some relatives—there are persons who will do that sometimes. But you know all that.&#8221;</p>



<p class="wp-block-paragraph">&#8220;Naturally.&#8221;</p>



<p class="wp-block-paragraph">&#8220;But not knowing the right name, by what happy inspiration did you find the right grave? The man who told me what the name was said it had been cut on the headboard.&#8221;</p>



<p class="wp-block-paragraph">&#8220;I don&#8217;t know the right grave.&#8221; Jaralson was apparently a trifle reluctant to admit his ignorance of so important a point of his plan. &#8220;I have been watching about the place generally. A part of our work this morning will be to identify that grave. Here is the White Church.&#8221;</p>



<p class="wp-block-paragraph">For a long distance the road had been bordered by fields on both sides, but now on the left there was a forest of oaks, madroños, and gigantic spruces whose lower parts only could be seen, dim and ghostly in the fog. The udergrowth was, in places, thick, but nowhere impenetrable. For some moments Holker saw nothing of the building, but as they turned into the woods it revealed itself in faint gray outline through the fog, looking huge and far away. A few steps more, and it was within an arm&#8217;s length, distinct, dark with moisture, and insignificant in size. It had the usual country-schoolhouse form—belonged to the packing-box order of architecture; had an underpinning of stones, a moss-grown roof, and blank window spaces, whence both glass and sash had long departed. It was ruined, but not a ruin—a typical Californian substitute for what are known to guide-bookers abroad as &#8220;monuments of the past.&#8221; With scarcely a glance at this uninteresting structure Jaralson moved on into the dripping undergrowth beyond.</p>



<p class="wp-block-paragraph">&#8220;I will show you where he held me up,&#8221; he said. &#8220;This is the graveyard.&#8221;</p>



<p class="wp-block-paragraph">Here and there among the bushes were small inclosures containing graves, sometimes no more than one. They were recognized as graves by the discolored stones or rotting boards at head and foot, leaning at all angles, some prostrate; by the ruined picket fences surrounding them; or, infrequently, by the mound itself showing its gravel through the fallen leaves. In many instances nothing marked the spot where lay the vestiges of some poor mortal—who, leaving &#8220;a large circle of sorrowing friends,&#8221; had been left by them in turn—except a depression in the earth, more lasting than that in the spirits of the mourners. The paths, if any paths had been, were long obliterated; trees of a considerable size had been permitted to grow up from the graves and thrust aside with root or branch the inclosing fences. Over all was that air of abandonment and decay which seems nowhere so fit and significant as in a village of the forgotten dead.</p>



<p class="wp-block-paragraph">As the two men, Jaralson leading, pushed their way through the growth of young trees, that enterprising man suddenly stopped and brought up his shotgun to the height of his breast, uttered a low note of warning, and stood motionless, his eyes fixed upon something ahead. As well as he could, obstructed by brush, his companion, though seeing nothing, imitated the posture and so stood, prepared for what might ensue. A moment later Jaralson moved cautiously forward, the other following.</p>



<p class="wp-block-paragraph">Under the branches of an enormous spruce lay the dead body of a man. Standing silent above it they noted such particulars as first strike the attention—the face, the attitude, the clothing; whatever most promptly and plainly answers the unspoken question of a sympathetic curiosity.</p>



<p class="wp-block-paragraph">The body lay upon its back, the legs wide apart. One arm was thrust upward, the other outward; but the latter was bent acutely, and the hand was near the throat. Both hands were tightly clenched. The whole attitude was that of desperate but ineffectual resistance to—what?</p>



<p class="wp-block-paragraph">Near by lay a shotgun and a game bag through the meshes of which was seen the plumage of shot birds. All about were evidences of a furious struggle; small sprouts of poison-oak were bent and denuded of leaf and bark; dead and rotting leaves had been pushed into heaps and ridges on both sides of the legs by the action of other feet than theirs; alongside the hips were unmistakable impressions of human knees.</p>



<p class="wp-block-paragraph">The nature of the struggle was made clear by a glance at the dead man&#8217;s throat and face. While breast and hands were white, those were purple—almost black. The shoulders lay upon a low mound, and the head was turned back at an angle otherwise impossible, the expanded eyes staring blankly backward in a direction opposite to that of the feet. From the froth filling the open mouth the tongue protruded, black and swollen. The throat showed horrible contusions; not mere finger-marks, but bruises and lacerations wrought by two strong hands that must have buried themselves in the yielding flesh, maintaining their terrible grasp until long after death. Breast, throat, face, were wet; the clothing was saturated; drops of water, condensed from the fog, studded the hair and mustache.</p>



<p class="wp-block-paragraph">All this the two men observed without speaking—almost at a glance. Then Holker said:</p>



<p class="wp-block-paragraph">&#8220;Poor devil! he had a rough deal.&#8221;</p>



<p class="wp-block-paragraph">Jaralson was making a vigilant circumspection of the forest, his shotgun held in both hands and at full cock, his finger upon the trigger.</p>



<p class="wp-block-paragraph">&#8220;The work of a maniac,&#8221; he said, without withdrawing his eyes from the inclosing wood. &#8220;It was done by Branscom—Pardee.&#8221;</p>



<p class="wp-block-paragraph">Something half hidden by the disturbed leaves on the earth caught Holker&#8217;s attention. It was a red-leather pocketbook. He picked it up and opened it. It contained leaves of white paper for memoranda, and upon the first leaf was the name &#8220;Halpin Frayser.&#8221; Written in red on several succeeding leaves—scrawled as if in haste and barely legible—were the following lines, which Holker read aloud, while his companion continued scanning the dim gray confines of their narrow world and hearing matter of apprehension in the drip of water from every burdened branch:</p>



<p class="wp-block-paragraph">&#8220;Enthralled by some mysterious spell, I stood<br>In the lit gloom of an enchanted wood.<br>⁠The cypress there and myrtle twined their boughs,<br>Significant, in baleful brotherhood.</p>



<p class="wp-block-paragraph">&#8220;The brooding willow whispered to the yew;<br>Beneath, the deadly nightshade and the rue,<br>⁠With immortelles self-woven into strange<br>Funereal shapes, and horrid nettles grew.</p>



<p class="wp-block-paragraph">&#8220;No song of bird nor any drone of bees,<br>Nor light leaf lifted by the wholesome breeze:<br>⁠The air was stagnant all, and Silence was<br>A living thing that breathed among the trees.</p>



<p class="wp-block-paragraph">&#8220;Conspiring spirits whispered in the gloom,<br>Half-heard, the stilly secrets of the tomb.<br>⁠With blood the trees were all adrip; the leaves<br>Shone in the witch-light with a ruddy bloom.</p>



<p class="wp-block-paragraph">&#8220;I cried aloud!—the spell, unbroken still,<br>Rested upon my spirit and my will.<br>⁠Unsouled, unhearted, hopeless and forlorn,<br>I strove with monstrous presages of ill!</p>



<p class="wp-block-paragraph">&#8220;At last the viewless——&#8221;</p>



<p class="wp-block-paragraph">Holker ceased reading; there was no more to read. The manuscript broke off in the middle of a line.</p>



<p class="wp-block-paragraph">&#8220;That sounds like Bayne,&#8221; said Jaralson, who was something of a scholar in his way. He had abated his vigilance and stood looking down at the body.</p>



<p class="wp-block-paragraph">&#8220;Who&#8217;s Bayne?&#8221; Holker asked rather incuriously.</p>



<p class="wp-block-paragraph">&#8220;Myron Bayne, a chap who flourished in the early years of the nation—more than a century ago. Wrote mighty dismal stuff; I have his collected works. That poem is not among them, but it must have been omitted by mistake.&#8221;</p>



<p class="wp-block-paragraph">&#8220;It is cold,&#8221; said Holker; &#8220;let us leave here; we must have up the coroner from Napa.&#8221;</p>



<p class="wp-block-paragraph">Jaralson said nothing, but made a movement in compliance. Passing the end of the slight elevation of earth upon which the dead man&#8217;s head and shoulders lay, his foot struck some hard substance under the rotting forest leaves, and he took the trouble to kick it into view. It was a fallen headboard, and painted on it were the hardly decipherable words, &#8220;Catharine Larue.&#8221;</p>



<p class="wp-block-paragraph">&#8220;Larue, Larue!&#8221; exclaimed Holker, with sudden animation. &#8220;Why, that is the real name of Branscom—not Pardee. And—bless my soul! how it all comes to me—the murdered woman&#8217;s name had been Frayser!&#8221;</p>



<p class="wp-block-paragraph">&#8220;There is some rascally mystery here,&#8221; said Detective Jaralson. &#8220;I hate anything of that kind.&#8221;</p>



<p class="wp-block-paragraph">There came to them out of the fog—seemingly from a great distance—the sound of a laugh, a low, deliberate, soulless laugh, which had no more of joy than that of a hyena night-prowling in the desert; a laugh that rose by slow gradation, louder and louder, clearer, more distinct and terrible, until it seemed barely outside the narrow circle of their vision; a laugh so unnatural, so unhuman, so devilish, that it filled those hardy man-hunters with a sense of dread unspeakable! They did not move their weapons nor think of them; the menace of that horrible sound was not of the kind to be met with arms. As it had grown out of silence, so now it died away; from a culminating shout which had seemed almost in their ears, it drew itself away into the distance, until its failing notes, joyless and mechanical to the last, sank to silence at a measureless remove.</p>
<p>The post <a href="https://weirdworldstudios.com/the-death-of-halpin-frayser/">The Death of Halpin Frayser</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6772</post-id>	</item>
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		<title>Some Thoughts on Dialog</title>
		<link>https://weirdworldstudios.com/some-thoughts-on-dialog/</link>
					<comments>https://weirdworldstudios.com/some-thoughts-on-dialog/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 03 Nov 2021 10:08:21 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[script writing]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6735</guid>

					<description><![CDATA[<p>Believable Dialog Dialog concentrates meaning.&#160; While speech in real life sprawls and weaves and contradicts itself and follows tangents and gets lost and sometimes finds its way to the point via a circuitous route, dialog (with appropriate allowances for characterisation) homes in on the essential meaning in what is being said. This is, in my [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/some-thoughts-on-dialog/">Some Thoughts on Dialog</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<h2 class="wp-block-heading" id="believable-dialog"><strong>Believable Dialog</strong></h2>



<p class="wp-block-paragraph">Dialog concentrates meaning.&nbsp; While speech in real life sprawls and weaves and contradicts itself and follows tangents and gets lost and sometimes finds its way to the point via a circuitous route, dialog (with appropriate allowances for characterisation) homes in on the essential meaning in what is being said.</p>



<p class="wp-block-paragraph">This is, in my opinion, an essential (if contested) element of dialog writing.&nbsp; It should feel authentic without being realistic.&nbsp; Realistic dialog bores the audience.&nbsp; It&#8217;s tendency to meander fails to hold attention.&nbsp; And in audio drama, failure to hold attention is a cardinal sin.&nbsp; Efficiency is the key.</p>



<p class="wp-block-paragraph">As a result, the dialog must feel real while being more efficient than real speech.</p>



<p class="wp-block-paragraph">So, how is this feeling of reality achieved.&nbsp; Allowing that this is a subjective judgment, there are some things that automatically reduce the degree to which an audience will believe in the authenticity of our characters&#8217; interactions.</p>



<p class="wp-block-paragraph">In real life,<strong> characters do not reveal to each other what the parties to the conversation already know</strong>.&nbsp; Such talk is empty and feels inauthentic.</p>



<ul class="wp-block-list"><li>BILL: As you know Emily, we married young and started a family too soon, but always loved each other through it all.</li></ul>



<p class="wp-block-paragraph">While people do engage in small talk in the real world, it is best for characters in an audio drama to <strong>skip small talk and address the point </strong>(directly or indirectly) as quickly as possible.&nbsp; Small talk is a distraction that holds up the story and provides an opportunity for the audience to tune out or, worse, change the channel.</p>



<ul class="wp-block-list"><li>BILL: Hi.</li><li>JEN: Hi.</li><li>BILL: How are you?</li><li>JEN: Good.&nbsp; And you?</li><li>BILL: Not bad, considering the weather.</li></ul>



<p class="wp-block-paragraph"><strong>Character emotion must be motivated</strong> (via the text or subtext of the scene).&nbsp; If a character is expressing emotion that the audience cannot explain through the context provided by the scene, it feels inauthentic and will throw the audience out of their willing suspension of disbelief.</p>



<ul class="wp-block-list"><li>BILL: Happy Birthday, Jenny.&nbsp; I hope you like it.</li><li>JEN: Oh, it&#8217;s lovely.&nbsp; How did you know?</li><li>BILL: (ENRAGED) How dare you ask that!&nbsp; How dare you!&nbsp; You&#8217;re nothing but a tramp.&nbsp; A complete tramp!</li></ul>



<p class="wp-block-paragraph">Character <strong>external knowledge must also be reasonable</strong>.&nbsp; Having characters discuss things (events, ideas, actions, etc.) that they do not have access to is automatically spotted as inauthentic.&nbsp; This is not to say that a genius character will not work for an audience.&nbsp; Sherlock Holmes is great fun, but he is not a realistic character and his superhuman ability to know things must be well established for us before we will accept his pronouncements as authentic.&nbsp; However, when the work of establishing how a character knows something is accomplished, the knowledge expressed does feel authentic (even where it is impossible).</p>



<ul class="wp-block-list"><li>BOBBY: How was your paper round tonight, Billy?</li><li>BILLY: I didn&#8217;t get too wet.</li><li>BOBBY: So, did you think about my question?</li><li>BILLY: Yeah.&nbsp; Your calculations involve compensating for too many neutrinos.&nbsp; Reduce the number of neutrinos in your estimate and I think the equation will work.</li><li>BOBBY: You&#8217;re a marvel, Billy.&nbsp; What would I do without you?</li></ul>



<p class="wp-block-paragraph"><strong>Internal knowledge must be reasonable also</strong>.&nbsp; What is true regarding external knowledge is also true regarding internal knowledge.&nbsp; A character who understands their own stormy sea of internal emotion with perfect insight and expresses this superhuman insight in conversation will not seem authentic (except, as in the case of a Sherlock Holmes of the mind, where this ability has been established ahead of time).</p>



<p class="wp-block-paragraph">Human beings, with few exceptions, are a mystery to themselves and rarely understand, with complete clarity, their own emotions.</p>



<ul class="wp-block-list"><li>BILL:&nbsp;&nbsp;&nbsp; Why are you always so angry?</li><li>JEN: &nbsp;&nbsp;&nbsp; It&#8217;s because of my father.&nbsp; He always favoured my sister and I could never do enough to please him.&nbsp; I grew resentful and have internalised it to the extent that I respond to all men this way, now.</li></ul>



<p class="wp-block-paragraph"><strong>Whenever a character expresses knowledge (of themselves or the external world) or emotion for which the audience cannot detect a cause, the audience will likely assume they are hearing the voice of the author speaking rather than the character.</strong></p>



<p class="wp-block-paragraph">For dialog to feel authentic, it is important to <strong>keep a clear distinction between motivation (subtext) and justification (text)</strong>.&nbsp; There are many things we will not say out loud, not because they are not true, but because they come from our deepest and least worthy drives.&nbsp; The murderer who says &#8220;I killed him because I wanted his wife for myself&#8221; will not seem authentic to the audience (unless motivated, believably, to the admission by circumstances that make the admission less costly than its concealment).&nbsp; In life people do not come out and admit such things baldly.&nbsp; Instead they produce justifications.&nbsp; &#8220;She is better off without him&#8221;.&nbsp; &#8220;He could not provide for her&#8221;. Etc.&nbsp; We recognize these as excuses, but they feel more authentic than open statements (in part because we recognize the human tendency to rationalise behaviour).&nbsp; The jaded villain, who is past the point of bothering to rationalise his behaviour, needs to be established for the audience if such, typically, on the nose dialog is to be accepted as authentic.</p>



<p class="wp-block-paragraph"><strong>Exaggeration (of emotion, or action) rarely feels authentic without motivation</strong>, but extremes of emotion and action, if properly motivated, will always feel authentic.</p>



<p class="wp-block-paragraph"><strong>Unnecessary ostentation should be avoided.</strong>&nbsp; The desire to create characters that stand out in the imagination of our audience is a worthy one, but a little restraint will help make any ostentation believable.&nbsp; In the realm of clothing choice, a character might, in our modern world, be able to get away with wearing a large coat with a heavy, old fashioned, mantle.&nbsp; But push the ostentation too far and believability suffers.&nbsp; A male character who habitually appears in public in Elizabethan garb (doublet, pantaloons, hosiery) will strain credibility (unless the choice is established in some way to begin with – and even then there is such a thing as &#8220;too much&#8221;).&nbsp; <strong>Where ostentation becomes too much, it</strong> appears to exist for its own sake – drawing attention to itself in a way that <strong>breaks the willing suspension of disbelief</strong>.</p>



<p class="wp-block-paragraph">Likewise with dialog.&nbsp; Dialog can fall in love with itself and draw attention to itself as ostentatious expression.&nbsp; At the point it does so, we lose our belief in its authenticity.</p>



<ul class="wp-block-list"><li>BILL: I apologise that I have become so intoxicated with the exuberance of my own verbosity.</li></ul>



<p class="wp-block-paragraph">The opposite holds true as well.&nbsp; Language that is so sparse and spare that it has no adornment whatsoever will feel robotic and inauthentic.</p>



<ul class="wp-block-list"><li>BILL: Give me drink. Give me food.&nbsp; I need nutrients.</li></ul>



<p class="wp-block-paragraph">The key is to motivate what comes out of the mouths of our characters appropriately.&nbsp; The audience must always feel that there is a satisfying reason for what is being said and the way it is being said.&nbsp; If a character IS a robot, then robotic speech is believable.&nbsp; It is motivated appropriately.&nbsp; Improperly motivated dialog will always come across as inauthentic.&nbsp; To fix such dialog, we must either establish suitable causes for what is being said or, where no sufficient cause can be provided, remove the offending dialog.</p>



<h2 class="wp-block-heading" id="the-subject-matter-of-dialog"><strong>The Subject Matter of Dialog</strong></h2>



<p class="wp-block-paragraph">As noted earlier, dialog is action.&nbsp; It wants to achieve something.&nbsp; Therefore, dialog starts with a desire and proceeds as a means of achieving that desire.&nbsp; It adapts according to the environment (to the external obstacles to the achievement of the desire) and according to the personality (to the internal habits of mind and limits that a person places on their speech).</p>



<p class="wp-block-paragraph">Internal dialogue (the monologue) is a conversation held with oneself.&nbsp; <strong>The most interesting monologues are conflicts</strong>.&nbsp; The personality is at war with itself because two desires are at work and they appear incompatible.</p>



<ul class="wp-block-list"><li>HAMLET: To be, or not to be, that is the question:<br>Whether &#8217;tis nobler in the mind to suffer<br>The slings and arrows of outrageous fortune,<br>Or to take arms against a sea of troubles<br>And by opposing end them. To die—to sleep,<br>No more; and by a sleep to say we end<br>The heart-ache and the thousand natural shocks<br>That flesh is heir to: &#8217;tis a consummation<br>Devoutly to be wish&#8217;d. To die, to sleep;<br>To sleep, perchance to dream—ay,&nbsp;there&#8217;s the rub:<br>For in that sleep of death what dreams may come,<br>When we have shuffled off&nbsp;this mortal coil,<br>Must give us pause—there&#8217;s the respect<br>That makes calamity of so long life.</li></ul>



<p class="wp-block-paragraph"><strong>Dialog proper, or its most commonly understood form, occurs between two people with differing motivations for the action of speech</strong>.&nbsp; Again the most interesting dialog occurs where the desires of the individuals are incompatible and a conflict is occurring.</p>



<ul class="wp-block-list"><li>BILL: We&#8217;re running out of time.&nbsp; We have to save the driver.</li><li>KELLY: If we do, those kids will drown.</li></ul>



<p class="wp-block-paragraph">Alternatively, perhaps the characters&#8217; desires are aligned, but the stakes are too high for direct and open speech (two potential lovers, meeting for the first time, attracted to one another, but tip-toeing around the possibility of a relationship).&nbsp; In such a case, the dialog is less a game of verbal fencing than an exploration of shared desire through metaphor. Meeting in a library, our two lovers discuss the books they enjoy as a means of exploring their compatibility; the books are incidental, what matters is what is revealed about their mutual needs and expectations for a relationship partner.</p>



<ul class="wp-block-list"><li>BILL:&nbsp;&nbsp;&nbsp; What kind of books do you like?</li><li>JEN: Oh, you know.&nbsp; The dependable sort.&nbsp; The kind you can put down and pick up again with the same enjoyment you felt the first time you read it.&nbsp; What about you?</li><li>BILL: Oh, I like a book that thrills you down to your feet.&nbsp; One that makes you forget there is anyone else in the entire world.&nbsp; A book that feels like it was written just for you.</li></ul>



<h2 class="wp-block-heading" id="the-relationship-between-dialog-and-the-scene"><strong>The Relationship between Dialog and the Scene</strong></h2>



<p class="wp-block-paragraph">There are numerous reasons why dialog fails.</p>



<ol class="wp-block-list" type="1"><li>The inner desires or external circumstances of the character do not motivate or explain the action of speech (they appear unconnected and are, as a result, confusing).</li><li>There is a lack of harmony or balance between the motivations of the character and their expression in dialog (the character appears to be over- or under-reacting, creating a sense that something is off).</li><li>The language is bland, unfocused, inefficient, and generic (ignoring the rules of expression that would sharpen it to fit its purpose).</li><li>The dialog ignores the needs of the scene (it fails to build, through conflict, to a turning point).</li></ol>



<p class="wp-block-paragraph">In a scene where nothing changes, no story purpose is achieved.&nbsp; Such a scene should be jettisoned.&nbsp; If our dialog has not contributed to a change in the circumstances of the characters then it has failed to function as action.&nbsp; A lack of action (resulting in change) is a clear sign that a scene serves no purpose and it is a high crime to leave an audience with no clear answer to the question &#8220;what was the point of all that talk?&#8221;.</p>



<ul class="wp-block-list"><li>Dialog must involve some level of conflict (internal, external, both).</li><li>It must build to a climactic crisis in which a significant change occurs.</li><li>It must result in a new goal in which the character seeks to meet their motivating need via a new strategy.</li></ul>



<p class="wp-block-paragraph">Imagine for a moment that a couple enters a restaurant.&nbsp; They are having relationship problems.&nbsp; They sit, eat an enjoyable meal together and go home.</p>



<p class="wp-block-paragraph">Well written dialog won&#8217;t save this scene from failing.&nbsp; In fact, the scene pretty much guarantees the dialog won&#8217;t be well written.&nbsp; The scene itself is irrelevant, contributing nothing to the story.</p>



<ul class="wp-block-list"><li><strong>SCENE: (INT) RESTAURANT (EVENING)<br>(BILL, JEN)</strong></li><li>SOUND: RESTAURANT AMBIANCE</li><li>BILL: Nice place.</li><li>JEN: Yeah.</li><li>BILL: You want to order?</li><li>JEN: Sure.&nbsp; I like the look of the duck.</li><li>BILL: Duck it is.</li><li>&#8230;</li><li>&#8230;</li><li>JEN: Well, that was lovely.</li><li>BILL: Sure was.</li><li>JEN: Shall we head home?</li><li>BILL: Yeah.&nbsp; I&#8217;ll get the car.</li></ul>



<p class="wp-block-paragraph">The scene is unmotivated.&nbsp; Why are they visiting the restaurant?&nbsp; Is it to try to rekindle what they have lost?&nbsp; Is it to thrash out the details of their separation?&nbsp; Is it so that one can break the bad news to the other (in a public place where it is less likely to result in a screaming match)?</p>



<p class="wp-block-paragraph">Let&#8217;s give the scene some motivation.&nbsp; Our characters are trying to give their flagging relationship a boost via a romantic dinner.&nbsp; They sit, eat an enjoyable meal together and go home.&nbsp; It is little different from the first scene and just as much a failure.&nbsp; Why?&nbsp; There is no conflict.</p>



<ul class="wp-block-list"><li><strong>SCENE: (INT) RESTAURANT (EVENING)<br>(BILL, JEN)</strong></li><li>SOUND: RESTAURANT AMBIANCE</li><li>BILL: It&#8217;s been a rough couple of months.</li><li>JEN: Yeah, but this kind of makes up for it.</li><li>BILL: Does it?</li><li>JEN: (TEASING) I&#8217;ll keep you posted.</li><li>BILL: You want to order?</li><li>JEN: Sure.&nbsp; I like the look of the duck.</li><li>BILL: Duck it is.</li><li>&#8230;</li><li>&#8230;</li><li>JEN: Well, that was lovely.</li><li>BILL: Sure was.</li><li>JEN: Shall we head home?</li><li>BILL: Yeah.&nbsp; I&#8217;ll get the car.</li></ul>



<p class="wp-block-paragraph">The two characters need to be motivated in different directions.&nbsp; She must want an admission of his failings, while he must be looking to put the past behind him.&nbsp; Or he must be struggling with his feelings of betrayal while she is rediscovering what she loved about him in the first place.</p>



<p class="wp-block-paragraph">The structure of the scene can be improved.&nbsp; They enter the restaurant seeking to rekindle their flagging romance.&nbsp; They sit, eat an enjoyable meal together, but every time she tries to take advantage of the romantic setting he redirects the conversation to his own feelings of betrayal.&nbsp; At the end of the scene they go home.</p>



<ul class="wp-block-list"><li><strong>SCENE: (INT) RESTAURANT (EVENING)<br>(BILL, JEN)</strong></li><li>SOUND: RESTAURANT AMBIANCE</li><li>BILL: It&#8217;s been a rough couple of months.</li><li>JEN: Yeah, but this kind of makes up for it.</li><li>BILL: Does it?</li><li>JEN: Sorry, I won&#8217;t push.&nbsp; You want to order?</li><li>BILL: Not yet.&nbsp; I&#8217;m still not comfortable with playing the happy couple again.</li><li>JEN: You remember this place.&nbsp; The memories are&#8230; special.</li><li>BILL: Don&#8217;t change the subject.</li><li>JEN: I&#8217;m not.&nbsp; You are.&nbsp; We came here for this.</li><li>BILL: This what?</li><li>JEN: The atmosphere.&nbsp; The memories.&nbsp; The chance to&#8230; heal.</li><li>BILL: I think you&#8217;re getting a little ahead of yourself.</li><li>JEN: Try the duck.</li><li>&#8230;</li><li>&#8230;</li><li>JEN: Well, that was lovely.</li><li>BILL: Was it?</li><li>JEN: I&#8217;m trying Bill.&nbsp; Damnit, that&#8217;s what this whole night was supposed to be about.&nbsp;</li><li>BILL: Let&#8217;s head home.</li></ul>



<p class="wp-block-paragraph">The scene fails, regardless of the dialog, because it achieves no change.&nbsp; The behavior (and dialog) is motivated, a conflict exists, but no crisis occurs to force a change.</p>



<p class="wp-block-paragraph">Let&#8217;s structure the scene differently again.</p>



<ul class="wp-block-list"><li><strong>SCENE: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (INT) RESTAURANT (EVENING)<br>(BILL, JEN, WAITER)</strong></li><li>SOUND: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RESTAURANT AMBIANCE</li><li>BILL:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It&#8217;s been a rough couple of months.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yeah, but this kind of makes up for it.</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does it?</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sorry, I won&#8217;t push.&nbsp; You want to order?</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Not yet.&nbsp; I&#8217;m still not comfortable with playing the happy couple again.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You remember this place.&nbsp; The memories are&#8230; special.</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Don&#8217;t change the subject.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I&#8217;m not.&nbsp; You are.&nbsp; We came here for this.</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This what?</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This atmosphere.&nbsp; The memories.&nbsp; The setting.&nbsp; The chance to&#8230; heal.</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I think you&#8217;re getting a little ahead of yourself.&nbsp; We need to talk about what happened.&nbsp; You owe me that much.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I owe you&#8230; At least meet me half way.&nbsp; Take a look at the menu.</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I don&#8217;t think so.&nbsp; I didn&#8217;t come here to participate in another of your stage-managed farces.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; But Bill&#8230;</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I&#8217;m moving out, Jen.&nbsp; I&#8217;m going back to the apartment to pack a bag.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Please, Bill.&nbsp; Just look at the menu.</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Did you even hear me Jen.&nbsp; I&#8217;m leaving.&nbsp; We&#8217;re done.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; No, Bill please.&nbsp; Take a look at the&#8230;</li><li>BILL: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goodbye Jen.</li><li>SOUND: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; BILL GETS UP AND LEAVES.</li><li>WAITER: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (BEAT) I&#8217;m sorry, miss.&nbsp; This fell out of the menu.</li><li>JEN: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Oh.&nbsp; Uh&#8230; thanks Angelo.&nbsp; The letter won&#8217;t be needed now.&nbsp; Bill&#8217;s gone. He never saw it.</li></ul>



<p class="wp-block-paragraph">The couple&#8217;s relationship is flagging.&nbsp; She wants to try again via a night at a restaurant.&nbsp; He has been feeling betrayed.&nbsp; He wants to talk about it.&nbsp; She wants to take advantage of the setting to reignite the sense of romance they have lost.&nbsp; Every time he tries to raise the issue, she deflects to a discussion of the setting, trying to get him to notice the menu.&nbsp; He gets more frustrated.&nbsp; She wants to leave the past behind.&nbsp; She invites him to immerse himself in the mood of their setting, to see the effort she has gone to, to notice the menu in which she has placed a letter in which she has tried to address his issues.&nbsp; But he keeps focusing on himself.&nbsp; Nothing is going the way she had hoped.&nbsp; At last he gets up, declaring that it is hopeless and that he is going to move out.</p>



<p class="wp-block-paragraph">Now we have a scene.&nbsp; The dialog in such a scene needs to build via the conflict, through what is said, and left unsaid, to the crisis that instigates a change: he moves out.&nbsp; The status quo is broken.&nbsp; Now she must establish a new goal or perhaps she will maintain the old goal, pursuing it via a new strategy.</p>



<p class="wp-block-paragraph">We can rewrite our dialog forever and a day and we won&#8217;t save a scene that is structurally flawed.&nbsp; But if our scene structure is sound, then it will be improved by careful dialog.</p>



<h2 class="wp-block-heading" id="characterisation"><strong>Characterisation</strong></h2>



<p class="wp-block-paragraph">The first voice we express ourselves in is our own.&nbsp; As a result, our characters tend to speak with variations of our voice as well. It is a common complaint against writers of drama (even against some of the best in the business) that characters sound too much alike.</p>



<p class="wp-block-paragraph">It is not an easy thing to cure.&nbsp; Characters get their unique style of speech from the world in which they are immersed (their job and home life), the people they interact with (bosses vs. friends, etc.), their up-bringing (the knowledge and experiences that shapes their expression), their personalities and traits (loud, passive aggressive, shrill, histrionic, mild, laconic, taciturn, etc.) and their own linguistic quirks (the catchphrases and habitual expressions that uniquely identify them).</p>



<h3 class="wp-block-heading" id="planning-character"><strong>Planning Character</strong></h3>



<p class="wp-block-paragraph">Identity is expressed in language.</p>



<p class="wp-block-paragraph">To give your character his or her unique voice <strong>start by considering the character&#8217;s background and ethnicity</strong>.</p>



<p class="wp-block-paragraph">Does the character speak with an accent?&nbsp; Is there no accent, but they speak with the careful precision of someone raised with another native tongue.&nbsp; Is there English broken or shaped by a regional dialect?&nbsp; Is their vocabulary that of someone who has been highly educated?&nbsp; Do they speak in a manner that betrays little education?&nbsp; What family sayings have they picked up?</p>



<p class="wp-block-paragraph" id="next-consider-the-character-s-personality-and-beliefs"><strong>Next consider the character&#8217;s personality and beliefs.</strong></p>



<p class="wp-block-paragraph">What impact do their beliefs have?&nbsp; Would they swear?&nbsp; Is blasphemy something they would use?&nbsp; Do they employ the language of a specific subculture (Muslim, Christian, Existentialist, Budhist, Scientologist, Baseball fan, Gambler etc.)?</p>



<p class="wp-block-paragraph">Is the character loud, quiet, loquacious, taciturn, thoughtful, impulsive, active, lazy, passive, enthusiastic, jaded, innocent, apathetic, etc.?&nbsp; What impact does this have on how they talk?</p>



<p class="wp-block-paragraph"><strong>Consider the language of the workplace.</strong></p>



<p class="wp-block-paragraph">What specific knowledge does the character have that shapes the way they think and seeps into their speech?&nbsp; Accountants refer to &#8220;the bottom line&#8221;.&nbsp; Sports-folk refer to &#8220;own goals&#8221;.&nbsp; Detectives talk about &#8220;liking&#8221; someone for a crime.&nbsp; A mechanic might refer to &#8220;blowing a gasket&#8221;.</p>



<p class="wp-block-paragraph"><strong>People use different registers in different spaces</strong>.&nbsp; Someone might use &#8220;sir&#8221; when addressing the boss, but &#8220;mate&#8221; when addressing their next-door neighbor.&nbsp; Alternatively, they might only ever use an honorific (such as Mr. or Mrs.).&nbsp; Depending on their personality, they might resent social distinctions and be at pains never to directly draw attention to them.</p>



<p class="wp-block-paragraph"><strong>What specific catch-phrases does the character have that sets them apart. </strong>&nbsp;Do they say &#8220;Jinkies&#8221; like Velma Dinkley or exclaim &#8220;flummery&#8221; like Nero Wolfe.&nbsp; Do they refer to things as being &#8220;elementary&#8221; like Sherlock Holmes or habitually respond with the word &#8220;indeed&#8221; like Gandalf the Gray.&nbsp; Of course, you want to invent something unique to your own character.&nbsp; Borrowing something from another character will, of course, appear hackneyed and cliché.</p>



<p class="wp-block-paragraph">Once you have the answers to these questions, it can be helpful to record the habitual but unique things that your character says.</p>



<p class="wp-block-paragraph">What does your character say when they are surprised?&nbsp; Hurt?&nbsp; Angry?&nbsp; Frustrated?&nbsp; Joyful?&nbsp; Happy? Sad? Etc.</p>



<p class="wp-block-paragraph"><strong>Example</strong></p>



<p class="wp-block-paragraph">Gwen Ross holds a Phd. in herpetology (the study of reptiles) and speaks with a southern accent.&nbsp; She&#8217;s highly educated, and quite the snob regarding it.&nbsp; She speaks condescendingly to others and frequently employs sarcasm.&nbsp; Her language is academic.&nbsp; She uses the word &#8220;ophidian&#8221; when she means snake, in part because she thinks in the terms of her academic discipline, and in part because understanding the term is a shibboleth for determining whether others are worth her time.&nbsp; She uses famous theorists in the study of reptiles to swear by (&#8220;What, in the name of Louis Aggaziz, is going on?&#8221;).&nbsp; She addresses people formally (Mr. Mrs. Etc.) but only because she requires people to acknowledge her status as Dr. Gwen Ross.&nbsp; She uses phrases like &#8220;balderdash&#8221; to express disagreement and expresses pleasure only in a muted manner (never wanting others to feel too happy with themselves) with terms such as &#8220;very satisfactory&#8221;.</p>



<p class="wp-block-paragraph"><strong>Expressing Character</strong></p>



<p class="wp-block-paragraph">In general, nouns and verbs express a character&#8217;s intellectual life (what they know) while modifiers (adverbs, adjectives, and modalities) express the emotional life and personality (what they feel and how they express themselves).</p>



<p class="wp-block-paragraph">A character who knows little about a subject will use generic nouns and refer to a surgeon&#8217;s knife rather than a scalpel.&nbsp; A character with specific expertise in chemistry will refer to a Schlenk flask while someone without might refer to the same piece of equipment (incorrectly) as a narrow jar.</p>



<p class="wp-block-paragraph">In the same way that nouns reveal knowledge, verbs do as well.</p>



<p class="wp-block-paragraph">A character who describes someone in generic terms gives the impression of knowing less about the person than someone who is being specific.&nbsp; To say someone &#8220;walked across the room&#8221; suggests that, while the action was noticed, it wasn&#8217;t given much attention.&nbsp; To say someone &#8220;flounced across the room&#8221; or &#8220;slunk across the room&#8221; or even &#8220;strode across the room&#8221; suggests more attention was paid, and by implication suggests the watcher knows more.</p>



<p class="wp-block-paragraph">Adjectives reveal personality.&nbsp; The person who describes a zeppelin as &#8220;big&#8221; is likely to be of quite a different temperament to someone who describes it as &#8220;huge&#8221;, &#8220;enormous&#8221; or &#8220;stupendous&#8221;.</p>



<p class="wp-block-paragraph">Likewise the choice of adverb reveals different things about a character.&nbsp; The character who says someone spoke &#8220;loudly&#8221; is revealing a quite different personal reaction to the speech than a character who says someone spoke &#8220;ferociously&#8221;.</p>



<p class="wp-block-paragraph">It is generally best to avoid the passive voice, but in terms of characterisation it can be useful as a way of revealing personality.&nbsp; Someone who explains that &#8220;my wife planned the party&#8221; is likely of a different disposition to someone who explains that &#8220;the party was planned by my wife&#8221;.</p>



<p class="wp-block-paragraph">In an earlier discussion on verbs (the series of articles on grammar for audio-writers) I neglected to mention modal verbs.&nbsp; These also express personality.&nbsp; Modal verbs are used to express possibility or necessity and include words such as &#8220;could, should, must, will, shall, might, and may&#8221;.&nbsp; The character who says &#8220;people should care for one another&#8221; is likely quite different from one who says &#8220;people must learn to treat each other more kindly&#8221;.</p>



<p class="wp-block-paragraph">The unique words character&#8217;s use, peppered throughout their speech in the unique way in which they use them, gives each character his/her own voice.&nbsp; The character&#8217;s inner desires (what they wish to achieve) determines what they attempt to say and when they say it.</p>



<p class="wp-block-paragraph">One last point worth making is that characters use shorter sentences when under pressure and longer sentences when relaxed.&nbsp; You can convey a lot about the power relationships in a conversation by your choice of who gets to speak longer, more relaxed sentences and who speaks in clipped, short, terse speech.</p>



<h2 class="wp-block-heading" id="dialog-is-motivated-action"><strong>Dialog is Motivated Action</strong></h2>



<p class="wp-block-paragraph">As stated above, dialog is action.&nbsp; Not in the sense of a car chase or a fight, but in the sense that speech is a means of trying to achieve a goal.&nbsp; In audio drama, dialog is the primary way in which our characters express action.&nbsp; But dialog is also motivated action; action (in terms of the specific verbal strategies employed) that arises from internal desires and needs (both conscious and unconscious) and the constraints (personal, and environmental) placed on that action.</p>



<p class="wp-block-paragraph">Every character is motivated by over-arching, long-term, goals and in-the-moment (short-term goals).&nbsp; Bob wants to secure custody of his son (long-term) and in-the-moment wants, despite his insolvency, to convince a lawyer to take him on as a client (short-term).</p>



<p class="wp-block-paragraph">On top of this, every character is motivated consciously (by what they think they want) and unconsciously (by what they, most deeply, need – though they may be unaware of it).&nbsp; Bob wants to provide for his son, who has been abandoned by his mother.&nbsp; Bob needs to be seen, despite a long string of failures and humiliations, as a success – a responsible person, capable of raising a child; the father figure that he never had himself.</p>



<p class="wp-block-paragraph">And on top of this are the constraints (environmental and internal) that are forcing and restraining action.&nbsp; If Bob is non-confrontational, perhaps he will attempt to manipulate with his speech, seeking pity, or engaging in emotional blackmail (internal/personal constraints).&nbsp; If Bob is afraid of looking like a bad person in his son&#8217;s eyes, he might avoid engaging in illegality or bribery to achieve his aims (external/environmental constraints).&nbsp; Again this is reflected in dialog.</p>



<h2 class="wp-block-heading" id="scenes-test-the-character-s-agency-or-ability-and-willingness-to-act"><strong>Scenes test the Character&#8217;s Agency (or ability and willingness to act)</strong></h2>



<p class="wp-block-paragraph">Let&#8217;s suppose that Bob (from our example above) has entered the lawyer&#8217;s office.&nbsp; He is hopeful that he will be able to get things underway so that he can gain custody of his son but he&#8217;s also aware that his financial resources are almost non-existant.&nbsp; Let&#8217;s also suppose that the lawyer is something of a thin-skinned shark, who, when he identifies someone who can&#8217;t pay, enjoys humiliating them, safe in the knowledge they will never be his clients.&nbsp; The dialog these characters engage in will test the constraints on Bob&#8217;s action that his personality and environment create.&nbsp; Will Bob, when encountering the road-blocks created by the money-hungry lawyer, be able to secure his aid? Or will he be forced to compromise his principles for the sake of expediency?&nbsp; Or will it all go horribly wrong?&nbsp; The obstacles will test his character and the limits of his power (ability to influence the outcome).&nbsp; His primary actions will be revealed in the dialog.</p>



<p class="wp-block-paragraph">Given that Bob enters the encounter in a hopeful frame of mind, it goes without saying that the turn that must be embedded in this particular scene will leave him defeated regardless of the outcome.</p>



<ul class="wp-block-list"><li><strong>SCENE:            (INT) LAWYER&#8217;S OFFICE (MID MORNING)</strong></li><li><strong>                        (LAWYER &#8211; MR. THORNTON, BOB, JONATHAN)</strong></li><li>SOUND:           DOOR CLOSES.</li><li>LAWYER:         Is your boy comfortable in the waiting room, Mr. Webb?</li><li>BOB:                He&#8217;s fine.  He shouldn&#8217;t hear none of our talk. </li><li>LAWYER:         As you wish.  He&#8217;ll be watched by my security.</li><li>BOB:                I thought that guy looked outta place.  Big side of beef, ain&#8217;t he?</li><li>LAWYER:         His name&#8217;s Jonathan.  This isn&#8217;t the safest of neighbourhoods.  (BEAT) Have a seat.  What can I do for you today?</li><li>BOB:                I hear you&#8217;re a pretty good lawyer.</li><li>LAWYER:         I earn my fee.</li><li>BOB:                Good.  It&#8217;s about my boy that I&#8217;m here.  I need custody.</li><li>LAWYER:         Custody, hmmmm?  It&#8217;s a lengthy and expensive business.</li><li>BOB:                Things are pretty bad for him.</li><li>LAWYER:         And you can pay?</li><li>BOB:                I&#8217;d like to talk things over, at least.</li><li>LAWYER:         We&#8217;ll come to that, Mr. Webb.  You need to know, off the bat, that I charge by the hour.</li><li>BOB:                I was told you do work, here, on the poor side o&#8217; town.</li><li>LAWYER:         The &#8220;poor side of town&#8221;, as you put it, provides me with a good deal of money.</li><li>BOB:                Uh-huh.  My boy is with his mom, officially.  But she&#8217;s always on a drunk and he spends most of his time with his Grandma.</li><li>LAWYER:         You still haven&#8217;t told me if you can pay my fee, Mr. Webb.</li><li>BOB:                But she&#8217;s old.  And her mind ain&#8217;t what it was.</li><li>LAWYER:         Mr. Webb?</li><li>BOB:                She damn near torched the house last week.</li><li>LAWYER:         Mr. Webb.  You&#8217;re already on the clock and, whatever you&#8217;ve heard, I don&#8217;t work for free.  My rate is $160.00 an hour.  Can you meet it?</li><li>BOB:                Ain&#8217;t you listening?  My boy&#8217;s in danger living with her.</li><li>LAWYER:         I&#8217;ll take that as a &#8220;no&#8221; then.</li><li>BOB:                Where&#8217;s a man s&#8217;posed to get that kind o&#8217; money, anyway?</li><li>LAWYER:         Borrow it.  The law&#8217;s not a charity, Mr Webb. For all I care, steal it. </li><li>BOB:                (SHOCKED) Steal it?  (BEAT) You&#8217;re not going to help me at all, are you?</li><li>LAWYER:         If you think my help can be obtained without proper remuneration, then no.  You can pick up your bill on the way out.</li><li>BOB:                Out?  Now you&#8217;re throwing me out?  I come here for help and you throw me out?</li><li>LAWYER:         That&#8217;s about the sum of it.</li><li>BOB:                Like garbage?  Just like that?</li><li>LAWYER:         (SMIRKING) Stop it.  You&#8217;re embarrassing yourself.</li><li>BOB:                It&#8217;s not the law as lacks charity, Mr. Thornton.  That&#8217;s your own shyster&#8217;s choice.</li><li>LAWYER:         (BEAT – COLD SILENCE)</li><li>SOUND:           BUZZER – LET IT FINISH.</li><li>LAWYER:         (TO THE INTERCOM) Jonathan, would you come in here please?  Mr. Webb is refusing to leave.</li><li>BOB:                Now, wait&#8230;</li><li>LAWYER:         I don&#8217;t take kindly to insults, Mr. Webb.</li><li>SOUND:           DOOR OPENS.</li><li>JONATHAN:     You need me, Mr. Thornton?</li><li>LAWYER:         Yes, Jonathan.  Mr. Webb is leaving. Now.</li><li>BOB:                I&#8217;ll see myself out.</li><li>LAWYER:         I&#8217; don&#8217;t think so.  (BEAT – THEN TO JONATHAN) Jonathan, you go ahead and drag him out of here.  By the feet if you have to.  Drag him past that boy in the waiting room and dump him in the street &#8220;like garbage&#8221;.  Make sure you give him a few lumps for his trouble.  And throw the bill after him.</li><li>BOB:                No. I&#8230; Urk&#8230;</li><li>SOUND:           SCUFFLE – DOOR SLAMS – THEN SILENCE.</li></ul>



<p class="wp-block-paragraph">From a dramatic point of view, in a conflict between a relatively weak individual (Bob) who is trying to salvage what&#8217;s left of his pride and a powerful one (Mr. Thornton) who enjoys throwing his privilege around, getting a poke in (by calling Thornton a &#8220;shyster&#8221;), will always be met with overwhelming retaliation.&nbsp; The more Bob tries to salvage some dignity, the more humiliation will be dolled out in response.&nbsp; Thin-skinned sharks always smell blood in the water – and they don&#8217;t take slaps from their prey.&nbsp; The dialog demonstrates this.</p>



<p class="wp-block-paragraph">In the first half of the conversation, Bob wants to explain his need, to be heard, and to convince the lawyer to help.&nbsp; Mr. Thornton wants only to determine Bob&#8217;s ability to pay.&nbsp; It is the only thing he cares about.&nbsp; When Bob realises this, he vents his frustration on an impassive Mr. Thornton who appears, despite his protests, to enjoy the sight of Bob&#8217;s humiliation.&nbsp; When Bob lands an insult, Thornton&#8217;s pleasure turns to anger and he inflicts a punishing humiliation upon Bob.</p>



<p class="wp-block-paragraph">The conflict and dialog grow, as action, directly out of the character&#8217;s needs (conscious and unconscious) and the strategies he is prepared to employ in their pursuit (playing the pity card, trying to salvage some pride with a – frankly weak &#8211; insult) revealed as they clash with the obstacles in the scene (the lawyer&#8217;s focus on his fee and his pettiness).&nbsp; The dialog is action, an expression of the character&#8217;s strategies for gaining what he wants in the face of opposition.</p>



<p class="wp-block-paragraph">The situation and relative power of the obstacles being faced and their amenability to influence by the strategies (in speech) that are employed, test the character&#8217;s agency and essential nature.&nbsp; At the end of such a test, if written reasonably well, change has occurred, the plot is advanced, and we know the character more fully. This is the power of dialog.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/some-thoughts-on-dialog/">Some Thoughts on Dialog</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Basic Grammar for Audio Writers Part 4 &#8211; Style and Sentence Construction</title>
		<link>https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-4/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 03 Nov 2021 09:26:56 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[grammar]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[script writing]]></category>
		<category><![CDATA[sentences]]></category>
		<category><![CDATA[style]]></category>
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					<description><![CDATA[<p>Universal Style for Audio Writers Strunk and White&#8217;s little pamphlet on style has been in use for decades and provides helpful principles for writers.&#160; Their guide is a classic and is full of useful advice.&#160; The advice should be followed judiciously, however.&#160; Sometimes characterisation requires us to break these rules (some characters are meant to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-4/">Basic Grammar for Audio Writers Part 4 &#8211; Style and Sentence Construction</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<h2 class="wp-block-heading" id="universal-style-for-audio-writers"><strong>Universal Style for Audio Writers</strong></h2>



<p class="wp-block-paragraph">Strunk and White&#8217;s little pamphlet on style has been in use for decades and provides helpful principles for writers.&nbsp; Their guide is a classic and is full of useful advice.&nbsp; The advice should be followed judiciously, however.&nbsp; Sometimes characterisation requires us to break these rules (some characters are meant to be pompous, overly formal, wordy, or difficult to understand) but in general, unless you have a specific reason not to, the advice should be followed.</p>



<h3 class="wp-block-heading" id="use-the-active-voice"><strong>Use the active voice</strong></h3>



<p class="wp-block-paragraph">Passive sentences are weak.&nbsp; Instead of a subject acting upon an object, the object is acted upon by the subject and the clarity and power of the sentence is lost.</p>



<p class="wp-block-paragraph">Here is some passive dialog&#8230;</p>



<ul class="wp-block-list"><li>JIM: I was given another deadline by the boss.</li><li>BOB: Really?  I was given one too.</li><li>JIM: I wonder if the same project was given to both of us?</li><li>BOB: Maybe.  Projects are being handed out all over at the moment.  Too many to be unrelated.</li></ul>



<p class="wp-block-paragraph">It communicates, but it lacks immediacy.&nbsp; Rewritten actively we get.</p>



<ul class="wp-block-list"><li>JIM: The boss gave me another deadline.</li><li>BOB: Really?  Me too.</li><li>JIM: I wonder if he gave the same project to both of us?</li><li>BOB: Maybe.  He&#8217;s been giving too many out for them to all be unrelated.</li></ul>



<h3 class="wp-block-heading" id="remove-small-talk-and-needless-statements"><strong>Remove small-talk and needless statements</strong></h3>



<p class="wp-block-paragraph">Small talk and chat generally slows down and sucks the life out of dialog.</p>



<ul class="wp-block-list"><li>BOB: Hi Jim.</li><li>JIM: Hi Bob.</li><li>BOB: You heading over to Macey&#8217;s?</li><li>JIM: Yup.</li><li>BOB: The one on fourth again?</li><li>JIM: Nah.  The one on seventh.</li><li>BOB: You don&#8217;t think they share their files?</li><li>JIM: If they do, I&#8217;ll get thrown out quick smart.</li><li>BOB: More likely they&#8217;ll call the cops.</li><li>Dropping the small talk and clarifications immediately improves this dialog.</li><li>BOB: You heading over to Macey&#8217;s again, Jim?</li><li>JIM: I&#8217;m hoping the different stores don&#8217;t share their files.</li><li>BOB: You know if they recognize you, they&#8217;ll call the cops, right?</li></ul>



<h3 class="wp-block-heading" id="put-statements-in-positive-form"><strong>Put statements in positive form</strong></h3>



<p class="wp-block-paragraph">Negatives (indicated by the word &#8220;not&#8221;) weaken statements in dialog as well.</p>



<ul class="wp-block-list"><li>BOB: You&#8217;re not honest.</li><li>JIM: Sure.  But you didn&#8217;t pay attention to my warning.</li><li>BOB: You&#8217;re warning wasn&#8217;t important.  It didn&#8217;t even make sense.</li><li>JIM: Nah. You just don&#8217;t remember it.</li></ul>



<p class="wp-block-paragraph">In positive form the same dialog reads&#8230;</p>



<ul class="wp-block-list"><li>BOB: You lied.</li><li>JIM: Sure.  But you ignored my warning.</li><li>BOB: It was pointless and confusing.</li><li>JIM: Nah. You just forgot it.</li></ul>



<h3 class="wp-block-heading" id="use-definite-specific-concrete-and-commonly-understood-words"><strong>Use definite, specific, concrete and commonly understood words.</strong></h3>



<p class="wp-block-paragraph">General, indefinite, abstract and unfamiliar words take the wind out of sentences.</p>



<ul class="wp-block-list"><li>JIM: Jack was disconsolate during the unfavourable weather.</li></ul>



<p class="wp-block-paragraph">Rewritten with more specific and familiar terms, the above sentence is greatly improved&#8230;</p>



<ul class="wp-block-list"><li>JIM: Jack was upset during the storm.</li></ul>



<h3 class="wp-block-heading" id="preference-short-words-over-long"><strong>Preference short words over long</strong></h3>



<p class="wp-block-paragraph">Long words slow the pace of a sentence and tend to make lines sound pompous.</p>



<p class="wp-block-paragraph">Compare</p>



<ul class="wp-block-list"><li>JIM: I find brandy most efficacious for the alleviation of cerebral tribulation.</li></ul>



<p class="wp-block-paragraph">With</p>



<ul class="wp-block-list"><li>JIM: Brandy eases my mind.</li></ul>



<h3 class="wp-block-heading" id="omit-unnecessary-words"><strong>Omit unnecessary words</strong></h3>



<p class="wp-block-paragraph">It is almost always the case that written speech can be made shorter and given more punch through the removal of unnecessary words.&nbsp; Words that reflect characterisation are not unnecessary, but inefficient speech can always be tightened up without cheapening the characterisation.&nbsp; Shortness is not a goal in itself but, when writing dialog, the real aim is to make every word count.</p>



<p class="wp-block-paragraph">There are lots of common phrases, easy to reproduce in our writing because we hear them so often, that should be discarded as soon as they are discovered.</p>



<p class="wp-block-paragraph">Compare&#8230;</p>



<ul class="wp-block-list"><li>BOB:    Why are you looking so sour?</li><li>JIM:     It&#8217;s due to the fact that I hate cheese sandwiches.</li></ul>



<p class="wp-block-paragraph">With</p>



<ul class="wp-block-list"><li>BOB:    Why are you looking so sour?</li><li>JIM:     I hate cheese sandwiches.</li></ul>



<p class="wp-block-paragraph">Or compare</p>



<ul class="wp-block-list"><li>JIM: I want to talk about Maths because it is a subject which is close to my heart.</li></ul>



<p class="wp-block-paragraph">With</p>



<ul class="wp-block-list"><li>JIM: I want to talk about Maths because it is close to my heart.</li></ul>



<p class="wp-block-paragraph">Unnecessary words creep in as additions to phrases as well.</p>



<p class="wp-block-paragraph">Compare</p>



<ul class="wp-block-list"><li>TOM: His story is a strange one.</li></ul>



<p class="wp-block-paragraph">With</p>



<ul class="wp-block-list"><li>TOM: His story is strange.</li></ul>



<p class="wp-block-paragraph">Phrases such as &#8220;who is&#8221;, &#8220;which was&#8221;, and the like are often unnecessary.</p>



<p class="wp-block-paragraph">Compare</p>



<ul class="wp-block-list"><li>MICHAEL: Let me tell you about Jack, who is a member of the local police force.</li></ul>



<p class="wp-block-paragraph">With</p>



<ul class="wp-block-list"><li>MICHAEL: Let me tell you about Jack, a member of the local police force.</li></ul>



<h3 class="wp-block-heading" id="construct-short-direct-speeches"><strong>Construct short direct speeches</strong></h3>



<p class="wp-block-paragraph">Creating a wall of text can be intimidating, even for the best of actors.&nbsp; Where possible, a writer should aim to break exposition up into shorter sections of speech.</p>



<p class="wp-block-paragraph">In the film Charade (written by Peter Stone and directed by Stanley Donnen) the character of Mr. Bartholomew must deliver a long speech in a restaurant.&nbsp; Below is a reworked version of the speech delivered in one long block.&nbsp; Following that is the speech as it was delivered in the film.</p>



<ul class="wp-block-list"><li><strong>SCENE: (INT) FRENCH RESTAURANT (EARLY EVENING)<br>(REGINA, BARTHOLOMEW)</strong></li><li>SOUND: RESTAURANT AMBIANCE (CLINKING CUTTLERY, CROCKERY, ETC. PEOPLE SPEAKING LOW) &#8211; ESTABLISH AND UNDER.</li><li>SOUND: FRENCH ACCORDIAN MUSIC &#8211; UNDER</li><li>REGINA: (SCARED) Mr. Bartholomew: what is all this about? </li><li>BARTHOLOMEW: (TALKING IN A SLOW CONFIDENTIAL TONE) In nineteen fourty-four, five members of the O.S.S.- the military espionage unit &#8211; were ordered behind German lines for the purpose of delivering two hundred and fifty thousand dollars in gold to the French underground. The five men were, of course, your husband Charles; the three men who showed up at his funeral yesterday; and Carson Dyle.</li><li>Instead of delivering the gold, they stole it by burying it then reporting that the Germans had captured it. All they had to do was come back after the war, dig it up, split it five ways. Quarter of a million dollars with no questions asked.</li><li>Everything went smoothly enough until after the gold was buried. Then, before they could get out they were ambushed by a German patrol. A machine gun separated Scobie from his right hand, caught Carson Dyle full in the stomach.</li><li>Carson Dyle was dead but Scobie was able to travel, so the others finally got back to the base and waited for the war to end, only Charles couldn&#8217;t wait quite as long as the others. He beat them back to the gold, took everything for himself, and disappeared. It&#8217;s taken Gideon, Tex and Scobie all this time to catch up with him again.</li><li>REGINA: (DISTRESSED) But if they stole all that money, why can&#8217;t you arrest them?</li></ul>



<p class="wp-block-paragraph">Here is the version of the speech as scripted and delivered in the film&#8230;</p>



<ul class="wp-block-list"><li><strong>SCENE: (INT) FRENCH RESTAURANT (EARLY EVENING)<br>(REGINA, BARTHOLOMEW, WAITER)</strong></li><li>SOUND: RESTAURANT AMBIANCE (CLINKING CUTTLERY, CROCKERY, ETC. PEOPLE SPEAKING LOW) &#8211; ESTABLISH AND UNDER.</li><li>SOUND: FRENCH ACCORDIAN MUSIC &#8211; UNDER</li><li>REGINA: (SCARED) Mr. Bartholomew: what is all this about? </li><li>BARTHOLOMEW: (TALKING IN A SLOW CONFIDENTIAL TONE) In nineteen fourty-four, five members of the O.S.S.- the military espionage unit &#8211; were ordered behind German lines for the purpose of delivering two hundred and fifty thousand dollars in gold to the French underground. The five men were, of course, your husband Charles; the three men who showed up at his funeral yesterday; and Carson Dyle.</li><li>REGINA: Oh.</li><li>BARTHOLOMEW: Instead of delivering the gold, they stole it.</li><li>REGINA: How?</li><li>BARTHOLOMEW By burying it then reporting that the Germans had captured it. All they had to do was come back after the war, dig it up, split it five ways. Quarter of a million dollars with no questions asked.</li><li>REGINA: May I have a cigarette, please?</li><li>SOUND: SOFT TEARING NOISE AS FILTER REMOVED FROM CIGARRETTE – LET IT FINISH</li><li>BARTHOLOMEW: You tore the filter off?</li><li>REGINA: I can&#8217;t stand those things; it&#8217;s like drinking coffee through a veil.</li><li>SOUND: CIGARETTE LIGHTER &#8211; LET IT FINISH</li><li>REGINA: (DRAWS IN AND BREATHES OUT)</li><li>BARTHOLOMEW: Everything went smoothly enough until after the gold was buried. Then, before they could get out they were ambushed by a German patrol. A machine gun separated Scobie from his right hand, caught Carson Dyle full in the stomach.</li><li>REGINA: May I have another cigarette?</li><li>BARTHOLOMEW: What was wrong with that one?</li><li>REGINA: Nothing, I guess. What happened then?</li><li>BARTHOLOMEW: Have you any idea what these things cost over here?</li><li>REGINA: Please go on, Mr. Bartholomew: what happened then?</li><li>BARTHOLOMEW: Carson Dyle was dead but Scobie was able to travel, so&#8230; </li><li>WAITER: Pardon. La soupe, c&#8217;est pour qui?</li><li>REGINA: (TO THE WAITER) Pour moi.</li><li>SOUND: CLATTER OF CUTTLERY ETC. AS SOUP IS DELIVERED – LET IT FINISH.</li><li>BARTHOLOMEW. Where was I?</li><li>REGINA: Carson Dyle was dead.</li><li>BARTHOLOMEW: Yes, Carson Dyle was dead. The others finally got back to the base and waited for the war to end, only Charles couldn&#8217;t wait quite as long as the others. He beat them back to the gold, took everything for himself, and disappeared. It&#8217;s taken Gideon, Tex and Scobie all this time to catch up with him again.</li><li>REGINA: (DISTRESSED) But if they stole all that money, why can&#8217;t you arrest them?</li></ul>



<p class="wp-block-paragraph">In the second (actual) version of the script, the speech is broken up by interruptions of various kinds.&nbsp; The interruptions turn it into a series of short speeches and make it easier to listen to (by giving the audience a rest from the exposition) and easier for an actor to speak.</p>



<h3 class="wp-block-heading" id="avoid-a-succession-of-loose-sentences-joined-by-conjunctions-childish-speech"><strong>Avoid a succession of loose sentences joined by conjunctions (childish speech)</strong></h3>



<p class="wp-block-paragraph">Unless actually writing dialog for a child (and even then, it can feel exaggerated and unrealistic) avoid connecting clause after clause with conjunctions.</p>



<p class="wp-block-paragraph">The following is flawed</p>



<ul class="wp-block-list"><li>TIMMY: And Roger fell down the well and he was yelling and yelling but Mikey got scared and wanted to run away and the more scared Mikey got, the more scared the rest of us got too, and we could hear Roger splashing, trying to stay afloat but he was getting weaker so we ran to get help and I hope he&#8217;s not dead and can you please come to the well and get him out.</li></ul>



<p class="wp-block-paragraph">But the repetitive monotony of the following is worse still</p>



<ul class="wp-block-list"><li>JAMES: Roger fell down the well and he was yelling for help.  Mikey got scared and the other children became frightened.  The children became more frightened while Roger grew tired of trying to stay afloat.  The children ran for help but many of them thought it might be too late.  The adults were asked to rescue Roger but the children thought Roger might be dead.</li></ul>



<h3 class="wp-block-heading" id="express-co-ordinate-ideas-in-similar-form-write-according-to-the-same-pattern-in-the-second-idea-as-the-first"><strong>Express co-ordinate ideas in similar form (write according to the same pattern in the second idea as the first)</strong></h3>



<p class="wp-block-paragraph">This is an easy error to make and quite difficult to catch.&nbsp; Reading the text aloud often reveals the lack of symmetry.&nbsp; Generally, we just feel that something isn&#8217;t quite right.</p>



<ul class="wp-block-list"><li>BOB: In the past, science was taught by the textbook method, while now the laboratory method is used.</li></ul>



<p class="wp-block-paragraph">Rewritten so that the pattern of expression in the two clauses matches we get&#8230;</p>



<ul class="wp-block-list"><li>BOB: In the past, science was taught by the textbook method, while now it is taught by the laboratory method.</li></ul>



<h3 class="wp-block-heading" id="keep-related-words-together"><strong>Keep related words together</strong></h3>



<p class="wp-block-paragraph">Rather than splitting the subject and principal verb of a clause, it is better to keep related words together.&nbsp; Of course, this doesn&#8217;t apply when the writer is attempting to build suspense or a relative clause is being used.</p>



<p class="wp-block-paragraph">Avoid</p>



<ul class="wp-block-list"><li>JENNY: The iron, when mixed with an appropriate amount of carbon, makes steel.  For generations, in the manufacture of our swords, we&#8217;ve been employing this steel.</li></ul>



<p class="wp-block-paragraph">When you could say</p>



<ul class="wp-block-list"><li>JENNY: The iron makes steel when mixed with an appropriate amount of carbon.  For generations we&#8217;ve been employing this steel in the manufacture of our swords.</li></ul>



<h3 class="wp-block-heading" id="place-the-emphatic-words-of-a-sentence-at-the-end"><strong>Place the emphatic words of a sentence at the end</strong></h3>



<p class="wp-block-paragraph">We have noted that a speaker responds to the final word delivered in dialog by their conversation partner.&nbsp; Likewise, we have noted that afterthoughts tend to weaken sentences.&nbsp; For both these reasons, it is important when writing dialog to make the last word of every speech count.</p>



<ul class="wp-block-list"><li>JENNY:  Our steel is principally used for making swords, because of its hardness.</li></ul>



<p class="wp-block-paragraph">The above line invites the next speaker to respond to the word hardness.&nbsp; But it is more likely that our characters want to talk about swords and forces the conversation to pursue a different track before being brought back around to the point.&nbsp; The presentation of &#8220;because of its hardness&#8221; as an afterthought also weakens the sentence.</p>



<p class="wp-block-paragraph">Compare it to</p>



<ul class="wp-block-list"><li>JENNY: Because of its hardness, our steel is principally used for making swords.</li></ul>



<p class="wp-block-paragraph">Let&#8217;s conclude our discussion of sentence style with three more pieces of advice about common issues.</p>



<h3 class="wp-block-heading" id="avoid-connecting-complete-sentences-with-commas"><strong>Avoid connecting complete sentences with commas.</strong></h3>



<p class="wp-block-paragraph">This is a surprisingly easy mistake to make.&nbsp; The difference is subtle, but quite significant.</p>



<ul class="wp-block-list"><li>BOB: Then came the jokes, some of them were very amusing, while some others failed to raise a laugh.</li></ul>



<p class="wp-block-paragraph">Bob&#8217;s speech contains two sentences.</p>



<p class="wp-block-paragraph">Then came the jokes.</p>



<p class="wp-block-paragraph">Some of them were very amusing, while some others failed to raise a laugh.</p>



<p class="wp-block-paragraph">One way to fix the issue would be to simply correct the punctuation (adding the full stop/period between &#8220;jokes&#8221; and &#8220;some&#8221;).&nbsp; Another option is a grammatical fix; turning the second sentence into a pair of dependent clauses&#8230;</p>



<ul class="wp-block-list"><li>BOB: Then came the jokes, some very amusing, others failing to raise a laugh.</li></ul>



<h3 class="wp-block-heading" id="watch-out-for-ambiguous-pronouns"><strong>Watch out for ambiguous pronouns</strong></h3>



<p class="wp-block-paragraph">Sometimes our writing is ambiguous because we have been unclear about what our pronouns refer to.&nbsp;</p>



<p class="wp-block-paragraph">Here is an ambiguous line.</p>



<ul class="wp-block-list"><li>SALLY: Several members of my family have died of cancer and I didn&#8217;t know if it was hereditary so I decided to find out.</li></ul>



<p class="wp-block-paragraph">Does the pronoun &#8220;it&#8221; refer to &#8220;cancer&#8221; or &#8220;death&#8221;?&nbsp; Obviously, cancer is more likely, but the sentence remains a little unclear.&nbsp; The following expresses the idea more effectively by clarifying what the pronoun refers to.</p>



<ul class="wp-block-list"><li>SALLY: I decided to find out if cancer was hereditary because several members of my family have died from it.</li></ul>



<h3 class="wp-block-heading" id="the-rules-are-actually-guidelines"><strong>The rules are actually guidelines</strong> </h3>



<p class="wp-block-paragraph">Every one of these guidelines can be deliberately jettisoned for a variety of good reasons.  Dialog is often messy.  People don&#8217;t talk in neat grammatically correct forms.  Sometimes, effective characterization requires the imitation of grammatically incorrect forms of speech. That said, dialog is not a direct imitation of real life.  Rather, it is a stylised, more efficient, and focused form of expression, where every word is calculated for its contribution to the advancement of the story.  As such, with allowances made for the needs of characterisation, the writer of audio drama is still looking for the best way to communicate dialog.  And the rules of grammar, style and expression, when applied well, provide just the tools and clarity we need.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-4/">Basic Grammar for Audio Writers Part 4 &#8211; Style and Sentence Construction</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Basic Punctuation for Audio Writers</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 24 Oct 2021 11:08:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[punctuation]]></category>
		<category><![CDATA[radio drama education]]></category>
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					<description><![CDATA[<p>This week we turn our attention to the practical use of punctuation and how understanding it can help improve our writing.&#160; Punctuation isn&#8217;t grammar.&#160; But it does govern how we express grammar and, if we are audio dramatists, how a line and its meaning is communicated to an actor.&#160; It is the writer&#8217;s responsibility to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/basic-punctuation-for-audio-writers/">Basic Punctuation for Audio Writers</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">This week we turn our attention to the practical use of punctuation and how understanding it can help improve our writing.&nbsp;</p>



<p class="wp-block-paragraph">Punctuation isn&#8217;t grammar.&nbsp; But it does govern how we express grammar and, if we are audio dramatists, how a line and its meaning is communicated to an actor.&nbsp; It is the writer&#8217;s responsibility to communicate effectively and, though typos WILL happen, a thorough understanding of punctuation goes a long way to ensuring our intended meaning makes it to the page.&nbsp; As such I thought it would be a good idea to interrupt this series for a quick look at the rules of punctuation.</p>



<p class="wp-block-paragraph">Before we start, though.&nbsp; Let&#8217;s take a quick, and amusing, look at what a difference punctuation can make.</p>



<ul class="wp-block-list"><li>&#8220;Let&#8217;s eat grandma!&#8221; vs. &#8220;Let&#8217;s eat, grandma!&#8221;</li><li>&#8220;Eat your dinner&#8221; vs. &#8220;Eat.&nbsp; You&#8217;re dinner!&#8221;</li><li>&#8220;Twenty five-dollar bills&#8221; vs. &#8220;Twenty-five dollar bills&#8221;</li><li>&#8220;I want to thank my parents, Tiffany and God&#8221; vs. &#8220;I want to thank my parents, Tiffany, and God&#8221;</li><li>&#8220;I&#8217;m sorry I love you&#8221; vs. &#8220;I&#8217;m sorry; I love you.&#8221;</li><li>&#8220;Man eating chicken&#8221; vs. &#8220;Man-eating chicken&#8221;</li><li>&#8220;I find inspiration in cooking my family and my dog&#8221; vs. &#8220;I find inspiration in cooking, my family, and my dog&#8221;</li><li>&#8220;A woman without her man is nothing&#8221; vs. &#8220;A woman: without her, man is nothing&#8221;</li></ul>



<p class="wp-block-paragraph">Most written expression can be managed with a full stop/period and a comma.  Dialog is no exception and can be expressed adequately, even well, with these two tools alone.  But to limit ourselves to these two forms of punctuation is to limit the range of expression we can engage in.  It&#8217;s like building a house with only a hammer and a saw.  It can be done, but not very well.</p>



<h2 class="wp-block-heading" id="the-purpose-of-punctuation"><strong>THE PURPOSE OF PUNCTUATION</strong></h2>



<p class="wp-block-paragraph">Punctuation guides how a line is delivered.&nbsp; It seeks to make up for the fact that, on paper, language lacks expression (the gestures and tones of voice we use when speaking face-to-face).</p>



<p class="wp-block-paragraph">Take the following lines&#8230;</p>



<ul class="wp-block-list"><li>MORT: I heard about the accident, old man, and I hope you&#8217;re feeling better.  Will it cost much to repair the car?&#8221;.  When spoken aloud, the parenthetical &#8220;old man&#8221; is expressed by dropping the voice slightly.  The full stop/period indicates a drop in the voice at the end of a thought.  The question mark indicates a query that, vocally, is expressed by a slight rise in the voice.</li></ul>



<p class="wp-block-paragraph">Further, look at the following lines&#8230;</p>



<ul class="wp-block-list"><li>ALVIN: And then Jack said, &#8220;if you&#8217;d only followed my instructions in the first place, you wouldn&#8217;t be in this mess&#8221;.  Sheesh!  He never could resist saying &#8220;I told you so!&#8221;.</li></ul>



<p class="wp-block-paragraph">When quoting someone in conversation we change our tone of voice when we want to communicate that we are expressing someone else&#8217;s words. Quotation marks indicate this on paper.  Exclamation points indicate in writing that a strong emotion is being expressed.  In speech strong emotions are expressed with a change of pitch and an increase in volume.</p>



<h2 class="wp-block-heading" id="the-marks"><strong>THE MARKS</strong></h2>



<p class="wp-block-paragraph">There are only fourteen punctuation marks in English (that can be grouped in five broad categories) and they are surprisingly easy to learn (if harder to master).</p>



<p class="wp-block-paragraph">The marks (in their categories) are as follows.</p>



<ul class="wp-block-list"><li>Sentence endings: period, question mark, exclamation point</li><li>Comma, colon, and semicolon</li><li>Dash and hyphen</li><li>Brackets, braces, and parentheses</li><li>Apostrophe, quotation marks, and ellipsis</li></ul>



<h2 class="wp-block-heading" id="sentence-endings"><strong>SENTENCE ENDINGS</strong></h2>



<h3 class="wp-block-heading" id="full-stop-period"><strong>Full Stop/Period (.)</strong></h3>



<p class="wp-block-paragraph">This one is probably the most straightforward. Also referred to as a full stop, the period denotes the end of a sentence. A full sentence is considered as one that contains a complete thought and is made up of a subject and a predicate.</p>



<ul class="wp-block-list"><li>WALTER: The dog ran under the fence.</li></ul>



<p class="wp-block-paragraph">It is also used in abbreviations, such as are used in names, titles, and organizational acronyms.</p>



<ul class="wp-block-list"><li>ANDREW: Call Dr. Smith.&nbsp; He&#8217;s having a heart attack!&nbsp;</li></ul>



<p class="wp-block-paragraph">Of less relevance to the audio writer, periods are sometimes used to separate numbers in a date.</p>



<ul class="wp-block-list"><li>1. 22. 1969</li></ul>



<h3 class="wp-block-heading" id="question-mark"><strong>Question Mark (?)</strong></h3>



<p class="wp-block-paragraph">A question mark also ends a sentence, however it is concerned with ending a sentence that is a direct question. Typically, sentences that are questions begin with what, how, when, where, why, or who.</p>



<ul class="wp-block-list"><li>WALTER: How did the dog get under the fence?</li><li>ANDREW: Where&#8217;s the doctor?&nbsp;</li></ul>



<p class="wp-block-paragraph">A question mark also denotes a shift in tone in a sentence when read out loud.&nbsp; This tonal shift can be useful in keeping text from getting boring.</p>



<h3 class="wp-block-heading" id="exclamation-point"><strong>Exclamation Point (!)</strong></h3>



<p class="wp-block-paragraph">The exclamation point or exclamation mark is also used at the end of a sentence to express an intense emotion. They add emphasis to the sentence, but can easily be overused.&nbsp; Limit the number of exclamation points used in your plays.&nbsp; The emotion expressed can be varied; excitement, disgust, anger, joy, etc.&nbsp;</p>



<ul class="wp-block-list"><li>WALTER: Look out!&nbsp; He bites.</li><li>ANDREW: Doctor!&nbsp; Over here.</li></ul>



<h2 class="wp-block-heading" id="comma-colon-and-semi-colon"><strong>COMMA, COLON, AND SEMI-COLON</strong></h2>



<h3 class="wp-block-heading" id="comma"><strong>Comma ( , )</strong></h3>



<p class="wp-block-paragraph">Commas separate information into readable units.</p>



<p class="wp-block-paragraph">A single comma can indicate that someone is being addressed.</p>



<ul class="wp-block-list"><li>BILL: Jim, how are you doing?</li></ul>



<p class="wp-block-paragraph">It can also separates one clause from another.</p>



<ul class="wp-block-list"><li>WALTER: When he started digging in the yard, I didn&#8217;t expect he would tunnel his way out.</li><li>ANDREW: To dial emergency isn&#8217;t enough, you have to try and stop the bleeding.</li></ul>



<p class="wp-block-paragraph">A pair of commas can set off an aside (or parenthetical statement) from the main idea.</p>



<ul class="wp-block-list"><li>WALTER: That dog, mangy though he is, remains the most loyal creature I ever met.</li><li>ANDREW: You&#8217;re saying that, to stop the bleeding, I should apply pressure to the wound?</li></ul>



<p class="wp-block-paragraph">A set of commas can indicate a list.</p>



<ul class="wp-block-list"><li>WALTER: The dog&#8217;s tags list his name, date of birth, my address and telephone number.</li><li>ANDREW: The insurance company wants to know his medical client number, coverage type, date of last payment, and most recent bank balance.</li></ul>



<h3 class="wp-block-heading" id="colon"><strong>Colon (:)</strong></h3>



<p class="wp-block-paragraph">A colon has three main uses. The first is to introduce something, such as a quote, example, explanation, or series.</p>



<ul class="wp-block-list"><li>WALTER: There are four kinds of dog; pure-bred, mutt, inside, or outside.</li></ul>



<p class="wp-block-paragraph">A colon can also be used to link two independent clauses if the second clause clarifies or completes the first one. For example:</p>



<ul class="wp-block-list"><li>ANDREW: We&#8217;ve got to hurry: he&#8217;ll die if we don&#8217;t.</li></ul>



<p class="wp-block-paragraph">Finally, a colon can also emphasize a subject in a sentence:</p>



<ul class="wp-block-list"><li>WALTER: I only hate one kind of human being: the kind that hurts dogs.</li></ul>



<h3 class="wp-block-heading" id="semicolon"><strong>Semicolon (;)</strong></h3>



<p class="wp-block-paragraph">Where the colon can be used to expand upon an idea, the semi-colon can be used to link two ideas (two sentences) together.&nbsp; A full stop/period could be used in its place but the semi-colon tells us the sentences are connected in some way.</p>



<ul class="wp-block-list"><li>WALTER: To err is human; to own a dog is divine.</li></ul>



<p class="wp-block-paragraph">A less common use for semicolons is within a list that uses commas.</p>



<ul class="wp-block-list"><li>ANDREW: That doctor&#8217;s studied all around the world.&nbsp; He&#8217;s studied in London, England; Paris, France; Rome, Italy; and Athens, Greece.</li></ul>



<h2 class="wp-block-heading" id="dash-and-hyphen"><strong>DASH AND HYPHEN</strong></h2>



<h3 class="wp-block-heading" id="dash"><strong>Dash (-)</strong></h3>



<p class="wp-block-paragraph">There are two types of dash.</p>



<p class="wp-block-paragraph"><strong>En dash:&nbsp;</strong>The en dash is shorter and used to denote a range, such as between numbers or dates. &nbsp;It is rarely used in a script since script writers aim to make the delivery of the lines explicit.</p>



<p class="wp-block-paragraph">Instead of &#8220;My first dog lived from 1990-2000&#8221; or &#8220;The doctor travelled via the New York-Chicago train&#8221; we would write &#8220;My first dog lived from nineteen ninety to two thousand&#8221; or &#8220;The doctor travelled via the New York to Chicago train&#8221;</p>



<ul class="wp-block-list"><li>The company was operational from 1990-2000.</li><li>He took the Chicago-New York train last night.</li></ul>



<p class="wp-block-paragraph"><strong>Em dash:&nbsp;</strong>The em dash is longer, and is sometimes used instead of other punctuation marks, like commas, colons, or parentheses. Here’s an example:</p>



<ul class="wp-block-list"><li>WALTER: Take my dog – he&#8217;s the big one on the left – and put him in the house.</li><li>ANDREW: Is this doctor any good? – Yes!</li></ul>



<p class="wp-block-paragraph"><strong>Hyphen (-)</strong></p>



<p class="wp-block-paragraph">Not to be confused with a dash, the hyphen is used in compound words to connect the two parts.</p>



<ul class="wp-block-list"><li>BOB: She&#8217;s my mother-in-law.</li><li>HETTY: He&#8217;s my ex-boyfriend.</li></ul>



<p class="wp-block-paragraph">The hyphen is also used to link words that are not usually associated with one another into a single idea.</p>



<ul class="wp-block-list"><li>MAX: They&#8217;ve scheduled another Information-audit.</li></ul>



<p class="wp-block-paragraph">The hyphen also links a pair of words that function as an adjective before a noun.</p>



<ul class="wp-block-list"><li>BRIAN: Australia is now a post-industrial economy, which is a kind way of saying we import everything and produce nothing ourselves.</li></ul>



<h2 class="wp-block-heading" id="brackets-braces-and-parentheses"><strong>BRACKETS, BRACES, AND PARENTHESES</strong></h2>



<h3 class="wp-block-heading" id="parenthesis"><strong>Parenthesis (())</strong></h3>



<p class="wp-block-paragraph">In standard English, parentheses are used to elaborate upon or make a digression from the sentence in which they appear.&nbsp;</p>



<ul class="wp-block-list"><li>MAX: Michelle (who works at the local gas station) gave me directions to the hotel.</li></ul>



<p class="wp-block-paragraph">Commas are generally interchangeable with parentheses.</p>



<p class="wp-block-paragraph">In audio drama parentheses are used to provide directions to the actor (LOUDLY), (AT A DISTANCE), (BEAT) and guides to pronunciation (KART-A-HAY-NYA) for Cartagena.&nbsp; Such directions are provided in all-caps to indicate they should not be pronounced out loud.&nbsp; Because of this it is best to avoid parenthesis and use commas or dashes where possible (though parenthesis remain an allowable element in scripts).&nbsp; Square brackets also have a specific use in audio drama.</p>



<h3 class="wp-block-heading" id="braces"><strong>Braces ({})</strong></h3>



<p class="wp-block-paragraph">Braces are similar to parenthesis but are rarely used.&nbsp; They allow the writer to make a list within a list.</p>



<ul class="wp-block-list"><li>MAX:&nbsp; I went home to pack my bags {clothes, toiletries, and books}, switched off the electricals, and locked my doors and windows.</li></ul>



<p class="wp-block-paragraph">They can also be used in the representation of mathematical computations.</p>



<h3 class="wp-block-heading" id="brackets"><strong>Brackets ([])</strong></h3>



<p class="wp-block-paragraph">Generally, brackets are used to clarify something, provide explanations of technical terms, and provide parenthetical comments within quotations.</p>



<ul class="wp-block-list"><li>MAX: As Sun Tzu once said &#8220;The supreme art of war [in all its forms] is to subdue the enemy without fighting&#8221;.</li><li>GEORGE: The C.I.A [Central Intelligence Agency] is a sort of club house for spies.</li><li>ANGIE: The carburettor [a device that mixes air and fuel for combustion] is filthy.&nbsp; It needs to be cleaned.</li></ul>



<p class="wp-block-paragraph">In audio drama, square brackets are also best avoided as they are generally reserved for numbering sound effects [1], [2], [3], and identifying sections of the script that should be cued by the director [CUE].</p>



<h2 class="wp-block-heading" id="apostrophe-quotation-marks-and-ellipses"><strong>APOSTROPHE, QUOTATION MARKS, AND ELLIPSES</strong></h2>



<h3 class="wp-block-heading" id="apostrophe"><strong>Apostrophe (&#8216;)</strong></h3>



<p class="wp-block-paragraph">The apostrophe is used to mark possession (singular and plural).</p>



<ul class="wp-block-list"><li>MAX: It&#8217;s George&#8217;s fishing rod.&nbsp; The basket belongs to the Georges.</li><li>JIM: It&#8217;s the Georges&#8217; basket?</li></ul>



<p class="wp-block-paragraph">It is also used to indicate contractions (words from which letters have been omitted).</p>



<ul class="wp-block-list"><li>MAX: I can&#8217;t figure out why you&#8217;re here, Jim.&nbsp; It&#8217;s been frustrating me. Won&#8217;t you explain?</li></ul>



<p class="wp-block-paragraph">It can also be useful when writing dialog that involves dropped h&#8217;s and g&#8217;s.</p>



<ul class="wp-block-list"><li>ELIZA: &#8216;ow do you know that ain&#8217;t exactly what I been sayin&#8217; all along?</li></ul>



<p class="wp-block-paragraph">The apostrophe can also be used to indicate quotation marks within quotation marks.</p>



<ul class="wp-block-list"><li>SAUL: He told me that &#8220;Gerald said &#8216;any fool can do it if he tries'&#8221;.</li></ul>



<h3 class="wp-block-heading" id="quotation-marks"><strong>Quotation Marks (&#8220;&#8221;)</strong></h3>



<p class="wp-block-paragraph">Quotation Marks are used to indicate (and enclose) words spoken by someone else.</p>



<p class="wp-block-paragraph">If it appears in a novel, dialog is usually placed inside quotation marks.&nbsp; This is not necessary in an audio script, except where a speaker is quoting another individual.</p>



<ul class="wp-block-list"><li>JENNY: George told me that &#8220;Walter is a liar.  He&#8217;s never owned a dog in his life.&#8221; Would you believe that?</li></ul>



<p class="wp-block-paragraph">Generally, commas and full-stops/periods are placed inside the quotation marks, while colons, semi-colons and dashes are placed outside.</p>



<h3 class="wp-block-heading" id="ellipses"><strong>Ellipses (&#8230;)</strong></h3>



<p class="wp-block-paragraph">An Ellipsis marks the omission of a word or words. If the omission includes the end of a sentence the glyph has four dots (….) instead of three.</p>



<ul class="wp-block-list"><li>SERGIO: I&#8217;m gonna count backwards from ten.&nbsp; If you ain&#8217;t told me what I want to know by the time I&#8217;m done, well&#8230;.</li><li>TOOTS: Sergio&#8217;s gonna leave what comes next up to your imagination.</li><li>SERGIO: Ten, Nine, Eight&#8230;.</li><li>MAX: Alright, alright.&nbsp; I&#8217;ll talk. </li></ul>



<p class="wp-block-paragraph">It&#8217;s not rocket science, but mastering punctuation and basic grammar helps us to communicate our thoughts on the page far more effectively than we might otherwise have been able to.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/basic-punctuation-for-audio-writers/">Basic Punctuation for Audio Writers</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6713</post-id>	</item>
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		<title>Basic Grammar for Audio Writers Part 3 &#8211; Constructing Sentences</title>
		<link>https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-3/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 17 Oct 2021 10:55:29 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[grammar]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[script writing]]></category>
		<category><![CDATA[sentences]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6703</guid>

					<description><![CDATA[<p>This week we turn our attention to the practical use of grammar and how understanding it can help improve our writing.&#160; Sentence Types Declarative – Makes a statement about something. Interrogatory – Asks a question. Imperative – Provides an instruction. Exclamatory – Makes an exclamation. The following exchange contains each of these.  But in any [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-3/">Basic Grammar for Audio Writers Part 3 &#8211; Constructing Sentences</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">This week we turn our attention to the practical use of grammar and how understanding it can help improve our writing.&nbsp;</p>



<h2 class="wp-block-heading"><strong>Sentence Types</strong></h2>



<p class="wp-block-paragraph"><strong>Declarative</strong> – Makes a statement about something.</p>



<p class="wp-block-paragraph"><strong>Interrogatory</strong> – Asks a question.</p>



<p class="wp-block-paragraph"><strong>Imperative</strong> – Provides an instruction.</p>



<p class="wp-block-paragraph"><strong>Exclamatory</strong> – Makes an exclamation.</p>



<p class="wp-block-paragraph">The following exchange contains each of these.  But in any dialog the majority of your sentences will be declarative.</p>



<ul class="wp-block-list"><li>SERVANT: Ma&#8217;am?</li><li>MADAME NORISS: (STARTLED) Oh!&nbsp; You quite frightened me, Sally.&nbsp;</li><li>SERVANT: Sorry, Ma&#8217;am.&nbsp; I need to be in town in an hour.&nbsp; Is there anything you need?</li><li>MADAME NORISS: Bring me a cup of tea.</li><li>SERVANT: Yes, Ma&#8217;am</li></ul>



<h2 class="wp-block-heading"><strong>Sentences</strong></h2>



<p class="wp-block-paragraph">As has already been stated in an earlier article, sentences are made up of a subject and a predicate and express a complete idea.&nbsp; Phrases and clauses are not sentences.</p>



<h3 class="wp-block-heading"><strong>Using Phrases and Clauses</strong></h3>



<p class="wp-block-paragraph">&#8220;Down the street&#8221; is a phrase.&nbsp; There is no subject acting, nor is there a verb that turns it into a complete predicate.</p>



<p class="wp-block-paragraph">&#8220;while climbing on the roof&#8221; is a clause.&nbsp; It depends on something prior in order to complete the idea it is trying to express.</p>



<p class="wp-block-paragraph">Likewise, &#8220;he sat down for a moment before&#8221; is a clause.&nbsp; There is a subject &#8220;he&#8221; and a complete predicate with a verb &#8220;sat down for a moment&#8221;, but the idea is left incomplete (as indicated by the connecting word &#8220;before&#8221;.</p>



<p class="wp-block-paragraph">Does this mean we should only write in complete sentences?&nbsp; No.&nbsp; We can make use of phrases and stand-alone clauses in our writing, but we need to do so carefully.</p>



<p class="wp-block-paragraph">If a character overhears a conversation, it is quite legitimate to present a phrase.</p>



<ul class="wp-block-list"><li>SOUND:&nbsp;&nbsp;JIM ENTERS THE KITCHEN</li><li>JENNY: &nbsp; (HURRIEDLY) &#8230;need to talk to you later.&nbsp; Bye.</li><li>SOUND:&nbsp;PHONE HANGS UP</li><li>JIM:&nbsp;Who was that?</li><li>JENNY: (EMBARRASSED) Oh, nobody.</li></ul>



<p class="wp-block-paragraph">In the dialog above, the phrase creates mystery BECAUSE it is not a complete sentence.</p>



<p class="wp-block-paragraph">A broken radio transmission can do something similar&#8230;</p>



<ul class="wp-block-list"><li>SOUND: INTERMITTENT BURSTS OF STATIC AT THE GAPS IN THE SPEECH THAT FOLLOWS</li><li>RADIO OPERATOR:&nbsp; Mayday.&nbsp; Mayday.&nbsp; The expedition is&#8230; (STATIC).&nbsp; We&#8217;ve lost all our&#8230;(STATIC) &#8230; are dead and only (STATIC) remain alive.&nbsp;&nbsp; (STATIC) &#8230;are being hunted.&nbsp; (STATIC) &#8230;help urgently.&nbsp; Mayday.</li></ul>



<p class="wp-block-paragraph">Generally, unless we deliberately wish to create confusion, clauses and phrases are used in a way that implies a complete sentence.</p>



<ul class="wp-block-list"><li>BOB:&nbsp;&nbsp;&nbsp; Where&#8217;d Jenny go?</li><li>DON:&nbsp;&nbsp; Down the street.</li></ul>



<p class="wp-block-paragraph">Don&#8217;s answer is a prepositional phrase, but the complete sentence &#8220;Jenny went down the street&#8221; is implied.</p>



<p class="wp-block-paragraph">At other times the sentence has been interrupted (but the full sentence and idea remains intact).</p>



<ul class="wp-block-list"><li>DON:&nbsp;&nbsp; We&#8217;ve still got a little bit of time before&#8230;</li><li>SOUND: GUNSHOT AND BREAKING WINDOW.</li><li>BOB: Get down. Damn, that was close.&nbsp; What were you saying? Time before&#8230;?</li><li>DON:&nbsp;&nbsp; (IRONIC LAUGH) Heh&#8230;before the shooting starts.</li></ul>



<p class="wp-block-paragraph">Despite the interruption (of the bullet) the full sentence &#8220;we&#8217;ve still got a little time before the shooting starts&#8221; remains.</p>



<p class="wp-block-paragraph">There are also times where we will use a phrase or clause to imply that the character has completed a thought (a complete sentence), even though we do not find out what the sentence is.</p>



<ul class="wp-block-list"><li>BOB: If Salvadore killed Ruby then that means he&#8230;</li><li>DON: Bob?&nbsp; You just kind of trailed off there, you know?</li><li>BOB: Yeah, but I think I just blew this case wide open.&nbsp; C&#8217;mon, let&#8217;s get down to Police Plaza.</li></ul>



<p class="wp-block-paragraph">Implied sentences can be of any length.</p>



<ul class="wp-block-list"><li>GRANT: It&#8217;s stuffy.&nbsp; I&#8217;m going to open a window.</li><li>JACKIE: No!</li></ul>



<p class="wp-block-paragraph">Jackie&#8217;s one word, &#8220;No!&#8221; implies the much lengthier &#8220;You must not open the window&#8221;.</p>



<p class="wp-block-paragraph">Here, presented by Elmer, is a two-word sentence.</p>



<ul class="wp-block-list"><li>GEORGE:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What was that noise?</li><li>ELMER:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sally coughed.</li></ul>



<p class="wp-block-paragraph">Elmer&#8217;s sentence implies nothing – it doesn&#8217;t need to – and meets all the requirements of a sentence.&nbsp; The subject is Sally, the predicate is coughed, and it contains a complete idea.</p>



<p class="wp-block-paragraph">Sometimes. if our dialog feels confused or confusing, it&#8217;s because our phrases do not effectively imply or present complete sentences.&nbsp; It can be worth going over our writing and, in our heads if not on paper, translating our phrases into full sentences just to be sure our meaning is clear.</p>



<h2 class="wp-block-heading"><strong>Controlling Sentence Length</strong></h2>



<p class="wp-block-paragraph">By controlling sentence length, we control pace and, to an extent, emotion in our writing.&nbsp; It is good advice to keep dialog short and avoid employing any unnecessary words.&nbsp; But, if dialog is cut too much, it can lose its meaning and power.&nbsp; The decision regarding when a word is &#8220;unnecessary&#8221; is a judgment we make based on the context of our text and our intention in writing it.</p>



<p class="wp-block-paragraph">Gary Provost wrote the following paragraph to illustrate this point&#8230;</p>



<p class="wp-block-paragraph">This sentence has five words. Here are five more words. Five-word sentences are fine. But several together become monotonous. Listen to what is happening. The writing is getting boring. The sound of it drones. It’s like a stuck record. The ear demands some variety. Now listen. I vary the sentence length, and I create music. Music. The writing sings. It has a pleasant rhythm, a lilt, a harmony. I use short sentences. And I use sentences of medium length. And sometimes, when I am certain the reader is rested, I will engage him with a sentence of considerable length, a sentence that burns with energy and builds with all the impetus of a crescendo, the roll of the drums, the crash of the cymbals–sounds that say listen to this, it is important.</p>



<h2 class="wp-block-heading"><strong>Realism in dialog</strong></h2>



<p class="wp-block-paragraph">There is a tension that every writer of dialog feels.&nbsp; Dialog needs to sound as if it were being spoken by real people without accurately reproducing the way real people speak.</p>



<p class="wp-block-paragraph">The apparent contradiction here is explained by listening to any real-world conversation.&nbsp; In real life people repeat themselves incessantly, ramble, lose their train of thought, find it again, mis-speak, correct themselves, forget what they were trying to say, etc.&nbsp; Real-world conversation is inefficient. &nbsp;If we reproduce it for audio drama, our listeners will quickly become bored and switch their attention elsewhere.&nbsp; Speech designed for entertainment needs to authentically express character but in a form crafted to maintain attention without drawing attention to itself.</p>



<p class="wp-block-paragraph">A rambling sentence&#8230;</p>



<p class="wp-block-paragraph">JIM: You know, he&#8230; well the curb.&nbsp; He was hit by a car as he stepped off it.&nbsp; Paying no attention to the traffic, just dreaming.&nbsp; And it hit him&#8230; while he wasn&#8217;t paying attention.</p>



<p class="wp-block-paragraph">It seems realistic – the stumbling words, the repetition, etc.&nbsp; We all know people who talk like this in real-life. &nbsp;But it is horribly inefficient.</p>



<p class="wp-block-paragraph">The following is an equally inefficient sentence&#8230;</p>



<ul class="wp-block-list"><li>JIM: He was struck by a car as he stepped off the curb, heedless of the traffic.</li></ul>



<p class="wp-block-paragraph">This sentence lacks the sense of character of the first and trails off with an afterthought that weakens it.</p>



<p class="wp-block-paragraph">This sentence is more efficient and impactful&#8230;</p>



<ul class="wp-block-list"><li>JIM: He stepped off the curb and was hit by a car.</li></ul>



<p class="wp-block-paragraph">In the mouth of a hesitant character it might sound something like this&#8230;</p>



<ul class="wp-block-list"><li>JIM: He&#8230;&nbsp; well, he stepped off the curb.&nbsp; (BEAT) And he was hit.</li></ul>



<p class="wp-block-paragraph">The shorter, punchier sentence is always to be preferred over longer rambling sentences (even where the characterisation calls for a little bit of ramble).</p>



<p class="wp-block-paragraph">The two most important parts of a sentence of dialog are the beginning and the end.&nbsp; In a sense, we do well to think about sentences in terms of setup and payoff.&nbsp; When we emphasise the beginning of the sentence we emphasise the setup and elaborate upon it as payoff.</p>



<ul class="wp-block-list"><li>JIM:&nbsp;&nbsp;&nbsp;&nbsp; George is acting crazy; he&#8217;s been muttering about spies all morning and now he&#8217;s talking to the water cooler!</li></ul>



<p class="wp-block-paragraph">In the above sentence we know what or to whom the sentence refers; George.&nbsp; Everything else is elaboration.</p>



<p class="wp-block-paragraph">When we emphasise the end of a sentence we raise a question in the setup and pay it off by answering it at the end (creating a kind of micro-suspense).</p>



<ul class="wp-block-list"><li>JIM:&nbsp;&nbsp;&nbsp;&nbsp; He&#8217;s been muttering about spies all morning and now he&#8217;s talking to the water cooler.&nbsp; This insane behaviour just isn&#8217;t like George.</li></ul>



<p class="wp-block-paragraph">At times it pays to place the emphasis in the middle of the sentence, creating suspense and then providing an elaboration.</p>



<ul class="wp-block-list"><li>JIM:&nbsp; He&#8217;s acting crazy, so unlike George; talking to the water cooler and muttering about spies.</li></ul>



<p class="wp-block-paragraph">Interestingly, the majority of sentences in published plays and screenplays (50%) emphasize the end of the sentence.&nbsp; While the remaining 50% are made up of sentences that place the emphasis at the beginning or middle of the sentence.&nbsp; This shouldn&#8217;t come as a surprise, though.&nbsp; In dialog, the end of the sentence provides the impetus for the reaction provided by the next character&#8217;s line.</p>



<h2 class="wp-block-heading"><strong>The Importance of the last word</strong></h2>



<p class="wp-block-paragraph">Dialog (like acting) is more often about reaction than not.&nbsp; Each spoken line is an action that results in a reaction from another participant in the conversation.&nbsp; As such it is important NOT to bury the point that will illicit the next line of dialog either at the beginning or somewhere in the middle of a sentence.&nbsp; In dialog (as in life) speakers react to the last word spoken.</p>



<ul class="wp-block-list"><li>JENNY: You think she killed all of them and then <strong>turned the gun on herself</strong>?</li><li>KATHY: No.&nbsp; I think we&#8217;re supposed to think that&#8217;s what she did.&nbsp; This was done <strong>by someone else</strong>.</li><li>JENNY: But who would set up a scene like this?&nbsp; In such a public space?&nbsp; Surely, they wouldn&#8217;t have <strong>time</strong>.</li><li>KATHY: &nbsp;Our perpetrator thrives on pressure.&nbsp; The limited time would have given the situation extra <strong>excitement</strong>.</li><li>JENNY:&nbsp; If that&#8217;s the case, then the killer enjoys this kind of thing&#8230; and it&#8217;s probably <strong>not the first time</strong>.</li><li>KATHY: Yep.&nbsp; We&#8217;re dealing with a <strong>serial killer</strong>.</li></ul>



<h2 class="wp-block-heading"><strong>Grammar and Weak Sentences</strong></h2>



<p class="wp-block-paragraph">Attention grabbing sentences are strong.&nbsp; Beware of sentences that end weakly.&nbsp; It&#8217;s easy to spot a weak sentence if it comes with a little addition after the main point has been made.</p>



<ul class="wp-block-list"><li>New South Wales is better than Victoria <strong>in my opinion</strong>.</li><li>In most states, a driver&#8217;s license is not granted to a person under the age of eighteen unless there are special circumstances, <strong>in which case a license may be granted</strong>.</li></ul>



<p class="wp-block-paragraph">Both of these sentences continue adding words after the point has been made.&nbsp; Sentences are always stronger when they finish more emphatically.</p>



<ul class="wp-block-list"><li>In my opinion New South Wales is better than Victoria.</li><li>In most states, people under eighteen can&#8217;t get a driver&#8217;s license.</li></ul>



<p class="wp-block-paragraph">Another way that sentences are made weak is through use of the passive rather than active voice.&nbsp; The passive voice places the emphasis on the thing being acted upon rather than the thing that is acting.</p>



<ul class="wp-block-list"><li>The cricket ball was hit by the batsman.</li><li>The picnic was enjoyed by the whole family.</li></ul>



<p class="wp-block-paragraph">It is much stronger and attention grabbing to say&#8230;</p>



<ul class="wp-block-list"><li>The batsman hit the cricket ball.</li><li>The whole family enjoyed the picnic.</li></ul>



<p class="wp-block-paragraph">Passive voice can be useful if we want to make a character sound pompous and unnatural, but the active voice is always to be preferred in dialog.</p>



<p class="wp-block-paragraph">Compare</p>



<ul class="wp-block-list"><li>JIM: I was taken by the soldiers to the prison.</li></ul>



<p class="wp-block-paragraph">With</p>



<ul class="wp-block-list"><li>JIM: The soldiers took me to the prison.</li></ul>



<p class="wp-block-paragraph">Dialog is always improved where we rewrite instances of passive expression in the active voice.</p>



<h2 class="wp-block-heading"><strong>Grammar and Ambiguous Sentences</strong></h2>



<p class="wp-block-paragraph">Ambiguous sentences can be unintentionally funny when they aren&#8217;t downright misleading.&nbsp; Many of these mistakes stem from problems with the placement of verbs.</p>



<ul class="wp-block-list"><li>SAM : Walking down Main Street, the general store glittered with fresh fallen rain.</li></ul>



<p class="wp-block-paragraph">Oops.&nbsp; Did Sam really mean to suggest the general store was taking a walk? Probably not.</p>



<ul class="wp-block-list"><li>JENNY: Last night I saw my boyfriend in a new dress.</li></ul>



<p class="wp-block-paragraph">Was the boyfriend wearing a new dress?&nbsp; Unlikely.</p>



<ul class="wp-block-list"><li>BAXTER: I can recommend Simon as an excellent employee without any qualification.</li></ul>



<p class="wp-block-paragraph">Does Baxter mean that Simon is thoroughly unqualified?&nbsp; Again, no.</p>



<p class="wp-block-paragraph">We know what the intended meaning is, but the audience can&#8217;t help but be forgiven for finding the actual expression amusing.&nbsp; The problem lies in the placement of the references (the way the verbs are associated with the nouns).&nbsp; Dangling present participles (-ing words at the beginning of a sentence) often create ambiguous sentences because they do not reference (are not related directly to) an appropriate noun.</p>



<ul class="wp-block-list"><li>SAM: As I walk down Main Street, the general store glitters with fresh fallen rain.</li></ul>



<p class="wp-block-paragraph">The walk is now associated with Sam through the pronoun &#8220;I&#8221; and the general store is left to &#8220;glitter with fresh fallen rain&#8221; as intended.</p>



<ul class="wp-block-list"><li>JENNY: I wore a new dress when I saw my boyfriend last night.</li></ul>



<p class="wp-block-paragraph">The wearing of the dress is now associated with Jenny (through the pronoun &#8220;I&#8221;) rather than the boyfriend.</p>



<ul class="wp-block-list"><li>BAXTER: I can sincerely recommend Simon as an excellent employee.</li></ul>



<p class="wp-block-paragraph">In this case we could have associated &#8220;without qualification&#8221; with Baxter but even that is freighted with unintended humor (since it suggests Baxter has no qualification to comment).&nbsp; Eliminating the phrase entirely is the best option here.</p>



<p class="wp-block-paragraph">These problems are only fixed where every action is associated with a noun identifying the actor.</p>



<p class="wp-block-paragraph">Sometimes a sentence has the right number of nouns and associated verbs but the order in which they are expressed confuses the sentence meaning.</p>



<ul class="wp-block-list"><li>MICHAEL: Rain moved the graduation exercises indoors which fell steadily all morning.</li></ul>



<p class="wp-block-paragraph">Did the indoors fall?&nbsp; No.</p>



<p class="wp-block-paragraph">Compare it with</p>



<ul class="wp-block-list"><li>MICHAEL: The rain fell steadily all morning and the graduation exercises were moved indoors.</li></ul>



<p class="wp-block-paragraph">And</p>



<ul class="wp-block-list"><li>MICHAEL: The graduation exercises were moved indoors because the rain fell steadily all morning.</li></ul>



<p class="wp-block-paragraph">Keeping the correct verb as close as possible to the noun responsible for the action fixes a great many issues with dialog. &nbsp;</p>



<p class="wp-block-paragraph">The placement of verbs is not the only contributor to ambiguity in sentences.&nbsp; Occasionally, adjectives are the culprit.</p>



<ul class="wp-block-list"><li>JASMINE: Sarah came down the stairs with a new hat on her head, all black velvet.</li></ul>



<p class="wp-block-paragraph">This time we are dealing with adjectives rather than verbs.&nbsp; Was Sarah&#8217;s head made of black velvet?&nbsp; No.&nbsp; We fix this sentence by associating the adjectives with the hat, leaving Sarah to come down the stairs without confusion.</p>



<ul class="wp-block-list"><li>JASMINE: Sarah came down the stairs wearing a black velvet hat.</li></ul>



<h2 class="wp-block-heading"><strong>Next</strong></h2>



<p class="wp-block-paragraph">We have looked at sentences and how to use an understanding of grammar to improve them.&nbsp; Next time we&#8217;ll examine word choices and some of the rules of dialog.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-3/">Basic Grammar for Audio Writers Part 3 &#8211; Constructing Sentences</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Basic Grammar for Audio Writers Part 2 &#8211; More Definitions</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 16 Oct 2021 06:22:43 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[clauses]]></category>
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		<category><![CDATA[phrases]]></category>
		<category><![CDATA[principal parts]]></category>
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					<description><![CDATA[<p>This continues my series on the basics of grammar for audio writers. We looked, in the last essay, at the traditional parts of speech and some ways that understanding them helps us to diagnose problems in our scripts.&#160; This week we are looking at some other ways to think about and classify words. Simple, compound [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-2/">Basic Grammar for Audio Writers Part 2 &#8211; More Definitions</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">This continues my series on the basics of grammar for audio writers.</p>



<p class="wp-block-paragraph">We looked, in the last essay, at the traditional parts of speech and some ways that understanding them helps us to diagnose problems in our scripts.&nbsp; This week we are looking at some other ways to think about and classify words.</p>



<h2 class="wp-block-heading"><strong>Simple, compound and complex words</strong></h2>



<h3 class="wp-block-heading"><strong>Simple words</strong></h3>



<p class="wp-block-paragraph">Simple words cannot be broken down into component parts.&nbsp; They tend to be short, like ball, mouse, soft, build, etc.&nbsp; They can also be long like kangaroo, elevator, and alabaster.</p>



<h3 class="wp-block-heading"><strong>Compound words</strong></h3>



<p class="wp-block-paragraph">Compound words are made up of two or more simple words.&nbsp; Some are written as a single word (like railway, airport, and daylight).&nbsp; Others are hyphenated (such as make-believe, or push-button).&nbsp; Others still are written as two words (such as town hall, post office, and high school).</p>



<h3 class="wp-block-heading"><strong>Complex words</strong></h3>



<p class="wp-block-paragraph">Complex words consist of a main part and one or more subordinate parts.&nbsp; The subordinate parts are called prefixes if they come before the main part and suffixes if they come after the main part.</p>



<p class="wp-block-paragraph">Consider the word transformation.&nbsp; Its main part is &#8220;form&#8221; and it has two subordinate parts, a prefix &#8220;trans-&#8221; and a suffix &#8220;-ation&#8221;.</p>



<p class="wp-block-paragraph">Complex words are best avoided where possible.&nbsp; They can make writing unintentionally pompous (especially those words ending in -ation, -osity, -ousness, -ance, -bility, etc.).&nbsp; Of course, if you are writing a pompous character, then they will be exactly the right choice.</p>



<h2 class="wp-block-heading"><strong>Modifiers</strong></h2>



<p class="wp-block-paragraph">A modifier is a word (or group of words) which expands, restricts, limits, or defines another word (making the meaning more exact).</p>



<p class="wp-block-paragraph">As we saw in my last article, adjectives modify nouns.&nbsp; To describe last Tuesday as a cold, raw day, is to give the audience a stronger sense of what kind of day it was.&nbsp; The adjectives &#8220;raw&#8221; and &#8220;cold&#8221; expand and fine-tune the meaning expressed by the word &#8220;day&#8221;.</p>



<p class="wp-block-paragraph">Adverbs modify verbs, adjectives or other adverbs.</p>



<ul class="wp-block-list"><li>JOSEPH: She cooks miserably.</li><li>MARY: (INSULTED, COMING TO HER DEFENSE) I think she&#8217;s very clever.</li><li>JOSEPH: I didn&#8217;t say she was stupid.  I just meant she doesn&#8217;t cook very well.</li></ul>



<p class="wp-block-paragraph">In the first line the adverb &#8220;miserably&#8221; modifies the verb &#8220;cooks&#8221;.</p>



<p class="wp-block-paragraph">In the second, the adverb &#8220;very&#8221; modifies the adjective &#8220;clever&#8221;.</p>



<p class="wp-block-paragraph">In the third line we can see a third use, where the adverb &#8220;very&#8221; modifies another adverb &#8220;well&#8221;.</p>



<p class="wp-block-paragraph">As noted in the article previous to this, it is usually better to make use of strong, active verbs, and specific nouns than to employ adverbs and adjectives where possible.</p>



<h2 class="wp-block-heading"><strong>Clauses</strong></h2>



<p class="wp-block-paragraph">Clauses, phrases and sentences (and how to get the most out of them in dialog) is the subject of a future article, so I will restrict myself to providing some working definitions here.</p>



<p class="wp-block-paragraph">A sentence, at a minimum, has a subject (something the sentence is about) and a predicate (the part of the sentence containing a verb and telling us something about the subject) and forms a complete thought.&nbsp; It may or may not include an object (the thing that the verb is acting upon).</p>



<p class="wp-block-paragraph">A sentence, at its simplest, might be &#8220;He sits&#8221;, complete, in and of itself.&nbsp; The subject is &#8220;he&#8221; and the predicate is &#8220;sits&#8221;.</p>



<p class="wp-block-paragraph">A simple sentence with an object contained in the predicate might be &#8220;He hit the ball&#8221;.&nbsp; The subject is &#8220;he&#8221;. &nbsp;The predicate is &#8220;hit the ball&#8221; and contains the verb &#8220;hit&#8221; and the object (being affected by the verb) &#8220;the ball&#8221;.</p>



<p class="wp-block-paragraph">Clauses differ from sentences in that they are not complete thoughts.&nbsp; Look at the following example&#8230;</p>



<ul class="wp-block-list"><li>&#8220;after the train stopped at the station.</li></ul>



<p class="wp-block-paragraph">It has a subject &#8220;the train&#8221; and a predicate &#8220;stopped at the station&#8221;, but it is not a complete thought.&nbsp; Something is missing.&nbsp; To complete the thought we could add some words at the beginning and it would become complete sentence.</p>



<ul class="wp-block-list"><li>&#8220;She bought some cigarettes after the train stopped at the station.&#8221;</li></ul>



<p class="wp-block-paragraph">A clause may contain all the elements of a sentence but is dependent on another part of the sentence to make complete sense.&nbsp; While it could stand alone, the presence of a preceding word connecting it to another part of the sentence helps us identity it as a clause. Words such as &#8220;although, because, since, while, after, where, when, which, who, that, if, whenever, wherever, why, or, else, whether, yet, and but&#8221; are among the most common.</p>



<h2 class="wp-block-heading"><strong>Phrases</strong></h2>



<p class="wp-block-paragraph">Phrases are groups of related words without subject and predicate.&nbsp; In the same way that a clause can be part of a sentence, a phrase can be part of a clause or sentence.</p>



<p class="wp-block-paragraph">An example of a phrase might be &#8220;under the bed&#8221;.&nbsp; It has neither a subject, nor a predicate, and it is definitely not a complete idea.</p>



<p class="wp-block-paragraph">The most common type of phrase is the prepositional phrase.&nbsp; A prepositional phrase is introduced by a preposition such as to, in, for, after, above, below, beside, by, except, from, at, among, into, like, near, on, over, through, toward, under, upon, with, without, etc.</p>



<p class="wp-block-paragraph">We shouldn&#8217;t be afraid of phrases in dialog.&nbsp; We use them frequently in everyday speech.&nbsp; As such they are sometimes the best choice.</p>



<ul class="wp-block-list"><li>MAX:   Where did you put my scarf?</li><li>BOB:    On the table.</li><li>MAX:   Oh, right.  Thanks.</li></ul>



<h2 class="wp-block-heading"><strong>Simple, compound, and complex sentences</strong></h2>



<p class="wp-block-paragraph">Like a word, a sentence can be simple, compound, or complex.</p>



<p class="wp-block-paragraph">A <strong>simple sentence</strong> cannot be broken down into clauses.</p>



<ul class="wp-block-list"><li>MAX: The shareholder&#8217;s report is due on Friday.</li></ul>



<p class="wp-block-paragraph">A <strong>compound sentence</strong> consists of two or more clauses that can stand by themselves.&nbsp; They are tied together by a conjunction (such as and, or, or but).</p>



<ul class="wp-block-list"><li>BOB: The shareholder&#8217;s report is complete, but I should append my sources to it.</li></ul>



<p class="wp-block-paragraph">A <strong>complex sentence </strong>has a main sentence (or independent clause) that can stand alone, plus one or more dependent clauses that rely on the main clause to give them meaning.</p>



<ul class="wp-block-list"><li>MAX:   Give me the report, before I&#8217;m forced to hurt you out of impatience and frustration.</li></ul>



<p class="wp-block-paragraph">A complex sentence usually expresses a complex idea.&nbsp; As a result, it is often more difficult to read and understand than the others.&nbsp; They have their place, but where the writing feels confusing or difficult to understand, it can be helpful to look for the presence of complex sentences and break them down into simple and compound sentences.</p>



<h2 class="wp-block-heading"><strong>Back to the Verbs – Verb forms</strong></h2>



<p class="wp-block-paragraph">As the most powerful element in communication, it should come as no surprise, that verbs can also be among the most complex.</p>



<p class="wp-block-paragraph">Verbs come in a variety of forms.</p>



<h3 class="wp-block-heading">Infinitive</h3>



<p class="wp-block-paragraph">The simplest form of the verb is the infinitive.&nbsp; It consists of the preposition to, followed by the stem of the verb.</p>



<ul class="wp-block-list"><li>To strive</li><li>To seek</li><li>To find</li></ul>



<p class="wp-block-paragraph">It is often suggested that you should never split an infinitive by placing a word between the preposition and the verb stem e.g. &#8220;to boldly go&#8221;.&nbsp; Personally, I think that&#8217;s nonsense and blame this belief on Samuel Johnson who, unlike those who codified the grammar of most of the worlds written languages, chose to do so without consultation with other scholars and prioritized the sentence structures of French and Latin over those of common English speech.</p>



<p class="wp-block-paragraph">Split your infinitives if you so desire.&nbsp; And if anyone complains, tell them an Australian English teacher gave you permission.&nbsp; Just be aware that, if you do split your infinitive, you are likely to do so with an adverb (and adverbs can, potentially, weaken your point).</p>



<h3 class="wp-block-heading"><strong>Tense</strong></h3>



<p class="wp-block-paragraph">Tense is the form of a verb telling us when the action takes place – present, past, future.</p>



<p class="wp-block-paragraph">Where the basic verb is &#8220;to see&#8221;, the present tense is &#8220;I see&#8221;, the past tense is &#8220;I saw&#8221; and the future tense is &#8220;I shall/will see&#8221;.&nbsp; It is the basic way a writer directs a reader, backward, forward or toward the present moment.</p>



<p class="wp-block-paragraph">Generally when writing for audio drama we want our lines to be as immediate as possible.&nbsp; The preference, therefore, even when dealing with a reminiscence, is to aim to use the present tense.</p>



<ul class="wp-block-list"><li>TIM: (TO THE ASSEMBLED POLICE) I headed for Joe&#8217;s place next.  (BEAT) So, I&#8217;m injured.  Badly limping up to his front gate.  Just as I swing it open, I hear a snuffling noise and the largest dog I&#8217;ve ever seen leaps at me baring its teeth and scaring what little life remains out of me.</li></ul>



<h3 class="wp-block-heading"><strong>Participle</strong></h3>



<p class="wp-block-paragraph">English verbs have two participles.&nbsp; The <strong>present participle</strong> is easy and ends in -ing.</p>



<ul class="wp-block-list"><li>Singing, shooting, fighting, slicing, etc.</li></ul>



<p class="wp-block-paragraph">The past participle is a little more complex and usually ends in -ed, -d, -t, -en or -n.</p>



<ul class="wp-block-list"><li>Danced, heard, kept, written, seen.</li></ul>



<h3 class="wp-block-heading"><strong>Principal parts</strong></h3>



<p class="wp-block-paragraph">In verbs, the principal parts are those basic forms of the verb from which the others are, most frequently, derived; the present tense, the past tense, and the past participle.</p>



<p class="wp-block-paragraph">One way to identify the correct form of these principal parts is to form a sentence with the verb beginning &#8220;I&#8230;&#8221;, &#8220;Yesterday I&#8230;&#8221;, and &#8220;I have just&#8230;&#8221;.</p>



<ul class="wp-block-list"><li>I see.&nbsp; I kill.&nbsp; I bake.&nbsp; I walk. (present)</li><li>Yesterday I saw.&nbsp; Yesterday I killed.&nbsp; Yesterday I baked.&nbsp; Yesterday I walked. (past)</li><li>I have just seen.&nbsp; I have just killed.&nbsp; I have just baked.&nbsp; I have just walked. (past participle)</li></ul>



<p class="wp-block-paragraph">Past and past participle verbs are formed, typically by adding -ed, -d, -t, -en, or -n (as above), but there are numerous irregular verbs as well (drove, went, swam, swum) and these can be quite a challenge to get right.</p>



<p class="wp-block-paragraph">When writing dialog an understanding of the principal parts can be quite useful.&nbsp; Educated characters and characters from an upper-class background have usually mastered the irregular verbs and would rarely, if ever, make a mistake using them.</p>



<p class="wp-block-paragraph">Less well-educated characters, or those who were not raised with English as their primary language, or those raised in a more working-class environment, are prone to add the wrong endings to words.</p>



<ul class="wp-block-list"><li>JACK: (LOFTILY TO THE CROWD) I have just swum the English Channel for the third time.</li><li>BILL: (HECKLING) Is that right, mate?  Well, I swimmed it meself, once.  Not the whole of it, &#8216;course, but enough to not be terrible impressed by the likes o&#8217; you.</li></ul>



<p class="wp-block-paragraph">Even to the native-born, it can be difficult to navigate the irregular verbs in English.&nbsp; Keeping a</p>



<p class="wp-block-paragraph">Dictionary handy for the tricky ones is well worth the effort.</p>



<h2 class="wp-block-heading"><strong>Word Order</strong></h2>



<p class="wp-block-paragraph">Word order has a huge effect on the meaning of sentences.&nbsp; As we close this article, take a moment to read each of the following eight sentences.&nbsp; By moving one word to a new position each time, the meaning of the sentence is drastically altered.</p>



<p class="wp-block-paragraph">When you discover a sentence that is unclear, ambiguous, or doesn&#8217;t quite capture your meaning, it is worthwhile to go back and check if a rearrangement of the word order doesn&#8217;t salvage it.&nbsp; Sometimes a rewrite is required, of course, but some care with word order can save a great deal of time.</p>



<ul class="wp-block-list"><li>Only the police officer ordered me to take the weapon.</li><li>The only police officer ordered me to take the weapon.</li><li>The police officer only ordered me to take the weapon.</li><li>The police officer ordered only me to take the weapon.</li><li>The police officer ordered me only to take the weapon.</li><li>The police officer ordered me to only take the weapon.</li><li>The police officer ordered me to take only the weapon.</li><li>The police officer ordered me to take the only weapon.</li></ul>



<h2 class="wp-block-heading"><strong>Next</strong></h2>



<p class="wp-block-paragraph">Now that the basic definitions are in place we can begin to discuss the construction of sentences, in particular sentences that form dialog.&nbsp; That&#8217;s where we&#8217;ll pick up next time and we&#8217;ll look at how to use sentences (and their grammar) to achieve particular effects in a script.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-2/">Basic Grammar for Audio Writers Part 2 &#8211; More Definitions</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Basic Grammar for Audio Writers Part 1 &#8211; The Parts</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 13 Oct 2021 11:13:18 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[grammar]]></category>
		<category><![CDATA[parts of speech]]></category>
		<category><![CDATA[radio drama education]]></category>
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					<description><![CDATA[<p>A while back I was looking at Aristotle&#8217;s poetics and thinking about how they applied to audio drama writing.&#160; I worked my way through the first 19 chapters and then came to a grinding halt.&#160; The 20th chapter was about grammar – specifically ancient Greek grammar.&#160; Besides being irrelevant (since its discussion concerned a language [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-1/">Basic Grammar for Audio Writers Part 1 &#8211; The Parts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">A while back I was looking at Aristotle&#8217;s poetics and thinking about how they applied to audio drama writing.&nbsp; I worked my way through the first 19 chapters and then came to a grinding halt.&nbsp; The 20<sup>th</sup> chapter was about grammar – specifically ancient Greek grammar.&nbsp; Besides being irrelevant (since its discussion concerned a language I have no interest in), the chapter basically stole my enthusiasm for continuing with the exploration.&nbsp; But the more I&#8217;ve thought about it, the more a short exploration of grammar has come to recommend itself to me.</p>



<p class="wp-block-paragraph">You see, I never learned grammar at school.&nbsp; I just happen, like every Australian my age, to have been at school during the years when grammar was dropped from the curriculum in Australia.</p>



<p class="wp-block-paragraph">This essay is for those, who like me were either taught English during the years that grammar was dropped from the curriculum or who may never have been taught it.&nbsp;</p>



<p class="wp-block-paragraph">You can still write (and well) without a formal understanding of grammar, of course.&nbsp; Particularly if you have a good ear for the way people speak in real life (and you understand the rules of punctuation).&nbsp; But grammar is useful, among other things, for understanding how to repair sentences that have broken down and need to be &#8220;fixed&#8221;.</p>



<p class="wp-block-paragraph">I came to grammar late.&nbsp; I wasn&#8217;t taught it at school, and I always felt at a disadvantage because of it.&nbsp; It wasn&#8217;t until I began studying other languages at university (German, Japanese, Hebrew, and Greek – none of which I am any good at) that I actually had a chance to learn grammar and discover its usefulness.</p>



<p class="wp-block-paragraph">I promise that I will unpack the relevance of this for improving audio scriptwriting before we&#8217;re through, but to start with, I want to examine the basics.</p>



<h2 class="wp-block-heading"><strong>THE PARTS OF SPEECH</strong></h2>



<p class="wp-block-paragraph">For many of my vintage, grammar is an unknown country.&nbsp; A scary place full of esoteric labels and rules and cultural practices that we easily fall afoul of.&nbsp; And like visiting another country, grammar takes years of immersion to really understand (multiple volumes have been filled with the detail of English grammar).&nbsp; However, the basics aren&#8217;t that difficult.&nbsp;</p>



<p class="wp-block-paragraph">To change the metaphor, understanding grammar is a little like learning to drive a car.&nbsp; You don&#8217;t need to be an expert in the combustion engine, and torque, and the way the parts must be tuned, in order to drive a car.&nbsp; There exists a bare minimum that you must know (and a great deal more that you could know) but the minimum will suffice to make driving possible.</p>



<p class="wp-block-paragraph">To drive, you need to know three things.</p>



<ol class="wp-block-list" type="1"><li>The car&#8217;s controls (brake, accelerator, gear-shift, steering wheel, lights, indicators, mirrors, wipers, ignition, etc.)</li><li>The purpose and operation of those controls (speed up, turn, slow-down and stop, etc.)</li><li>The rules and techniques of driving (right of way, traffic signals, speed limits, how to drive in a straight line, turn, parallel park, etc.).</li></ol>



<p class="wp-block-paragraph">The minimum understanding of grammar needed by the writer isn&#8217;t that different.</p>



<ol class="wp-block-list" type="1"><li>The basic parts of speech</li><li>What the parts of speech accomplish</li><li>That rules govern their use.</li></ol>



<p class="wp-block-paragraph">So, this is my primer on English grammar, for those, who like me, might find such a thing useful.</p>



<p class="wp-block-paragraph">Let&#8217;s begin with the parts of speech, namely: verbs, nouns, adjectives, adverbs, pronouns, prepositions, conjunctions and interjections.</p>



<h2 class="wp-block-heading"><strong>Verbs</strong></h2>



<p class="wp-block-paragraph">Verbs are action words. They reveal what someone or something did (active verbs).&nbsp; What was done to someone or something (passive verbs).&nbsp; They also reveal its tense; when something happened (in the past, present, future, or if it is occurring right now).</p>



<ul class="wp-block-list"><li>John hit (active, in the past) vs John was hit (passive, in the past)</li><li>John hits (active, in the present) vs John is hit (passive, in the present)</li><li>John will hit (active, in the future) vs John will be hit (passive, in the future)</li><li>John is hitting (right now) vs John is being hit (passive, right now)</li></ul>



<p class="wp-block-paragraph">Good verbs (vivid and striking) bring writing to life (particularly if they are active – verbs are always stronger and more arresting when they are active).</p>



<ul class="wp-block-list"><li>Billy slugged Bobby.</li><li>The tires squealed to a stop.</li><li>The wind warbled through the trees.</li><li>The surf tore at the breakwater.</li></ul>



<h2 class="wp-block-heading"><strong>Nouns</strong></h2>



<p class="wp-block-paragraph">Nouns are the names of people, places, or things (including ideas, qualities, or actions).</p>



<p class="wp-block-paragraph">There are two types:</p>



<p class="wp-block-paragraph">Proper nouns (names, always capitalized, that denote particular instances rather than groups) such as Daniel, Melbourne, Apollo Bay, Jane Eyre.</p>



<p class="wp-block-paragraph">Common nouns (all other nouns, without capital letters, that denote groups or categories) such as man, woman, donkey, city, water, book.</p>



<h2 class="wp-block-heading"><strong>Adjectives</strong></h2>



<p class="wp-block-paragraph">Adjectives describe nouns.&nbsp; They are the primary way we add meaning to (or modify the meaning of) nouns.&nbsp; By adding an adjective we expand our understanding of the noun in some way.</p>



<ul class="wp-block-list"><li>An outrageous man.</li><li>An antique motor car.</li><li>A cruel child.</li></ul>



<p class="wp-block-paragraph">Sometimes nouns are used as adjectives.</p>



<ul class="wp-block-list"><li>A woman driver.</li><li>Christmas decorations.</li><li>Bedroom furniture.</li></ul>



<h2 class="wp-block-heading"><strong>Adverbs</strong></h2>



<p class="wp-block-paragraph">Like adjectives expand our understanding of nouns, adverbs tell us something about verbs (indicating why, how, where or when the action takes place).&nbsp; Without adjectives, actions are very general and vague.</p>



<ul class="wp-block-list"><li>He stood.</li><li>She sang.</li><li>The car ran.</li></ul>



<p class="wp-block-paragraph">Add an adverb and the phrase becomes far more specific, and easier to visualize.</p>



<ul class="wp-block-list"><li>He stood impatiently.</li><li>She sang badly.</li><li>The car ran poorly.</li></ul>



<p class="wp-block-paragraph">Most adverbs are formed by adding -ly to an adjective.&nbsp; But some are formed differently; how, where, when and very, today, here, often, then, somewhere, nowhere and never.</p>



<p class="wp-block-paragraph">Simple adverbs can be used to begin a sentence (referring back to what came previously)</p>



<ul class="wp-block-list"><li>He watched television.&nbsp; Then we just talked.</li><li>The movie was awful.&nbsp; Never have I&nbsp; see worse.</li></ul>



<h2 class="wp-block-heading"><strong>Pronouns</strong></h2>



<p class="wp-block-paragraph">A pronoun takes the place of a name, usually the name of something or someone recently mentioned (for example, he, she, and it).&nbsp; The pronoun eliminates awkward repetition of the noun.</p>



<ul class="wp-block-list"><li>When Martha came to work at the old brownstone, she changed many things.</li><li>When Martha came to work at the old brownstone, it was badly in need of renovation.</li><li>When Martha first came to work for Jim as his housekeeper, he seemed afraid of her.&nbsp; He would lock himself in his study until she had completed her duties.</li></ul>



<p class="wp-block-paragraph">Martha is referred to by the pronoun she;&nbsp; Jim, by the pronoun he; and the old brownstone by the pronoun, it.</p>



<p class="wp-block-paragraph">There are many kinds of pronouns, but the most common are personal, relative, and indefinite pronouns.</p>



<p class="wp-block-paragraph">Personal pronouns are specific and include I, me, we, us, he, him, she, her, you, it, they, them.</p>



<p class="wp-block-paragraph">Relative pronouns tie sentence parts together and include who, which, whom, that, whose, of which, etc.</p>



<p class="wp-block-paragraph">Indefinite pronouns are more general and include anybody, everybody, one, any, everyone, other, all everything, several, few, etc.</p>



<h2 class="wp-block-heading"><strong>Prepositions</strong></h2>



<p class="wp-block-paragraph">Prepositions connect the thing that is acting in the sentence (the thing to which the verb belongs – also known as the subject of the sentence) to other words in the sentence (including the object – the thing that is acted upon).&nbsp;</p>



<p class="wp-block-paragraph">Ten propositions account for 95 percent of all those used in writing.&nbsp; These key prepositions are with, from, to, for, on, by, of, at, in, and like.</p>



<p class="wp-block-paragraph">A prepositional phrase includes the preposition, the noun, and any added obejcts.</p>



<ul class="wp-block-list"><li>&#8220;on the table&#8221;.</li><li>&#8220;at the side of the road&#8221;</li><li>&#8220;by the stream&#8221;</li></ul>



<h2 class="wp-block-heading"><strong>Conjunctions</strong></h2>



<p class="wp-block-paragraph">Words that connect other words, phrases, and sentences are called conjunctions.&nbsp; These include and, but, for, although, as, since, because, when, and while.</p>



<p class="wp-block-paragraph">An example of conjunctions connecting words can be found in H.M.S. Pinafore&#8230;</p>



<ul class="wp-block-list"><li>There stood his sisters and his cousins and his aunts.</li></ul>



<p class="wp-block-paragraph">An example of phrases being connected would include&#8230;</p>



<ul class="wp-block-list"><li>He hated her with a passion, but he was drawn to her despite, or perhaps because, of that hatred.</li></ul>



<p class="wp-block-paragraph">While taught as bad grammar by many (if not most teachers), it is not unheard of, in dialog, for sentences to sometimes begin with a conjunction (joining them to a previous, but interrupted, idea or connecting an afterthought to what has gone before).</p>



<ul class="wp-block-list"><li>But I didn&#8217;t do it.&nbsp; I never left the house.&nbsp; And I&#8217;d know, wouldn&#8217;t I?</li></ul>



<h2 class="wp-block-heading"><strong>Interjections</strong></h2>



<p class="wp-block-paragraph">These are words or syllables that stand-alone, unconnected (grammatically) to those around them.&nbsp; Examples include: Ah! Oh! Well! Eh?&nbsp; Huh?&nbsp; Phooey!&nbsp; Etc.</p>



<h2 class="wp-block-heading"><strong>Using the parts of speech to diagnose problems with dialog</strong></h2>



<p class="wp-block-paragraph">People do not use perfect grammar in their day-to-day speech.  For this reason, alone we could be forgiven for wondering what relevance grammar has to the writing of dialog.  Hopefully, this will whet your appetite to stay with me in these essays.  Before I go, I want to leave you with two tips regarding issues that an understanding of the parts of speech can help the script-writer with. </p>



<p class="wp-block-paragraph">Have you ever felt that your dialog has come off a little weak, but you can&#8217;t quite put your finger on the problem?  While I want to wrap this particular essay up shortly, I did want to quickly identify two ways that understanding the parts of speech helps us diagnose problems in our dialog.</p>



<p class="wp-block-paragraph">Firstly, there is a kind of &#8220;order of importance&#8221; to the parts of speech.&nbsp; The best word to express a given idea is usually a verb, the next best is a noun, the next after that is an adjective or an adverb. (The remaining four parts are grammatical machinery and not really important for this discussion).</p>



<p class="wp-block-paragraph">To illustrate, read the following sentences.</p>



<ul class="wp-block-list"><li>GEORGE – I ache to be a writer [emphasizing the verb]</li><li>GEORGE – I constantly ache to be a writer [employing an adverb]</li><li>GEORGE – My ambition is to be a writer [emphasizing the noun]</li><li>GEORGE – I am an aspiring writer [employing an adjective]</li></ul>



<p class="wp-block-paragraph">It is clear that the strongest, most arresting sentence is the first.&nbsp; If your dialog feels a little weak, check whether an adverb or adjective is draining some of its strength.&nbsp; Then check whether you have expressed the idea with a strong verb in place of an emphasis on nouns.</p>



<p class="wp-block-paragraph">I am constantly caught out by how often I sabotage my writing by constructing sentences of dialog around nouns instead of strong verbs.</p>



<p class="wp-block-paragraph">Secondly, specific nouns and verbs tend to make meaning clear, while generic nouns and verbs modified by adjectives and adverbs tend to obscure or muddy meaning.&nbsp; If your writing feels vague and muddy, chances are it is due to the choices you have made regarding nouns and verbs.</p>



<p class="wp-block-paragraph">Consider the following sentence&#8230;</p>



<ul class="wp-block-list"><li>TEACHER:        Forcefully utilize a large nail.</li></ul>



<p class="wp-block-paragraph">By using an adverb attached to a weak or generic verb (&#8220;forcefully utilize&#8221;), the language already feels forced and artificial.&nbsp; The adjective attached to the more generic noun (&#8220;large nail&#8221;) makes the line weaker still.</p>



<p class="wp-block-paragraph">Now, compare it to&#8230;</p>



<ul class="wp-block-list"><li>TEACHER:        Hammer the spike.</li></ul>



<p class="wp-block-paragraph">The more specific verb, &#8220;hammer&#8221;, without being weakened by the addition of an adverb, and the more specific noun, &#8220;spike&#8221;, create a much stronger and clearer sentence.&nbsp; The sentence is more vivid (easier to picture), less ambiguous, more natural, and more forceful (impactful).</p>



<h2 class="wp-block-heading"><strong>Next Time</strong></h2>



<p class="wp-block-paragraph">Next time we&#8217;ll take a look at another way of classifying words that is helpful to our writing, explore what phrases, clauses, and common sentence types are, and take a deeper look at verbs.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/basic-grammar-for-audio-writers-part-1/">Basic Grammar for Audio Writers Part 1 &#8211; The Parts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 5</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 03 Nov 2021 11:52:22 +0000</pubDate>
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					<description><![CDATA[<p>Welcome Back. This week, Aristotle continues to give advice about the writing process, wading, briefly, into the subjects of outlining, gesture, structure, and unity. Book XVII Writing Process a. See the Action In this section of The Poetics, Aristotle turns his attention to the process of writing. He begins by talking about the importance of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-5/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 5</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Welcome Back. This week, Aristotle continues to give advice about the writing process, wading, briefly, into the subjects of outlining, gesture, structure, and unity.</p>



<h2 class="wp-block-heading" id="book-xvii">Book XVII</h2>



<h3 class="wp-block-heading" id="writing-process">Writing Process</h3>



<h3 class="wp-block-heading" id="a-see-the-action">a. See the Action</h3>



<p class="wp-block-paragraph">In this section of The Poetics, Aristotle turns his attention to the process of writing. He begins by talking about the importance of using our imaginations to &#8220;see&#8221; the action we are writing about played out on the stage of our inner thoughts.</p>



<p class="wp-block-paragraph">In seeing the action &#8220;with the utmost vividness&#8221; we can help ourselves identify what is essential to the communication of our stories. In audio drama, this means the identification of sound and dialog that communicates everything necessary to create the scene for the audience.</p>



<p class="wp-block-paragraph">Remember, in Audio, there is no visual information provided to the audience that the audience members do not construct for themselves. The audience of audio-drama constructs the stage for themselves on the basis of the audio cues we provide.</p>



<p class="wp-block-paragraph">&#8220;What do I see that is essential?&#8221; is a question to be followed by &#8220;What dialog and sound is necessary to communicate that to my audience?&#8221;.Let&#8217;s say that our gumshoe is returning to his office a little worse for the wear.</p>



<p class="wp-block-paragraph">SAM SPADE: I stumbled down the corridor and into my office. The beating I&#8217;d been given &#8211; mixed with the fifth-of-rye I&#8217;d drunk to take the edge off &#8211; left me too addled to notice that the door wasn&#8217;t locked.</p>



<p class="wp-block-paragraph">SOUND: DOOR OPENS, THEN CLOSES</p>



<p class="wp-block-paragraph">SOUND: TABLE IS BUMPED. EMPTY GLASS BOTTLES RATTLE FROM THE IMPACT.</p>



<p class="wp-block-paragraph">SOUND: CHAIR SCRAPES.</p>



<p class="wp-block-paragraph">SAM: Too tired to switch on the light, I threw myself down in my favorite chair and prepared to drift off into an alcohol-fuelled slumber. (BEAT) That&#8217;s when I heard the match strike.</p>



<p class="wp-block-paragraph">SOUND: MATCH STRIKING.</p>



<p class="wp-block-paragraph">GLINDA ROUTLEDGE: I borrowed one of your cigarettes Mr. Spade. I hope you don&#8217;t mind.</p>



<p class="wp-block-paragraph">SAM: Mrs. Routledge? I&#8217;d generally advise against sitting in an armed man&#8217;s office in the middle of the night without the lights on. It&#8217;s liable to get you some unwanted ventilation.</p>



<p class="wp-block-paragraph">GLINDA: Is that right? Then why didn&#8217;t you shoot? I could have been a burglar, after all.</p>



<p class="wp-block-paragraph">SAM: Firstly, Mrs. Routledge, I&#8217;m too plastered. And secondly, I like that couch you&#8217;re sitting on too much. I wouldn&#8217;t want to ruin it with a fresh coat of red.</p>



<p class="wp-block-paragraph">GLINDA: I wouldn&#8217;t have thought &#8220;being plastered&#8221; could put you on the bench where delivering &#8220;unwanted ventilation&#8221; is concerned, Mr. Spade.</p>



<p class="wp-block-paragraph">SAM: Mrs Routledge, it&#8217;s far too &#8220;three-in-the-morning&#8221; for your usual games. And, while I&#8217;m prepared to swallow a reasonable amount of sarcasm for a fee, the shiner that&#8217;s blooming over my right eye has left me feeling less than generous.</p>



<p class="wp-block-paragraph">&#8212;</p>



<p class="wp-block-paragraph">From this exchange, we get most of the cues necessary to construct the scene. We discover and/or imagine&#8230;</p>



<ul class="wp-block-list"><li>The unlocked office</li><li>The door</li><li>The table</li><li>The chair</li><li>The couch</li><li>The match and cigarette</li><li>The gun</li><li>The inebriated state of the detective</li><li>His black eye</li></ul>



<p class="wp-block-paragraph">All of the essential scene-building elements need to be referenced (via dialog, narration, or sound) in order to construct the scene. But the list does not need to be comprehensive because, in audio, drama, the imagination of the audience will provide what is missing. Merely mentioning an office is enough to create a fully stocked detective&#8217;s office in the mind of the listener. If elements are not supplied initially (such as the couch), a quick reference to them brings them into existence (and the listener will rarely be left wondering, &#8220;now where did that come from?&#8221;).</p>



<p class="wp-block-paragraph">Reading aloud is particularly useful here. One of the best self-checks on my writing, that I know of, is the reading aloud of dialog. As a writer, a great many clunky sentences and ineffective lines of dialog have been fixed simply by reading them aloud. It is sometimes easy to forget that the words we choose, have to be read aloud by other human beings (actors) and that the line that appears on the page, while comprehensible enough inside our heads, is not so easily spoken aloud.</p>



<h3 class="wp-block-heading" id="b-direction">b. Direction</h3>



<p class="wp-block-paragraph">Next, Aristotle discusses gesture. Generally speaking, in our day and age, the actors and director work on this area of a drama together and it has little to do with the writer. However, writers do provide some important direction. While we cannot tell actors how to deliver our dialogue we do want to assist actors in interpreting the lines on the page.</p>



<p class="wp-block-paragraph">Aristotle, under the heading of gesture, advises playwrights to prescribe the emotion which should govern a line&#8217;s delivery.</p>



<p class="wp-block-paragraph">Some would argue that the dialogue in a well-written play should guide us to the emotion without the need for any special directions. And, perhaps, for the very best of writers, this may be true.</p>



<p class="wp-block-paragraph">However, language (particularly the English language) can be very ambiguous and confusing – and even the best writers may need to spell out when a line (that appears, on the surface, to be neutral) should be delivered with sarcasm, or simmering anger, or rage, or teasing good-humor, etc.</p>



<p class="wp-block-paragraph">In Audio drama this is accomplished through capitalized and bracketed directions such as (SARCASTIC), (ANGRY), (TEASING), etc. appearing in the dialogue.</p>



<p class="wp-block-paragraph">While it is never a writer&#8217;s job to tell an actor what to do, it is always the writer&#8217;s job to accurately communicate how a character is feeling and speaking. Bracketed directions are an important tool that helps us to do this.</p>



<h3 class="wp-block-heading" id="c-outlining">c. Outlining</h3>



<p class="wp-block-paragraph">It turns out that Aristotle was not a pantser, but rather a planner when it came to writing. As a planner, myself, I&#8217;m actually pretty happy with this. But if you fly by the seat of your pants when writing (one of the most gifted writers I know has never written an outline in his life) there is still some helpful stuff here.</p>



<p class="wp-block-paragraph">I happen to be of the opinion that pantsers make just as much use of the rules for planning a piece of writing as those who outline ahead of time, they just apply them later as part of their ongoing revision efforts, while the planners apply them right from the start. Either way, the endpoint is roughly the same.</p>



<p class="wp-block-paragraph">For Aristotle, the process is straightforward. He advises the sketching of a general outline (beginning, middle, and end), followed by the naming of the various episodes needed to progress through the story, followed lastly by the amplification of the detail (or detailed writing) of each of these episodes (acts, scenes, lines, etc.).</p>



<p class="wp-block-paragraph">In our own culture, we have become so very accustomed to three-act structure (applied in film, television, and via novels) that we know, almost without thinking about it, when the basic rules of storytelling have been ignored or skipped by an author. Since we know the structure so well, it can be very easy to construct our plays via a detailed outline that demonstrates ahead of time, that we have hit all the appropriate character and story beats necessary to get our stories across.</p>



<p class="wp-block-paragraph">But because of this incredible familiarity, many writers can hit these beats without the aid of a pre-generated plan (so ingrained has storytelling become, and so immersed in the culture of storytelling are we).</p>



<p class="wp-block-paragraph">For Aristotle, the most important achievement to arise from planning a story is, the imposition of unity that it affords. In planning, the writer can build each element, scene, and action around the central message of the play, contributing to its overall unity and purpose. He uses the word &#8220;Telos&#8221; to describe this. The telos of the play is the plot reduced to its essentials in just a couple of lines – the log-line or elevator pitch, if you will.</p>



<p class="wp-block-paragraph">According to Aristotle, we should never begin writing without having clearly identified the irreducible essence of the story. Writing a logline or elevator pitch at the outset of the process helps both to guide and restrain our story-telling so that it remains unified and relevant.</p>



<h2 class="wp-block-heading" id="book-xviii">Book XVIII</h2>



<h3 class="wp-block-heading" id="two-parts-of-the-plot-complication-and-unraveling">Two parts of the plot: complication and unraveling.</h3>



<p class="wp-block-paragraph">Aristotle, in a final act of classification (at least with regard to story-telling), breaks the plot into two important parts. The complication, by which he means everything leading up to the reversal, and the unraveling or denouement, by which he means everything which follows from the reversal.</p>



<p class="wp-block-paragraph">By making the reversal such a conspicuous boundary in plot development, one could be tempted to believe that it marks the half-way point in a story. This is not, of course, the case. A character may fall from fortune into misfortune early in the plot (at the end of the first act for example) or late in the plot (at the end of the second act – as is common in most modern films). Shakespeare liked to place his climax in the center of the play and have the reversal occur with it.</p>



<p class="wp-block-paragraph">What is important to note here is that, in tragedy, the reversal is essential. The complication (no matter how long or short) is the portion of the play that MUST lead inevitably to the reversal and the unraveling (no matter how short or long) is the portion of the play that MUST lay out the consequences of the reversal.</p>



<p class="wp-block-paragraph">Because Aristotle believed good stories are stories that maintain a laser-like focus on their objectives, he provides these classifications to help the storyteller stay focused and unify the work.</p>



<p class="wp-block-paragraph">Does the action contribute to, or lead to the reversal without any wasted words or episodes? Then it is relevant, contributes to the unity of the whole, and should be retained. If not, it should be jettisoned.</p>



<p class="wp-block-paragraph">Does the action follow from and make clear the consequences of the reversal without any wasted words or episodes? Then, again, it contributes to the unity of the whole and should be retained, but should, otherwise, be jettisoned.</p>



<p class="wp-block-paragraph">Tragedies are (as he has already explained) either simple (being made up of episodes strung together) or complex (containing reversals and recognition). But they can also involve characters who are motivated by ethical concerns (rational individuals) or characters who are motivated by passion (emotional individuals).</p>



<p class="wp-block-paragraph">Aristotle preferred, again as has already been stated, those plays which were complex in nature and had as their protagonists, individuals of a rational disposition. In our own time, it is common for us to have characters who are both rational and emotional and we are far less concerned that our stories should have an ideological message in them than Aristotle was.</p>



<p class="wp-block-paragraph">Aristotle was at pains to require playwrights to master BOTH the complication AND the unraveling of stories. It was so common in his day for writers to produce good beginnings or good endings, but not both, that he felt the need to address it as a significant problem. Our time is, perhaps, not that different.</p>



<h3 class="wp-block-heading" id="selection">Selection</h3>



<p class="wp-block-paragraph">He gives two final pieces of advice in Book 18. Firstly, he reminds writers of the need to be judicious in selecting the elements of a story they wish to tell. You can&#8217;t put a spotlight on every action a character takes in the procession of events from the story&#8217;s beginning to its conclusion. A writer must elide time, passing over the less important in favor of the more important. Every bathroom stop a character makes during Oedipus Rex is not nearly important enough for inclusion in the story. Selection is essential, and, again, the kernel, or essence, of the story should be our guide. Only include what is necessary to the telling of this story (it&#8217;s reversal and resolution) and leave all else on the cutting room floor.</p>



<h3 class="wp-block-heading" id="making-the-pieces-fit">Making the pieces fit</h3>



<p class="wp-block-paragraph">Finally, Aristotle asks the writer to make the chorus an important element in the telling of the story, rather than a sideshow or distraction. The Greek Chorus often explained features of the plot to the viewers (something that Aristotle was not in favor of) or provided a form of half-time entertainment (marking scene transitions and so forth). Neither of these uses were satisfactory as far as Aristotle is concerned. He wished the chorus to push the story forward rather than distract people from it, and in this there is a great lesson to be learned.The audio dramatist (and in fact any dramatist of the modern era) has little use for a Greek chorus, but there are plenty of ways in which the elements of audio story-telling can come into conflict with one another.</p>



<p class="wp-block-paragraph">All the supporting elements (dialog, narration, sound effects, music) must work together to support the story (in particular, the clarity of the story-telling). An immersive soundscape is a boon to any production, but if it competes with the story for attention, it is failing in its proper job. Likewise, good music is an obvious benefit, but not at the expense of the storytelling. The actors, the sounds, the music, the narration – all of these things must subordinate themselves to supporting the telling of the story. If at any point, the story becomes merely a supporting prop for showcasing the actor, the music, or the sound design, the cart has been put before the horse and the production WILL fail. When all elements see themselves as being in harmony with, and in support of, the goal of telling the story, they will all shine in their own way. When they compete and distract, from the storytelling, the whole ultimately suffers.</p>



<p class="wp-block-paragraph"><strong>Next Time</strong>: Aristotle takes a look at diction (or the musicality of dialog) and the grammatical building blocks of words.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-5/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 5</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 03 Nov 2021 11:29:14 +0000</pubDate>
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					<description><![CDATA[<p>Hi, and welcome back to this ongoing dive into Aristotle’s analysis of dramaturgy. This week we are getting, at last, into the practical advice Aristotle provides to help us write our plays. Book XIII Dramatic Plots Aristotle thinks about art in primarily moral terms. Part of his purpose was to defend the arts against his [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-4/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 4</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Hi, and welcome back to this ongoing dive into Aristotle’s analysis of dramaturgy. This week we are getting, at last, into the practical advice Aristotle provides to help us write our plays.</p>



<h2 class="wp-block-heading" id="book-xiii">Book XIII</h2>



<h3 class="wp-block-heading" id="dramatic-plots">Dramatic Plots</h3>



<p class="wp-block-paragraph">Aristotle thinks about art in primarily moral terms. Part of his purpose was to defend the arts against his teachers, Plato and Socrates, who were&#8230; less than convinced that art was socially beneficial. As a result, Aristotle felt that a story without a moral point (social benefit) was less perfect than one which presented a moral point.</p>



<p class="wp-block-paragraph">Again, we need to remind ourselves that, for Aristotle, a morally beneficial story wasn&#8217;t one that taught people values such as kindness and compassion. For Aristotle, as for Greek society in general at that time, moral virtues were the civic virtues of ruthless practicality and rationality. If a story evokes fear and pity in the audience, this is beneficial, not because fear and pity are worthwhile emotions, but because they are emotions to be purged and removed from the body politic.</p>



<p class="wp-block-paragraph">For Aristotle, the moral/civic value of storytelling lay in providing an outlet for the removal of unwanted emotions and the promotion of civic virtues (such as bravery and ruthless rationality). He would probably have been very comfortable in the company of Ayn Rand.</p>



<p class="wp-block-paragraph">In our own day, we have allowed ourselves the freedom to enjoy art for its own sake and believe entertainment a social good in and of itself (though we have not, for the most part and rightly, unchained art from all moral principle).</p>



<p class="wp-block-paragraph">Aristotle&#8217;s intention in Book XIII is to show us what a perfect tragedy must look like.</p>



<p class="wp-block-paragraph">Here, he deals with tragedy alone (and not with any other form or genre).</p>



<p class="wp-block-paragraph">For Aristotle, the perfect tragedy is complex (involving a reversal – change of fortune &#8211; and/or recognition), imitative (presenting human action), and exciting fear and pity in the audience (so that these unwanted emotions can be done away with).</p>



<p class="wp-block-paragraph">A perfectly good man who is undone by circumstances evokes shock rather than fear and pity. Such a story violates our expectations regarding the moral order of the world, but does not, according to Aristotle, cause us to relate strongly to the story with fear and pity. The historically undeniable impact of the story of the crucifixion of Jesus of Nazareth (a perfectly good man) suggests that this is not, in fact, necessarily true, but some depictions of the story (such as the emphasis on gore in Mel Gibson&#8217;s &#8220;the Passion of the Christ&#8221;) have certainly produced more shock than empathy.</p>



<p class="wp-block-paragraph">Further, the story in which a perfectly bad man succeeds, fails to satisfy the moral sense or evoke fear and pity.</p>



<p class="wp-block-paragraph">Neither does the downfall of the perfectly bad man leave us particularly satisfied, since, though the moral sense is satisfied, we cannot identify with the character; we feel little in observing their fate.In all cases the word &#8220;perfectly&#8221; is important. These plots fail less, the more the characters approach the admixture of good and bad that exists in all of us as common people.</p>



<p class="wp-block-paragraph">How are fear and pity inspired?</p>



<p class="wp-block-paragraph">They are inspired, in the case of pity, by unmerited misfortune.</p>



<p class="wp-block-paragraph">Fear is similar, but different in that it is inspired by misfortune that occurs to someone “like” ourselves.</p>



<h3 class="wp-block-heading" id="hamartia-the-importance-of-the-character-s-flaw">Hamartia: The importance of the character&#8217;s flaw</h3>



<p class="wp-block-paragraph">Aristotle is at pains to state that we are only moved when the circumstances which lead to a reversal of fortune are brought about, not by vice or evil scheming, but by a flaw in the character&#8217;s nature (with which we can relate).</p>



<p class="wp-block-paragraph">In modern terms this flaw is the character&#8217;s wound, the broken part of the personality that the character needs, often unknowingly, to heal. It has usually been inflicted at some time in the past and, as the story opens, is an integrated part of who the character is (usually demonstrated in some way by actions the character takes to protect that wound from exposure).</p>



<p class="wp-block-paragraph">For example, a character may be content to be the best dancer in the local dance school (a big fish in a small pond) in order to maintain their pride or hide their lack of faith in themselves. Perhaps this is due to merciless bullying by an overbearing parent sometime in the character&#8217;s past. Regardless, the character&#8217;s wound holds them back from taking the next step and risking rejection in the world beyond the dance school in order to find fulfillment and success as a high level performer.</p>



<p class="wp-block-paragraph">In a non-tragedy, characters usually succeed, via the character arc, in healing this wound (the dancer is forced to step out of their comfort zone &#8211; by a reversal such as the loss of the dance school &#8211; and attempt to join a major national dance company, overcoming obstacles along the way until, win or lose &#8211; via a further reversal from failure to success -, they make an accommodation with themselves that results in some form of healing).</p>



<p class="wp-block-paragraph">In a tragedy, however, the character is usually undone by this flaw and the familiarity of their plight inspires the fear and pity in the audience that Aristotle is so concerned to cultivate.</p>



<p class="wp-block-paragraph">Unless the character to whom all this happens is enough like us that we can put ourselves in their shoes, we will not feel fear or pity on their behalf.</p>



<p class="wp-block-paragraph">Aristotle is particularly moved by the unhappy ending and is not at all keen on stories that involve a reversal of fortune that, itself, is reversed before the end. He does, however, accept that such stories are very popular, but he attributes this popularity to the weakness of audiences and a certain weakness in writers that makes them cater to the whims of those audiences.</p>



<p class="wp-block-paragraph">As a writer who enjoys a happy ending and doesn&#8217;t share Aristotle&#8217;s contempt for the tastes of the common man, I am quite happy to disregard this final observation and agree to disagree with the great philosopher on this point. Non-tragedies are not inferior to tragedies, in my view, merely different.</p>



<p class="wp-block-paragraph">He does redeem himself somewhat by pointing this out, suggesting that the story with the happy ending (as evidenced by a reversal of the reversal) is of another category and genre than tragedy. For the Greeks such stories were comedies (not because they were funny, but because everything that was not a tragedy was classified a comedy). But since comedies lacked the enervating moral purpose of tragedies, he saw them as a lesser art form – something which, from the perspective of our modern vantage point, it is easy to take issue with.</p>



<p class="wp-block-paragraph">So what can the audio-dramatist take away from this? I think the following points make up the essential transferable kernel of truth to be found in this book.</p>



<p class="wp-block-paragraph">Characters must be relatable (in that they must be a recognizable combination of the good AND bad traits that are common to human beings). The story itself must involve a reversal of fortune that is directly related to a character&#8217;s main flaw or wound (one that has become integrated into their personality at some time in the past). The outcome of the story (whether happy or otherwise) must follow causally from this wound (and the character&#8217;s actions) to either heal or protect that wound.</p>



<h2 class="wp-block-heading" id="book-xiv">Book XIV</h2>



<h3 class="wp-block-heading" id="plot-structures">Plot structures</h3>



<p class="wp-block-paragraph">While Aristotle acknowledges the place of spectacle in stories, he considers spectacle the least satisfying means by which fear and pity are inspired. This is great news for the audio dramatist, for whom visual spectacle is an impossibility. Of course, the audio-dramatist, like the novelist, is involved in the creation of images within the minds of the audience (and these images can be spectacular indeed), but there are no accompanying visuals to assist us in this. Instead, the aids to the construction of images in our imagination are sounds, music, and, chiefly, dialog.</p>



<p class="wp-block-paragraph">It&#8217;s interesting to note that Aristotle opens Book XIV by suggesting that a play is only successful where it can be understood without the aid of the eye, through hearing alone.</p>



<p class="wp-block-paragraph">Basically, Aristotle felt that if a drama could not (if I might use a modern example) be simulcast successfully on radio while being performed on stage (without confusion) , then the play had failed. I get the feeling he would have LOVED the medium of audio drama were he alive to experience it.</p>



<p class="wp-block-paragraph">Of course, he also would have been laughed out of town by a film industry that has learned the value of visual storytelling.That said, it is no less accurate to state that Aristotle is talking primarily to those who love writing dialog. For Aristotle, it is in dialog that the effects upon the audience that Aristotle values the most, are achieved.</p>



<p class="wp-block-paragraph">So, what, according to Aristotle, are the circumstances that people find frightening or pitiable?Actions which create this effect are, generally, destructive and usually the product of conflict.</p>



<p class="wp-block-paragraph">One person wants something that another wants, but that both cannot have. The cost of not having this thing must be sufficiently high that we feel either pity or fear or both for the character. These costs are often referred to as the stakes.</p>



<p class="wp-block-paragraph">For example, we do not feel much fear or pity for the participants in a game of bottlecap soccer. However, if we know that the loser must clear the way for the winner to get the girl, the stakes (what stands to be won or lost) are considerably higher and the chances of fear and pity are greater. If, further, we know that the loser is to make way for the winner by ending his own life, the stakes are even higher (and so correspondingly, is the investment of fear and pity from the audience).</p>



<p class="wp-block-paragraph">According to Aristotle, if an enemy kills an enemy, the level of investment is lower than if the characters know one another. The stakes are higher if the two players, in our example above, are best friends, and higher still if they are brothers.</p>



<p class="wp-block-paragraph">In the creation of dramatic situations, therefore, the dramatist must always seek those situations that heighten the stakes &#8211; life and death being the highest stakes of all &#8211; and involve the strongest of relationships.Aristotle breaks these situations down into a number of types.</p>



<p class="wp-block-paragraph">Firstly, the participants in the conflict may be knowingly engaged with those who stand to be harmed.</p>



<p class="wp-block-paragraph">Secondly, the participants in the conflict may not know who will be harmed by their actions until the action has been accomplished.</p>



<p class="wp-block-paragraph">Thirdly, the participants in the conflict may know one another but fail to follow through or abandon the conflict.</p>



<p class="wp-block-paragraph">Fourthly, the participants may be in ignorance of the identities of the victims of the conflict and then, on discovery of the identities, withhold harm at the last minute.</p>



<p class="wp-block-paragraph">Aristotle dismisses the third kind of situation out of hand (feeling it does not belong to tragedy). Hamlet comes very close to being a story of this kind of situation.Of the remaining situations, he feels the second is better than the first, and, surprisingly, that fourth is superior to all.</p>



<p class="wp-block-paragraph">In this regard, I suspect that Aristotle is making the mistake of thinking that his own taste for the last situation is a guide to what is universally true. Or, perhaps, he merely feels that, where harm is prevented, the story is of a morally superior kind. In this, as in other matters, I am prepared to accept that I have either misunderstood him, or that we do not see eye to eye on this particular point.</p>



<p class="wp-block-paragraph">The takeaway from Book XIV, for the audio dramatist, is simply this; to give an audience a strong emotional experience, we must raise the stakes of the conflicts we present and strengthen the connections between the parties to the conflicts. The higher the stakes and the stronger the relationships under threat, the greater will be the fear and pity experienced by the audience.</p>



<h2 class="wp-block-heading" id="book-xv">Book XV</h2>



<h3 class="wp-block-heading" id="character">Character</h3>



<p class="wp-block-paragraph">In Book XV, Aristotle turns his attention to the development and depiction of character.To begin with he suggests that characters must be moral actors (taking actions with moral consequences).</p>



<p class="wp-block-paragraph">As has been noted elsewhere, Greek morality was different to our own and (Ouch!) Aristotle had a very low opinion of women and servants (women being, according to him, inferior, and servants, worthless). He did allow that these inferior beings can be good (or at least capable of demonstrating moral intention in their actions) but it is quite jarring to come across such an unvarnished statement of sexism in the text.</p>



<p class="wp-block-paragraph">Despite the inappropriate framing of his point, it is true that the moral quality of an action demonstrates character.</p>



<p class="wp-block-paragraph">He goes on, however, to suggest that character should also be matched to class in terms of propriety and that it is inappropriate for a woman to, for example, show manly valor. This is base snobbery, and while it is an often-unconscious belief amongst those who consider themselves elite, that others are inferior, it is not something we need to give legitimacy to in these more enlightened times.</p>



<p class="wp-block-paragraph">Next, he turns his attention to truth. Characters must be recognizably true to life. That is, we must feel as though we might actually be able to meet and converse with them as with a real person and that their behaviour would be comprehensible (even when surprising).Lastly, he talks of consistency. Characters must be consistent in their behaviour, such that, when it occurs, even the surprising action fits in with what we know and expect of the character and appears, in hindsight, thoroughly predictable. Even an inconsistent character must consistently be so.</p>



<p class="wp-block-paragraph">I think it would be fair to conclude that the first two points are not that important (the second being plainly wrong). Any action after all is a moral action, revealing to an extent the moral character of the individual. More important is it for us to ensure that the character feels real (whether a dragon, or school-teacher) and behave in a consistent manner (whether functional or dysfunctional, predictable or surprising).</p>



<p class="wp-block-paragraph">With regard to the display of character, Aristotle emphasises the importance of causality. No word or action undertaken by a character should be unmotivated. Each should be causally linked to what came before and what is about to ensue. Further, no action should be random and senseless. There is no place, in Aristotle&#8217;s view, for the sudden arrival of unmotivated characters or magical beings who will solve the character&#8217;s problems for them. The Deus Ex Machina is here, disposed of, as a poor literary device nearly 400 years before Christ.</p>



<p class="wp-block-paragraph">Paradoxically, Aristotle, is also in favour of exaggeration in the presentation of characters. He advises the writer to create characters who are like us, only more so; being nobler, and (while remaining true to life) larger than life at the same time.</p>



<p class="wp-block-paragraph">Archetypes (or stereotypically “big” characters) have always been a useful shorthand for writers. We all recognize the evil sorcerer when Darth Vader enters the stage. But it is also important to make the character real to us (showing us Anakin Skywalker underneath).</p>



<p class="wp-block-paragraph">For the audio-dramatist (as for any other area of dramatic endeavour) the creation of realistic, consistent characters, whose actions are sensibly motivated by cause and effect is an essential of the writer&#8217;s art.</p>



<h2 class="wp-block-heading" id="book-xvi">Book XVI</h2>



<h3 class="wp-block-heading" id="recognition-anagnorisis">Recognition (Anagnorisis)</h3>



<p class="wp-block-paragraph">For Aristotle, characters experience reversals and revelations. It&#8217;s not that far from the action/exposition model that numerous writers refer to today. An action is undertaken to achieve an intention but the reverse occurs. A revelation then ensues.</p>



<p class="wp-block-paragraph">Recognition occurs where the character(s) have discovered something that affects the story.</p>



<p class="wp-block-paragraph">Aristotle is particularly fond of the recognition that occurs where one character realizes the identity of another character (or of themselves), but recognition need not be limited to matters of identity.</p>



<p class="wp-block-paragraph">In a play the opportunity for recognition arises in subtext.June has been given an ultimatum by her father; she must answer the Duke&#8217;s proposal of marriage by midnight today. Her heart, however, belongs to Michael, a man whose fortune is under threat.</p>



<p class="wp-block-paragraph">Michael has managed to secure an investment to save his factory but it will not be signed and sealed until tomorrow.</p>



<p class="wp-block-paragraph">The unhappy couple meet. June hints that she needs Michael to pop the question immediately or she will be forced to marry the duke.</p>



<p class="wp-block-paragraph">Michael, however, is wracked with uncertainty because the deal is not signed but hints that he will shortly be able to make the proposal June so wishes.</p>



<p class="wp-block-paragraph">According to Aristotle, the recognition of the situation that the couple are in might occur in response to a specific sign; June is wearing an engagement ring and Michael notices.</p>



<p class="wp-block-paragraph">This form of revelation is the least artistic, and results from, in Aristotle’s opinion, a lack of imagination on the part of the writer.</p>



<p class="wp-block-paragraph">Worse still is where the two character&#8217;s openly tell one another of their circumstances, making the subtext, text. Aristotle felt that while the former is the least artistic means of recognition, this latter method of recognition had no artistry whatsoever.</p>



<p class="wp-block-paragraph">A further form occurs where an external agency furnishes a sign; Michael realises this must be the fateful moment when he sees the Duke&#8217;s carriage on its way to June&#8217;s ancestral home, or when he hears the church bells chime and connects them to June&#8217;s hints.</p>



<p class="wp-block-paragraph">Another form occurs where a character puts together the clues and arrives at the revelation; Michael sees the tears in June&#8217;s eyes, connects the news that June&#8217;s house guest, the Duke, has come to the local area in search of a wife with the statement that her father has begun looking for a suitable match that might preserve the family inheritance, and realises he must act.</p>



<p class="wp-block-paragraph">A final form of revelation comes directly from the action itself; distracted by his upcoming business transaction, Michael and June part company. The next day, signed contracts in hand, Michael rushes to the manor only to find a wedding service underway and June about to be married to the Duke.</p>



<p class="wp-block-paragraph">Of each of these means of recognition, Aristotle preferred the last.In every age and every medium, revelations that arise from the events of the story itself are much to be preferred. This is as true for audio-drama as for the stage, film, and the novel.</p>



<p class="wp-block-paragraph"><strong>Next time:</strong> Aristotle spends some time discussing the writing process and some new plot elements.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-4/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 4</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 31 Oct 2021 07:21:23 +0000</pubDate>
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					<description><![CDATA[<p>Today, I’m only travelling a short distance through Aristotle&#8217;s poetics. He is again presenting us with a series of definitions, but these definitions are highly practical (at least until we get to book XII which, I think, can be skipped without any real loss occurring). If we use these definitions as a guide, we gain [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-2-2/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Today, I’m only travelling a short distance through Aristotle&#8217;s poetics. He is again presenting us with a series of definitions, but these definitions are highly practical (at least until we get to book XII which, I think, can be skipped without any real loss occurring). If we use these definitions as a guide, we gain some great insights into what makes a successful scene.</p>



<h3 class="wp-block-heading" id="poetics-book-x">POETICS BOOK X</h3>



<h4 class="wp-block-heading" id="simple-and-complex-plots"><strong>Simple and Complex Plots</strong></h4>



<p class="wp-block-paragraph">Aristotle makes a really useful distinction here.A simple plot is made of events in sequence. A complex plot involves reversal and/or recognition.</p>



<p class="wp-block-paragraph">For Aristotle, the difference lies in whether events follow one &#8220;after&#8221; another in time (are post hoc) or whether events happen &#8220;because of&#8221; one another (propter hoc).</p>



<p class="wp-block-paragraph">E. M. Forster&#8217;s famous distinction between story and plot provides a useful illustration; &#8220;&#8216;The king died and then the queen died&#8217; is a story,&#8221; Forster writes. &#8220;The king died, and then the queen died of grief&#8217; is a plot&#8221;.</p>



<p class="wp-block-paragraph">More recently, the creators of South Park (Matt Stone and Trey Parker) have expressed the idea in a similar fashion;</p>



<p class="wp-block-paragraph">When you have a set of story beats (or an outline in other words) and you can put the words “and then” in-between each one – the story fails to grip. That’s boring.</p>



<p class="wp-block-paragraph">However, if in-between each story beat you can put the words “but” or “therefore” then you have a story in which the events taking place are reacting to each other. The story/plot builds momentum and tension based on everything else that has happened previously, not because of the arbitrary whims of the writer.</p>



<h3 class="wp-block-heading" id="poetics-book-xi">POETICS BOOK XI</h3>



<h4 class="wp-block-heading" id="peripatea-anagnorisis-and-pathos"><strong>Peripatea, Anagnorisis, and Pathos</strong></h4>



<p class="wp-block-paragraph">Aristotle introduces three important concepts here; &#8220;Peripatea&#8221; or reversal, &#8220;Anagnorisis&#8221; or recognition, and &#8220;Pathos&#8221; or strong emotion.</p>



<p class="wp-block-paragraph">As usual, Aristotle is concerned with definitions first, but good stories make use of all three of these plot elements, often in the same scene.</p>



<p class="wp-block-paragraph"><strong>Peripatea</strong></p>



<p class="wp-block-paragraph">An action occurs but achieves the opposite of its intention – this is reversal.</p>



<p class="wp-block-paragraph">Reversals are pretty straight forward. A character has an intention that drives their action, but the opposite of the intention results; John sets out to capture a burglar (intention), but is arrested at the scene of the crime by the police (opposite).</p>



<p class="wp-block-paragraph"><strong>Anagnorisis</strong></p>



<p class="wp-block-paragraph">An action occurs that results in insight, revelation, or understanding – this is recognition.</p>



<p class="wp-block-paragraph">Recognition occurs where someone discovers something significant about another person – and for Aristotle, recognition nearly always involves discoveries about people in particular (though it can, less usefully, involve discoveries about objects as well); John discovers that Mary is related to every one of the murder victims.</p>



<p class="wp-block-paragraph"><strong>Pathos</strong></p>



<p class="wp-block-paragraph">An action occurs that results in a strong empathic reaction (the feeling of disgust, sympathy, fear, horror, etc.) in the audience – this is strong emotion.</p>



<p class="wp-block-paragraph">Strong emotion (in the audience) results where the action involves injury to the individual; John is captured and tortured by the antagonist, losing an eye in the process.</p>



<p class="wp-block-paragraph">If a scene fails to include at least one of these elements, it fails to be an interesting scene. The success of a scene is heightened by doubling up on these elements.</p>



<h4 class="wp-block-heading" id="what-is-the-test-of-a-good-scene"><strong>What is the test of a good scene?</strong></h4>



<p class="wp-block-paragraph">Here are some questions we can apply to our evaluation; Does the action follow causally from what has preceded it? Has something changed by the end of it? Does our audience feel something intense? Have the characters discovered something important about someone? Have the characters experienced a reversal/setback?</p>



<p class="wp-block-paragraph">If the scene achieves none of the above &#8211; that is, there has been no material change to the circumstances of the characters by its conclusion &#8211; then the scene itself is a failure, is unnecessary, and should be cut out of the story.</p>



<h3 class="wp-block-heading" id="poetics-book-xii">POETICS BOOK XII</h3>



<h4 class="wp-block-heading" id="the-parts-of-the-tragedy"><strong>The Parts of the Tragedy</strong></h4>



<p class="wp-block-paragraph">This section doesn&#8217;t seem particularly helpful (and should probably be ignored). It relates very specifically to the formal structure of Greek plays &#8211; a product of their time with little relevance to our present. It is, as you have probably guessed, another set of definitions about the elements of the play.</p>



<p class="wp-block-paragraph">For the sake of completeness I&#8217;ll summarize them here:</p>



<p class="wp-block-paragraph"><strong>Prologue</strong></p>



<p class="wp-block-paragraph">Extends from the opening of the play to the first full performance by the chorus.</p>



<p class="wp-block-paragraph"><strong>Episode</strong></p>



<p class="wp-block-paragraph">Those scenes of the tragedy that take place between choric performances.</p>



<p class="wp-block-paragraph"><strong>Exode </strong></p>



<p class="wp-block-paragraph">Extends from the final choric performance to the end of the play.</p>



<p class="wp-block-paragraph"><strong>Chorus</strong></p>



<p class="wp-block-paragraph">The choric performances are divided into two parts: the parode, the first full performance of the chorus while it is processing into the stage area, and the stasima, the choric performances that alternate with the episodes of dialogue by the actors.</p>



<p class="wp-block-paragraph"><strong>Commos</strong></p>



<p class="wp-block-paragraph">A performance within the tragedy in which both actors and chorus take part.</p>



<p class="wp-block-paragraph">And with that, we at last we leave the preliminary definitions behind and get into what Aristotle advises writers regarding the construction of drama. See you in a couple of weeks.</p>



<p class="wp-block-paragraph"><strong>Next time</strong>, we&#8217;ll begin to examine the construction of drama in detail.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-2-2/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 31 Oct 2021 06:53:26 +0000</pubDate>
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					<description><![CDATA[<p>Here we are taking a look at the next 5 sections of Aristotle’s poetics. As I stated last time, I’m working through Aristotle’s Poetics in an attempt to figure out why, even today, he is pointed to by script-writers as a guiding light in the production of drama. He is wordy, and often difficult to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-2/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 2</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Here we are taking a look at the next 5 sections of Aristotle’s poetics. As I stated last time, I’m working through Aristotle’s Poetics in an attempt to figure out why, even today, he is pointed to by script-writers as a guiding light in the production of drama. He is wordy, and often difficult to work out but, little by little, I’m beginning to see what his fans appreciate about him. Today we look at the elements of drama, in particular, plot, and what makes a good plot (at least according to Aristotle).</p>



<h3 class="wp-block-heading" id="poetics-book-v">POETICS BOOK V</h3>



<h4 class="wp-block-heading" id="on-comedy-and-the-epic"><strong>On Comedy and the Epic</strong></h4>



<p class="wp-block-paragraph">In book V Aristotle treats briefly of comedy and the epic.Comedy concerns itself with the ridiculous (but not harmful). That is, in a comedy people behave in dysfunctional or inappropriate ways (such that they appear ridiculous and elicit laughter) but without suffering harm or eliciting sympathy. This was important to Aristotle, because, as already stated, plays in Greek society served an overtly moral purpose and so, he felt the need to establish the moral credentials of comedy. For Aristotle, the comedy was morally useful in rendering inappropriate social behavior ridiculous and thereby furnishing the audience with examples to avoid.</p>



<p class="wp-block-paragraph">The Epic differs from Tragedy in that it is wider in scope and narrative in form. In today&#8217;s parlance, the epic is a book, while the tragedy is a play. A book is narrated, while a play is enacted, primarily, before the eyes (as an audio-play is enacted, primarily, before the ears). Everything you might find in a book can be found in a play, but not everything in a play is found in a book.</p>



<p class="wp-block-paragraph">If we think of the comedies of Shakespeare, we see this principle at work. The plays might deal with serious matter (duels, love, suicide, etc.), but it is all done in good fun and no-one is ever really hurt (humiliated, maybe, but never hurt). The duels are avoided, the suicides are revealed to have been faked etc. Even where the antagonist gets their come-upance, their final fate is dealt with &#8220;off-stage&#8221;.</p>



<p class="wp-block-paragraph">We also see that characters rarely grow or change in comedies designed after the Aristotellian model. The character we meet at the beginning of a comedy is just the same as at the end (though their circumstances may have changed). Is the bachelor egotistical and vapid at the beginning of the story? He will be so at the end (even if by that time he is married). Is the character selfish and stupid? They will remain so.We could do worse than follow such a model. For Aristotle, growth or character change undermined the ridiculous nature of the character and, instead, inspire empathy. This, Aristotle felt, removed what made comedy, comedy.Today, we are much more inclined to want to include character depth in comedy writing, but the principle remains true that the more we have a character grow and change, the less ridiculous they become. Fixed and unchanging characters are a feature of comedy that find little place in tragedy (except, perhaps, as comic relief).</p>



<h3 class="wp-block-heading" id="poetics-book-vi">POETICS BOOK VI</h3>



<h4 class="wp-block-heading" id="tragedy">T<strong>ragedy</strong></h4>



<p class="wp-block-paragraph">Now, back to tragedy (or the play).One of Aristotle&#8217;s more difficult, and famous, definitions reads &#8220;Tragedy, then, is an imitation of an action that is serious, complete, and of a certain magnitude; in language embellished with each kind of artistic ornament, the several kinds being found in separate parts of the play; in the form of action, not of narrative; through pity and fear effecting the proper purgation of these emotions.</p>



<p class="wp-block-paragraph">&#8220;We&#8217;ve dealt elsewhere with the notion that plays, &#8220;through pity and fear effecting the proper purgation of these emotions&#8221;, are required to be morally useful. This may be a laudable opinion (sort of), but it is not a constraint we feel the need to strictly apply today. Even as recently as the Golden Age of Radio, radio-shows, such as the Shadow, felt constrained (and were in fact constrained by law) to include deliberate moral lessons – &#8220;the weed of crime bears bitter fruit. Crime does not pay. The Shadow knows&#8221;, etc. Today, we feel far less constrained and can produce a work of art or play simply to be entertaining. That said, it would be foolish to consider art morally neutral. Entertainment is a high calling, providing people with a way to cope with the stresses of life, a temporary release from suffering, a means of sharing joy with others, etc. It can also be deliberately corruptive. Sometimes this is a feature of the design of the work. Sometimes this is a function of the use to which the work is put. Personally, I feel horrendously under-qualified to be giving writers any moral advice beyond &#8221; be aware of the consequences of your choices, be responsible, own your decisions, and, where possible, try to avoid doing harm&#8221;.</p>



<p class="wp-block-paragraph">Much of the remainder of Aristotle&#8217;s definition is common sense. According to Aristotle, a play presents a recognizable and plausible imitation of reality (even where that reality is made fantastic by the presence of gods and monsters). More on this later.Tragedy, in distinction to comedy, is serious. Dealing, as it should, with important themes and actions and consequences, etc. If it is not serious, then it is, in fact, comedy.</p>



<p class="wp-block-paragraph">It is complete, in that it has a beginning, middle, and end that are intrinsic to the story. A good play begins with the first meaningful action of the story, relates only those events necessary to moving the story forward, and concludes as soon as the story is resolved. All irrelevant material is rejected. Completeness, therefore involves not only including everything necessary for the telling of the tale, but also an economic approach, excluding everything that would distract from it.</p>



<p class="wp-block-paragraph">To say that a play is of a certain magnitude is to say that it is limited in duration, but also that it functions within certain fixed limits. A stage play has a limited amount of time to tell its story, true. But it also has only so much real-estate with which to work (the stage), the patience of the audience with the story (an audience will only sit still so long) as well as budgetary constraints on the degree and quality of the set, costumes, props, orchestra, etc. that accompany it.</p>



<p class="wp-block-paragraph">It is often said that Radio is free of constraint. We can, in much the way that a book might, place the setting of our play anywhere in this universe or another. We can as easily visit the belly of a whale or the farthest star.</p>



<p class="wp-block-paragraph">This freedom is not without limits, however. The radio audience must be engaged quickly. Distraction is only a channel-change away. The soundscape and dialog must be readily decodable. The number of voices must not be so many as to make recognition of the characters difficult without visual aid, etc.</p>



<p class="wp-block-paragraph">A key feature of drama (and especially of audio drama) is that it is delivered in dialog. Yes, exceptions exist – the BBC&#8217;s famous sound-only story, The Revenge, by Andrew Sachs, has no dialog and stands out as a case in point. But generally, dialog is the medium of storytelling in audio-drama. Aristotle places language &#8220;embellished with each kind of artistic ornament, the several kinds being found in separate parts of the play&#8221; front and center.It is safe to say that that audio-dramatist must be able to do the same, harnessing dialog as a means of story-telling, if they wish to produce scripts for this medium.</p>



<p class="wp-block-paragraph">The famous maxim &#8220;show don&#8217;t tell&#8221; finds its origin in Aristotle&#8217;s insistence that, as far as plays are concerned, drama is &#8220;found in action, not narrative&#8221;.</p>



<p class="wp-block-paragraph">But what of non-visual media, like radio, that rely on dialog? The maxim still holds. Characters should not tell us that they are, for example, angry. We should intuit the anger via subtext. We show the anger through the characters words and interactions (with supporting sounds), but we should never tell the audience the character&#8217;s emotional state, outright.</p>



<p class="wp-block-paragraph">COMPARE&#8230;</p>



<p class="wp-block-paragraph">BOB: I&#8217;m so angry, I feel like slamming the door today. The yellow party won the election.</p>



<p class="wp-block-paragraph">WITH&#8230;</p>



<p class="wp-block-paragraph">BOB: Get the hell out of my way! And take that damned yellow hat off. I don&#8217;t care who won the election. I&#8217;m not having one of those hats in this office.</p>



<p class="wp-block-paragraph">SOUND: OFFICE DOOR SLAMS</p>



<p class="wp-block-paragraph">According to Aristotle, tragedy is made up of six parts, organized under three categories;</p>



<p class="wp-block-paragraph"><strong>Category 1:</strong> Objects of Action (comprising of Plot, Character, and Thought)</p>



<p class="wp-block-paragraph"><strong>Category 2:</strong> Means or Manner of Action (comprising of Language – diction &#8211; and Melody)</p>



<p class="wp-block-paragraph"><strong>Category 3: </strong>Mode or Medium of Action (comprising of Spectacle (costume, special effects, and scenery).</p>



<p class="wp-block-paragraph">Aristotle makes <strong>plot </strong>the primary element of storytelling. For this he has been roundly criticized on many occasions. Those who enjoy character-based drama have often found his opinion obnoxious, feeling, with some justification, that writers who focus primarily on plot produce weak stories. There would be some justification to this viewpoint if Aristotle was only interested in plot (to the exclusion of all else), but he is not. His interest in plot is fundamentally an interest in action and reaction. </p>



<p class="wp-block-paragraph">Character is revealed in the actions and reactions that the dramatis personae have to the events around them. Character is internal, but, internal character is not accessible to the eye. Because people are capable of deception and lies, it is not accessible to the ear, either. As human beings we can choose to believe or disbelieve what a person says, but we rarely discount what we see them do. </p>



<p class="wp-block-paragraph">As a result, Aristotle argues that a person&#8217;s true character is not revealed by their statements but by their actions. The coward may talk of his bravery, but his true character is revealed when it is tested by events and results in action (standing-fast or running away). Because Aristotle emphasizes the revelation of character through the actions and reactions of characters (rather than through narrative explanation), he argues that events/plot are primary. In no way does he exclude the importance of character. He merely demands that character be revealed in action.</p>



<p class="wp-block-paragraph">Of the elements of a plot, he singles out the reversal and recognition (discussed later) as the most significant.</p>



<p class="wp-block-paragraph">Aristotle places <strong>character</strong> second in his list. Character is where we learn of the moral qualities of the individual (remember his idea that characters are either better, worse, or the same as us). It&#8217;s worth stating again that extremes of character are to be avoided (except, perhaps, in comedy). The perfectly good and perfectly evil character do not feel real to us. We know ourselves to be flawed and we empathize with the flaws we observe in others (even as we like or dislike the character overall). The catalyst for the revelation of character are the events of the plot.</p>



<p class="wp-block-paragraph">Thirdly, Aristotle discusses <strong>thought</strong>, more properly understood as motivation. A character&#8217;s action must never be random. Something must motivate it and that motivation must be plausible. If a character expresses fear, there must be something in the environment or in the mind/thoughts of the character that elicits that fear. If a character begins to run, there must be an accompanying motivation (a desire to exercise, or the fear of an axe-wielding maniac). </p>



<p class="wp-block-paragraph">While the motivation may be hidden for a time (in order to increase curiosity) it cannot stay so. The motivation of the action must be clear, revealed in sound and dialog, to be satisfying.At a more basic level, motivation relates to desire. Characters never initiate action without wanting&#8230; something. Even when coerced there is desire (to get out from under the coercion). </p>



<p class="wp-block-paragraph">The characters desire/motivation is revealed in what they choose to do or avoid and in their decisions.</p>



<p class="wp-block-paragraph">When characters face choices, anticipate, consider, weigh up, and explore the potential consequences of those choices, and then settle upon an action, thought is further revealed.</p>



<p class="wp-block-paragraph">Fourth comes <strong>diction</strong>&#8211; the way voices are differentiated and the idiosyncratic ways that characters speak. Does the character speak slowly and thoughtfully, using big words? Does the character drop the &#8220;h&#8221;? Does the character mispronounce words, or utilize an accent? Is there a rhythm to the words, or are the words abrasive and jarring?</p>



<p class="wp-block-paragraph">Aristotle also discusses, fifthly, <strong>song</strong>. The lyrics, rhythms, and melody of Gilbert and Sullivan spring readily to mind (although the art of the musical is somewhat foreign to a non-musician like myself). Song is something that Aristotle sees as an embellishment of the dialog.</p>



<p class="wp-block-paragraph">With that understanding we turn to our final element; spectacle. On the stage this consists of costuming, props, and set. In film this is expanded to include CGI and special effects. But in audio-drama, the &#8220;spectacle&#8221; is created by sound effects and music. The sound effects support and illustrate the action of the story, creating the pictures in our minds that help to sell the reality of the story world to us, while music underscores and emphasizes the emotion and tone of the story. But both, in combination with the dialog, can bring the world of the play to life.</p>



<p class="wp-block-paragraph">Aristotle makes the spectacle least important in his list on the grounds that, were it left out, a good play could still be enjoyed on the basis of the dialog alone. While sound is essential to a sound-only production such as the BBC&#8217;s &#8220;Revenge&#8221;, it is certainly the exception rather than the rule. As a life-long reader of plays (both for entertainment and as a means of self-education regarding the art of play-writing) generally speaking a play doesn&#8217;t &#8220;need&#8221; the embellishments (except at points and to achieve certain effects). However, the embellishments of sound and music can and do significantly increase the immersion generated by the story and, in many cases, could not be removed without doing violence to the whole.</p>



<h3 class="wp-block-heading" id="poetics-book-vii">POETICS BOOK VII</h3>



<p class="wp-block-paragraph">The PlotThere are times when reading Aristotle&#8217;s Poetics that I find myself wanting to scream. He often goes into frustrating detail about more obvious matters, while providing very little detail on the more complex topics that I find harder to understand. In book vii, he labors over the seemingly obvious, but there is value here nonetheless.He reminds us of his definition (again) that drama is &#8220;an imitation that is complete and whole and of a certain magnitude&#8221; before going on to define what that completeness is.</p>



<p class="wp-block-paragraph">A drama has a beginning, middle, and end. The beginning starts at the last possible initial and essential moment (a moment that nothing essential can come before). The ending occurs at the last possible final and essential moment (a moment that nothing essential can follow after). And the middle is made up of those essential moments that come between the beginning and end.</p>



<p class="wp-block-paragraph">Obvious, right?</p>



<p class="wp-block-paragraph">But it is the essential nature of the parts that are significant to Aristotle. A story doesn&#8217;t begin just anywhere. It begins with an event that initiates the action and leads irrevocably through a chain of events to a conclusion. These events are selected by the writer and NONE of them can be purposeless, random, or unnecessary if the writing is to be successful.</p>



<p class="wp-block-paragraph">Artistotle goes on to point out that a dramatic work of art must be comprehensible (that it must make sense). If it is too short, a beginning only, it will not satisfy. If it is too long (so that, either because of its complexity or duration, its parts and their working together cannot be discovered by the viewer/listener) it also fails to satisfy.</p>



<p class="wp-block-paragraph">Here he is concerned with both duration and completeness. A play may be long or short, but it must be complete and, in being complete, it must not be stuffed with anything un-necessary.</p>



<p class="wp-block-paragraph">Finally, he makes the point that a plot must be concerned with change. He takes as his primary examples a change from &#8220;good fortune to bad&#8221; or &#8220;bad fortune to good&#8221;.</p>



<p class="wp-block-paragraph">For Aristotle, a story cannot be good where the status quo does not alter.In terms of how this applies to audio-drama, the following can be stated;</p>



<p class="wp-block-paragraph">An audio drama (of whatever length) whether an episode in a series or a feature length story must describe a change in the circumstances of a character (or characters) from its beginning to its end in as economical, yet essentially complete, a manner as possible.</p>



<h3 class="wp-block-heading" id="poetics-book-viii">POETICS BOOK VIII</h3>



<h4 class="wp-block-heading" id="the-unity-of-the-plot"><strong>The Unity of the Plot</strong></h4>



<p class="wp-block-paragraph">Unity is an essential feature of a story. Sometimes a writer makes the mistake of thinking that a story is unified because it deals with a single subject or character, but, as Aristotle points out, a life is not a plot. The fact that I was born, lived in a home with my parents, went to school, worked in a series of jobs, married, and had a family does not make these events a unified plot simply because they are about me.</p>



<p class="wp-block-paragraph">A plot is formed by the selection of events around a particular character goal/desire and restricts itself to only those events relevant to the complete telling of that tale. The Odyssey by Homer, for example, carefully selects from the life of Odysseus only those events relevant to his home-coming.</p>



<p class="wp-block-paragraph">A successful plot is dependent on the skill of the writer at selecting those events that contribute to the whole in an essential way. Recounting what the protagonist ate for breakfast is not essential to a story where the protagonist&#8217;s goal is to rescue his kidnapped son, for example.</p>



<p class="wp-block-paragraph">The test of the unity of a story consists of ensuring that no element of a story can be removed or added without significantly changing or distorting the whole. A whole must be understood in relation to its parts and its parts in relation to the whole. Anything that cannot contribute to the unity of the story must be excluded.</p>



<h3 class="wp-block-heading" id="poetics-book-ix">POETICS BOOK IX</h3>



<h4 class="wp-block-heading" id="plot-vs-history"><strong>Plot vs. History</strong></h4>



<p class="wp-block-paragraph">Just as a life is not a story, neither is history, in and of itself. Recording events as they happened, in sequence does not result in a plot. Stories involve invention. They are about what might be, or what might have been, more than they are about what actually was. And, unlike history, which concerns itself (at least according to Aristotle), with producing a comprehensive record of events, drama aims, more philosophically, at communicating ideas. In this, I suspect Aristotle is groping towards the notion of &#8220;theme&#8221;.</p>



<p class="wp-block-paragraph">Rather than being a mere chronological sequencing of events, a story is about something. And in Artistotle&#8217;s Greece, where drama primarily served a civic function (teaching and promoting civic duty) it is not hard to see why Aristotle felt this way.</p>



<p class="wp-block-paragraph">But as a general principle, beyond the culture of Greece, this has a lot of merit. Stories aren&#8217;t merely collections of events from a life or history. They are, in fact about something; about coping with change, about love, or revenge, or grief, or achievement, etc. They are, to paraphrase Aristotle, about universal experiences that we all can relate to (or they are if they are any good).The value of history, as a source of story, lies in its plausibility. The story based on history is believable because its events have in fact happened in the real world. However, Aristotle is at pains to point out that we are not restricted to &#8220;historical&#8221; stories. All stories, even the historical ones, must be fictionalized to a degree (through selection and invention) so that they can express their message. History lends a sense of reality to stories, but wild flights of fiction can be plausible so long as each event is linked to each by a clear chain of cause and effect.</p>



<p class="wp-block-paragraph">That which Aristotle calls the episodic story is to be avoided. A story that is merely a series of events in sequence. The &#8220;and then&#8221; story – &#8220;I got up and then I went outside and then I caught a rabbit and then I ate it and then I looked at the sky and then I noticed a storm gathering&#8221; – is ultimately unsatisfying.</p>



<p class="wp-block-paragraph">For Aristotle, the satisfaction and believability of a story is tied up with it being motivated effectively. Eg. &#8220;Cold and hungry, I left the cave and caught a rabbit for breakfast. The wind was picking up, so I scanned the sky and noted the gathering clouds. Storms in the mountains could be dangerous, so I would need to seek shelter.&#8221;</p>



<p class="wp-block-paragraph">The inclusion of motivational links takes the &#8220;episodes&#8221; related earlier and makes them plausible and part of a unified whole. This story is one of survival against the elements. It is about something.</p>



<p class="wp-block-paragraph">Here, Aristotle makes an aside that speaks directly to our present. Good writers will, from time to time, include unmotivated episodic material at the behest of (and to placate) their actors, or studio, or investors. Bad writers do it because they can&#8217;t do otherwise.</p>



<p class="wp-block-paragraph">But what of surprises and twists? According to Aristotle, an action does not have to be predictable to be motivated. In fact, the best actions are surprising when they occur – however, when we look back at them they must appear to have been inevitable (that is, we must be able to see the antecedent causes and motivations that led inevitably to them).</p>



<p class="wp-block-paragraph">It may be a shocking surprise that the mild mannered wife takes an axe to her husband in the second act, but given his dismissive and insulting behavior, when we look back over their interactions, it should appear thoroughly motivated and plausible.</p>



<p class="wp-block-paragraph"><strong>Next time</strong>, we’ll examine Aristotle’s break-down of the key elements of a plot.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-2/">Learning from Aristotle &#8211; The Poetics of Aristotle Applied to Audio Drama &#8211; Part 2</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Learning from Aristotle &#8211; The Poetics of Artistotle applied to Audio Drama (Part 1)</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 31 Oct 2021 00:45:49 +0000</pubDate>
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					<description><![CDATA[<p>This is a rambling exploration of Aristotle&#8217;s guide to understanding and writing drama (as applied to audio drama) that began as a set of personal notes on Artistotle’s little book &#8220;The Poetics&#8221;, but, as I wrote, turned into a one-sided imaginary address to other writers, who like myself, are interested in figuring out why script-writing [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-1/">Learning from Aristotle &#8211; The Poetics of Artistotle applied to Audio Drama (Part 1)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<p class="wp-block-paragraph">This is a rambling exploration of Aristotle&#8217;s guide to understanding and writing drama (as applied to audio drama) that began as a set of personal notes on Artistotle’s little book &#8220;The Poetics&#8221;, but, as I wrote, turned into a one-sided imaginary address to other writers, who like myself, are interested in figuring out why script-writing professionals from David Mamet to Aaron Sorkin consider it such a masterful guide to the craft.</p>



<p class="wp-block-paragraph">If you find it a bit preachy or pretentious, I can only apologize and say, yeah, that’s how most of my first drafts look. I’ve rushed to publish it simply to get some content out (with the full realization that, given how busy I am at the moment, any delay at all would result in it never seeing the light of day).</p>



<p class="wp-block-paragraph">This is only the first part and deals with Aristotle&#8217;s introduction to his subject matter. Future articles will go further into depth regarding his theory of script-writing.</p>



<h2 class="wp-block-heading" id="tldr-version">TLDR Version</h2>



<p class="wp-block-paragraph">Art is creative imitation. Art forms differ in terms of the medium, object, and manner of this imitation. A painting, for example, is quite different to a play. Unsurprisingly, audio drama is a unique art-form telling human stories (object) through sound, music, and speech (medium) in the form of recordings of scripted and acted play performances designed specifically for the ear (manner). A proper understanding of the unique elements of the form we choose to work in is essential to the successful creation of art.</p>



<p class="wp-block-paragraph">Dramatic art has a long history that is still evolving, one we ignore (or over-emphasise) at our peril; a point that is as true of audio-drama as any other art-form.</p>



<h2 class="wp-block-heading" id="the-poetics-of-artistotle-applied-to-audio-drama-part-1">The Poetics of Artistotle applied to Audio Drama (Part 1)</h2>



<h3 class="wp-block-heading" id="background">Background</h3>



<p class="wp-block-paragraph">Back in 330 BC Aristotle explained his &#8220;theory of Art&#8221; to his students in his Poetics. He did so, largely, to refute his great teacher, Plato, who felt that art, being but an imitation of life, had little value because it distorts the world and, being fiction, is a form of deceit – a view that the Puritans would have found themselves whole-heartedly in agreement with. </p>



<p class="wp-block-paragraph">Aristotle, however, saw things differently. He saw the way art imitates life as essentially redeeming and justified.&#8221;</p>



<p class="wp-block-paragraph">The Poetics&#8221; isn&#8217;t a particularly long or difficult read, but it does refer to some things (familiar enough once you see what they are) in language and terminology that differ in meaning and usage today. So a little background is in order.</p>



<p class="wp-block-paragraph">According to Aristotle, art imitates life, and imitation is the key to learning. As children we learn by imitating those around us. Language is acquired as we imitate the sounds made by adults. Moral character is learned as we imitate and enact the behaviour of others. In fact, according to the Greeks, learning doesn&#8217;t take place fully until it is expressed in action. That is, the Greeks did not consider head-knowledge to be knowledge at all. In Greek culture knowledge had to be applied, practically, before it could be considered &#8220;truly&#8221; learned.</p>



<p class="wp-block-paragraph">That said, experience did not have to be first hand for learning to occur. It was possible to share in the experience that made learning real by watching it (or perhaps, by listening to it – if we try to apply this idea to the realm of audio).</p>



<p class="wp-block-paragraph">By imitation, Aristotle didn&#8217;t see the role of art as being to provide exact imitations of life from which the audience might learn, rather he saw art as a genuinely creative process in which the distortions of real life that art was capable of, could be harnessed, shaped, and directed for positive effect.</p>



<p class="wp-block-paragraph">For the Greeks, art was NOT entertainment. Art, while entertaining, served another purpose entirely, and one that we do not easily comprehend in the modern world.Greece, in particular Athens, was a fairly brutal culture. While free (by ancient standards) and inclusive in its decision making (having a form of democracy) it was also a violent and conquering power. It held up cold (even ruthless) logic as the social ideal and viewed emotion (especially pity and compassion) as something to be put aside as dangerous and antithetical to the completion of one&#8217;s civic duty.</p>



<p class="wp-block-paragraph">Once a year, during a festival, the people of Athens would gather to watch plays produced in a competition. These plays were intended to teach important civic values and the winner would be presented with a wreath in recognition of their service to the community. According to Aristotle, along with fulfilling this overtly preachy purpose, plays functioned also as a means of exciting and ridding the populace of unwanted emotions (such as pity and fear) that had no place in the fulfilment of civic duty. By allowing them to be experienced via proxy, the audience could safely vent these &#8220;unhealthy&#8221; emotions without allowing them to impact life in the real world.</p>



<p class="wp-block-paragraph">While this made a kind of cruel sense in the Greek world, it&#8217;s certainly not the case that art is limited to, or even expected to perform, this function in the modern world. We often enjoy art for its own sake, as a form of expression and entertainment to be admired simply because it is there. Aristotle&#8217;s ideas regarding catharsis and purgation, therefore, have little to say to us today (being more or less nonsense), however many of his other ideas are particularly useful to the audio dramatist.</p>



<p class="wp-block-paragraph">Of particular interest to the modern writer is Aristotle&#8217;s differentiation between tragedy and comedy. To understand Aristotle properly we must recognise that comedy meant much the same in his time as it does in our own (the depiction of the ridiculous and humorous), but that tragedy refers fundamentally to EVERYTHING else (ALL serious drama that is not intended to exaggerate for the sake of a laugh or that has as its primary object presenting the ridiculous or absurd).It&#8217;s my intention to work through Aristotle&#8217;s little pamphlet and draw out the insights he has found that have stood the test of time, hopefully discovering, in the process, why so many writers refer to &#8220;The Poetics&#8221; as a master work of instruction in the creation of stage drama and how those principles might be applied to the writing of audio drama.</p>



<p class="wp-block-paragraph">Before I do, however, I feel like I need to say one more thing. Aristotle comes across like a boring elderly professor, all &#8220;let&#8217;s define our terms&#8221; and &#8220;this thing can be broken into twenty-seven subcategories that we will discuss in detail&#8221;. Working through his book, short though it is, can be a little daunting as a result. I think it&#8217;s worth the effort, though, especially if we apply what we are learning as we go.So, without further ado&#8230;</p>



<h3 class="wp-block-heading" id="poetics-book-i">POETICS BOOK I</h3>



<h4 class="wp-block-heading" id="introduction"><strong>Introduction</strong></h4>



<p class="wp-block-paragraph">Aristotle starts by telling us his purpose, he intends to analyse the types and parts of storytelling (particularly the plot) that are on display in Athens. At this time, poetry was a performance art, one that told stories in the form of plays, songs, and narrative recitals – a subset of the fine arts that included music, painting, sculpture etc. Abstraction was not really something that the Greeks had a concept for – though they did use patterns on their pottery that were simply decoration.It also appears to be the case that written stories were only just emerging and presented a particular problem for Aristotle in deciding how to classify them.</p>



<h4 class="wp-block-heading" id="the-medium-of-imitation"><strong>The Medium Of Imitation</strong></h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">To help determine how he would classify the different kinds of arts, Aristotle settled on the unifying concept of imitation (that is, if it is art, it imitates life in some way) but that this imitation differs in manner, medium, and object (remember what I said about his being overly fond of definitions). For example a painting might represent real world things (like bowls of fruit and goblets of wine – the objects), using paint, color, light, and canvas (the medium), applied via brush strokes (the manner). A play might, likewise, represent people in argument (the objects), using language, movement, music (the medium), delivered by the acting out of the play on stage before an audience (the manner) with the aid of script, set, props, etc.</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">According to Aristotle, different forms of dramatic story-telling (treating of objects and manner in diverse ways) have a tendancy to be expressed in three specific media (movement, language, and music – singly and in combination).Aristotle wasn&#8217;t quite sure of how to classify the emerging art-form of textual narrative, but does deal with that category later). For now, he focuses on classifying the play. He suggests that plays involve language (of course), movement (rhythm) and harmony (song/music).</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">For our purposes, it is helpful to think about how an audio/radio play is to be categorised in general. I say &#8220;in general&#8221; because exceptions always exist.</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">So let&#8217;s engage in a little classification exercise with regard to our own focus of attention (the radio play). A radio play uses the following media; language (dialog and narration), sound effects, and music to communicate the story – with volume acting as a spotlight to direct our attention to what is most important. The manner of delivery is via an auditory, edited, recording (or live performance) of the (vocally) acted out events &#8211; enhanced with and supported by sound-effects and given emotional depth by music – and listened to by an audience that takes this input and constructs the story in their minds. The objects are the characters and their situations. Not all elements must be present in all cases, but enough must be present for the thing to be recognized as a play for the ears.</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">There is a lot here to unpack, and all of it impacts the final form that an audio-drama takes.An audio drama is not, strictly speaking, a full cast audio book. In this day and age, where discoverability is so significant, the suggestion that audio books, if they employ a full cast and sound-effects in the reading, are functionally identical to audio drama is plainly false. For those who produce the niche form that is audio drama, having audio-books invade their space and reduce and impede their chances of being found by actual audio-drama enthusiasts is a never-ending source of frustration.</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">An audio drama is not a book reading, neither is it a stage play. It has characteristics that are uniquely its own, though it does borrow or share elements with these other categories.An audio-drama is, firstly, a play for the ears. In it some characters, perhaps with the aid of a line or two of narration, act out a story in dialog. The action of the story is revealed through dialog and (limited) narration. It is illustrated with supporting sound effects and music may also accompany the story to support and enhance the emotional response of the audience.</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">It differs from the stage play in that none of the action is seen. It all takes places in the mind of the listener. It differs from a book reading in that the action is heard directly and constructed in the minds of the audience via character actors, without long sections of description. Short prompts in the form of narration or clues to setting are provided in the scene, but the heavy lifting of scene construction is left entirely up to the audience member. It is this reliance on the audience (without overt descriptive assistance) that separates the telling of stories from the audio-dramatization of the same.</h4>



<h4 class="wp-block-heading" id="to-help-determine-how-he-would-classify-the-different-kinds-of-arts-aristotle-settled-on-the-unifying-concept-of-imitation-that-is-if-it-is-art-it-imitates-life-in-some-way-but-that-this-imitation-differs-in-manner-medium-and-object-remember-what-i-said-about-his-being-overly-fond-of-definitions-for-example-a-painting-might-represent-real-world-things-like-bowls-of-fruit-and-goblets-of-wine-the-objects-using-paint-color-light-and-canvas-the-medium-applied-via-brush-strokes-the-manner-a-play-might-likewise-represent-people-in-argument-the-objects-using-language-movement-music-the-medium-delivered-by-the-acting-out-of-the-play-on-stage-before-an-audience-the-manner-with-the-aid-of-script-set-props-etc-according-to-aristotle-different-forms-of-dramatic-story-telling-treating-of-objects-and-manner-in-diverse-ways-have-a-tendancy-to-be-expressed-in-three-specific-media-movement-language-and-music-singly-and-in-combination-aristotle-wasn-t-quite-sure-of-how-to-classify-the-emerging-art-form-of-textual-narrative-but-does-deal-with-that-category-later-for-now-he-focuses-on-classifying-the-play-he-suggests-that-plays-involve-language-of-course-movement-rhythm-and-harmony-song-music-for-our-purposes-it-is-helpful-to-think-about-how-an-audio-radio-play-is-to-be-categorised-in-general-i-say-in-general-because-exceptions-always-exist-so-let-s-engage-in-a-little-classification-exercise-with-regard-to-our-own-focus-of-attention-the-radio-play-a-radio-play-uses-the-following-media-language-dialog-and-narration-sound-effects-and-music-to-communicate-the-story-with-volume-acting-as-a-spotlight-to-direct-our-attention-to-what-is-most-important-the-manner-of-delivery-is-via-an-auditory-edited-recording-or-live-performance-of-the-vocally-acted-out-events-enhanced-with-and-supported-by-sound-effects-and-given-emotional-depth-by-music-and-listened-to-by-an-audience-that-takes-this-input-and-constructs-the-story-in-their-minds-the-objects-are-the-characters-and-their-situations-not-all-elements-must-be-present-in-all-cases-but-enough-must-be-present-for-the-thing-to-be-recognized-as-a-play-for-the-ears-there-is-a-lot-here-to-unpack-and-all-of-it-impacts-the-final-form-that-an-audio-drama-takes-an-audio-drama-is-not-strictly-speaking-a-full-cast-audio-book-in-this-day-and-age-where-discoverability-is-so-significant-the-suggestion-that-audio-books-if-they-employ-a-full-cast-and-sound-effects-in-the-reading-are-functionally-identical-to-audio-drama-is-plainly-false-for-those-who-produce-the-niche-form-that-is-audio-drama-having-audio-books-invade-their-space-and-reduce-and-impede-their-chances-of-being-found-by-actual-audio-drama-enthusiasts-is-a-never-ending-source-of-frustration-an-audio-drama-is-not-a-book-reading-neither-is-it-a-stage-play-it-has-characteristics-that-are-uniquely-its-own-though-it-does-borrow-or-share-elements-with-these-other-categories-an-audio-drama-is-firstly-a-play-for-the-ears-in-it-some-characters-perhaps-with-the-aid-of-a-line-or-two-of-narration-act-out-a-story-in-dialog-the-action-of-the-story-is-revealed-through-dialog-and-limited-narration-it-is-illustrated-with-supporting-sound-effects-and-music-may-also-accompany-the-story-to-support-and-enhance-the-emotional-response-of-the-audience-it-differs-from-the-stage-play-in-that-none-of-the-action-is-seen-it-all-takes-places-in-the-mind-of-the-listener-it-differs-from-a-book-reading-in-that-the-action-is-heard-directly-and-constructed-in-the-minds-of-the-audience-via-character-actors-without-long-sections-of-description-short-prompts-in-the-form-of-narration-or-clues-to-setting-are-provided-in-the-scene-but-the-heavy-lifting-of-scene-construction-is-left-entirely-up-to-the-audience-member-it-is-this-reliance-on-the-audience-without-overt-descriptive-assistance-that-separates-the-telling-of-stories-from-the-audio-dramatization-of-the-same-before-concluding-this-discussion-of-the-first-part-of-aristotle-s-poetics-it-is-worth-discussing-poetic-rhythm-poem-s-and-plays-were-delivered-largely-in-rhyme-it-appears-that-plays-grew-out-of-choral-songs-in-greek-society-rather-than-story-telling-around-the-campfire-as-a-result-rhythm-or-meter-is-a-significant-element-of-aristotle-s-discussion-and-analysis-that-english-speech-has-a-certain-rhythm-to-it-is-beyond-dispute-how-a-writer-might-use-these-rhythms-to-advance-the-story-is-a-thing-which-will-need-some-unpacking-later-however">Before concluding this discussion of the first part of Aristotle&#8217;s poetics, it is worth discussing poetic rhythm. Poem&#8217;s and plays were delivered, largely, in rhyme. It appears that plays grew out of choral songs in Greek society, rather than story-telling around the campfire. As a result, rhythm (or meter) is a significant element of Aristotle&#8217;s discussion and analysis. That English speech has a certain rhythm to it is beyond dispute. How a writer might use these rhythms to advance the story is a thing which will need some unpacking, later, however.</h4>



<h3 class="wp-block-heading" id="poetics-book-ii">POETICS BOOK II</h3>



<h4 class="wp-block-heading" id="the-objects-of-imitation"><strong>The Objects of Imitation</strong></h4>



<p class="wp-block-paragraph">In this second part to Aristotle&#8217;s analysis he treats, briefly, of characters. According to Aristotle, drama is necessarily about characters. He refers to characters as &#8220;men in action&#8221;. But effectively, he means any characters with human traits. Whether gods or monsters, or oracles, (or anthropomorphised household objects in the Disney sense) characters in stories must, necessarily, be in action. They must want something and act to achieve it, even if what they want is to be left alone in order to do nothing.</p>



<p class="wp-block-paragraph">It&#8217;s worth noting that in audio-drama, as in any form of drama, characters in action are crucial. No behaviour should ever be unmotivated and no driving motivation should be left un-acted upon. This is one of the keys to making our characters authentic and relatable.</p>



<p class="wp-block-paragraph">It is also the case that a character&#8217;s motivation must be known to the audience (even if it is only known through sub-text). A character who acts in a senseless or unmotivated manner will always lack authenticity, as will a character who fails to act on, or acts contrary to, a driving (or significant) motivation that is known to the audience. In Shakespeare&#8217;s Hamlet, the titular character&#8217;s dithering inaction is authentic because we understand it to be motivated by a desire to avoid confrontation and discomfort.</p>



<p class="wp-block-paragraph">In typically Aristotelian fashion, Aristotle seeks to describe and categorise the things he is studying. In this case, characters (&#8220;men in action&#8221;) fall into three groups; those who are better (more noble and/or morally &#8220;good&#8221;) than we are, those who are as we are (having both strengths and weaknesses), and those who are worse (more foolish and/or morally &#8220;bad&#8221;) than we are. As usual, this is more a spectrum than a distinct set of classes without overlap. At the outer edges lie the caricatures (the &#8220;Dudley Do-rights&#8221; and the moustache twirling villains) but as we move a little towards the center, heroes begin to demonstrate flaws and villains begin to demonstrate redeeming features, while in the middle our &#8220;heroes&#8221; and &#8220;villains&#8221; may be all but indistinguishable, having &#8220;strengths&#8221; and &#8220;weaknesses&#8221; in equal measure. While tragedy and comedy (as Aristotle understood them) can draw on any of these types, he tended to see comedy as drawing primarily upon characters who are worse than we are, and serious drama (tragedy) as drawing on characters who are the same or better than we are.</p>



<p class="wp-block-paragraph">This focus on the moral nature of characters is a little surprising to the modern thinker, but makes sense in the context of Ancient Greek society and its insistence that plays serve a civic purpose.</p>



<p class="wp-block-paragraph">For the audio dramatist, the division is somewhat arbitrary. Exaggerated and foolish characters lend themselves to comedy, true, but the ability of an audience to relate to and identify with characters increases the further towards the middle of the spectrum characters are placed. Perfectly good, or capable characters (the dreaded &#8220;Mary Sue&#8221;) are the bane of engaging story-telling. Likewise, the unambiguously evil, or incapable character comes across as a caricature and leaves the audience unconvinced and unmoved by the action of the story.</p>



<p class="wp-block-paragraph">Of more importance is the principle that characters must be in action (even if that action is a motivated desire to do nothing) and that characters must act according to motivations that the audience can recognize and relate to – the only, possible, exception to this would be where a character is sufficiently alien that we wish to emphasise its &#8220;unfathomable and alien nature&#8221; as lying beyond human understanding. Even here, however, great caution needs to be exercised, or the character becomes farcical. Better to give an alien being an understandable motivation (for example hunger) and bend it a little, than to present something too off the wall (such as a desire to merge with the color blue, or a tendency to lick people&#8217;s ankles every 17th of June).</p>



<h3 class="wp-block-heading" id="poetics-book-iii">POETICS BOOK III</h3>



<h4 class="wp-block-heading" id="the-manner-of-imitation"><strong>The Manner of Imitation</strong></h4>



<p class="wp-block-paragraph">Book, play, song, poem, (and today film, television, and audio-drama) are all means of delivering these imitations of life that we understand to be stories. Aristotle points out that books are different to plays. In a prose work, the author chooses who&#8217;s voice to address the reader with (his own, perhaps, or that of one of his characters). In a play numerous voices are employed and the action is made visual. In a radio drama, the voices are numerous and the action is made audible. Unlike the stage play (in which each performance is a varied and unique experience, even if performed night after night) the radio play is usually recorded and can be experienced over and over. The emphasis on rendering the action of the play through sound requires some unique understandings that do not necessarily apply as completely to other forms of art.</p>



<p class="wp-block-paragraph">In film and on stage for example, the action, generally, occurs in front of the audience and the sounds support this. Any sounds are explicable. They are provided to add verisimilitude (realism) but require little explanation because we can generally see what the sound applies to.</p>



<p class="wp-block-paragraph">In audio drama, however, sound is, while occasionally self-explanatory, typically quite ambiguous. The crackle of cellophane can be &#8220;read&#8221; by the audience as a crackling fire, a foot stepping on dry twigs, rain falling, or a sweet-wrapper being opened, to list just a few possibilities.</p>



<p class="wp-block-paragraph">The more ambiguous nature of sound as compared with sight (and also as compared with the long narrative descriptions of a novel) makes clarity harder to achieve. And a lack of clarity breaks the immersion that is so central to the effectiveness of audio-drama.</p>



<p class="wp-block-paragraph">I&#8217;ve written elsewhere in detail about immersion, sound, music, dialog, casting, and narration. If you&#8217;re interested in these matters (and they do, after all, contribute to a proper understanding of the elements that make audio-drama a distinct form of Imitation in the Aristotelian sense) the following articles may be of use&#8230;</p>



<ol class="wp-block-list"><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2Fsound-and-silence%2F%3Ffbclid%3DIwAR0UHyH13fjcMi6Pbi6uuTwryF8nd_eF7n_JzSo_IruoNvTAfjxS6UoCerc&amp;h=AT0FL7nW8f3MNlJ1LxfijcJTDhZnc9xx6N9Ya0HxW1oXfndzoNOmM9xZokDaUsoLLnSbL_huLjYwCuKt4dm4GS9yuVV3ULkEZLrkzt40BJzpcUxcWBFmUEhD-1vnUHQTGo-CU-K9eEY" target="_blank" rel="noreferrer noopener">The Deaf Writer’s Guide to Sound and Silence in Audio Drama</a></li><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2Fdefense-of-limited-narration%2F%3Ffbclid%3DIwAR1pT-lO26bCvbgteob-xPWNHh4ahJEoLAR3QXjdi8ObbKJDVwsmxAefSmk&amp;h=AT3KB3wLmAXcQvMyD3xV5n5yyGFpvG9LeB5JZ2qYWdnCse9NxZnN27wVJ5RSRk8tj_m7Em-Z5R8_k3ED03QWUKtFwE_fkCLbQULNhIbZAGO0b-sWTAkYw-r7MoPvSYy-y2cGgYYgav0" target="_blank" rel="noreferrer noopener">In Defense of (limited) Narration</a></li><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2Fengagement-thru-writing-less%2F%3Ffbclid%3DIwAR1UR2hD4lKnL4KQpuMY_boDOTpUe74qPZEd-eRKFwSL-nAuXvXEG-YRlW0&amp;h=AT2fCToCp2apG4FoMYj4a-nqrH8FXcRIdDdOFE4UWbH767_WbR8UbnoyVCzQRcGCACTJlzIV1dCwwAKsnTOJVUVXtV70dqN24gEBlx3QGSwK19o3fqQsXS5NM3BCxqItleXln7enugk" target="_blank" rel="noreferrer noopener">How to increase engagement in Audio Drama by Writing Less</a></li><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2Ftips-keeping-audio-drama-forgotten-memory-audience-focus%2F%3Ffbclid%3DIwAR2k1y77MulDje65xpu3YzGb_-pQkqcgrIrwex2R7FWu05kZS3v1W6vS_5E&amp;h=AT1UpHbrh4OjpQpeesZofBXocUHxcMaWH3QxEz28oXCvj5HQyuMajdXBzfaXO8DkBW8hmXjm3vXoPSc7oS17UYJa96924NUnC_DDZ6MYuMGzukiPibdQYszW-Rd6HHAkD0QZQXAIS2I" target="_blank" rel="noreferrer noopener">Tips for Keeping Your Audio Drama From Being Forgotten – Memory and Audience Focus</a></li><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2F9-great-techniques-for-scene-transitions-in-audio-drama%2F%3Ffbclid%3DIwAR0xB78TXoYpkwp2ObYvzP2sgFlSLBXr4M8PnqZA1enlVRIyyh7sG-rzRi4&amp;h=AT3Yj9GAJ6tpag0kp9TWCJx9Awys2mxXzVJqp5EfdMRWWZMAQHi9iO6DnV4y55ChjJdjniGVzNSUu6VPJP96Wjtgn1hY5Kr3XATnAJwu50N4SqXxBVw10il3PglmnwpuGNYvMztf2K8" target="_blank" rel="noreferrer noopener">How to Decide on the Optimal Cast size for your Scripts.</a></li></ol>



<h3 class="wp-block-heading" id="part-iv">PART IV</h3>



<h4 class="wp-block-heading" id="a-short-history-of-drama"><strong>A Short History of Drama</strong></h4>



<p class="wp-block-paragraph">This has turned into a longer discussion than I originally intended, but I do want to have a quick look at Aristotle&#8217;s discussion of the history and origin of story-telling in the Greek context before we complete Part 1.</p>



<p class="wp-block-paragraph">As noted previously, for Aristotle, art is a form of imitation. He places the origin of the impulse to imitate, unsurprisingly, in human nature. Children, especially, learn through the imitation of things in the wider world (particularly their parents), and adults likewise do the same, though not with the same alacrity or delight necessarily. Aristotle points out that imitations of things delight us and give us pleasure. We see a particularly beautiful painting, or hear a particularly exemplary song, and we take pleasure in it. Even things which are frightening to experience in reality – war or spiders – can be enjoyed if experienced as a representation (a painting or picture or story).</p>



<p class="wp-block-paragraph">Also as noted in the introduction, Aristotle saw plays as an outgrowth of song, which in turn grew out of fireside story telling. It&#8217;s long been known that pre-literate societies (which the Greeks were well in advance of) used rhythm and rhyme as a way of aiding the memory in the learning and transmitting of stories. In Europe, fairy and folk tales were passed down in pre-literate societies using patterns of language, etc. to aid in their remembering. Songs are remembered far longer and with more accuracy than any teacher&#8217;s lecture ever delivered.</p>



<p class="wp-block-paragraph">As he explains it, the history of dramatic story telling is one in which the telling of stories became a matter of religious ritual, song and dance, performed by a group. At some point (Aristotle attributes the innovation to Aeschylus) actors began stepping out of this chorus to deliver lines. While at another (this time attributed to Sophocles) backdrops and props began to be used. The rhymes themselves began to be delivered in different rhythms (originally delivered in trochaic tetrameter – a rhythm suited to dance &#8211; but shifting to the iambic – a rhythm more closely approximating speech).</p>



<p class="wp-block-paragraph">For millennia, verse was the primary means of delivering dialog in a play. Shakespeare used Iambic Pentameter for his noble characters (though the non-nobles spoke in a much more normal fashion). In deference to the Greek use of masks and archetypes, characters were often simplified caricatures, though throughout human history, uniquely human characters were being drawn by playwrights. The modern era of realistic dialog and characters was an innovation brought to us, not that long ago, by Henrik Ibsen and others of the &#8220;realist&#8221; school.</p>



<p class="wp-block-paragraph">Aristotle had the good sense, born out by history, to understand that the dramatic form of his day was not necessarily the final &#8220;true&#8221; form that it would assume.</p>



<p class="wp-block-paragraph">Those of us involved in the writing and production of audio drama need, likewise, to be wary of adopting a &#8220;one true way&#8221; attitude to the art. Audio drama is a unique art-form, different from a book and a film, but audio-drama is NOT a complete and proscribed art-form. It will continue to evolve and change, develop and adapt. There will be many expressions of audio-drama and this diversity is both to be expected and to be welcomed. Innovation is one of the signs that an art-form is alive.</p>



<p class="wp-block-paragraph">A second lesson to be learned here is that Audio drama has a history and we fail to pay attention to that history at our cost. Many audio-dramatists look at the work done in the past with haughty disapproval. Often this is based on ignorance (an egotistical disregard for the past borne of the erroneous belief that we have, in the present, already surpassed it). In other cases, it is more realistic, having been born of exposure to the large amount of sub-standard material that was produced in the factory-like heyday of Old-Time-Radio. The result is that many new entrants in the audio-drama arena waste a lot of time recreating past errors, reinventing already established techniques, and stumbling over problems for which ready solutions already exist (and have existed for a long time).</p>



<p class="wp-block-paragraph">Our attention to the past must be selective (we need to look at and learn from the masters of the form such as Arch Oboler, the team behind Gunsmoke, Carlton Morse, Norman Corwin, and many others) while also being critical (recognizing the importance of modern pacing, the failures and lazy excesses of the factory-like production system etc.).</p>



<p class="wp-block-paragraph">Further, we need to be wary of any pre-conceived ideas about how the industry works (or should work). It&#8217;s not uncommon for folks to assume that work-for-hire, Hollywood, business models and conventions are the only ones available to those who want to work in the audio-drama space. This is, of course, not the case, as any examination of the history of the art-form will tell you. Investment money may attempt to tie up all manner of rights and one-sided-obligations in exchange for funding, but those rules are not written in stone and a couple of kids with a microphone can still attract the kind of audiences and revenue that the so-called &#8220;big-boys&#8221; can only dream of.Here are a couple of articles I have written on the importance of Audio drama&#8217;s history&#8230;</p>



<ol class="wp-block-list"><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2Fthe-history-of-commercial-radio-audio-drama-for-schools-lesson-02%2F%3Ffbclid%3DIwAR0_Vy77xYJ0c4kfEVxhuzgr_jyZxUmqD8SZu_em-YprcDQiaVl1nubPBNY&amp;h=AT30qN6Vq5hU8ckN_Hlskjkoq_cN_yLwZNQctB5ZXYRVomg6vHkB6-_EsSueePqPi9YgLOHfiLGJjiGuYg3GaVBSiK5wMYcfr5dE7G3_NornTEQH60sUqTf_aF6aXaMHD3iGIplYntc" target="_blank" rel="noreferrer noopener">The History of Commercial Radio – Audio Drama for Schools Lesson 02</a></li><li><a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.weirdworldstudios.com%2Fread-scripts-to-improve-your-writing%2F%3Ffbclid%3DIwAR1WVwS99lCTrwpojMTyGPxV7XsLBDV_0QrjNReU3pT6fPpoDXZ6763ZCBo&amp;h=AT2NWrAmBcnJdLUV0AgzEYBRDCzTQXcM1W-2TVJvJgTLSCQ16BRjPTeOMttSBTkfE2aoiKG2XMKk7zC3DnA9niMgk8mHUcl8ZosHhf9_I3-TxQ-MgCGZvVn6uRnUyh8qVxDw0qj2cGk" target="_blank" rel="noreferrer noopener">Read Scripts to Improve Your Writing</a></li></ol>



<p class="wp-block-paragraph">I will close with one last point. Something in the constitution of human beings, something deep within our psychology, predisposes us to enjoy and seek out stories. As well as getting an understanding of the past and present, it is essential for the writer of audio-drama to understand the nature of human psychology and work in cooperation with it to produce stories that most effectively produce delight. Earlier, I listed some articles I have written that discuss the unique way in which audio-drama interacts with the human mind. When we fight or ignore these features of human psychology (much as occurs when we ignore the lessons of the past and present) we fail to achieve the heights of which we and our art-form are capable. Perhaps this is the fundamental reason why a critical examination of a 2000 year old philosopher is worth our time, even today.</p>



<p class="wp-block-paragraph"><strong>Next time</strong>, in Part 2, I will begin looking at Aristotle&#8217;s understanding the types of drama and the importance of plot.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/aristotle-for-audio-writers-part-1/">Learning from Aristotle &#8211; The Poetics of Artistotle applied to Audio Drama (Part 1)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6719</post-id>	</item>
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		<title>Word Choices for Audio Dramatists</title>
		<link>https://weirdworldstudios.com/word-choices-for-audio-dramatists/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 13 Oct 2021 10:44:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[radio drama education]]></category>
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					<description><![CDATA[<p>Cliché and curiosity-quenching prose are the twin enemies of the writer of good dialog.  And first drafts are often filled with both.  Cliché is the Enemy Because we are saturated with story, conversation, prose, poetry, and music lyrics, etc., our attempts at writing (at least in the first draft) are prone to include dull, conventional, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/word-choices-for-audio-dramatists/">Word Choices for Audio Dramatists</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph"><br>Cliché and curiosity-quenching prose are the twin enemies of the writer of good dialog.  And first drafts are often filled with both. </p>



<h2 class="wp-block-heading"><strong>Cliché is the Enemy</strong></h2>



<p class="wp-block-paragraph">Because we are saturated with story, conversation, prose, poetry, and music lyrics, etc., our attempts at writing (at least in the first draft) are prone to include dull, conventional, and cliched words and phrases. </p>



<p class="wp-block-paragraph">It&#8217;s not until someone stands out from the crowd that we notice the extent to which we have been sleep-walking through the culture we consume.</p>



<p class="wp-block-paragraph">Take music for example.  So many contemporary songs sound the same, using hackneyed sounds and rhythms and lyrics and chord progressions.  It isn&#8217;t until someone like Ed Sheeran turns up and shows us something new and original that we realize just what a homogenous soup, the majority of modern music is.</p>



<p class="wp-block-paragraph">The reason for this is something I have talked about before.  The sheer breadth of our exposure to human speech (in dialog, film, television, song, poetry, lyrics, books, etc.) results in our first thoughts tending towards the conventional.  Our first thoughts tend to reproduce the things we have seen before.  Want a couple to meet for the first time?  We might set the scene in a bar (because that&#8217;s where we&#8217;ve seen a thousand such scenes set).  It’s the first thought we have.  But if we stop and think about it for a moment, we could set that meeting somewhere far less clichéd; in an Alcoholics Anonymous meeting, a community center, a parent-teacher conference, a bookshop, or an airplane for example.  Any of these would be a more interesting setting than a bar.</p>



<p class="wp-block-paragraph">So it is with speech.&nbsp; We tend to choose familiar phrases like &#8220;at the end of the day&#8221;, &#8220;the bottom line&#8221;, &#8220;out of the frying pan&#8221; and so many others.&nbsp; Where we do so, we&#8217;ve rendered our writing more inclined to put our audience to sleep than hold their attention.&nbsp; The mind of the average audience member tends flow over familiar phrases without ever really paying attention to them.</p>



<p class="wp-block-paragraph">Therefore, one of the writer&#8217;s first tasks is to eliminate cliché by digging a little deeper in search of original ways to express themselves; original words and phrases that raise questions for the reader.</p>



<h2 class="wp-block-heading"><strong>Raising Questions</strong></h2>



<p class="wp-block-paragraph">Curiosity is the writer&#8217;s best friend.  We maintain reader interest through an exercise in successive set-up and payoff, raising questions (even at the level of sentence structure) to keep the audience engaged and eager to find out what will happen next.</p>



<p class="wp-block-paragraph">What follows are some thoughts and tips on crafting dialog to maintain interest and avoid cliché.</p>



<h2 class="wp-block-heading"><strong>Three levels of Dialog</strong></h2>



<p class="wp-block-paragraph">Dialog represents three areas of personality coming out into the open – expressing the surface (literal) meaning of words, expressing an unspoken intention or the (intended) meaning behind the words, and expressing what the character cannot say (even to themselves); the unspoken (unintended) meaning of the words.</p>



<p class="wp-block-paragraph">Context provides the keys to understanding the subtext or meaning behind a line and we increase the density of our dialog (a very good thing) where we find ways to layer in multiple levels of meaning.</p>



<p class="wp-block-paragraph">Take the following exchange&#8230;</p>



<p class="wp-block-paragraph">JENNY: &#8220;You didn&#8217;t stack the dishwasher?&nbsp; Again?&#8221;</p>



<p class="wp-block-paragraph">JOHN:&nbsp; &#8220;So?&#8221;</p>



<p class="wp-block-paragraph">SOUND:  Plates fall with a crash.</p>



<p class="wp-block-paragraph">SOUND:  FOOTSTEPS (HIGH HEELS) RUSH TO THE DOOR.  DOOR SLAMS.</p>



<p class="wp-block-paragraph">JENNY: (DISTANT, MUFFLED, SOBBING)</p>



<p class="wp-block-paragraph">Jenny&#8217;s line indicates, at the literal level, that the dishwasher hasn&#8217;t been stacked, but also communicates her meaning that John should be helping out but is, instead, taking her for granted.  Unspoken (even to herself) is another level of meaning &#8211; &#8220;You don&#8217;t love me!&#8221; – one that John&#8217;s heartless &#8220;so?&#8221; brings to the surface.</p>



<h2 class="wp-block-heading"><strong>Three Types of Sentence and their Impact</strong></h2>



<p class="wp-block-paragraph">Dialog is either front-loaded with meaning and elaborated upon, or backloaded with meaning, creating suspenseful sentences, or loaded with meaning at a middle point (doing a little of both).</p>



<p class="wp-block-paragraph">JASPER: Dorothy sounded sour.&nbsp; Sour and angry and a little self-pitying.&nbsp;</p>



<p class="wp-block-paragraph">Here we are given the meaning upfront and then that meaning is elaborated upon.  As a structure, if the opening idea of the sentence is sufficiently startling (a &#8220;hook&#8221;) then the audience is carried along by the elaboration and expansion upon that idea.  Sour is a great &#8220;impact&#8221; word.  It&#8217;s close enough to bitter, but not as familiar and overused.</p>



<p class="wp-block-paragraph">WENDY: Like venom.  Like the poison from a snakebite, making its way through a wound.  Subtle at first, but slowly paralyzing its victim as it makes its way to the heart.  Always fatal.  That&#8217;s what a conversation with Dorothy is like.</p>



<p class="wp-block-paragraph">In this phrase, the audience is dragged along by curiosity.  We want to know who this phrase refers to.  The revelation that gives the phrase its meaning comes at the end.</p>



<p class="wp-block-paragraph">BENNY: &#8220;&#8216;Curdled&#8217; was all I could think, &#8220;like the offer of a glass of warm milk spiked with lemon juice&#8221;.&nbsp; Dorothy&#8217;s voice scraped at my nerves, mid-way between a whine and an accusation, despite her winsome looks and harmless demeanor.&#8221;</p>



<p class="wp-block-paragraph">In this phrase the revelation comes in the middle, and is accompanied by an explanatory elaboration; an attempt to achieve both effects (suspense and elaboration) is present.</p>



<h2 class="wp-block-heading"><strong>Hook Words</strong></h2>



<p class="wp-block-paragraph">Note that a hook word or image is usually present also.  Something to grab at our attention that doesn&#8217;t put us to sleep with how commonplace and predictable it is; something that also raises a question for the reader.  This is set up and pay-off at work in the realm of sentence construction.  A question is raised; &#8220;in what way does Dorothy sound &#8216;sour&#8217;?&#8221;; &#8220;what is like &#8216;venom&#8217;?&#8221;; and &#8220;just what is it that is &#8216;curdled&#8217;?&#8221;.  Each of these questions is paid off within a sentence or two, resolving the tension of the setup sentence.</p>



<p class="wp-block-paragraph">The selection of the startling word and turn of phrase (those lines from films, plays, audio dramas, and novels that we love to quote) is an art for which a few rules can be found helpful.&nbsp; When crafting dialog, select words that grab attention.&nbsp; Use unusual rather than commonplace (forgettable) words.&nbsp; Say &#8220;her words were sour&#8221; rather than that &#8220;she sounded bitter&#8221;.&nbsp; Words that awaken the senses are always stronger and create a bigger impact than words that are merely descriptive.&nbsp; Analogies, similes, and metaphors are also more impactful than merely descriptive words.&nbsp; The phrase, &#8220;like the offer of a glass of warm milk spiked with lemon juice&#8221;, is more impactful than &#8220;she looks sweet but says mean things&#8221;.</p>



<h2 class="wp-block-heading"><strong>Adaptation</strong></h2>



<p class="wp-block-paragraph">For those who adapt stories, be aware that many of the best lines are contained in the narration rather than the dialog.&nbsp; Prose writers tend to reserve the best lines and observations for their descriptions and narrative flourishes.&nbsp; The dialog, resultantly, tends to be fairly boring by comparison.&nbsp; As such, when adapting, look for ways to spice up the dialog (perhaps by putting the best lines from the narration into the mouths of the characters.</p>



<h2 class="wp-block-heading"><strong>Timing the Powerful Phrase I</strong></h2>



<p class="wp-block-paragraph">When should we use a startling or memorable phrase?  Generally, &#8220;less is more&#8221; so you want to reserve your best lines for moments that have the greatest dramatic impact.  Where every line is equally attention-grabbing, fatigue sets in, and nothing appears important anymore.  The opening, closing, and climax of the scene are obvious candidates for the placement of your best lines.</p>



<p class="wp-block-paragraph"><strong>Examples</strong></p>



<p class="wp-block-paragraph"><strong><em>Opening lines&#8230;</em></strong></p>



<p class="wp-block-paragraph">GEORGE: &nbsp;(ROAR OF RAGE) Which one of you lime-suckin&#8217; hillbillies killed my dog?&nbsp; One o&#8217; you turned him into crow&#8217;s meat.&nbsp; What for?&nbsp; Huh?&nbsp; He never did anything to any o&#8217; you.</p>



<p class="wp-block-paragraph"><strong><em>Closing lines&#8230;</em></strong></p>



<p class="wp-block-paragraph">SADIE: When you&#8217;re done with your meal, Walt, you&#8217;re gonna go up to our room and pack your bag.</p>



<p class="wp-block-paragraph">WALT: Oh yeah? Why do you think I&#8217;ll do that?</p>



<p class="wp-block-paragraph">SADIE: &#8216;Cause if you don&#8217;t, I&#8217;m gonna take a carving knife to you in the middle of the night.&nbsp; I mean it.&nbsp; And you&#8217;ll wish that truck had run you over and turned you into ground tomatoes and beef.&nbsp; And don&#8217;t think I won&#8217;t relish it.&nbsp; I&#8217;ll be like one o&#8217; those rich gals sipping at their fancy drinks.&nbsp; Just sipping and listening to your screams.</p>



<p class="wp-block-paragraph">WALT: (SNORTS).&nbsp; You finally grown a spine, huh?&nbsp; (DEFEATED) Alright, I&#8217;m going, but I&#8217;ll skin you for this Sadie.&nbsp; Skin you and turn you into a saddle blanket.&nbsp; That&#8217;s what I&#8217;ll do.&nbsp; You&#8217;ll see.</p>



<p class="wp-block-paragraph"><strong><em>Climax&#8230;</em></strong></p>



<p class="wp-block-paragraph">TIMMY &#8211; I saw it.&nbsp; And I wouldn&#8217;t believe it neither, &#8216;cept I saw it myself.&nbsp; And Chelsea was smiling.&nbsp; Smiling the whole time.&nbsp; You&#8217;ve gotta believe me, it was her.&nbsp; Covered in gore all the way to her armpits, laughing like she just won at musical chairs, and swinging that knife like the baton in an orchestra.</p>



<p class="wp-block-paragraph">To introduce a scene with an attention-grabbing line acts as a hook to pull your audience into the scene.&nbsp; To land a strong line at the end of a scene pays the scene off for the audience, leaving them satisfied and ready to continue forward (especially if it sets up a new question to be answered in the next scene).&nbsp;</p>



<h2 class="wp-block-heading"><strong>Timing the Powerful Phrase II</strong></h2>



<p class="wp-block-paragraph">Emotional turning points and key revelations within the scene are also great candidates for the delivery of a strong line, adding memorability and impact to a moment in which the author deliberately seeks to emotionally affect the audience.</p>



<p class="wp-block-paragraph"><strong>Examples</strong></p>



<p class="wp-block-paragraph"><strong><em>Emotional Turn&#8230;</em></strong></p>



<p class="wp-block-paragraph">TOM:&nbsp;&nbsp; Hey everyone, I&#8217;ve got something to say.&nbsp; Emily, come up here, sweetie.&nbsp; That&#8217;s it.&nbsp; Um, I&#8217;ve got some news.&nbsp; (TO CROWD) Yeah, you guessed it, Emily has agreed to become my wife.</p>



<p class="wp-block-paragraph">SOUND:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; APPLAUSE</p>



<p class="wp-block-paragraph">TOM:&nbsp;&nbsp; So&#8230; Em?&nbsp; Got anything to say?</p>



<p class="wp-block-paragraph">SOUND:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (LOUD) SLAP INTO SHOCKED SILENCE FOR A BEAT.</p>



<p class="wp-block-paragraph">EMILY: You&#8217;re a pig disease, Tom Franks.&nbsp; A pig disease on the skin of this community that won&#8217;t ever heal over.&nbsp; I hate you.&nbsp; I&#8217;m leaving.</p>



<p class="wp-block-paragraph">SOUND:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; FOOTSTEPS RUN AWAY</p>



<p class="wp-block-paragraph">SOUND:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SHOCKED MURMURING FROM GUESTS</p>



<p class="wp-block-paragraph"><strong><em>Key Revelation&#8230;</em></strong></p>



<p class="wp-block-paragraph">DOCTOR HARGREAVES:&nbsp; We spend decades learning to do what we do.&nbsp; And we&#8217;re only ever one malpractice suit away from having to start again.&nbsp; That you&#8217;d throw in your lot with the muck-rakers and ambulance chasers, tells me all I ever needed to know.&nbsp; You&#8217;re not my son.</p>



<h2 class="wp-block-heading"><strong>Economy of Language</strong></h2>



<p class="wp-block-paragraph">The sentences in the examples so far have all been a bit wordy. Long sentences are my personal kryptonite; I take way too long to say things.&nbsp; Taking out unnecessary words and leaving only what is essential to convey the character&#8217;s meaning is an incredibly important skill for the audio drama writer (and one, because it is a personal weakness of mine, I am forced to work on every day).&nbsp; Unnecessary repetition, overuse of adverbs, using six words where one would do, confused and unclear sentences&#8230;&nbsp; These sins must be struck out through careful editing.&nbsp; Editing can be the removal of dialog, but sometimes it’s the rearrangement of the same.&nbsp; At other times again, it requires an entire rewrite.</p>



<p class="wp-block-paragraph">Look at the key revelation example above.&nbsp; Doctor Hargreaves&#8217; line (like most of the lines I have used in these examples) is too long and cumbersome to feel authentic.</p>



<p class="wp-block-paragraph">We could rewrite the line to be a bit more efficient as follows&#8230;</p>



<p class="wp-block-paragraph">DOCTOR HARGREAVES: Despite years of sweat, I&#8217;m only one malpractice suit away from losing everything.&nbsp; The ambulance chasers don&#8217;t care. All they see are the dollars, but you know better.&nbsp; (BEAT) But you still took their side.&nbsp; (BEAT) You&#8217;re not my son.</p>



<p class="wp-block-paragraph">It might not be perfect, but it is markedly improved.&nbsp; It&#8217;s more personal.&nbsp; The accusation against the son is clearer.&nbsp; The last two lines are short, accusatory and final.</p>



<p class="wp-block-paragraph">Beware, however, of stripping out the characterization in search of a more efficient phrase.</p>



<p class="wp-block-paragraph">&#8220;I didn&#8217;t do nothing, missus. Honest&#8221; may be less efficient than &#8220;I did nothing, missus&#8221;, but the character of the speaker is lost when the dialog is pared back this far.</p>



<h2 class="wp-block-heading"><strong>Silence and the Pause</strong></h2>



<p class="wp-block-paragraph">Silence is the final element of dialog I want to discuss today.  The audio dramatist doesn&#8217;t have any visuals to engage in the heavy lifting except those they invent themselves.  As such, body language, facial expression, posture, etc. are unavailable to help communicate the story.  Everything must be communicated through voice and tone (what Artistotle referred to as diction).  Diction is more truly the actor&#8217;s preserve than the writer&#8217;s, so I won&#8217;t spend much time on it here.  However, it&#8217;s important to remember that meaning can be leveraged through tone of voice and vocal expression to indicate all manner of heightened emotional states, some congruent with the words being spoken (encouraging trust) while others are incongruent (sarcasm, etc.).  These, however, are matters of performance.</p>



<p class="wp-block-paragraph">With regard to the text itself, there is one more feature of dialog worth mentioning; the pause.</p>



<p class="wp-block-paragraph">NARRATOR:&nbsp;&nbsp;&nbsp; The pause, (BEAT) dear listener, can be as eloquent as any raised eyebrow or frown.</p>



<p class="wp-block-paragraph">Pauses can emphasize the drama, express confusion, suggest cold disdain, or express shock, etc.  In audio drama, the pause has traditionally been indicated by the bracketed (BEAT) notation (as per the narrator example above).</p>



<h2 class="wp-block-heading"><strong>Conclusion</strong> </h2>



<p class="wp-block-paragraph">To be an effective writer, not every line needs to be a zinger.  But delivered at judicious moments of high dramatic impact, especially if the line represents multiple levels of communication, strewn with occasional and appropriate pauses, and edited with care, an original line of dialog, or turn of phrase, can turn an otherwise ordinary play into something both quotable and memorable.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/word-choices-for-audio-dramatists/">Word Choices for Audio Dramatists</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6694</post-id>	</item>
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		<title>Communicating Exposition in Audio Drama Script Writing</title>
		<link>https://weirdworldstudios.com/exposition/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 09 Oct 2021 12:18:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[exposition]]></category>
		<category><![CDATA[exposition as ammunition]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[revealing secrets]]></category>
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		<category><![CDATA[word pictures]]></category>
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					<description><![CDATA[<p>EXPOSITION I&#8217;ve been thinking about exposition in audio drama lately and thought I&#8217;d take a moment to sum up some of the conclusions I&#8217;ve reached regarding how to deliver it.&#160; ON THE NOSE EXPOSITION Exposition is incredibly easy to get wrong – something I have proved in my own writing more than I&#8217;d like to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/exposition/">Communicating Exposition in Audio Drama Script Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<h2 class="wp-block-heading">EXPOSITION</h2>



<p class="wp-block-paragraph">I&#8217;ve been thinking about exposition in audio drama lately and thought I&#8217;d take a moment to sum up some of the conclusions I&#8217;ve reached regarding how to deliver it.&nbsp;</p>



<h3 class="wp-block-heading">ON THE NOSE EXPOSITION</h3>



<p class="wp-block-paragraph">Exposition is incredibly easy to get wrong – something I have proved in my own writing more than I&#8217;d like to admit.&nbsp; Most &#8220;on-the-nose&#8221; dialog tends to occur in sections of exposition.&nbsp; Nothing offends the sensibilities of the audience more than dialog like the following&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>BOB – As you know, Sarah, we&#8217;ve been married for nearly twenty years and are still as much in love as we were on the day we took our vows.</p><p>SARAH – Yes, Bob.&nbsp; And even though we have our problems and argue from time to time, we always patch up our differences in the end.</p></blockquote>



<p class="wp-block-paragraph">Two characters telling each other what they already know is an ugly and ham-fisted way to communicate exposition to the audience.&nbsp; The audience automatically realizes the characters are not talking to each other (but to them) and recoils at how artificial and false it sounds.&nbsp; When approaching exposition, the writer needs to ask &#8220;is it natural?&#8221;, &#8220;is it minimal?&#8221;, and &#8220;is it necessary?&#8221;.&nbsp; It should be drip-fed to an audience and there should never be a lot of it at once (a cardinal sin). It has to feel like a natural part of the conversation, and it must contribute something essential to the story (such that without it, something important would be missing).&nbsp; As soon as the minimum necessary information has been imparted, it needs to disappear.&nbsp; Exposition also needs to be appropriately motivated.&nbsp; Generally speaking (with an exception discussed below) exposition should never involve characters telling each other what they already know.&nbsp;</p>



<h3 class="wp-block-heading">WORD PICTURES AS EXPOSITION</h3>



<p class="wp-block-paragraph">One way to deliver exposition is to have characters build word pictures with the dialog.&nbsp; In this example, I have tried to embed exposition into the dialog to create a picture of a particular place (an advertising agency)&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>GEORGE – (TO MICHAEL) You should come and visit the Monkey House some time.  When the other alphas aren&#8217;t flinging crap at each other, we actually do some good work.</p><p>MICHAEL – (UNIMPRESSED) Sounds charming.</p><p>GEORGE – It&#8217;s not so bad – even fun – up to a point.  You don&#8217;t get a 21<sup>st</sup> floor outlook on Madison Avenue by playing nice, so it&#8217;s competitive as hell.  But, so long as you don&#8217;t trust any of &#8217;em, you can make a decent hand from the advertising game&#8230; and have a pretty good time doing it.</p></blockquote>



<p class="wp-block-paragraph">At the least, it&#8217;s better than&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>GEORGE – As you know, I work for a Madison Avenue Advertising Firm that is scary, competitive, but fun.</p></blockquote>



<p class="wp-block-paragraph">In the dialog above, George wants to impress Michael.&nbsp; Michael&#8217;s lack of enthusiasm prompts him to try harder and reveal more and so, as well as revealing the setting, it tells us something about the characters and their relationship.&nbsp;</p>



<p class="wp-block-paragraph">Wherever possible dialog should strive to accomplish more than one thing (advance the plot and reveal character, reveal character and establish setting, establish setting and advance the plot, etc.).</p>



<p class="wp-block-paragraph">Exposition in dialog can be used to expose more than mere location data, however.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>SANDY – I thought I told you not to come back here.</p><p>BOYD – C&#8217;mon Missus.&nbsp; I just want to buy a pie.</p><p>SANDY – Hmpf.&nbsp; I know you can read. &#8221; No shirt.&nbsp; No shoes.&nbsp; No service.&#8221;</p><p>BOYD – I &#8216;aven&#8217;t got a shirt.&nbsp; Leastways, not one that buttons up.&nbsp; But I got some cash.</p><p>SANDY – Rob anyone for it?</p><p>BOYD – No, Missus.&nbsp; You know I&#8217;d never.</p><p>SANDY – (EXASPERATED) What the hell happened to you, Boyd?&nbsp; You were a good kid once.&nbsp; Tearing around the neighbourhood with the others.&nbsp; None of them are sleeping rough.</p><p>BOYD – &#8216;s no work Missus.</p><p>SANDY – (SIGHS) Alright, Boyd.&nbsp; But come around to the back door.&nbsp; The smell&#8217;s gonna drive my regular customer&#8217;s away.&nbsp; And I&#8217;ll be keeping the change.&nbsp; You don&#8217;t get to track your filth into my shop and not pay for it.</p></blockquote>



<p class="wp-block-paragraph">Boyd&#8217;s intention is to buy a pie from Sandy.&nbsp; As part of their exchange we learn that Boyd is living on the street, unemployed, doesn&#8217;t have a shirt that buttons up, and badly needs a shower.&nbsp; We also learn that Sandy sees homelessness as a moral failing but has no problem stealing the change from a homeless person.&nbsp; The real interest for the audience lies in the questions that are raised.&nbsp; Is Boyd as polite and obsequious as he seems or is he playing the role that is expected of the down-trodden?&nbsp; Is Sandy, truly, a compassionless cow?&nbsp; How do they know each other?&nbsp; In the process of having our curiosity prompted, we learn a few things about how Boyd looks, smells, and lives from day to day, as well as how Sandy sees the world.&nbsp; Wherever possible, revelations should prompt questions to keep the audience engaged.</p>



<h3 class="wp-block-heading">EXPOSITION AS CONFLICT</h3>



<p class="wp-block-paragraph">Another way to deliver exposition is to turn it into ammunition in a conflict.&nbsp; Generally speaking, you never want to have characters telling each other what they already know (the dreaded &#8220;as you know&#8230;&#8221; opening above), but in a conflict, people often bring up the past, weaponize it, and throw it in the face of their opponent.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>JIM – You&#8217;re a pig!&nbsp; You knew I was almost ready to buy that shop.&nbsp; Another week and I&#8217;d have had the deposit.</p><p>BILL – Yeah, well.&nbsp; If you&#8217;d really wanted it, you&#8217;d have got the loan sooner.&nbsp; And you&#8217;d know better than to blab your intentions down at the pub.</p><p>JIM – How many drinks did you buy me that night?</p><p>BILL – Hey, you were the one who drank &#8217;em!</p><p>JIM – You&#8217;re a thief!</p><p>BILL – I&#8217;m a business man.&nbsp; You&#8217;d have done the same.</p><p>JIM – You really believe that, don&#8217;t you?&nbsp; That&#8217;s the difference between you and me.&nbsp; You&#8217;d sell your own mother for an extra quid or two.</p><p>BILL – No-one needs your &#8220;community center&#8221;.&nbsp; At least I&#8217;ll be creating some jobs.</p><p>JIM – You&#8217;re opening an adult goods store in the middle of the village square.&nbsp; Cheap pornography, two streets from the local comprehensive school.</p><p>BILL &#8211; Don&#8217;t act all outraged with me.&nbsp; People need what I sell.&nbsp; And if I wasn&#8217;t selling it, someone else would.</p><p>JIM – What the hell happened to you, Jim?&nbsp; You were always a hustler, but you never ripped off your mates.&nbsp; Two years in London and you&#8217;re almost unrecognizable.&nbsp; Is this how you&#8217;re going to treat everyone from the old days?</p></blockquote>



<p class="wp-block-paragraph">In this dialog, the two characters throw facts at each other as part of their conflict and we learn a lot about them and the setting in the process.</p>



<h3 class="wp-block-heading">EXPOSITION AS REVELATION</h3>



<p class="wp-block-paragraph">Another way dialog can be used to provide exposition is through the exposure of secrets.&nbsp; People keep secrets and watching those secrets get forced into the open is both dramatic and fascinating.&nbsp; It&#8217;s a particularly good way to reveal backstory.&nbsp; How does this happen?&nbsp; Usually, it is through the character finding themselves in a situation where the revelation of the secret is the lesser of two evils.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>JANE – I don&#8217;t understand.&nbsp; Are you being blackmailed?</p><p>ERNEST – No. It&#8217;s not that.</p><p>JANE – Then, I don&#8217;t know, an affair?&nbsp; Are you keeping a mistress?</p><p>ERNEST – No.&nbsp; I&#8217;ve never cheated on you.</p><p>JANE – Then what is it?&nbsp; The secret account&#8230; These payments&#8230; You&#8217;ve been making them for years.&nbsp; Who is this woman?</p><p>ERNEST – Damn it Jane, why&#8217;d you have to be so nosy?&nbsp; I kept it from you because I didn&#8217;t want you hurt.&nbsp; Truth is, I have a daughter.&nbsp; From before we met.&nbsp; I&#8217;ve been paying for her education.&nbsp; She doesn&#8217;t know.</p><p>JANE – But&#8230; all these years.&nbsp; And you never told me?</p></blockquote>



<p class="wp-block-paragraph">Here, Ernest feels it&#8217;s better to admit to what is really happening than let Jane form her own conclusions.</p>



<h3 class="wp-block-heading">EXPOSITION THROUGH NARRATION</h3>



<p class="wp-block-paragraph">Lastly, exposition in audio drama can be direct (in the form of narration).&nbsp; Elsewhere I&#8217;ve written in defense of short, unobtrusive narration.&nbsp; The narrator can be a character in their own right (Doctor Watson), a voice-over that provides internal monologue (Sam Spade), a breaker of the fourth wall who turns and addresses the audience (Ferris Bueler), or a non-character that provides short connecting exposition (&#8220;meanwhile, back at the ranch&#8230;&#8221;).&nbsp; The downside of narration is that it always disrupts the immersion of the listener in an audio drama, but its advantage lies in its ability to communicate exposition quickly and then get out of the way so that the drama can continue.&nbsp; A brief disruption to our sense of immersion (the briefer the better) can be forgiven if it lets us communicate scene, setting, and background details in a way that saves or avoids pages of clumsy dialog.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>NARRATOR – Jenny sits on her bed fingering the edge of her knife and trying to come up with a reason NOT to seek her revenge&#8230;</p></blockquote>



<p class="wp-block-paragraph">This kind of narration sets up place character and intention, all in a single sentence.&nbsp; It might be more satisfying to introduce these facts through dramatization, but if the real story (the story the writer intends to be told) is what follows this moment, then these brief words are easily forgiven.&nbsp; For most listeners, a brief moment of narration (if short and infrequent) is the equivalent of a mild misstep that doesn&#8217;t break your stride.&nbsp; It is jarring but quickly forgotten as the drama takes over (and the important details are retained).</p>



<p class="wp-block-paragraph">Are there any other techniques for exposition that you are aware of and would like to share?&nbsp; I&#8217;d be keen to hear them.</p>



<p class="wp-block-paragraph"><br>Copyright Philip Craig Robotham © 2021 .</p>
<p>The post <a href="https://weirdworldstudios.com/exposition/">Communicating Exposition in Audio Drama Script Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Incorporating visual elements into an audio script</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 27 Jul 2021 21:00:51 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
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					<description><![CDATA[<p>I recently attended a fantastic online class where I was challenged to think about techniques that can convey exposition in audio drama. My lack of answers at the time got me thinking specifically about how (and whether) to communicate a character&#8217;s appearance. The Power of Visual Storytelling Unfair, though it may be, the way someone [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/incorporating-visual-elements/">Incorporating visual elements into an audio script</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[
<p class="wp-block-paragraph">I recently attended a fantastic online class where I was challenged to think about techniques that can convey exposition in audio drama. My lack of answers at the time got me thinking specifically about how (and whether) to communicate a character&#8217;s appearance.</p>



<h2 class="wp-block-heading">The Power of Visual Storytelling</h2>



<p class="wp-block-paragraph">Unfair, though it may be, the way someone looks often creates certain beliefs and assumptions about that person in those they encounter.&nbsp; The effect of clothing and appearance is undeniably powerful.&nbsp; The guy covered in tattoos, leaning against a wall wearing a wife-beater and flip-flops, gives a particular impression.&nbsp; The woman with sweat rings under her arms, rollers in her hair, and a cigarette hanging from her lips as she goes down the grocery aisle gives another.&nbsp; But these impressions are visual.&nbsp; Should they, or even can they, be communicated in audio-drama?</p>



<p class="wp-block-paragraph">There is a magic to visual storytelling.&nbsp; The famous anecdote about Billy Wilder rewriting a multi-page argument between a married couple (intended to demonstrate that the couple are having marital problems) into a single visual scene in an elevator (the couple are holding hands, a pretty girl gets into the elevator, the husband smiles and &#8211; with his free hand &#8211; tips his hat, the wife lets go of her husband&#8217;s hand and takes a step away) is a master-class in visual story-telling.&nbsp; But audio-dramas are not a visual medium.&nbsp; Is it possible to harness visual imagery to achieve this kind of efficiency of story-telling and communication of character in audio?&nbsp; And if so, how?</p>



<h2 class="wp-block-heading">Describing what we can see &#8211; some guidelines</h2>



<p class="wp-block-paragraph">I&#8217;m not sure I&#8217;ve been terribly successful, but I&#8217;ve been experimenting with this and have come to the conclusion that, to a degree, it is still possible to harness the power of images verbally in audio.&nbsp; But, that said, there are strong and unsurprising constraints upon their use.</p>



<p class="wp-block-paragraph">When trying to harness the power of appearances, <strong>the visual characteristics we wish to focus on should be few</strong>.&nbsp; In audio drama, the stage is the mind of the listener.&nbsp; The brain creates visual representations of our characters in the imagination instantly, as soon as the voice is heard.&nbsp; It will happily update those images as details are added, but the heavy lifting of character design is performed primarily by the listener, embellished through sound and dialog.&nbsp; If one character asks to borrow another&#8217;s watch, the watch will appear in the listener&#8217;s imagination even though none had appeared before – and what&#8217;s more, for the listener, it will always have been there.&nbsp; Because of this, three or four such embellishments are all that is needed.&nbsp; In choosing the visual features that we wish to emphasize, it is best to make them active rather than passive. Use verbs to describe them and ensure they aren&#8217;t so much features that a character has, but features that enable or contribute to a character&#8217;s action. Further, it is best to include features that prompt an emotional reaction (disgust, admiration, etc.).&nbsp; Lastly, a good simile can add extra weight to even the most ordinary visual features.</p>



<p class="wp-block-paragraph">The communication of visual elements in audio drama is always a function of speech, whether dialog or narration and as such the guidelines that apply to any type of exposition apply here also.&nbsp; <strong>Brevity is key</strong>.&nbsp; You don&#8217;t want your description to slow down the pace of your story.&nbsp; It needs to be strictly utilitarian – you want it to seed the listener&#8217;s imagination and no more.&nbsp; If it tries to take center stage, it will distract from what your listeners came for; the story.</p>



<p class="wp-block-paragraph">Where possible the <strong>visual elements should provide contrast</strong> – they should, like the ending of a good story, be both surprising and inevitable.&nbsp; The contrast should cause surprise but seem to belong – like the knife a homeless woman keeps in her tangled hair to fight off would-be rapists as she tries to survive on the street.</p>



<p class="wp-block-paragraph">The features you choose to highlight should also <strong>establish the tone and personality of your character</strong>, demonstrating that they are unconventional or conservative, that they are comic or tragic, etc.&nbsp; If the feature doesn&#8217;t say something very specific about the character, it is unnecessary and should be cut.</p>



<p class="wp-block-paragraph">Another point should be made.&nbsp; The features you reveal should <strong>provoke curiosity with purpose</strong>.&nbsp; They should raise questions for the listener and point to something of significance about the character&#8217;s personality or behavior.&nbsp; Why is her left hand gloved?&nbsp; What is she going to do with the sapling she always carries with her? Why is there a tattoo of an eye in a pyramid on the back of her neck?&nbsp; If the details don&#8217;t contribute to keeping the audience engaged with the story, they should be dropped.&nbsp; Also, when you spotlight a visual element, you are making a promise to the audience that the element is significant.&nbsp; You must pay off on why it matters at some point – and the answer can&#8217;t be &#8220;because I wanted to be mysterious&#8221; – at least it can&#8217;t if you want to avoid leaving your audience feeling cheated.</p>



<p class="wp-block-paragraph">Again, <strong>don&#8217;t be generic</strong>.&nbsp; If you are going to go to the trouble of highlighting an element of a character&#8217;s appearance, then make sure it is something that stands out.&nbsp; Your listeners will clothe your business man in a generic suit for you.&nbsp; They won&#8217;t add the yellow smiley face button on his lapel.&nbsp; If you mention it, make sure it stands out as something the audience hasn&#8217;t already pictured.</p>



<p class="wp-block-paragraph">Lastly, there is no necessity to add all the details at once.&nbsp; So long as you don&#8217;t contradict yourself, you can <strong>introduce elements of your characters&#8217; appearance slowly</strong> and over time without creating confusion.&nbsp; This helps you to keep things brief and only reveal what is needed at any given moment to support the story.</p>



<h2 class="wp-block-heading">Examples &#8211; Good and Bad</h2>



<p class="wp-block-paragraph">We&#8217;ve all seen examples of <strong>terrible writing</strong> (and if we&#8217;re honest, we&#8217;ve all written them).&nbsp; Take the lines below&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>JAMES: Hi Karen.&nbsp; As you know, the blue in your evening gown really matches your eyes.&nbsp; And those matching stilettoes you&#8217;re wearing go perfectly with the daffodil handbag you&#8217;re holding with your left hand.</p></blockquote>



<p class="wp-block-paragraph">Lines like these are so well known as to be a common punchline among audio writers.&nbsp; And the advice which helps us avoid them, is almost equally cliché.&nbsp; Don&#8217;t have a character announce what is readily obvious to those with whom they speak – or, to put it differently, never have a character speak a line only for the sake of the audience.</p>



<p class="wp-block-paragraph">It&#8217;s always better to <strong>ensure one character has a reason to describe the appearance of another</strong>.</p>



<p class="wp-block-paragraph">In this example, one character describes a character for someone who has never seen him.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>JOHN: I&#8217;m looking for David Harper.&nbsp; Seen him?</p><p>BARKEEP: Sure, he&#8217;s in the back.&nbsp; You can&#8217;t miss him.</p><p>JOHN: Why?&nbsp; What&#8217;s he look like?</p><p>BARKEEP: Suit so white it glows, face pushed in like a pug, falls soft about the middle&#8230; and jittery.</p><p>JOHN: Jittery?</p><p>BARKEEP: Yeah.&nbsp; Sweats and twitches&#8230; like a ferret under a sunlamp.</p></blockquote>



<p class="wp-block-paragraph">In this example, <strong>a character comments on himself</strong>, hopefully in a way that is natural in its situational context.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>MARTY: I can&#8217;t let you in, John.</p><p>JOHN: Hey, be nice Marty.&nbsp; I made an effort and put on matching socks just for the occasion.</p><p>MARTY: I still can&#8217;t let you in.&nbsp; The boss wouldn&#8217;t like it.&nbsp; You ain&#8217;t even wearing a tie.</p><p>JOHN: Yeah, yeah.&nbsp; I&#8217;m still wearing yesterday&#8217;s suit.&nbsp; But there&#8217;s one part o&#8217; my wardrobe that&#8217;s gonna impress the boss no end.</p><p>MARTY: Yeah?&nbsp; What&#8217;s that?</p><p>JOHN: See the tomato juice under what&#8217;s left o&#8217; this jacket?</p><p>MARTY: Uh-huh.</p><p>JOHN: That&#8217;s Tony Zambino&#8217;s blood.&nbsp; When your boss hears I took care of Zambino for him, he&#8217;s gonna throw me a parade.&nbsp; This rumpled suit won&#8217;t matter a bit.</p></blockquote>



<p class="wp-block-paragraph">Visual description can be provided via <strong>external narration</strong> (so long as its quick).</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>NARRATOR: A pusher stumbles into the downstairs bar.&nbsp; Stoned eyes watch him from deep inside a squat, lumpy body that oozes more than rises from its seat in the corner.</p><p>NORTON: (WHINING) Got anything to help me get well, Mitch?&nbsp; Anything at all?</p></blockquote>



<p class="wp-block-paragraph">If the description is quick enough and gives way to attention-grabbing dialog, most listeners will have forgotten it before they even register that it came to them as narration.&nbsp;</p>



<p class="wp-block-paragraph">And of course, <strong>characters can do their own narration</strong>&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>JOHN: (NARRATING) She walked into my office &#8211; a seventy-six-year-old package of deeply tanned rawhide stretched over too much bone, crammed into a too-small dress that would have made a streetwalker blush.</p><p>MRS. ENTICOTT: Don&#8217;t just stare, dolt!&nbsp; Find me John Falwell.</p></blockquote>



<h2 class="wp-block-heading">In Summary</h2>



<p class="wp-block-paragraph">To sum up, it&#8217;s important to focus on just a few memorable visual traits that the listener can fix in his/her mind, but the real aim is to communicate character.&nbsp; The traits mentioned should help the listener build a mental image of the character and their behavior that will last long after the scene is complete.&nbsp; To do this, the picture must be compelling, memorable, active, and evocative.&nbsp; Characters are what they do, and the elements of their appearance that they can and can&#8217;t control affect the audience&#8217;s sense of who they are, particularly when demonstrated through behavior.</p>



<p class="wp-block-paragraph">We can also drip feed the visual information in the dialog.&nbsp; A neat feature of the human brain is its ability to add elements to an image it creates without confusion so long as the new information doesn&#8217;t contradict the old.&nbsp; The ability of the brain to add in details for itself means that seeding a handful of key details into the dialog is all that is needed to create effective images in the listener&#8217;s mind.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>DETECTIVE BILL JAMES:&nbsp; Is that her?</p><p>GROCERY STORE MANAGER: Yeah, that&#8217;s her.&nbsp; And she&#8217;s filled one of our shopping carts with her rags.</p><p>BILL: &nbsp;Thanks</p><p><u>SOUND:&nbsp;&nbsp;MALE FOOTSTEPS – ESTABLISH AND UNDER</u></p><p>BILL: &nbsp;(APPROACHING WENDY AND BLURTING) Whoa.&nbsp; You stink!</p><p>HOMELESS WENDY: &nbsp;Shut yer &#8216;ole.&nbsp; An&#8217; what&#8217;s it to yer &#8216;ow I smell?</p><p>BILL:&nbsp;&nbsp;(EMBARASSED) Sorry, it&#8217;s just&#8230;</p><p>WENDY:&nbsp; (IGNORING BILL) So I &#8216;aven&#8217;t changed me singlet in a few days.&nbsp; So what?&nbsp; I&#8217;m on me way to the Laundromat after this, ain&#8217;t I? (TAKES A DRAG FROM A CIGARRETTE)</p><p>BILL: &nbsp;That&#8217;s a lot of clothes&#8230;</p><p>WENDY: (EXHALES) I &#8216;aven&#8217;t &#8216;ad much in the way o&#8217; coin lately. &#8216;s built up. (BEAT) You gonna get outta my way or what?</p><p>BILL:&nbsp;&nbsp;Alright, sorry. And I think one of your curlers has fallen loose.</p><p>WENDY:&nbsp;&nbsp;Nosey Parker, ain&#8217;t ya?&nbsp; Copper, I&#8217;m guessing.&nbsp; Educated too.&nbsp; Buttons done up all the way to the top.&nbsp; I &#8216;ope that tie strangles yer to death.</p><p>BILL:&nbsp;&nbsp; Hey!&nbsp; Watch where you&#8217;re throwing those cigarette butts.</p><p>WENDY:&nbsp;&nbsp;Just keep outta my way, sonny.&nbsp; I eat them as is too nosey for breakfast.</p><p>BILL:&nbsp;&nbsp;Thing is though, one of your mates said they saw you with a shirt covered in blood after Harry Bing got stabbed.&nbsp; I&#8217;m going to have to look through your cart.</p><p>WENDY:&nbsp;&nbsp;Bloody coppers.&nbsp; Always pryin&#8217; into other folks&#8217; business.</p></blockquote>



<p class="wp-block-paragraph">So, yeah.&nbsp; Visual elements can be included in an audio script to help bring characters to life. You need to be sure you need them but, like any tool in our toolkit, for the right job they can do great work. &nbsp;Experiment and see what works for you</p>



<p class="wp-block-paragraph">By Philip Robotham, Copyright 2021.</p>
<p>The post <a href="https://weirdworldstudios.com/incorporating-visual-elements/">Incorporating visual elements into an audio script</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Deaf Writer&#8217;s guide to sound and silence (Part 2) &#8211; constructing and cueing sound effects – what the writer needs to know.</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 30 Jul 2021 22:01:54 +0000</pubDate>
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					<description><![CDATA[<p>Once again, I am, in my overlong and wordy way, wading into an area of Audio drama that, as a person who has significant hearing loss, I probably don&#8217;t belong.&#160; As with my last article on the topic of sound and silence, these aren&#8217;t hills I&#8217;m particularly committed to dying on &#8211; merely thoughts and [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/sound-and-silence-2/">The Deaf Writer&#8217;s guide to sound and silence (Part 2) &#8211; constructing and cueing sound effects – what the writer needs to know.</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Once again, I am, in my overlong and wordy way, wading into an area of Audio drama that, as a person who has significant hearing loss, I probably don&#8217;t belong.&nbsp; As with my last article on the topic of <a href="https://weirdworldstudios.com/sound-and-silence/">sound and silence</a>, these aren&#8217;t hills I&#8217;m particularly committed to dying on &#8211; merely thoughts and observations on sound from my own point of view (as a scriptwriter). <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<p class="wp-block-paragraph"><strong>STORY FIRST</strong></p>



<p class="wp-block-paragraph">What&#8217;s the most important part of an audio drama?&nbsp; The dialog?&nbsp; The sound effects?&nbsp; The music?&nbsp; None of the above.</p>



<p class="wp-block-paragraph">The most important part of an audio drama is the story.&nbsp; Every element of the drama must serve (and not compete with) the story.&nbsp; Anything that gets in the way of the story (whether the dialog, the sound, or the music) must be jettisoned.&nbsp; That is not to say that any of these elements are unimportant.&nbsp; They all matter, but the thing that decides the relative value of each is their contribution to telling the story.</p>



<p class="wp-block-paragraph">In a previous article, I talked about how the relative importance of each is highlighted by audio drama&#8217;s spotlight; volume.&nbsp; That which is most important is loudest while that which is of lesser importance becomes part of the background.&nbsp; And we determine what should be loudest by its relative value to convey the story.&nbsp; Sometimes, the dialog is front and center.&nbsp; Sometimes the sound effects necessarily overwhelm everything else, and sometimes the music needs to soar in order to convey the emotion of the scene.&nbsp; The importance of the element is conveyed by its volume from moment to moment, and that volume is determined by its importance to the needs of the story from moment to moment.</p>



<p class="wp-block-paragraph">When it comes to sound, it is easy to fall into the trap of over-layering sound – a trap that is peculiar to sound engineers.  People who work with sound tend to have a highly tuned &#8220;ear&#8221;.  Typically, they detect more sounds than the average (in terms of the range of pitch and loudness, softness), and they tend to be able to distinguish (or identify) more sounds than the average person.  The downside of this gift is that they can lose sight of how a sound &#8220;reads&#8221; to an ordinary person.</p>



<p class="wp-block-paragraph"><strong>TYPES OF SOUND</strong></p>



<p class="wp-block-paragraph">There are two, general, types of sound effects.&nbsp; Self-identifying and ambiguous.</p>



<p class="wp-block-paragraph">Self-identifying sounds are sounds that most people can be relied upon to recognise without any help from the context or external cues.&nbsp; A police siren, a heart monitor, a tin whistle, and a bell tend to be sounds that are self-identifying.</p>



<p class="wp-block-paragraph">Ambiguous sounds are sounds we rely on the context to decode. Is that the hiss of a pneumatic pump, or a steam kettle, or a snake?&nbsp; Is that the sound of rain on a rooftop, or the sound of a fire burning in the hearth?&nbsp; When it comes to ambiguous sounds (sounds that are similar enough to be difficult to distinguish) we let the context tell us what they represent.</p>



<p class="wp-block-paragraph">And herein lies one of the great freedoms of audio drama.  You can build a soundscape that is &#8220;readable&#8221; by an audience from sounds that are not exact matches to the real thing (crumpled cellophane can stand in for flames, etc.).  Sometimes sound engineers forget that their trained &#8220;ear&#8221; is significantly more sensitive than that of the typical listener and that, in the midst of a story, a close, but not perfect, sound will be read as the story requires so long as the context and dialog support it.  Likewise, without proper context, a sound that, in terms of verisimilitude, is an exact representation of something in the real world, will be misread if not properly supported (fire really does sound like rain &#8211; and vice versa &#8211; if the context isn&#8217;t clear and goes a long way towards explaining the dreadful cliché of having a thunderclap sound before a downpour is heard).</p>



<p class="wp-block-paragraph">Commitment to realism is great but, if it is not paired with a recognition of the need for context to establish its &#8220;readability&#8221;, it will only confuse an audience.&nbsp; &#8220;Deep&#8221; soundscapes quickly become confusing noise where the sounds that are layered into them are without context and/or are hard to pick out.&nbsp; The skilled sound engineer is in danger of letting their own capacity to identify sounds carry them away when constructing an immersive soundscape.</p>



<p class="wp-block-paragraph">So how much is enough? And how accurate must we aim to be?</p>



<p class="wp-block-paragraph"><strong>REALISM VS. REPRESENTATION</strong></p>



<p class="wp-block-paragraph">Sound does not need to be &#8220;realistic&#8221; to be effective.&nbsp; The imagination of the audience can carry a production a long way.</p>



<p class="wp-block-paragraph">Let&#8217;s imagine a sound effect or two that we would like to build. Start with a body drop, for example.</p>



<p class="wp-block-paragraph">What are the chief characteristics of a body drop?&nbsp; For a start, it&#8217;s a soft thud, to be differentiated from the harder thud of a block of wood falling to the floor, or the metallic clang of a kitchen knife falling.&nbsp; It also sounds &#8220;heavy&#8221;.&nbsp; It has a resonance and weight to it.&nbsp; A duffle bag full of cloth scraps makes a great body drop sound, but in a pinch so will allowing your arm to fall heavily on a wooden desk.&nbsp; The brevity of the sound means that there are plenty of substitutions that could be made here.&nbsp; The context (a gunshot or a character crying &#8220;lookout, she&#8217;s going to faint&#8221;) will be enough to establish any reasonable facsimile of a body drop, and the quickness of the sound effect will cover any slight lack of realism in its use.</p>



<p class="wp-block-paragraph">Approximation is fine when it comes to ambiguous sounds, but there is a limit.&nbsp; A duffle bag full of sharp-edged blocks of wood would make a clatter that would contradict the context – falling people don&#8217;t clatter.&nbsp; The incongruity or dissonance would break the audience&#8217;s sense of immersion and their willing suspension of disbelief.</p>



<p class="wp-block-paragraph">What about a more complex sound, for example, a horse and cart?&nbsp; Well, you could go out and record the sound of a horse and cart of course, but you could also build the &#8220;impression&#8221; by building together a bunch of approximations. Coconuts can be used for the hooves on a hard surface, as can bags of cloth thumped against the chest for hooves on a soft surface.&nbsp; The rhythm is ultimately what sells the sound.&nbsp; What else is needed?&nbsp; The rumble of the wheels of the cart is a key sound.&nbsp; A friend of mine put a steel drum on a crank handle and made a passable wagon&#8217;s rumble by turning it.&nbsp; Together this might be enough, but the jangle of some car keys to suggest tack and harness could be added as well.&nbsp; The context needs to ultimately sell the combination of sounds, so a character saying &#8220;It&#8217;s been hard work gettin&#8217; this wagon down the trail&#8221; or something less on-the-nose would clinch the deal.&nbsp;</p>



<p class="wp-block-paragraph">Do you need more?&nbsp; More could certainly be added.&nbsp; You could simulate the thump and clatter of the cart hitting bumps with a couple of blocks of heavy wood.&nbsp; Layering in some horse snorts and some ambient outdoor noises (birds, wind, etc.) could also help.&nbsp; But to &#8220;read&#8221; the scene, the audience only needs enough sound to register the context and support what is taking place in their imaginations.&nbsp; And, as mentioned in a previous article, sound fades from our attention once it has done the job of establishing itself – so it needn&#8217;t stay for long and should never be allowed to stay in the foreground long enough to distract us from the story.</p>



<p class="wp-block-paragraph">Some sounds can&#8217;t be faked, of course.&nbsp; Animal vocalisations are particularly difficult unless you have access to a skilled impressionist.&nbsp; As a result, a recording of a real horse&#8217;s neigh or lion&#8217;s roar may be required.&nbsp; But many sounds can be approximated with a bit of creativity.&nbsp; A friend of mine simulated a cart crashing into a wall by slowly crushing a balsa wood box (that he built out of some balsa wood planes that were being thrown away) against a table.&nbsp; The result was great.</p>



<p class="wp-block-paragraph">Near-enough is often good enough, as far as our brains are concerned, so long as there is context (in the form of other sounds or dialog) to help identify the action &#8211; but selectivity is essential. Just like the mind, a good audio drama will ignore sounds in which it is not immediately interested and will aim to employ sounds primarily for their clarity and effective communication. By this selection, audio scripts control and direct the listener’s attention. It is important to only introduce sounds that serve a dramatic purpose. If this does not happen the story is rendered confusing. Listeners are forced to pay attention to the irrelevant and lose track of the important.</p>



<p class="wp-block-paragraph"><strong>MINIMALISM – SELECTING AND PRESENTING ONLY WHAT IS NEEDED</strong></p>



<p class="wp-block-paragraph">I don&#8217;t want to rehash the points made in the previous article in this series except to say that an immersive and realistic soundscape is a great thing, if you have the budget and technical expertise, but a minimalist approach to audio drama can be just as effective (if not more so) because of its selectivity.&nbsp; An approach where only sounds that contribute to the story are selected is not to be underestimated.&nbsp; Most listeners won&#8217;t notice that they haven&#8217;t been hearing footsteps in the story, even if we introduce the sound of someone limping at a later point.&nbsp; Our brains are quite selective regarding what we pay attention to and we rarely notice the absence of a particular sound if it isn&#8217;t important to the action.&nbsp; Audio drama is quite &#8220;realistic&#8221; in this sense – it doesn&#8217;t have to give us a layered and detailed soundscape to be satisfying.&nbsp; In fact, a minimalist approach that carefully selects sounds for their contribution to the drama can feel more immersive simply because of the absence of distracting &#8220;noise&#8221;.</p>



<p class="wp-block-paragraph"><strong>THE WRITER&#8217;S ROLE</strong></p>



<p class="wp-block-paragraph">But what significance does this have for the writer?&nbsp; After all, isn&#8217;t all this the preserve of the sound engineer?&nbsp; You don&#8217;t want to step on another person&#8217;s creative expression, right?</p>



<p class="wp-block-paragraph">The design of the sounds themselves are definitely the preserve of the sound engineer.&nbsp; However, the ambiguity of sound makes identifying the sounds for the audience a writer&#8217;s problem.&nbsp; Without the sense of sight to tell us what an ambiguous sound refers to, we need cues to help in their identification.&nbsp; Ambiguous sounds require “stage-setting” or guidance from the writer. This stage-setting should generally occur before the sound is introduced to prevent confusion. If the listener is thinking conveyor-belt before the sound is identified as a waterfall, then confusion will, inevitably, result.</p>



<p class="wp-block-paragraph">Generally, the identification of a sound is made through dialogue or narration.</p>



<p class="wp-block-paragraph"><strong>IDENTIFICATION THROUGH DIALOG</strong></p>



<p class="wp-block-paragraph">When identifying sounds through dialog, the identification doesn&#8217;t need to be explicit.&nbsp; Indirect reference works equally well.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p><span style="text-decoration: underline;">SOUND: RUMBLE OF CAR – FADE IN.</span></p><p>BOB: Take the back roads, Jim.&nbsp; We can&#8217;t afford to get stopped again this trip.</p><p>JIM: Sure. It might slow us down a bit, though.</p><p>BOB: It&#8217;s better than trying to explain why we&#8217;ve got Ted Wilson&#8217;s body in the trunk.</p></blockquote>



<p class="wp-block-paragraph">Narration has a bad reputation these days, but a few words of narration can render an otherwise confusing soundscape intelligible.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>NARRATOR:  Ted and George make their way through a busy building site.</p><p><span style="text-decoration: underline;">SOUND: WHINE OF A METAL SAW, CLANG OF HAMMERS AND PIPES ETC. – ESTABLISH AND UNDER</span></p><p>TED: Keep your head down.  If Moretti&#8217;s guys spot us, they aren&#8217;t gonna play nice.  A lot of innocent workers are gonna get hurt.</p><p>GEORGE: Then why did you lead us here?</p><p>TED: They&#8217;d have spotted us on the street in a minute.  Our only chance of getting out of this alive is to lose &#8217;em in here, so stop your whining.</p></blockquote>



<p class="wp-block-paragraph"><strong>IDENTIFICATION THROUGH OTHER SOUNDS</strong></p>



<p class="wp-block-paragraph">Occasionally sounds can be used to identify other sounds.&nbsp; Again, it doesn’t need to be explicit; an implied identification is often all that is required.&nbsp; The sound of thunder prior to rain, the sound of a car horn to introduce a car&#8217;s motor, or the sound of a train whistle to introduce a train are common to the point of being a cliché.&nbsp; The sound of a heart monitor automatically establishes that we are in a hospital and will identify an otherwise ambiguous whooshing sound as intubation.</p>



<p class="wp-block-paragraph">In many cases, sounds become clear through context (through the plot itself), via perfectly natural references in dialogue and narration.</p>



<p class="wp-block-paragraph"><strong>BACKGROUND SOUND</strong></p>



<p class="wp-block-paragraph">Sounds can serve a purpose in setting the scene: establishing the presence of a babbling brook, or busy roadway.&nbsp; Scene setting is essential but many (perhaps most) scene setting sounds are not self-identifying.&nbsp; Bird song suggests a rural setting, outdoors during daytime, and crickets suggest night.&nbsp; Horns honking suggests traffic, but running water?&nbsp; Scene setting narration or exposition may be required.</p>



<p class="wp-block-paragraph">Compare&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p><span style="text-decoration: underline;">SOUND: RUNNING WATER – FADE IN, ESTABLISH, FADE UNDER</span></p><p>JENNY: I don&#8217;t see any way across the stream, do you?&nbsp; Should we wade through?</p><p>SAMANTHA: It depends how deep it is in the middle.&nbsp; I can&#8217;t swim, remember?</p></blockquote>



<p class="wp-block-paragraph">With&#8230;</p>



<blockquote class="wp-block-quote"><ol><li><span style="text-decoration: underline;">SOUND: TINNY RADIO – UNDER – AT A DISTANCE</span></li><li><span style="text-decoration: underline;">SOUND: RUNNING WATER – FADE IN, ESTABLISH, FADE UNDER AND CONTINUE TO 6.</span></li><li><span style="text-decoration: underline;">SOUND: OCCASIONAL SPLASHING – CONTINUE UNDER</span></li><li>JENNY: Don&#8217;t let the sink overflow.</li><li>GEORGE: I won&#8217;t.</li><li>JENNY: What are you doing, anyway?&nbsp; It&#8217;s not like you to clean the dishes.</li><li><span style="text-decoration: underline;">SOUND: FAWCETT TURNS OFF – LET IT FINISH.</span></li><li>GEORGE: I&#8217;m doing my socks.</li><li>JENNY: At the office?&nbsp; I&#8217;m sorry I asked.</li></ol></blockquote>



<p class="wp-block-paragraph">The same running water sound effect could be used in both, but the context identifies the sound differently for the listener in each.</p>



<p class="wp-block-paragraph">In long scenes, we may need to bring the background sound back to the audience&#8217;s attention from time to time in order to keep the setting alive.</p>



<p class="wp-block-paragraph">Later&#8230;</p>



<blockquote class="wp-block-quote"><ol type="1"><li><span style="text-decoration: underline;">SOUND: PLUNK (WATCH FALLS INTO BASIN) – LET IT FINISH.</span></li><li>GEORGE: Damnit.&nbsp; That was my watch.</li><li>JENNY: Aren&#8217;t you finished yet?</li><li><span style="text-decoration: underline;">SOUND: SPLASHING IN SEARCH OF IT – CONTINUE UNTIL 6.</span></li><li>GEORGE: I was just about to pull the plug.</li><li>JENNY: Was it worth it?</li><li>GEORGE: Huh? (BEAT) Wait, there it is.&nbsp; If I clean off the suds it&#8217;ll be good as new.</li><li>JENNY: You know, worth it?&nbsp; I mean your socks have to cost less than your watch.</li><li>GEORGE: Not as much as you might think, and besides, nothing beats wash-basin fresh.&nbsp; Anyway, it&#8217;s not the first time.&nbsp; The watch will dry out&#8230; eventually.</li></ol></blockquote>



<p class="wp-block-paragraph">But if you go to the trouble to introduce setting and events with sound, make sure they contribute something to the story.&nbsp; If we must listen to George drop his watch in the basin, then the story had better include a moment later on where George&#8217;s watch is discovered to have stopped and where that stoppage has a significant impact on George&#8217;s life.</p>



<p class="wp-block-paragraph"><strong>UNREALISTIC SOUND</strong></p>



<p class="wp-block-paragraph">I&#8217;ve already mentioned that sounds intended to represent real-world experiences can break immersion where they are not close enough to the real thing, are not identified for the audience, or contradict an audience&#8217;s expectations.&nbsp; But it is also possible to use sound deliberately in an unrealistic manner.&nbsp;</p>



<p class="wp-block-paragraph">Comedic scripts in particular make use of unrealistic sound cues.&nbsp; A door might open and close in an unrealistically fast manner or a whoosh might accompany the suggestion that someone is traveling across town at blinding speed.&nbsp; A slide whistle might accompany a fall or a comedic crash might accompany someone tripping over.&nbsp; Bird whistles might accompany someone receiving a bump on the head.&nbsp; These unrealistic sounds will fit such a context – if they appear to be a deliberate choice by the script&#8217;s writer and producer.&nbsp; The danger, of course, is that the audience might think the sound is merely a poor choice or accident.</p>



<p class="wp-block-paragraph">Here contrast and exaggeration help.&nbsp; Unrealistic sounds require a certain amount of exaggeration to read as deliberate.&nbsp; If you want to make a comedic body drop, the sound should not be similar to a realistic body drop.&nbsp; Instead, the sound should be exaggerated in its difference.&nbsp; A standard body drop is a heavy thud, so the comedic body drop could be presented as a metallic crash.&nbsp; It would be advisable to lean into the difference by extending it a little and exaggerating it (so that the sound includes numerous metallic pieces falling and perhaps a trailing item ringing as it comes to rest).</p>



<p class="wp-block-paragraph">Another unrealistic use of sound arises when you want to communicate symbolically.  It&#8217;s a little cliché, but the ticking metronome is easily read by an audience to indicate that time is running out.  Music, such as the &#8220;dun-dun-dah&#8221; sting used to announce the discovery of a body, is also a well-recognized (cliché) audio symbol.</p>



<p class="wp-block-paragraph"><strong>WRITING SOUND CUES IN THE SCRIPT</strong></p>



<p class="wp-block-paragraph">Remember, the written sound cue puts a spotlight on a particular sound.&nbsp; That sound will be given prominence in the story for a moment through volume.&nbsp; As such, only the most important sounds tend to make it into the script&#8230; and when they do it is because they fulfill an important role in the story.</p>



<p class="wp-block-paragraph">A number of formats are currently in circulation for audio drama (American Audio drama, BBC format, Screenplay format).&nbsp; I have my own preference (American Audio drama), but writers need to use the format preferred by the production company they are working with &#8211; and I have used each, as required, at different times.&nbsp; My preference for American Audio Drama format arises from its use at the height of the Golden Age of Radio Drama.&nbsp; It was developed specifically for radio in the context of the high-volume production environment of the &#8217;30s through &#8217;50s when audio drama was engaged in constant innovation and refinement.&nbsp; As a result, it is highly efficient and radio-specific. The BBC format (again designed for radio) is my second choice.&nbsp; Screenplay format was designed for a visual medium and isn&#8217;t, in my view, as good a fit for audio production, but it does have the advantage of being readily automated and available in tools like Final Draft, CeltX, Fade In, and Studio Binder &#8211; lots of companies prefer it.</p>



<p class="wp-block-paragraph">Regardless of the script format, sound cues are generally formatted in ALL-CAPS with underlined text in the present tense.&nbsp; The golden age of radio taught writers to make them as simple as possible.&nbsp; Many shows were produced live and depended on the effects being quickly read and implemented by the sound effects staff. The habit of concision is still worth cultivating.&nbsp; The sound engineer will thank you for keeping the cues short, to the point, and concrete.</p>



<p class="wp-block-paragraph">Bad cues are wordy, needlessly abstract, and don&#8217;t serve the story.&nbsp; E.g&#8230;</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p><span style="text-decoration: underline;">SOUND:&nbsp; GEORGE ENTERS THE ROOM WITH A SOUND LIKE THE SLOW LEAKING OF A BROKEN HEART</span></p></blockquote>



<p class="wp-block-paragraph">Good cues are short, to the point, concrete, and serve the story.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p><span style="text-decoration: underline;">SOUND:&nbsp; DOOR OPENS</span></p></blockquote>



<p class="wp-block-paragraph">Some additional cue-words and descriptions are listed below that can help to capture your intention for a sound effect.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p><span style="text-decoration: underline;">SOUND: (WALLA) CROWDED CITY STREET – FADE IN, ESTABLISH, FADE UNDER AND OUT.</span></p></blockquote>



<p class="wp-block-paragraph"><strong>(BRIDGE)</strong> — Music played between scenes — the audio drama equivalent of raising and lowering the curtain on a scene.</p>



<p class="wp-block-paragraph"><strong>CONTINUE UNTIL</strong> — Let the sound or music play until a particular line number or symbol (such as * ) is reached.</p>



<p class="wp-block-paragraph"><strong>[CUE]</strong> — The actor or sound should wait for the director to indicate it is time to begin delivering the line or playing.</p>



<p class="wp-block-paragraph"><strong>ESTABLISH </strong>— Let the sound or music play for a moment before any other sound or dialog is added.</p>



<p class="wp-block-paragraph"><strong>FADE IN</strong> — Start the sound or music softly and then gradually increasing its volume.</p>



<p class="wp-block-paragraph"><strong>FADE OUT</strong> — Gradually lower the volume on the sound or music until it can no longer be heard.</p>



<p class="wp-block-paragraph"><strong>FADE UNDER </strong>(or simply UNDER) — Lowering the volume of the sound effect or music until the actors’ voices are clearly audible over it.</p>



<p class="wp-block-paragraph"><strong>LET IT FINISH</strong> — Playing the sound or music until it is complete without fading it.</p>



<p class="wp-block-paragraph">(<strong>STING) </strong>— Music used as punctuation to emphasize the emotion of a moment. The “dum-de-dum-dum” that plays when a body is discovered or the “bada-bing” cymbal crash of a joke being delivered etc.</p>



<p class="wp-block-paragraph"><strong>UNDER </strong>— Continue a sound effect or music at low volume under the dialog or action taking place.</p>



<p class="wp-block-paragraph"><strong>(WALLA)</strong> — Background sound belonging to the environment (for example, the sounds of a busy street).</p>



<p class="wp-block-paragraph">While it is generally the sound engineer&#8217;s responsibility to source, construct, record, and edit sound effects, the inclusion of sound cues in the script remains an essential skill for the writer.&nbsp; The number of sounds that require identification far outnumbers those that are self-identifying.&nbsp; As such it is essential for the audio scriptwriter to identify those sounds for the audience in the script.&nbsp; The scriptwriter (even a hearing-impaired writer like me) must know, at least a little, about how sounds are constructed and how they can be identified for and decoded by the audience.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/sound-and-silence-2/">The Deaf Writer&#8217;s guide to sound and silence (Part 2) &#8211; constructing and cueing sound effects – what the writer needs to know.</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Source of Ideas for Audio Drama</title>
		<link>https://weirdworldstudios.com/the-source-of-ideas/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 08 May 2021 07:56:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[ideas]]></category>
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					<description><![CDATA[<p>IDEAS Where do ideas come from? Everyone wants to know the answer to this. Many writers resent the question and answer with a joke and a knowing wink. They might respond with something like, &#8220;Ideas may be found growing on the eastern slope of the world&#8217;s tallest ice shelf, but&#8230; they can only be plucked [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-source-of-ideas/">The Source of Ideas for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading"><strong>IDEAS</strong></h2>



<p class="wp-block-paragraph">Where do ideas come from?</p>



<p class="wp-block-paragraph">Everyone wants to know the answer to this. Many writers resent the question and answer with a joke and a knowing wink.</p>



<p class="wp-block-paragraph">They might respond with something like, &#8220;Ideas may be found growing on the eastern slope of the world&#8217;s tallest ice shelf, but&#8230; they can only be plucked by those who climb the cliff naked in sub-zero temperatures, and, even then, only on February 29th during a solar eclipse.&#8221;</p>



<p class="wp-block-paragraph">But even those who respond this way will admit, privately, that they love to hear other writers attempts to answer the question.The generation of ideas has a certain mystery to it, even for highly creative folks. We don&#8217;t necessarily know where they come from (and the sarcastic answer is an easy way to mask that ignorance).</p>



<p class="wp-block-paragraph">Our brain engages in an ongoing stream of consciousness. Our thoughts don&#8217;t really come from anywhere (except perhaps from our previous thoughts). Our thought about feeling hungry prompts a thought about lunch, that prompts a thought about a nearby restaurant, that reminds us of Hitchcock&#8217;s illustration about suspense (the one about the bomb under the restaurant table) which prompts us to wonder why fertilizer is so often used in home-made explosives, leading to thoughts about the gardening we have been putting off, etc.</p>



<p class="wp-block-paragraph">No wonder, the question of where our ideas come from in writing is a bit intimidating and, possibly, seems a little hard to pin down.That said, there are a number of techniques that writers use to help them generate ideas. After-all, writers actively look for ideas and rarely (and this is crucial) settle on the first ones they come across.</p>



<h2 class="wp-block-heading"><strong>CREATIVITY</strong></h2>



<h3 class="wp-block-heading">Brainstorming</h3>



<p class="wp-block-paragraph">The first strategy for deliberately generating ideas I was ever taught was brainstorming. I still use it. But there are a set of rules that accompany the technique.Grab a blank piece of paper, or a white board, or a blank sheet of poster paper and begin writing ideas.</p>



<p class="wp-block-paragraph">It can be helpful to narrow your brainstorming topic to something a bit more manageable (like suspicious characters, crimes committed in a mystery, sci-fi gadgets, and what have you) but sometimes broad topics work as well (story ideas, for example).</p>



<p class="wp-block-paragraph">Firstly, you mustn&#8217;t self-censor. Every idea is valid while brainstorming. The really bad idea that you write down may be just the prompt needed to lead to that really good idea you will ultimately use.</p>



<p class="wp-block-paragraph">Secondly, quantity is more important than quality. The more ideas you generate, the greater the chance that a truly good idea will be found in the mix. The sad reality is this; for every good idea we come up with, we will have had to discard a truck-load of bad and average ideas. BUT – the average and bad ideas are part of the process – you don&#8217;t arrive at the good ideas without having the bad and average ideas along the way.</p>



<p class="wp-block-paragraph">Thirdly, don&#8217;t stop too early. Aim to record between thirty and fifty ideas. Studies have shown that the best ideas tend to show up after the first 25 ideas have been recorded. It&#8217;s almost as if the brain needs to warm up to the task of being creative, before we get to the best stuff it can come up with.</p>



<h3 class="wp-block-heading"><strong>What if?</strong></h3>



<p class="wp-block-paragraph">Another preferred strategy is to ask &#8220;what if?&#8221;What if Nicolai Tesla was an alien? What if all the water in the world suddenly turned into champagne? What if thunder was really the speech of the gods and an eight-year-old girl, living in Mumbai, was the only person in the world who could understand it?Brainstorming &#8220;what if&#8221; can be a particularly useful exercise.</p>



<h3 class="wp-block-heading"><strong>Transformation</strong></h3>



<p class="wp-block-paragraph">A further strategy that I find really helpful is to take my list of ideas and transform them.</p>



<h4 class="wp-block-heading"><em>Substitution</em></h4>



<p class="wp-block-paragraph">Take the parts of an idea and switch them for something else. Replace the wheels on cars with mechanical legs, for example. Or replace a natural lifespan with one determined by a person&#8217;s contribution to society. Or replace the vacuum of space with a breathable atmosphere that allows travel between planets on open-decked ships.</p>



<h4 class="wp-block-heading"><em>Combination</em></h4>



<p class="wp-block-paragraph">Take different ideas and put them together. Combine that idea for a railway heist with that fantasy or sci-fi setting you were considering. Combine human and jellyfish DNA. Combine the features of a village with a military tank.</p>



<h4 class="wp-block-heading"><em>Adaptation</em></h4>



<p class="wp-block-paragraph">Put your idea in a different context. Take that civil war story and set it in the far future&#8230; or the distant past. Take that story of gang rivalry and set it in a commercial kitchen.</p>



<h4 class="wp-block-heading"><em>Addition</em></h4>



<p class="wp-block-paragraph">Add something to your idea. Give your ordinary human protagonist the ability to read minds&#8230; or a superpower.</p>



<h4 class="wp-block-heading"><em>Elimination</em></h4>



<p class="wp-block-paragraph">Remove something from the idea. Give your protagonist a disability (one eye, a missing hand, etc.)</p>



<h4 class="wp-block-heading"><em>Change the purpose or motivation</em></h4>



<p class="wp-block-paragraph">Invent a weapon that causes cooperation. A fast food outlet that seeks to promote weight loss.<em>Reversal.</em>What would this idea look like if it was reversed. The alien invaders are actually our friends. All the dogs in the world are actually cats made from cat DNA. The heist is actually an attempt to return a stolen painting.</p>



<h2 class="wp-block-heading"><strong>ORIGINALITY</strong></h2>



<p class="wp-block-paragraph">We live in a world saturated by stories. This generation has greater access and exposure to stories than any other in human history. It is possible, now, to have read, listened to, and viewed thousands of stories in a lifetime, where people in the past had no such luxury.</p>



<p class="wp-block-paragraph">For the writer this is a fantastic resource. Every successful writer will tell you that reading is a major part of their professional development. Writers read, and listen, and watch, to learn new techniques, gather inspiration, and develop their personal sense of style.</p>



<p class="wp-block-paragraph">But this incredible treasure-house of story that surrounds us has a downside as well.</p>



<p class="wp-block-paragraph">We are so saturated with story that originality is, perhaps, more difficult to come by for this generation of writers than for any other.</p>



<p class="wp-block-paragraph">We have so many stories stored in our brains that when we begin thinking of ideas to pursue in our own scripts, we unavoidably dredge up large numbers of ideas we have seen and heard over and over before. In fact, these clichés are likely to be the closest to the surface and most easily accessible of ideas.</p>



<p class="wp-block-paragraph">For many writers, the problem of ideas isn&#8217;t one of how to come up with an idea, but rather how to find something original to say.</p>



<p class="wp-block-paragraph">For this reason, it is essential to distrust, clear out, and disregard those first thoughts we have when trying to come up with an idea for a story or character in a script. The best ideas are buried just a little deeper. As a result, I am a big fan of these creativity strategies, if only as a technique for pushing deeper and arriving at slightly more creative ideas than I might otherwise have done if I had settled for the first couple of things to cross my mind.</p>



<h2 class="wp-block-heading"><strong>CHOOSING AN IDEA</strong></h2>



<p class="wp-block-paragraph">Once you have your list of ideas, it&#8217;s time to choose which one to pursue.</p>



<p class="wp-block-paragraph">The difference between someone who wants to be a writer and someone who is a writer is, to put it indelicately, &#8220;the application of the seat of the trousers to the seat of the chair&#8221;. You have to start writing and that means making some choices&#8221;.During the &#8220;idea-generating stage&#8221; no self-censorship is allowed. You want to generate ideas. But once that is done, you want to turn that censor back on and find the idea you want to pursue.</p>



<p class="wp-block-paragraph">In this a number of factors are important. And sometimes the choice is very personal.</p>



<p class="wp-block-paragraph">For myself, I try to think about my audience (the kind of person I am writing for). That person may have niche tastes, but I try to keep someone in mind who is representative of the real-world group that I would like my stories to entertain. With that person in mind, I want to pick an idea that would appeal to him/her. If an idea wouldn&#8217;t work for my target audience, then it should probably be discarded.</p>



<p class="wp-block-paragraph">I then look for the most original ideas (those that haven&#8217;t already been done a thousand times before) in my list. I definitely want to pick something original. If the idea is a cliché, it absolutely must be removed from my list.</p>



<p class="wp-block-paragraph">Lastly, I look for the idea that excites me the most. In this case, it is the idea that makes me impatient to get started and looks like it has the capacity to carry its weight all the way to the end.</p>



<p class="wp-block-paragraph">In the best of all possible worlds, I want to choose a story idea that meets all three of those criteria. More often than not, if I&#8217;ve done the hard work of generating a good list to begin with, it&#8217;s quite possible to do so.</p>



<h2 class="wp-block-heading"><strong>SUMMARY</strong></h2>



<p class="wp-block-paragraph">So, where do you find ideas?</p>



<p class="wp-block-paragraph">They are found in your own brain. Many are the sum of the stories you have been exposed to over time. The best and most original ideas are rarely at the surface of your thoughts, though. Ideas, the ideas you can turn into the best scripts you can write, often need to be mined out of the granite of your imagination with a bit of hard work. Hopefully, the strategies we discussed today will be of some use to you.</p>



<p class="wp-block-paragraph">But ideas aren&#8217;t enough.</p>



<p class="wp-block-paragraph">You need to choose the best ones; and the best ones, generally, are those that will appeal to your target audience, are original in nature, and excite you to get writing.</p>



<p class="wp-block-paragraph">By Philip Robotham, Copyright 2021.</p>
<p>The post <a href="https://weirdworldstudios.com/the-source-of-ideas/">The Source of Ideas for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Moonlit Road</title>
		<link>https://weirdworldstudios.com/the-moonlit-road/</link>
					<comments>https://weirdworldstudios.com/the-moonlit-road/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 Jan 2021 05:14:58 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mythos]]></category>
		<category><![CDATA[ambrose bierce]]></category>
		<category><![CDATA[cthulhu mythos]]></category>
		<category><![CDATA[short story]]></category>
		<category><![CDATA[the moonlit road]]></category>
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					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. Admired by H.P Lovecraft, the moonlit road was an influential ghost story about a husband who had unknowingly murdered his wife.  The casual despair of the work is typical of Bierce. The Moonlit Road Ambrose Bierce(in [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-moonlit-road/">The Moonlit Road</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" width="260" height="260" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=260%2C260&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" class="wp-image-3378" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 260px) 100vw, 260px" /></a><figcaption>Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></div>



<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime.  Admired by H.P Lovecraft, the moonlit road was an influential ghost story about a husband who had unknowingly murdered his wife.  The casual despair of the work is typical of Bierce.</p>



<h1 class="wp-block-heading">The Moonlit Road</h1>



<p class="wp-block-paragraph">Ambrose Bierce<br>(in <em>Can Such Things Be?</em> New York: Cassell, 1893)</p>



<p class="wp-block-paragraph">Public Domain License – This story is in the public domain and may be reproduced and shared freely.<br>Rating: M. Recommended for mature audiences. This story includes mild supernatural themes and references to murder.</p>



<h2 class="wp-block-heading">I &#8211; STATEMENT OF JOEL HETMAN, JR.</h2>



<p class="wp-block-paragraph">I AM the most unfortunate of men. Rich, respected, fairly well educated and of sound health—with many other advantages usually valued by those having them and coveted by those who have them not I sometimes think that I should be less unhappy if they had been denied me, for then the contrast between my outer and my inner life would not be continually demanding a painful attention. In the stress of privation and the need of effort I might sometimes forget the somber secret ever baffling the conjecture that it compels.</p>



<p class="wp-block-paragraph">I am the only child of Joel and Julia Hetman. The one was a well-to-do country gentleman, the other a beautiful and accomplished woman to whom he was passionately attached with what I now know to have been a jealous and exacting devotion. The family home was a few miles from Nashville, Tennessee, a large, irregularly built dwelling of no particular order of architecture, a little way off the road, in a park of trees and shrubbery.</p>



<p class="wp-block-paragraph">At the time of which I write I was nineteen years old, a student at Yale. One day I received a telegram from my father of such urgency that in compliance with its unexplained demand I left at once for home. At the railway station in Nashville a distant relative awaited me to apprise me of the reason for my recall: my mother had been barbarously murdered—why and by whom none could conjecture, but the circumstances were these:</p>



<p class="wp-block-paragraph">My father had gone to Nashville, intending to return the next afternoon. Something prevented his accomplishing the business in hand, so he returned on the same night, arriving just before the dawn. In his testimony before the coroner he explained that having no latchkey and not caring to disturb the sleeping servants, he had, with no clearly defined intention, gone round to the rear of the house. As he turned an angle of the building, he heard a sound as of a door gently closed, and saw in the darkness, indistinctly, the figure of a man, which instantly disappeared among the trees of the lawn. A hasty pursuit and brief search of the grounds in the belief that the trespasser was some one secretly visiting a servant proving fruitless, he entered at the unlocked door and mounted the stairs to my mother&#8217;s chamber. Its door was open, and stepping into black darkness he fell headlong over some heavy object on the floor. I may spare myself the details; it was my poor mother, dead of strangulation by human hands!</p>



<p class="wp-block-paragraph">Nothing had been taken from the house, the servants had heard no sound, and excepting those terrible finger-marks upon the dead woman&#8217;s throat—dear God! that I might forget them!—no trace of the assassin was ever found.</p>



<p class="wp-block-paragraph">I gave up my studies and remained with my father, who, naturally, was greatly changed. Always of a sedate, taciturn disposition, he now fell into so deep a dejection that nothing could hold his attention, yet anything—a footfall, the sudden closing of a door—aroused in him a fitful interest; one might have called it an apprehension. At any small surprise of the senses he would start visibly and sometimes turn pale, then relapse into a melancholy apathy deeper than before. I suppose he was what is called a &#8220;nervous wreck.&#8221; As to me, I was younger then than now—there is much in that. Youth is Gilead, in which is balm for every wound. Ah, that I might again dwell in that enchanted land! Unacquainted with grief, I knew not how to appraise my bereavement; I could not rightly estimate the strength of the stroke.</p>



<p class="wp-block-paragraph">One night, a few months after the dreadful event, my father and I walked home from the city. The full moon was about three hours above the eastern horizon; the entire countryside had the solemn stillness of a summer night; our footfalls and the ceaseless song of the katydids were the only sound aloof. Black shadows of bordering trees lay athwart the road, which, in the short reaches between, gleamed a ghostly white. As we approached the gate to our dwelling, whose front was in shadow, and in which no light shone, my father suddenly stopped and clutched my arm, saying, hardly above his breath:</p>



<p class="wp-block-paragraph">&#8220;God! God! what is that?&#8221;</p>



<p class="wp-block-paragraph">&#8220;I hear nothing,&#8221; I replied.</p>



<p class="wp-block-paragraph">&#8220;But see see!&#8221; he said, pointing along the road, directly ahead.</p>



<p class="wp-block-paragraph">I said: &#8220;Nothing is there. Come, father, let us go in—you are ill.&#8221;</p>



<p class="wp-block-paragraph">He had released my arm and was standing rigid and motionless in the center of the illuminated roadway, staring like one bereft of sense. His face in the moonlight showed a pallor and fixity inexpressibly distressing. I pulled gently at his sleeve, but he had forgotten my existence. Presently he began to retire backward, step by step, never for an instant removing his eyes from what he saw, or thought he saw. I turned half round to follow, but stood irresolute. I do not recall any feeling of fear, unless a sudden chill was its physical manifestation. It seemed as if an icy wind had touched my face and enfolded my body from head to foot; I could feel the stir of it in my hair.</p>



<p class="wp-block-paragraph">At that moment my attention was drawn to a light that suddenly streamed from an upper window of the house: one of the servants, awakened by what mysterious premonition of evil who can say, and in obedience to an impulse that she was never able to name, had lit a lamp. When I turned to look for my father he was gone, and in all the years that have passed no whisper of his fate has come across the borderland of conjecture from the realm of the unknown.</p>



<h2 class="wp-block-heading">II &#8211; STATEMENT OF CASPAR GRATTAN</h2>



<p class="wp-block-paragraph">To-day I am said to live; to-morrow, here in this room, will lie a senseless shape of clay that all too long was I. If anyone lift the cloth from the face of that unpleasant thing it will be in gratification of a mere morbid curiosity. Some, doubtless, will go further and inquire, &#8220;Who was he?&#8221; In this writing I supply the only answer that I am able to make—Caspar Grattan. Surely, that should be enough. The name has served my small need for more than twenty years of a life of unknown length. True, I gave it to myself, but lacking another I had the right. In this world one must have a name; it prevents confusion, even when it does not establish identity. Some, though, are known by numbers, which also seem inadequate distinctions.</p>



<p class="wp-block-paragraph">One day, for illustration, I was passing along a street of a city, far from here, when I met two men in uniform, one of whom, half pausing and looking curiously into my face, said to his companion, &#8220;That man looks like 767.&#8221; Something in the number seemed familiar and horrible. Moved by an uncontrollable impulse, I sprang into a side street and ran until I fell exhausted in a country lane.</p>



<p class="wp-block-paragraph">I have never forgotten that number, and always it comes to memory attended by gibbering obscenity, peals of joyless laughter, the clang of iron doors. So I say a name, even if self-bestowed, is better than a number. In the register of the potter&#8217;s field I shall soon have both. What wealth!</p>



<p class="wp-block-paragraph">Of him who shall find this paper I must beg a little consideration. It is not the history of my life; the knowledge to write that is denied me. This is only a record of broken and apparently unrelated memories, some of them as distinct and sequent as brilliant beads upon a thread, others remote and strange, having the character of crimson dreams with interspaces blank and black—witch-fires glowing still and red in a great desolation.</p>



<p class="wp-block-paragraph">Standing upon the shore of eternity, I turn for a last look landward over the course by which I came. There are twenty years of footprints fairly distinct, the impressions of bleeding feet. They lead through poverty and pain, devious and unsure, as of one staggering beneath a burden—</p>



<p class="wp-block-paragraph">Remote, unfriended, melancholy, slow.</p>



<p class="wp-block-paragraph">Ah, the poet&#8217;s prophecy of Me—how admirable, how dreadfully admirable!</p>



<p class="wp-block-paragraph">Backward beyond the beginning of this <em>via dolorosa</em>—his epic of suffering with episodes of sin—I see nothing clearly; it comes out of a cloud. I know that it spans only twenty years, yet I am an old man.</p>



<p class="wp-block-paragraph">One does not remember one&#8217;s birth—one has to be told. But with me it was different; life came to me full-handed and dowered me with all my faculties and powers. Of a previous existence I know no more than others, for all have stammering intimations that may be memories and may be dreams. I know only that my first consciousness was of maturity in body and mind—a consciousness accepted without surprise or conjecture. I merely found myself walking in a forest, half-clad, footsore, unutterably weary and hungry. Seeing a farmhouse, I approached and asked for food, which was given me by one who inquired my name. I did not know, yet knew that all had names. Greatly embarrassed, I retreated, and night coming on, lay down in the forest and slept.</p>



<p class="wp-block-paragraph">The next day I entered a large town which I shall not name. Nor shall I recount further incidents of the life that is now to end—a life of wandering, always and everywhere haunted by an overmastering sense of crime in punishment of wrong and of terror in punishment of crime. Let me see if I can reduce it to narrative.</p>



<p class="wp-block-paragraph">I seem once to have lived near a great city, a prosperous planter, married to a woman whom I loved and distrusted. We had, it sometimes seems, one child, a youth of brilliant parts and promise. He is at all times a vague figure, never clearly drawn, frequently altogether out of the picture.</p>



<p class="wp-block-paragraph">One luckless evening it occurred to me to test my wife&#8217;s fidelity in a vulgar, commonplace way familiar to everyone who has acquaintance with the literature of fact and fiction. I went to the city, telling my wife that I should be absent until the following afternoon. But I returned before daybreak and went to the rear of the house, purposing to enter by a door with which I had secretly so tampered that it would seem to lock, yet not actually fasten. As I approached it, I heard it gently open and close, and saw a man steal away into the darkness. With murder in my heart, I sprang after him, but he had vanished without even the bad luck of identification. Sometimes now I cannot even persuade myself that it was a human being.</p>



<p class="wp-block-paragraph">Crazed with jealousy and rage, blind and bestial with all the elemental passions of insulted manhood, I entered the house and sprang up the stairs to the door of my wife&#8217;s chamber. It was closed, but having tampered with its lock also, I easily entered and despite the black darkness soon stood by the side of her bed. My groping hands told me that although disarranged it was unoccupied.</p>



<p class="wp-block-paragraph">&#8220;She is below,&#8221; I thought, &#8220;and terrified by my entrance has evaded me in the darkness of the hall.&#8221;</p>



<p class="wp-block-paragraph">With the purpose of seeking her I turned to leave the room, but took a wrong direction—the right one! My foot struck her, cowering in a corner of the room. Instantly my hands were at her throat, stifling a shriek, my knees were upon her struggling body; and there in the darkness, without a word of accusation or reproach, I strangled her till she died!</p>



<p class="wp-block-paragraph">There ends the dream. I have related it in the past tense, but the present would be the fitter form, for again and again the somber tragedy reenacts itself in my consciousness—over and over I lay the plan, I suffer the confirmation, I redress the wrong. Then all is blank; and afterward the rains beat against the grimy window-panes, or the snows fall up on my scant attire, the wheels rattle in the squalid streets where my life lies in poverty and mean employment. If there is ever sunshine I do not recall it; if there are birds they do not sing.</p>



<p class="wp-block-paragraph">There is another dream, another vision of the night. I stand among the shadows in a moonlit road. I am aware of another presence, but whose I cannot rightly determine. In the shadow of a great dwelling I catch the gleam of white garments; then the figure of a woman confronts me in the road—my murdered wife! There is death in the face; there are marks upon the throat. The eyes are fixed on mine with an infinite gravity which is not reproach, nor hate, nor menace, nor anything less terrible than recognition. Before this awful apparition I retreat in terror—a terror that is upon me as I write. I can no longer rightly shape the words. See! they—</p>



<p class="wp-block-paragraph">Now I am calm, but truly there is no more to tell: the incident ends where it began—in darkness and in doubt.</p>



<p class="wp-block-paragraph">Yes, I am again in control of myself: &#8220;the captain of my soul.&#8221; But that is not respite; it is another stage and phase of expiation. My penance, constant in degree, is mutable in kind: one of its variants is tranquillity. After all, it is only a life-sentence. &#8220;To Hell for life&#8221;—that is a foolish penalty: the culprit chooses the duration of his punishment. To-day my term expires.</p>



<p class="wp-block-paragraph">To each and all, the peace that was not mine.</p>



<h2 class="wp-block-heading">III &#8211; STATEMENT OF THE LATE JULIA HETMAN, THROUGH THE MEDIUM BAYROLLES</h2>



<p class="wp-block-paragraph">I had retired early and fallen almost immediately into a peaceful sleep, from which I awoke with that indefinable sense of peril which is, I think, a common experience in that other, earlier life. Of its unmeaning character, too, I was entirely persuaded, yet that did not banish it. My husband, Joel Hetman, was away from home; the servants slept in another part of the house. But these were familiar conditions; they had never before distressed me. Nevertheless, the strange terror grew so insupportable that conquering my reluctance to move I sat up and lit the lamp at my bedside. Contrary to my expectation this gave me no relief; the light seemed rather an added danger, for I reflected that it would shine out under the door, disclosing my presence to whatever evil thing might lurk outside. You that are still in the flesh, subject to horrors of the imagination, think what a monstrous fear that must be which seeks in darkness security from malevolent existences of the night. That is to spring to close quarters with an unseen enemy—the strategy of despair!</p>



<p class="wp-block-paragraph">Extinguishing the lamp I pulled the bed-clothing about my head and lay trembling and silent, unable to shriek, forgetful to pray. In this pitiable state I must have lain for what you call hours—with us there are no hours, there is no time.</p>



<p class="wp-block-paragraph">At last it came—a soft, irregular sound of footfalls on the stairs! They were slow, hesitant, uncertain, as of something that did not see its way; to my disordered reason all the more terrifying for that, as the approach of some blind and mindless malevolence to which is no appeal. I even thought that I must have left the hall lamp burning and the groping of this creature proved it a monster of the night. This was foolish and inconsistent with my previous dread of the light, but what would you have? Fear has no brains; it is an idiot. The dismal witness that it bears and the cowardly counsel that it whispers are unrelated. We know this well, we who have passed into the Realm of Terror, who skulk in eternal dusk among the scenes of our former lives, invisible even to ourselves and one another, yet hiding forlorn in lonely places; yearning for speech with our loved ones, yet dumb, and as fearful of them as they of us. Sometimes the disability is removed, the law suspended: by the deathless power of love or hate we break the spell—we are seen by those whom we would warn, console, or punish. What form we seem to them to bear we know not; we know only that we terrify even those whom we most wish to comfort, and from whom we most crave tenderness and sympathy.</p>



<p class="wp-block-paragraph">Forgive, I pray you, this inconsequent digression by what was once a woman. You who consult us in this imperfect way—you do not understand. You ask foolish questions about things unknown and things forbidden. Much that we know and could impart in our speech is meaningless in yours. We must communicate with you through a stammering intelligence in that small fraction of our language that you yourselves can speak. You think that we are of another world. No, we have knowledge of no world but yours, though for us it holds no sunlight, no warmth, no music, no laughter, no song of birds, nor any companionship. O God! what a thing it is to be a ghost, cowering and shivering in an altered world, a prey to apprehension and despair!</p>



<p class="wp-block-paragraph">No, I did not die of fright: the Thing turned and went away. I heard it go down the stairs, hurriedly, I thought, as if itself in sudden fear. Then I rose to call for help. Hardly had my shaking hand found the doorknob when—merciful heaven!—I heard it returning. Its footfalls as it remounted the stairs were rapid, heavy and loud; they shook the house. I fled to an angle of the wall and crouched upon the floor. I tried to pray. I tried to call the name of my dear husband. Then I heard the door thrown open. There was an interval of unconsciousness, and when I revived I felt a strangling clutch upon my throat—felt my arms feebly beating against something that bore me backward—felt my tongue thrusting itself from between my teeth! And then I passed into this life.</p>



<p class="wp-block-paragraph">No, I have no knowledge of what it was. The sum of what we knew at death is the measure of what we know afterward of all that went before. Of this existence we know many things, but no new light falls upon any page of that; in memory is written all of it that we can read. Here are no heights of truth overlooking the confused landscape of that dubitable domain. We still dwell in the Valley of the Shadow, lurk in its desolate places, peering from brambles and thickets at its mad, malign inhabitants. How should we have new knowledge of that fading past?</p>



<p class="wp-block-paragraph">What I am about to relate happened on a night. We know when it is night, for then you retire to your houses and we can venture from our places of concealment to move unafraid about our old homes, to look in at the windows, even to enter and gaze upon your faces as you sleep. I had lingered long near the dwelling where I had been so cruelly changed to what I am, as we do while any that we love or hate remain. Vainly I had sought some method of manifestation, some way to make my continued existence and my great love and poignant pity understood by my husband and son. Always if they slept they would wake, or if in my desperation I dared approach them when they were awake, would turn toward me the terrible eyes of the living, frightening me by the glances that I sought from the purpose that I held.</p>



<p class="wp-block-paragraph">On this night I had searched for them without success, fearing to find them; they were nowhere in the house, nor about the moonlit lawn. For, although the sun is lost to us forever, the moon, full-orbed or slender, remains to us. Sometimes it shines by night, sometimes by day, but always it rises and sets, as in that other life.</p>



<p class="wp-block-paragraph">I left the lawn and moved in the white light and silence along the road, aimless and sorrowing. Suddenly I heard the voice of my poor husband in exclamations of astonishment, with that of my son in reassurance and dissuasion; and there by the shadow of a group of trees they stood near, so near! Their faces were toward me, the eyes of the elder man fixed upon mine. He saw me—at last, at last, he saw me! In the consciousness of that, my terror fled as a cruel dream. The death-spell was broken: Love had conquered Law! Mad with exultation I shouted—I <em>must</em> have shouted, &#8220;He sees, he sees: he will understand!&#8221; Then, controlling myself, I moved forward, smiling and consciously beautiful, to offer myself to his arms, to comfort him with endearments, and, with my son&#8217;s hand in mine, to speak words that should restore the broken bonds between the living and the dead.</p>



<p class="wp-block-paragraph">Alas! alas! his face went white with fear, his eyes were as those of a hunted animal. He backed away from me, as I advanced, and at last turned and fled into the wood—whither, it is not given to me to know.</p>



<p class="wp-block-paragraph">To my poor boy, left doubly desolate, I have never been able to impart a sense of my presence. Soon he, too, must pass to this Life Invisible and be lost to me forever.</p>
<p>The post <a href="https://weirdworldstudios.com/the-moonlit-road/">The Moonlit Road</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The City of Many-Columned Iram and Abdullah Son of Abi Kilabah</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 27 Jan 2021 09:10:59 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. This story, translated by Richard F. Burton from the Arabian Nights, was the inspiration for the inclusion of the City of Pillars in the Cthulhu Mythos. Enjoy. The City of Many-Columned Iram and Abdullah Son of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-city-of-many-columned-iram-and-abdullah-son-of-abi-kilabah/">The City of Many-Columned Iram and Abdullah Son of Abi Kilabah</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. This story, translated by Richard F. Burton from the Arabian Nights, was the inspiration for the inclusion of the City of Pillars in the Cthulhu Mythos. Enjoy.</p>



<h2 class="wp-block-heading">The City of Many-Columned Iram and Abdullah Son of Abi Kilabah</h2>



<p class="wp-block-paragraph">translated by Richard F. Burton.</p>



<p class="wp-block-paragraph">Public Domain License – This story is in the public domain and may be reproduced and shared freely.<br>Rating: PG. Parental Guidance Recommended. This story includes mild supernatural themes and references.</p>



<p class="wp-block-paragraph">The City of Many-Columned Iram and Abdullah Son of Abi Kalabah (Trans. Richard F. Burton)</p>



<p class="wp-block-paragraph">&#8220;Then again—how many young Arabs have the <em>Arabian Nights</em> bred! I ought to know, since at the age of 5 I was one of them. I had not then encountered Graeco-Roman myth, but found in Lang&#8217;s <em>Arabian Nights</em> a gateway to glittering vistas of wonder and freedom. It was then that I invented for myself the name of Abdul Alhazred, and made my mother take me to the Oriental curio shops and fit me up an Arabian corner in my room.&#8221; —H.&nbsp;P. Lovecraft, letter to Robert E. Howard, Jan 16, 1932 [<a href="#fn1"><sup>1</sup></a>]



<p class="wp-block-paragraph">The legendary Irem (or Iram), City of Pillars, caught Lovecraft&#8217;s imagination enough to be mentioned several times in his stories. However, oddly enough, it is not to be found in the Andrew Lang edition of the <em>Arabian Nights</em> that Lovecraft read as a child. It does occur in Richard F. Burton&#8217;s multi-volume translation, but I don&#8217;t know if Lovecraft ever had access to that version. There were no editions of the Arabian Nights in Lovecraft&#8217;s personal library when he died.[<a href="#fn2"><sup>2</sup></a>]



<hr class="wp-block-separator"/>



<p class="wp-block-paragraph">[1] H.&nbsp;P. Lovecraft (ed. August Derleth and James Turner), Selected Letters 1932-1934; Sauk City, WI: Arkham House Publishers, Inc., 1976; page 8.</p>



<p class="wp-block-paragraph">[2] S. T. Joshi, Lovecraft&#8217;s Library: A Catalogue (second edition, revised and enlarged). New York: Hippocampus Press, 2002.</p>



<p class="wp-block-paragraph">The book image is adapted from Wikimedia Commons: &#8220;Andrew lang, the arabian nights entertainments, longman green &amp; co., londra 1898 (gabinetto vieusseux).jpg&#8221;. The year 1898 is too late to be the version that HPL read as a small child, but it is at least from that general era.</p>



<h1 class="wp-block-heading">The City of Many-Columned Iram and Abdullah Son of Abi Kilabah [<a href="#fn165"><sup>3</sup></a>]</h1>



<p class="wp-block-paragraph">From<br><em>The Book of the Thousand Nights and a Night, Volume 4</em></p>



<p class="wp-block-paragraph">Richard F. Burton (translator)</p>



<p class="wp-block-paragraph">It is related that Abdullah bin Abi Kilabah went forth in quest of a she-camel which had strayed from him; and, as he was wandering in the deserts of Al-Yaman and the district of Saba,[<a href="#fn166"><sup>4</sup></a>] behold, he came upon a great city girt by a vast castle around which were palaces and pavilions that rose high into middle air. He made for the place thinking to find there folk of whom he might ask concerning his she-camel; but, when he reached it, he found it desolate, without a living soul in it. So (quoth he) &#8220;I alighted and, hobbling my dromedary,&#8221; —And Shahrazad perceived the dawn of day and ceased to say her permitted say.</p>



<p class="wp-block-paragraph">When it was the Two Hundred and Seventy-sixth Night,</p>



<p class="wp-block-paragraph">She said, It hath reached me, O auspicious King, that Abdullah bin Abi Kilabah continued, &#8220;I dismounted and hobbling my dromedary, and composing my mind, entered into the city. Now when I came to the castle, I found it had two vast gates (never in the world was seen their like for size height) inlaid with all manner of jewels and jacinths, white and red, yellow and green. Beholding this I marvelled with great marvel and thought the case mighty wondrous; then entering the citadel in a flutter of fear and dazed with surprise and affright, I found it long and wide, about equalling Al-Medinah[<a href="#fn167"><sup>5</sup></a>] in point of size; and therein were lofty palaces laid out in pavilions all built of gold and silver and inlaid with many-coloured jewels and jacinths and chrysolites and pearls. And the door-leaves in the pavilions were like those of the castle for beauty; and their floors were strewn with great pearls and balls, no smaller than hazel nuts, of musk and ambergris and saffron. Now when I came within the heart of the city and saw therein no created beings of the Sons of Adam I was near swooning and dying for fear. Moreover, I looked down from the great roofs of the pavilion-chambers and their balconies and saw rivers running under them; and in the main streets were fruit-laden trees and tall palms; and the manner of their building was one brick of gold and one of silver. So I said in myself, &#8216;Doubtless this is the Paradise promised for the world to come.&#8217; Then I loaded me with the jewels of its gravel and the musk of its dust as much as I could carry and returned to my own country, where I told the folk what I had seen. After a time the news reached Mu&#8217;awiyah, son of Abu Sufyan, who was then Caliph in Al-Hijaz; so he wrote to his lieutenant in San&#8217;a of Al-Yaman to send for the teller of the story and question him of the truth of the case. Accordingly the lieutenant summoned me and questioned me of my adventure and of all appertaining to it; and I told him what I had seen, whereupon he despatched me to Mu&#8217;awiyah, before whom I repeated the story of the strange sights; but he would not credit it. So I brought out to him some of the pearls and balls of musk and ambergris and saffron, in which latter there was still some sweet savour; but the pearls were grown yellow and had lost pearly colour.&#8221;â€”ÂAnd Shahrazad perceived the dawn of day and ceased saying her permitted say.</p>



<p class="wp-block-paragraph">When it was the Two Hundred and Seventy-seventh Night,</p>



<p class="wp-block-paragraph">She said, It hath reached me, O auspicious King, that Abdullah son of Abu Kilabah continued, &#8220;But the pearls were grown yellow and had lost pearly colour. Now Mu&#8217;awiyah wondered at this and, sending for Ka&#8217;ab al-Ahbar[<a href="#fn168"><sup>6</sup></a>] said to him, &#8216;O Ka&#8217;ab, I have sent for thee to ascertain the truth of a certain matter and hope that thou wilt be able to certify me thereof.&#8217; Asked Ka&#8217;ab, &#8216;What is it, O Commander of the Faithful?&#8217;; and Mu&#8217;awiyah answered, &#8216;Wottest thou of any city founded by man which is builded of gold and silver, the pillars whereof are of chrysolite and rubies and its gravel pearls and balls of musk and ambergris and saffron?&#8217; He replied, &#8216;Yes, O Commander of the Faithful, this is &#8216;Iram with pillars decked and dight, the like of which was never made in the lands,'[<a href="#fn169"><sup>7</sup></a>] and the builder was Shaddad son of Ad the Greater.&#8217; Quoth the Caliph, &#8216;Tell us something of its history,&#8217; and Ka&#8217;ab said, &#8216;Ad the Greater[<a href="#fn170"><sup>8</sup></a>] had two sons, Shadid and Shaddad who, when their father died, ruled conjointly in his stead, and there was no King of the Kings of the earth but was subject to them. After awhile Shadid died and his brother Shaddad reigned over the earth alone. Now he was fond of reading in antique books; and, happening upon the description of the world to come and of Paradise, with its pavilions and galleries and trees and fruits and so forth, his soul moved him to build the like thereof in this world, after the fashion aforesaid. Now under his hand were an hundred thousand Kings, each ruling over an hundred thousand chiefs, commanding each an hundred thousand warriors; so he called these all before him and said to them, &#8216;I find in ancient books and annals a description of Paradise, as it is to be in the next world, and I desire to build me its like in this world. Go ye forth therefore to the goodliest tract on earth and the most spacious and build me there a city of gold and silver, whose gravel shall be chrysolite and rubies and pearls; and for support of its vaults make pillars of jasper. Fill it with palaces, whereon ye shall set galleries and balconies and plant its lanes and thoroughfares with all manner trees bearing yellow-ripe fruits and make rivers to run through it in channels of gold and silver.&#8217; Whereat said one and all, &#8216;How are we able to do this thing thou hast commanded, and whence shall we get the chrysolites and rubies and pearls whereof thou speakest?&#8217; Quoth he, &#8216;What! weet ye not that the Kings of the world are subject to me and under my hand and that none therein dare gainsay my word?&#8217; Answered they, &#8216;Yes, we know that.'&#8221;â€”ÂAnd Shahrazad perceived the dawn of day and ceased to say her permitted say.</p>



<p class="wp-block-paragraph">When it was the Two Hundred and Seventy-eighth Night,</p>



<p class="wp-block-paragraph">She said, It hath reached me, O auspicious King, that the lieges answered, &#8220;Yes, we know that;&#8221; whereupon the King rejoined, &#8220;Fare ye then to the mines of chrysolites and rubies and pearls and gold and silver and collect their produce and gather together all of value that is in the world and spare no pains and leave naught; and take also for me such of these things as be in men&#8217;s hands and let nothing escape you: be diligent and beware of disobedience.&#8221; And thereupon he wrote letters to all the Kings of the world and bade them gather together whatso of these things was in their subjects&#8217; hands, and get them to the mines of precious stones and metals, and bring forth all that was therein, even from the abysses of the seas. This they accomplished in the space of 20 years, for the number of rulers then reigning over the earth was three hundred and sixty Kings, and Shaddad presently assembled from all lands and countries architects and engineers and men of art and labourers and handicraftsmen, who dispersed over the world and explored all the wastes and words and tracts and holds. At last they came to an uninhabited spot, a vast and fair open plain clear of sand-hills and mountains, with founts flushing and rivers rushing, and they said, &#8220;This is the manner of place the King commanded us to seek and ordered us to find.&#8221; So they busied themselves in building the city even as bade them Shaddad, King of the whole earth in its length and breadth; leading the fountains in channels and laying the foundations after the prescribed fashion. Moreover, all the Kings of earth&#8217;s several-reigns sent thither jewels and precious stones and pearls large and small and carnelian and refined gold and virgin silver upon camels by land, and in great ships over the waters, and there came to the builders&#8217; hands of all these materials so great a quantity as may neither be told nor counted nor conceived. So they laboured at the work three hundred years; and, when they had brought it to end, they went to King Shaddad and acquainted him therewith. Then said he, &#8220;Depart and make thereon an impregnable castle, rising and towering high in air, and build around it a thousand pavilions, each upon a thousand columns of chrysolite and ruby and vaulted with gold, that in each pavilion a Wazir may dwell.&#8221; So they returned forthwith and did this in other twenty years; after which they again presented themselves before King Shaddad and informed him of the accomplishment of his will. Then he commanded his Wazirs, who were a thousand in number, and his Chief Officers and such of his troops and others as he put trust in, to prepare for departure and removal to Many-columned Iram, in the suite and at the stirrup of Shaddad, son of Ad, King of the World; and he bade also such as he would of his women and his Harim and of his handmaids and eunuchs make them ready for the journey. They spent twenty years in preparing for departure, at the end of which time Shaddad set out with his host.—And Shahrazad perceived the dawn of day and ceased saying her permitted say.</p>



<p class="wp-block-paragraph">When it was the Two Hundred and Seventy-ninth Night,</p>



<p class="wp-block-paragraph">She said, It hath reached me, O auspicious King, that Shaddad bin Ad fared forth, he and his host, rejoicing in the attainment of his desire till there remained but one day&#8217;s journey between him and Iram of the Pillars. Then Allah sent down on him and on the stubborn unbelievers with him a mighty rushing sound from the Heavens of His power, which destroyed them all with its vehement clamour, and neither Shaddad nor any of his company set eyes on the city.[<a href="#fn171"><sup>9</sup></a>] Moreover, Allah blotted out the road which led to the city, and it stands in its stead unchanged until the Resurrection Day and the Hour of Judgement.&#8221; So Mu&#8217;awiyah wondered greatly at Ka&#8217;ab al-Ahbar&#8217;s story and said to him, &#8220;Hath any mortal ever made his way to that city?&#8221; He replied, &#8220;Yes; one of the companions of Mohammed (on whom be blessing and peace!) reached it, doubtless and forsure after the same fashion as this man here seated.&#8221; &#8220;And (quoth Al-Sha&#8217;abi[<a href="#fn172"><sup>10</sup></a>]) it is related, on the authority of learned men of Himyar in Al-Yaman that Shaddad, when destroyed with all his host by the sound, was succeeded in his Kingship by his son Shaddad the Less, whom he left vice-regent in Hazramaut[<a href="#fn173"><sup>11</sup></a>] and Saba, when he and his marched upon Many-columned Iram. Now as soon as he heard of his father&#8217;s death on the road, he caused his body to be brought back from the desert to Hazramaut and bade them hew him out a tomb in a cave, where he laid the body on a throne of gold and threw over the corpse threescore and ten robes of cloth of gold, purfled with precious stones. Lastly at his sire&#8217;s head he set up a tablet of gold whereon were graven these verses,</p>



<p class="wp-block-paragraph">&#8216;Take warning O proud, * And in length o&#8217; life vain!<br>I&#8217;m Shaddad son of Ad, * Of the forts castellain;<br>Lord of pillars and power, * Lord of tried might and main,<br>Whom all earth-sons obeyed * For my mischief and bane<br>And who held East and West * In mine awfullest reign.<br>He preached me salvation * Whom God did assain,[<a href="#fn174"><sup>12</sup></a>]<br>But we crossed him and asked * &#8216;Can no refuge be ta&#8217;en?&#8217;<br>When a Cry on us cried * From th&#8217; horizon plain,<br>And we fell on the field * Like the harvested grain,<br>And the Fixt Day await * We, in earth&#8217;s bosom lain!'&#8221;<br></p>



<p class="wp-block-paragraph">Al-Sa&#8217;alibi also relateth, &#8220;It chanced that two men once entered this cave and found steps at its upper end; so they descended and came to an underground chamber, an hundred cubits long by forty wide and an hundred high. In the midst stood a throne of gold, whereon lay a man of huge bulk, filling the whole length and breadth of the throne. He was covered with jewels and raiment gold-and-silver wrought, and at his head was a tablet of gold bearing an inscription. So they took the tablet and carried it off, together with as many bars of gold and silver and so forth as they could bear away.&#8221;</p>



<hr class="wp-block-separator"/>



<p class="wp-block-paragraph">Footnotes by Richard F. Burton</p>



<p class="wp-block-paragraph">[3] The Bresl. Edit. (vii. 171-174) entitles this tale, &#8220;Story of Shaddad bin Ad and the City of Iram the Columned;&#8221; but it relates chiefly to the building by the King of the First Adites who, being promised a future Paradise by Prophet HÃºd, impiously said that he would lay out one in this world. It also quotes Ka&#8217;ab al-Ahbar as an authority for declaring that the tale is in the &#8220;Pentateuch of Moses.&#8221; Iram was in al-Yaman near Adan (our Aden) a square of ten parasangs (or leagues each= 18,000 feet) every way, the walls were of red (baked) brick 500 cubits high and 20 broad, with four gates of corresponding grandeur. It contained 300,000 Kasr (palaces) each with a thousand pillars of gold-bound jasper, etc. (whence its title). The whole was finished in five hundred years, and, when Shaddad prepared to enter it, the &#8220;Cry of Wrath&#8221; from the Angel of Death slew him and all his many. It is mentioned in the Koran (chaps. Ixxxix. 6-7) as &#8220;Irem adorned with lofty buildings (or pillars).&#8221; But Ibn Khaldun declares that commentators have embroidered the passage; Iram being the name of a powerful clan of the ancient Adites and &#8220;imad&#8221; being a tent-pole: hence &#8220;Iram with the numerous tents or tent-poles.&#8221; Al-Bayzawi tells the story of Abdullah ibn Kilabah (D&#8217;Herbelot&#8217;s Colabah). At Aden I met an Arab who had seen the mysterious city on the borders of Al-Ahkaf, the waste of deep sands, west of Hadramaut; and probably he had, the mirage or sun-reek taking its place. Compare with this tale &#8220;The City of Brass&#8221; (Night dlxv.). [<a href="#rn165">Return</a>]



<p class="wp-block-paragraph">[4] The biblical-&#8220;Sheba,&#8221; named from the great-grandson of Joctan, whence the Queen (Bilkis) visited Solomon It was destroyed by the Flood of Marib. [<a href="#rn166">Return</a>]



<p class="wp-block-paragraph">[5] The full title of the Holy City is &#8220;Madinat al-Nab)&#8221; = the City of the Prophet, of old Yasrib (Yathrib) the Iatrippa of the Greeks (Pilgrimage, ii. 119). The reader will remember that there are two &#8220;Yasribs:&#8221; that of lesser note being near Hujr in the Yamamah province. [<a href="#rn167">Return</a>]



<p class="wp-block-paragraph">[6] &#8220;Ka&#8217;ab of the Scribes,&#8221; a well-known traditionist and religious poet who died (A.H. 32) in the Caliphate of Osman. He was a Jew who islamised; hence his name (Ahbar, plur. of Hibr, a Jewish scribe, doctor of science, etc. Jarrett&#8217;s El-Siyuti, p. 123). He must not be confounded with another Ka&#8217;ab al-Ahbar the Poet of the (first) Cloak-poem or &#8220;Burdah,&#8221; a noble Arab who was a distant cousin of Mohammed, and whose tomb at Hums (Emesa) is a place of pious visitation. According to the best authorities (no Christian being allowed to see them) the cloak given to the bard by Mohammed is still preserved together with the Khirkah or Sanjak Sherif (&#8220;Holy Coat&#8221; or Banner, the national oriflamme) at Stambul in the Upper Seraglio. (Pilgrimage, i. 213.) Many authors repeat this story of Mu&#8217;awiyah, the Caliph, and Ka&#8217;ab of the Burdah, but it is an evident anachronism, the poet having been dead nine years before the ruler&#8217;s accession (A.H. 41). [<a href="#rn168">Return</a>]



<p class="wp-block-paragraph">[7] Koran, lxxxix. 6-7. [<a href="#rn169">Return</a>]



<p class="wp-block-paragraph">[8] Arab. &#8220;Kahraman&#8221; from Pers., braves, heroes. [<a href="#rn170">Return</a>]



<p class="wp-block-paragraph">[9] The Deity in the East is as whimsical-a despot as any of his &#8220;shadows&#8221; or &#8220;vice regents.&#8221; In the text Shaddad is killed for mere jealousy a base passion utterly unworthy of a godhead; but one to which Allah was greatly addicted. [<a href="#rn171">Return</a>]



<p class="wp-block-paragraph">[10] Some traditionist, but whether Sha&#8217;abi, Shi&#8217;abi or Shu&#8217;abi we cannot decide. [<a href="#rn172">Return</a>]



<p class="wp-block-paragraph">[11] The Hazarmaveth of Genesis (x. 26) in South Eastern Arabia. Its people are the Adramitae (mod. Hazrami) of Ptolemy who places in their land the ArabiÃ¦ Emporium, as Pliny does his Massola. They border upon the HomeritÃ¦ or men of Himyar, often mentioned in The Nights. Hazramaut is still practically unknown to us, despite the excursions of many travellers; and the hard nature of the people, the Swiss of Arabia, offers peculiar obstacles to exploration. [<a href="#rn173">Return</a>]



<p class="wp-block-paragraph">[12] i.e. the prophet Hud generally identified (?) with Heber. He was commissioned (Koran, chaps. vii.) to preach Al-Islam to his tribe the Adites who worshipped four goddesses, Sakiyah (the rain-giver), Razikah (food-giver), Hafizah (the saviouress) and Salimah (who healed sickness). As has been seen he failed, so it was useless to send him. [<a href="#rn174">Return</a>]
<p>The post <a href="https://weirdworldstudios.com/the-city-of-many-columned-iram-and-abdullah-son-of-abi-kilabah/">The City of Many-Columned Iram and Abdullah Son of Abi Kilabah</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6598</post-id>	</item>
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		<title>Haïta the Shepherd</title>
		<link>https://weirdworldstudios.com/haita-the-shepherd/</link>
					<comments>https://weirdworldstudios.com/haita-the-shepherd/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 26 Jan 2021 11:37:56 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mythos]]></category>
		<category><![CDATA[ambrose bierce]]></category>
		<category><![CDATA[cthulhu mythos]]></category>
		<category><![CDATA[haïta the shepherd]]></category>
		<category><![CDATA[short story]]></category>
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					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. This story, by Ambrose Bierce, was the inspiration for the inclusion of Hastur in the Cthulhu Mythos. Enjoy. Haïta the Shepherd Ambrose Bierce(in Tales of Soldiers and Civilians, New York: Lovell, Coryell, 1891) Public Domain License [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/haita-the-shepherd/">Haïta the Shepherd</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<div class="wp-block-image"><figure class="alignleft size-large"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" width="260" height="260" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=260%2C260&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" class="wp-image-3378" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 260px) 100vw, 260px" /></a><figcaption>Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></div>



<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime.  This story, by Ambrose Bierce, was the inspiration for the inclusion of Hastur in the Cthulhu Mythos.  Enjoy.</p>



<h2 class="wp-block-heading">Haïta the Shepherd</h2>



<p class="wp-block-paragraph">Ambrose Bierce<br>(in <em>Tales of Soldiers and Civilians</em>, New York: Lovell, Coryell, 1891)</p>



<p class="wp-block-paragraph">Public Domain License &#8211; This story is in the public domain and may be reproduced and shared freely. <br>Rating: MA. Recommended for mature audiences.  This story includes supernatural themes and references.</p>



<p class="wp-block-paragraph">IN the heart of Haïta the illusions of youth had not been supplanted by those of age and experience. His thoughts were pure and pleasant, for his life was simple and his soul devoid of ambition. He rose with the sun and went forth to pray at the shrine of Hastur, the god of shepherds, who heard and was pleased. After performance of this pious rite Haïta unbarred the gate of the fold and with a cheerful mind drove his flock afield, eating his morning meal of curds and oat cake as he went, occasionally pausing to add a few berries, cold with dew, or to drink of the waters that came away from the hills to join the stream in the middle of the valley and be borne along with it, he knew not whither.</p>



<p class="wp-block-paragraph">During the long summer day, as his sheep cropped the good grass which the gods had made to grow for them, or lay with their forelegs doubled under their breasts and chewed the cud, Haïta, reclining in the shadow of a tree, or sitting upon a rock, played so sweet music upon his reed pipe that sometimes from the corner of his eye he got accidental glimpses of the minor sylvan deities, leaning forward out of the copse to hear; but if he looked at them directly they vanished. From this—for he must be thinking if he would not turn into one of his own sheep—he drew the solemn inference that happiness may come if not sought, but if looked for will never be seen; for next to the favor of Hastur&gt;, who never disclosed himself, Haïta most valued the friendly interest of his neighbors, the shy immortals of the wood and stream. At nightfall he drove his flock back to the fold, saw that the gate was secure and retired to his cave for refreshment and for dreams.</p>



<p class="wp-block-paragraph">So passed his life, one day like another, save when the storms uttered the wrath of an offended god. Then Haïta cowered in his cave, his face hidden in his hands, and prayed that he alone might be punished for his sins and the world saved from destruction. Sometimes when there was a great rain, and the stream came out of its banks, compelling him to urge his terrified flock to the uplands, he interceded for the people in the cities which he had been told lay in the plain beyond the two blue hills forming the gateway of his valley.</p>



<p class="wp-block-paragraph">&#8220;It is kind of thee, O Hastur,&#8221; so he prayed, &#8220;to give me mountains so near to my dwelling and my fold that I and my sheep can escape the angry torrents; but the rest of the world thou must thyself deliver in some way that I know not of, or I will no longer worship thee.&#8221;</p>



<p class="wp-block-paragraph">And Hastur, knowing that Haïta was a youth who kept his word, spared the cities and turned the waters into the sea.</p>



<p class="wp-block-paragraph">So he had lived since he could remember. He could not rightly conceive any other mode of existence. The holy hermit who dwelt at the head of the valley, a full hour&#8217;s journey away, from whom he had heard the tale of the great cities where dwelt people—poor souls!—who had no sheep, gave him no knowledge of that early time, when, so he reasoned, he must have been small and helpless like a lamb.</p>



<p class="wp-block-paragraph">It was through thinking on these mysteries and marvels, and on that horrible change to silence and decay which he felt sure must some time come to him, as he had seen it come to so many of his flock—as it came to all living things except the birds—that Haïta first became conscious how miserable and hopeless was his lot.</p>



<p class="wp-block-paragraph">&#8220;It is necessary,&#8221; he said, &#8220;that I know whence and how I came; for how can one perform his duties unless able to judge what they are by the way in which he was intrusted with them? And what contentment can I have when I know not how long it is going to last? Perhaps before another sun I may be changed, and then what will become of the sheep? What, indeed, will have become of me?&#8221;</p>



<p class="wp-block-paragraph">Pondering these things Haïta became melancholy and morose. He no longer spoke cheerfully to his flock, nor ran with alacrity to the shrine of Hastur. In every breeze he heard whispers of malign deities whose existence he now first observed. Every cloud was a portent signifying disaster, and the darkness was full of terrors. His reed pipe when applied to his lips gave out no melody, but a dismal wail; the sylvan and riparian intelligences no longer thronged the thicket-side to listen, but fled from the sound, as he knew by the stirred leaves and bent flowers. He relaxed his vigilance and many of his sheep strayed away into the hills and were lost. Those that remained became lean and ill for lack of good pasturage, for he would not seek it for them, but conducted them day after day to the same spot, through mere abstraction, while puzzling about life and death—of immortality he knew not.</p>



<p class="wp-block-paragraph">One day while indulging in the gloomiest reflections he suddenly sprang from the rock upon which he sat, and with a determined gesture of the right hand exclaimed: &#8220;I will no longer be a suppliant for knowledge which the gods withhold. Let them look to it that they do me no wrong. I will do my duty as best I can and if I err upon their own heads be it!&#8221;</p>



<p class="wp-block-paragraph">Suddenly, as he spoke, a great brightness fell about him, causing him to look upward, thinking the sun had burst through a rift in the clouds; but there were no clouds. No more than an arm&#8217;s length away stood a beautiful maiden. So beautiful she was that the flowers about her feet folded their petals in despair and bent their heads in token of submission; so sweet her look that the humming birds thronged her eyes, thrusting their thirsty bills almost into them, and the wild bees were about her lips. And such was her brightness that the shadows of all objects lay divergent from her feet, turning as she moved.</p>



<p class="wp-block-paragraph">Haïta was entranced. Rising, he knelt before her in adoration, and she laid her hand upon his head.</p>



<p class="wp-block-paragraph">&#8220;Come,&#8221; she said in a voice that had the music of all the bells of his flock—&#8221;come, thou art not to worship me, who am no goddess, but if thou art truthful and dutiful I will abide with thee.&#8221;</p>



<p class="wp-block-paragraph">Haïta seized her hand, and stammering his joy and gratitude arose, and hand in hand they stood and smiled into each other&#8217;s eyes. He gazed on her with reverence and rapture. He said: &#8220;I pray thee, lovely maid, tell me thy name and whence and why thou comest.&#8221;</p>



<p class="wp-block-paragraph">At this she laid a warning finger on her lip and began to withdraw. Her beauty underwent a visible alteration that made him shudder, he knew not why, for still she was beautiful. The landscape was darkened by a giant shadow sweeping across the valley with the speed of a vulture. In the obscurity the maiden&#8217;s figure grew dim and indistinct and her voice seemed to come from a distance, as she said, in a tone of sorrowful reproach: &#8220;Presumptuous and ungrateful youth! must I then so soon leave thee? Would nothing do but thou must at once break the eternal compact?&#8221;</p>



<p class="wp-block-paragraph">Inexpressibly grieved, Haïta fell upon his knees and implored her to remain—rose and sought her in the deepening darkness—ran in circles, calling to her aloud, but all in vain. She was no longer visible, but out of the gloom he heard her voice saying: &#8220;Nay, thou shalt not have me by seeking. Go to thy duty, faithless shepherd, or we shall never meet again.&#8221;</p>



<p class="wp-block-paragraph">Night had fallen; the wolves were howling in the hills and the terrified sheep crowding about Haïta&#8217;s feet. In the demands of the hour he forgot his disappointment, drove his sheep to the fold and repairing to the place of worship poured out his heart in gratitude to Hastur for permitting him to save his flock, then retired to his cave and slept.</p>



<p class="wp-block-paragraph">When Haïta awoke the sun was high and shone in at the cave, illuminating it with a great glory. And there, beside him, sat the maiden. She smiled upon him with a smile that seemed the visible music of his pipe of reeds. He dared not speak, fearing to offend her as before, for he knew not what he could venture to say.</p>



<p class="wp-block-paragraph">&#8220;Because,&#8221; she said, &#8220;thou didst thy duty by the flock, and didst not forget to thank Hastur for staying the wolves of the night, I am come to thee again. Wilt thou have me for a companion?&#8221;</p>



<p class="wp-block-paragraph">&#8220;Who would not have thee forever?&#8221; replied Haïta. &#8220;Oh! never again leave me until—until I—change and become silent and motionless.&#8221;</p>



<p class="wp-block-paragraph">Haïta had no word for death.</p>



<p class="wp-block-paragraph">&#8220;I wish, indeed,&#8221; he continued, &#8220;that thou wert of my own sex, that we might wrestle and run races and so never tire of being together.&#8221;</p>



<p class="wp-block-paragraph">At these words the maiden arose and passed out of the cave, and Haïta, springing from his couch of fragrant boughs to overtake and detain her, observed to his astonishment that the rain was falling and the stream in the middle of the valley had come out of its banks. The sheep were bleating in terror, for the rising waters had invaded their fold. And there was danger for the unknown cities of the distant plain.</p>



<p class="wp-block-paragraph">It was many days before Haïta saw the maiden again. One day he was returning from the head of the valley, where he had gone with ewe&#8217;s milk and oat cake and berries for the holy hermit, who was too old and feeble to provide himself with food.</p>



<p class="wp-block-paragraph">&#8220;Poor old man!&#8221; he said aloud, as he trudged along homeward. &#8220;I will return tomorrow and bear him on my back to my own dwelling, where I can care for him. Doubtless it is for this that Hastur has reared me all these many years, and gives me health and strength.&#8221;</p>



<p class="wp-block-paragraph">As he spoke, the maiden, clad in glittering garments, met him in the path with a smile that took away his breath.</p>



<p class="wp-block-paragraph">&#8220;I am come again,&#8221; she said, &#8220;to dwell with thee if thou wilt now have me, for none else will. Thou mayest have learned wisdom, and art willing to take me as I am, nor care to know.&#8221;</p>



<p class="wp-block-paragraph">Haïta threw himself at her feet. &#8220;Beautiful being,&#8221; he cried, &#8220;if thou wilt but deign to accept all the devotion of my heart and soul—after Hastur be served—it is thine forever. But, alas! thou art capricious and wayward. Before to-morrow&#8217;s sun I may lose thee again. Promise, I beseech thee, that however in my ignorance I may offend, thou wilt forgive and remain always with me.&#8221;</p>



<p class="wp-block-paragraph">Scarcely had he finished speaking when a troop of bears came out of the hills, racing toward him with crimson mouths and fiery eyes. The maiden again vanished, and he turned and fled for his life. Nor did he stop until he was in the cot of the holy hermit, whence he had set out. Hastily barring the door against the bears he cast himself upon the ground and wept.</p>



<p class="wp-block-paragraph">&#8220;My son,&#8221; said the hermit from his couch of straw, freshly gathered that morning by Haïta&#8217;s hands, &#8220;it is not like thee to weep for bears—tell me what sorrow hath befallen thee, that age may minister to the hurts of youth with such balms as it hath of its wisdom.&#8221;</p>



<p class="wp-block-paragraph">Haïta told him all: how thrice he had met the radiant maid, and thrice she had left him forlorn. He related minutely all that had passed between them, omitting no word of what had been said.</p>



<p class="wp-block-paragraph">When he had ended, the holy hermit was a moment silent, then said: &#8220;My son, I have attended to thy story, and I know the maiden. I have myself seen her, as have many. Know, then, that her name, which she would not even permit thee to inquire, is Happiness. Thou saidst the truth to her, that she is capricious for she imposeth conditions that man can not fulfill, and delinquency is punished by desertion. She cometh only when unsought, and will not be questioned. One manifestation of curiosity, one sign of doubt, one expression of misgiving, and she is away! How long didst thou have her at any time before she fled?&#8221;</p>



<p class="wp-block-paragraph">&#8220;Only a single instant,&#8221; answered Haïta, blushing with shame at the confession. &#8220;Each time I drove her away in one moment.&#8221;</p>



<p class="wp-block-paragraph">&#8220;Unfortunate youth&#8221; said the holy hermit, &#8220;but for thine indiscretion thou mightst have had her for two.&#8221;</p>
<p>The post <a href="https://weirdworldstudios.com/haita-the-shepherd/">Haïta the Shepherd</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6595</post-id>	</item>
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		<title>An Inhabitant of Carcosa</title>
		<link>https://weirdworldstudios.com/an-inhabitant-of-carcosa/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 26 Jan 2021 11:14:24 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mythos]]></category>
		<category><![CDATA[ambrose bierce]]></category>
		<category><![CDATA[an inhabitant of carcosa]]></category>
		<category><![CDATA[cthulhu mythos]]></category>
		<category><![CDATA[short story]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6592</guid>

					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. This story, by Ambrose Bierce, was the inspiration for the inclusion of Carcosa (and the King in Yellow) in the Cthulhu Mythos. Enjoy. An Inhabitant of Carcosa by Ambrose Bierce(in Tales of Soldiers and Civilians, New [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/an-inhabitant-of-carcosa/">An Inhabitant of Carcosa</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" width="260" height="260" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=260%2C260&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" class="wp-image-3378" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 260px) 100vw, 260px" /></a><figcaption>Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></div>



<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime.  This story, by Ambrose Bierce, was the inspiration for the inclusion of Carcosa (and the King in Yellow) in the Cthulhu Mythos.  Enjoy.</p>



<h2 class="wp-block-heading">An Inhabitant of Carcosa</h2>



<p class="wp-block-paragraph">by Ambrose Bierce<br>(in <em>Tales of Soldiers and Civilians</em>, New York: Lovell, Coryell, 1891)</p>



<p class="wp-block-paragraph">Public Domain License &#8211; This story is in the public domain and may be reproduced and shared freely. <br>Rating: MA. Recommended for mature audiences.  This story includes supernatural themes and references.</p>



<p class="wp-block-paragraph">For there be divers sorts of death—some wherein the body remaineth; and in some it vanisheth quite away with the spirit. This commonly occurreth only in solitude (such is God&#8217;s will) and, none seeing the end, we say the man is lost, or gone on a long journey—which indeed he hath; but sometimes it hath happened in sight of many, as abundant testimony showeth. In one kind of death the spirit also dieth, and this it hath been known to do while yet the body was in vigor for many years. Sometimes, as is veritably attested, it dieth with the body, but after a season is raised up again in that place where the body did decay.</p>



<p class="wp-block-paragraph">PONDERING these words of Hali (whom God rest) and questioning their full meaning, as one who, having an intimation, yet doubts if there be not something behind, other than that which he has discerned, I noted not whither I had strayed until a sudden chill wind striking my face revived in me a sense of my surroundings. I observed with astonishment that everything seemed unfamiliar. On every side of me stretched a bleak and desolate expanse of plain, covered with a tall overgrowth of sere grass, which rustled and whistled in the autumn wind with heaven knows what mysterious and disquieting suggestion. Protruded at long intervals above it, stood strangely shaped and somber-colored rocks, which seemed to have an understanding with one another and to exchange looks of uncomfortable significance, as if they had reared their heads to watch the issue of some foreseen event. A few blasted trees here and there appeared as leaders in this malevolent conspiracy of silent expectation.</p>



<p class="wp-block-paragraph">The day, I thought, must be far advanced, though the sun was invisible; and although sensible that the air was raw and chill my consciousness of that fact was rather mental than physical—I had no feeling of discomfort. Over all the dismal landscape a canopy of low, lead-colored clouds hung like a visible curse. In all this there were a menace and a portent—a hint of evil, an intimation of doom. Bird, beast, or insect there was none. The wind sighed in the bare branches of the dead trees and the gray grass bent to whisper its dread secret to the earth; but no other sound nor motion broke the awful repose of that dismal place.</p>



<p class="wp-block-paragraph">I observed in the herbage a number of weather-worn stones, evidently shaped with tools. They were broken, covered with moss and half sunken in the earth. Some lay prostrate, some leaned at various angles, none was vertical. They were obviously headstones of graves, though the graves themselves no longer existed as either mounds or depressions; the years had leveled all. Scattered here and there, more massive blocks showed where some pompous tomb or ambitious monument had once flung its feeble defiance at oblivion. So old seemed these relics, these vestiges of vanity and memorials of affection and piety, so battered and worn and stained—so neglected, deserted, forgotten the place, that I could not help thinking myself the discoverer of the burial-ground of a prehistoric race of men whose very name was long extinct.</p>



<p class="wp-block-paragraph">Filled with these reflections, I was for some time heedless of the sequence of my own experiences, but soon I thought, &#8220;How came I hither?&#8221; A moment&#8217;s reflection seemed to make this all clear and explain at the same time, though in a disquieting way, the singular character with which my fancy had invested all that I saw or heard. I was ill. I remembered now that I had been prostrated by a sudden fever, and that my family had told me that in my periods of delirium I had constantly cried out for liberty and air, and had been held in bed to prevent my escape out-of-doors. Now I had eluded the vigilance of my attendants and had wandered hither to—to where? I could not conjecture. Clearly I was at a considerable distance from the city where I dwelt—the ancient and famous city of Carcosa.</p>



<p class="wp-block-paragraph">No signs of human life were anywhere visible nor audible; no rising smoke, no watchdog&#8217;s bark, no lowing of cattle, no shouts of children at play—nothing but that dismal burial-place, with its air of mystery and dread, due to my own disordered brain. Was I not becoming again delirious, there beyond human aid? Was it not indeed <em>all</em> an illusion of my madness? I called aloud the names of my wives and sons, reached out my hands in search of theirs, even as I walked among the crumbling stones and in the withered grass.</p>



<p class="wp-block-paragraph">A noise behind me caused me to turn about. A wild animal—a lynx—was approaching. The thought came to me: If I break down here in the desert—if the fever return and I fail, this beast will be at my throat. I sprang toward it, shouting. It trotted tranquilly by within a hand&#8217;s breadth of me and disappeared behind a rock.</p>



<p class="wp-block-paragraph">A moment later a man&#8217;s head appeared to rise out of the ground a short distance away. He was ascending the farther slope of a low hill whose crest was hardly to be distinguished from the general level. His whole figure soon came into view against the background of gray cloud. He was half naked, half clad in skins. His hair was unkempt, his beard long and ragged. In one hand he carried a bow and arrow; the other held a blazing torch with a long trail of black smoke. He walked slowly and with caution, as if he feared falling into some open grave concealed by the tall grass. This strange apparition surprised but did not alarm, and taking such a course as to intercept him I met him almost face to face, accosting him with the familiar salutation, &#8220;God keep you.&#8221;</p>



<p class="wp-block-paragraph">He gave no heed, nor did he arrest his pace.</p>



<p class="wp-block-paragraph">&#8220;Good stranger,&#8221; I continued, &#8220;I am ill and lost. Direct me, I beseech you, to Carcosa.&#8221;</p>



<p class="wp-block-paragraph">The man broke into a barbarous chant in an unknown tongue, passing on and away.</p>



<p class="wp-block-paragraph">An owl on the branch of a decayed tree hooted dismally and was answered by another in the distance. Looking upward, I saw through a sudden rift in the clouds Aldebaran and the Hyades! In all this there was a hint of night—the lynx, the man with the torch, the owl. Yet I saw—I saw even the stars in absence of the darkness. I saw, but was apparently not seen nor heard. Under what awful spell did I exist?</p>



<p class="wp-block-paragraph">I seated myself at the root of a great tree, seriously to consider what it were best to do. That I was mad I could no longer doubt, yet recognized a ground of doubt in the conviction. Of fever I had no trace. I had, withal, a sense of exhilaration and vigor altogether unknown to me—a feeling of mental and physical exaltation. My senses seemed all alert; I could feel the air as a ponderous substance; I could hear the silence.</p>



<p class="wp-block-paragraph">A great root of the giant tree against whose trunk I leaned as I sat held inclosed in its grasp a slab of stone, a part of which protruded into a recess formed by another root. The stone was thus partly protected from the weather, though greatly decomposed. Its edges were worn round, its corners eaten away, its surface deeply furrowed and scaled. Glittering particles of mica were visible in the earth about it—vestiges of its decomposition. This stone had apparently marked the grave out of which the tree had sprung ages ago. The tree&#8217;s exacting roots had robbed the grave and made the stone a prisoner.</p>



<p class="wp-block-paragraph">A sudden wind pushed some dry leaves and twigs from the uppermost face of the stone; I saw the low-relief letters of an inscription and bent to read it. God in Heaven! <em>my</em> name in full!—the date of <em>my</em> birth!—the date of <em>my</em> death!</p>



<p class="wp-block-paragraph">A level shaft of light illuminated the whole side of the tree as I sprang to my feet in terror. The sun was rising in the rosy east. I stood between the tree and his broad red disk—no shadow darkened the trunk!</p>



<p class="wp-block-paragraph">A chorus of howling wolves saluted the dawn. I saw them sitting on their haunches, singly and in groups, on the summits of irregular mounds and tumuli filling a half of my desert prospect and extending to the horizon. And then I knew that these were ruins of the ancient and famous city of Carcosa.</p>



<p class="wp-block-paragraph">Such are the facts imparted to the medium Bayrolles by the spirit Hoseib Alar Robardin.</p>
<p>The post <a href="https://weirdworldstudios.com/an-inhabitant-of-carcosa/">An Inhabitant of Carcosa</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Wendigo</title>
		<link>https://weirdworldstudios.com/the-wendigo/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 26 Jan 2021 07:53:00 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Mythos]]></category>
		<category><![CDATA[algernon blackwood]]></category>
		<category><![CDATA[cthulhu mythos]]></category>
		<category><![CDATA[short story]]></category>
		<category><![CDATA[the wendigo]]></category>
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					<description><![CDATA[<p>The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime. This story, by Algernon Blackwood, popularised the Native American legend in literature and was the inspiration for its inclusion in the Cthulhu Mythos. Enjoy. The Wendigo By Algernon Blackwood(in The Lost Valley, London: Eveleigh Nash, 1910) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-wendigo/">The Wendigo</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<p class="wp-block-paragraph">The Cthulhu Mythos of H.P Lovecraft was inspired by numerous writers and expanded by numerous collaborators in his lifetime.  This story, by Algernon Blackwood, popularised the Native American legend in literature and was the inspiration for its inclusion in the Cthulhu Mythos.  Enjoy.</p>



<h2 class="wp-block-heading">The Wendigo</h2>



<p class="wp-block-paragraph">By Algernon Blackwood<br>(in <em>The Lost Valley</em>, London: Eveleigh Nash, 1910)</p>



<p class="wp-block-paragraph">Public Domain License &#8211; This story is in the public domain and may be reproduced and shared freely. <br>Rating: MA 15+ restricted. Recommended for readers over 15 years of age.  This story includes supernatural themes and scenes of horror.</p>



<h2 class="wp-block-heading">I</h2>



<p class="wp-block-paragraph">A considerable number of hunting parties were out that year without finding so much as a fresh trail; for the moose were uncommonly shy, and the various Nimrods returned to the bosoms of their respective families with the best excuses the facts of their imaginations could suggest. Dr. Cathcart, among others, came back without a trophy; but he brought instead the memory of an experience which he declares was worth all the bull moose that had ever been shot. But then Cathcart, of Aberdeen, was interested in other things besides moose—amongst them the vagaries of the human mind. This particular story, however, found no mention in his book on Collective Hallucination for the simple reason (so he confided once to a fellow colleague) that he himself played too intimate a part in it to form a competent judgment of the affair as a whole.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">Besides himself and his guide, Hank Davis, there was young Simpson, his nephew, a divinity student destined for the “Wee Kirk” (then on his first visit to Canadian backwoods), and the latter’s guide, Défago. Joseph Défago was a French “Canuck,” who had strayed from his native Province of Quebec years before, and had got caught in Rat Portage when the Canadian Pacific Railway was a-building; a man who, in addition to his unparalleled knowledge of wood-craft and bush-lore, could also sing the old <em>voyageur</em> songs and tell a capital hunting yarn into the bargain. He was deeply susceptible, moreover, to that singular spell which the wilderness lays upon certain lonely natures, and he loved the wild solitudes with a kind of romantic passion that amounted almost to an obsession. The life of the backwoods fascinated him—whence, doubtless, his surpassing efficiency in dealing with their mysteries.</p>



<p class="wp-block-paragraph">On this particular expedition he was Hank’s choice. Hank knew him and swore by him. He also swore at him, “jest as a pal might,” and since he had a vocabulary of picturesque, if utterly meaningless, oaths, the conversation between the two stalwart and hardy woodsmen was often of a rather lively description. This river of expletives, however, Hank agreed to dam a little out of respect for his old “hunting boss,” Dr. Cathcart, whom of course he addressed after the fashion of the country as “Doc,” and also because he understood that young Simpson was already a “bit of a parson.” He had, however, one objection to Défago, and one only—which was, that the French Canadian sometimes exhibited what Hank described as “the output of a cursed and dismal mind,” meaning apparently that he sometimes was true to type, Latin type, and suffered fits of a kind of silent moroseness when nothing could induce him to utter speech. Défago, that is to say, was imaginative and melancholy. And, as a rule, it was too long a spell of “civilization” that induced the attacks, for a few days of the wilderness invariably cured them.</p>



<p class="wp-block-paragraph">This, then, was the party of four that found themselves in camp the last week in October of that “shy moose year” ’way up in the wilderness north of Rat Portage—a forsaken and desolate country. There was also Punk, an Indian, who had accompanied Dr. Cathcart and Hank on their hunting trips in previous years, and who acted as cook. His duty was merely to stay in camp, catch fish, and prepare venison steaks and coffee at a few minutes’ notice. He dressed in the worn-out clothes bequeathed to him by former patrons, and, except for his coarse black hair and dark skin, he looked in these city garments no more like a real redskin than a stage Negro looks like a real African. For all that, however, Punk had in him still the instincts of his dying race; his taciturn silence and his endurance survived; also his superstition.</p>



<p class="wp-block-paragraph">The party round the blazing fire that night were despondent, for a week had passed without a single sign of recent moose discovering itself. Défago had sung his song and plunged into a story, but Hank, in bad humor, reminded him so often that “he kep’ mussing-up the fac’s so, that it was ’most all nothin’ but a petered-out lie,” that the Frenchman had finally subsided into a sulky silence which nothing seemed likely to break. Dr. Cathcart and his nephew were fairly done after an exhausting day. Punk was washing up the dishes, grunting to himself under the lean-to of branches, where he later also slept. No one troubled to stir the slowly dying fire. Overhead the stars were brilliant in a sky quite wintry, and there was so little wind that ice was already forming stealthily along the shores of the still lake behind them. The silence of the vast listening forest stole forward and enveloped them.</p>



<p class="wp-block-paragraph">Hank broke in suddenly with his nasal voice.</p>



<p class="wp-block-paragraph">“I’m in favor of breaking new ground tomorrow, Doc,” he observed with energy, looking across at his employer. “We don’t stand a dead Dago’s chance around here.”</p>



<p class="wp-block-paragraph">“Agreed,” said Cathcart, always a man of few words. “Think the idea’s good.”</p>



<p class="wp-block-paragraph">“Sure pop, it’s good,” Hank resumed with confidence. “S’pose, now, you and I strike west, up Garden Lake way for a change! None of us ain’t touched that quiet bit o’ land yet—”</p>



<p class="wp-block-paragraph">“I’m with you.”</p>



<p class="wp-block-paragraph">“And you, Défago, take Mr. Simpson along in the small canoe, skip across the lake, portage over into Fifty Island Water, and take a good squint down that thar southern shore. The moose ‘yarded’ there like hell last year, and for all we know they may be doin’ it agin this year jest to spite us.”</p>



<p class="wp-block-paragraph">Défago, keeping his eyes on the fire, said nothing by way of reply. He was still offended, possibly, about his interrupted story.</p>



<p class="wp-block-paragraph">“No one’s been up that way this year, an’ I’ll lay my bottom dollar on <em>that!</em>” Hank added with emphasis, as though he had a reason for knowing. He looked over at his partner sharply. “Better take the little silk tent and stay away a couple o’ nights,” he concluded, as though the matter were definitely settled. For Hank was recognized as general organizer of the hunt, and in charge of the party.</p>



<p class="wp-block-paragraph">It was obvious to anyone that Défago did not jump at the plan, but his silence seemed to convey something more than ordinary disapproval, and across his sensitive dark face there passed a curious expression like a flash of firelight—not so quickly, however, that the three men had not time to catch it.</p>



<p class="wp-block-paragraph">“He funked for some reason, <em>I</em> thought,” Simpson said afterwards in the tent he shared with his uncle. Dr. Cathcart made no immediate reply, although the look had interested him enough at the time for him to make a mental note of it. The expression had caused him a passing uneasiness he could not quite account for at the moment.</p>



<p class="wp-block-paragraph">But Hank, of course, had been the first to notice it, and the odd thing was that instead of becoming explosive or angry over the other’s reluctance, he at once began to humor him a bit.</p>



<p class="wp-block-paragraph">“But there ain’t no <em>speshul</em> reason why no one’s been up there this year,” he said with a perceptible hush in his tone; “not the reason you mean, anyway! Las’ year it was the fires that kep’ folks out, and this year I guess—I guess it jest happened so, that’s all!” His manner was clearly meant to be encouraging.</p>



<p class="wp-block-paragraph">Joseph Défago raised his eyes a moment, then dropped them again. A breath of wind stole out of the forest and stirred the embers into a passing blaze. Dr. Cathcart again noticed the expression in the guide’s face, and again he did not like it. But this time the nature of the look betrayed itself. In those eyes, for an instant, he caught the gleam of a man scared in his very soul. It disquieted him more than he cared to admit.</p>



<p class="wp-block-paragraph">“Bad Indians up that way?” he asked, with a laugh to ease matters a little, while Simpson, too sleepy to notice this subtle by-play, moved off to bed with a prodigious yawn; “or—or anything wrong with the country?” he added, when his nephew was out of hearing.</p>



<p class="wp-block-paragraph">Hank met his eye with something less than his usual frankness.</p>



<p class="wp-block-paragraph">“He’s jest skeered,” he replied good-humouredly. “Skeered stiff about some ole feery tale! That’s all, ain’t it, ole pard?” And he gave Défago a friendly kick on the moccasined foot that lay nearest the fire.</p>



<p class="wp-block-paragraph">Défago looked up quickly, as from an interrupted reverie, a reverie, however, that had not prevented his seeing all that went on about him.</p>



<p class="wp-block-paragraph">“Skeered—<em>nuthin’!</em>” he answered, with a flush of defiance. “There’s nuthin’ in the Bush that can skeer Joseph Défago, and don’t you forget it!” And the natural energy with which he spoke made it impossible to know whether he told the whole truth or only a part of it.</p>



<p class="wp-block-paragraph">Hank turned towards the doctor. He was just going to add something when he stopped abruptly and looked round. A sound close behind them in the darkness made all three start. It was old Punk, who had moved up from his lean-to while they talked and now stood there just beyond the circle of firelight—listening.</p>



<p class="wp-block-paragraph">“’Nother time, Doc!” Hank whispered, with a wink, “when the gallery ain’t stepped down into the stalls!” And, springing to his feet, he slapped the Indian on the back and cried noisily, “Come up t’ the fire an’ warm yer dirty red skin a bit.” He dragged him towards the blaze and threw more wood on. “That was a mighty good feed you give us an hour or two back,” he continued heartily, as though to set the man’s thoughts on another scent, “and it ain’t Christian to let you stand out there freezin’ yer ole soul to hell while we’re gettin’ all good an’ toasted!” Punk moved in and warmed his feet, smiling darkly at the other’s volubility which he only half understood, but saying nothing. And presently Dr. Cathcart, seeing that further conversation was impossible, followed his nephew’s example and moved off to the tent, leaving the three men smoking over the now blazing fire.</p>



<p class="wp-block-paragraph">It is not easy to undress in a small tent without waking one’s companion, and Cathcart, hardened and warm-blooded as he was in spite of his fifty odd years, did what Hank would have described as “considerable of his twilight” in the open. He noticed, during the process, that Punk had meanwhile gone back to his lean-to, and that Hank and Défago were at it hammer and tongs, or, rather, hammer and anvil, the little French Canadian being the anvil. It was all very like the conventional stage picture of Western melodrama: the fire lighting up their faces with patches of alternate red and black; Défago, in slouch hat and moccasins in the part of the “badlands” villain; Hank, open-faced and hatless, with that reckless fling of his shoulders, the honest and deceived hero; and old Punk, eavesdropping in the background, supplying the atmosphere of mystery. The doctor smiled as he noticed the details; but at the same time something deep within him—he hardly knew what—shrank a little, as though an almost imperceptible breath of warning had touched the surface of his soul and was gone again before he could seize it. Probably it was traceable to that “scared expression” he had seen in the eyes of Défago; “probably”—for this hint of fugitive emotion otherwise escaped his usually so keen analysis. Défago, he was vaguely aware, might cause trouble somehow&nbsp;.&nbsp;.&nbsp;.&nbsp;He was not as steady a guide as Hank, for instance .&nbsp;.&nbsp;. Further than that he could not get .&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">He watched the men a moment longer before diving into the stuffy tent where Simpson already slept soundly. Hank, he saw, was swearing like a mad African in a New York nigger saloon; but it was the swearing of “affection.” The ridiculous oaths flew freely now that the cause of their obstruction was asleep. Presently he put his arm almost tenderly upon his comrade’s shoulder, and they moved off together into the shadows where their tent stood faintly glimmering. Punk, too, a moment later followed their example and disappeared between his odorous blankets in the opposite direction.</p>



<p class="wp-block-paragraph">Dr. Cathcart then likewise turned in, weariness and sleep still fighting in his mind with an obscure curiosity to know what it was that had scared Défago about the country up Fifty Island Water way,—wondering, too, why Punk’s presence had prevented the completion of what Hank had to say. Then sleep overtook him. He would know tomorrow. Hank would tell him the story while they trudged after the elusive moose.</p>



<p class="wp-block-paragraph">Deep silence fell about the little camp, planted there so audaciously in the jaws of the wilderness. The lake gleamed like a sheet of black glass beneath the stars. The cold air pricked. In the draughts of night that poured their silent tide from the depths of the forest, with messages from distant ridges and from lakes just beginning to freeze, there lay already the faint, bleak odors of coming winter. White men, with their dull scent, might never have divined them; the fragrance of the wood fire would have concealed from them these almost electrical hints of moss and bark and hardening swamp a hundred miles away. Even Hank and Défago, subtly in league with the soul of the woods as they were, would probably have spread their delicate nostrils in vain.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">But an hour later, when all slept like the dead, old Punk crept from his blankets and went down to the shore of the lake like a shadow—silently, as only Indian blood can move. He raised his head and looked about him. The thick darkness rendered sight of small avail, but, like the animals, he possessed other senses that darkness could not mute. He listened—then sniffed the air. Motionless as a hemlock stem he stood there. After five minutes again he lifted his head and sniffed, and yet once again. A tingling of the wonderful nerves that betrayed itself by no outer sign, ran through him as he tasted the keen air. Then, merging his figure into the surrounding blackness in a way that only wild men and animals understand, he turned, still moving like a shadow, and went stealthily back to his lean-to and his bed.</p>



<p class="wp-block-paragraph">And soon after he slept, the change of wind he had divined stirred gently the reflection of the stars within the lake. Rising among the far ridges of the country beyond Fifty Island Water, it came from the direction in which he had stared, and it passed over the sleeping camp with a faint and sighing murmur through the tops of the big trees that was almost too delicate to be audible. With it, down the desert paths of night, though too faint, too high even for the Indian’s hair-like nerves, there passed a curious, thin odor, strangely disquieting, an odor of something that seemed unfamiliar—utterly unknown.</p>



<p class="wp-block-paragraph">The French Canadian and the man of Indian blood each stirred uneasily in his sleep just about this time, though neither of them woke. Then the ghost of that unforgettably strange odor passed away and was lost among the leagues of tenantless forest beyond.</p>



<h2 class="wp-block-heading">II</h2>



<p class="wp-block-paragraph">In the morning the camp was astir before the sun. There had been a light fall of snow during the night and the air was sharp. Punk had done his duty betimes, for the odors of coffee and fried bacon reached every tent. All were in good spirits.</p>



<p class="wp-block-paragraph">“Wind’s shifted!” cried Hank vigorously, watching Simpson and his guide already loading the small canoe. “It’s across the lake—dead right for you fellers. And the snow’ll make bully trails! If there’s any moose mussing around up thar, they’ll not get so much as a tail-end scent of you with the wind as it is. Good luck, Monsieur Défago!” he added, facetiously giving the name its French pronunciation for once, “<em>bonne chance!</em>”</p>



<p class="wp-block-paragraph">Défago returned the good wishes, apparently in the best of spirits, the silent mood gone. Before eight o’clock old Punk had the camp to himself, Cathcart and Hank were far along the trail that led westwards, while the canoe that carried Défago and Simpson, with silk tent and grub for two days, was already a dark speck bobbing on the bosom of the lake, going due east.</p>



<p class="wp-block-paragraph">The wintry sharpness of the air was tempered now by a sun that topped the wooded ridges and blazed with a luxurious warmth upon the world of lake and forest below; loons flew skimming through the sparkling spray that the wind lifted; divers shook their dripping heads to the sun and popped smartly out of sight again; and as far as eye could reach rose the leagues of endless, crowding Bush, desolate in its lonely sweep and grandeur, untrodden by foot of man, and stretching its mighty and unbroken carpet right up to the frozen shores of Hudson Bay.</p>



<p class="wp-block-paragraph">Simpson, who saw it all for the first time as he paddled hard in the bows of the dancing canoe, was enchanted by its austere beauty. His heart drank in the sense of freedom and great spaces just as his lungs drank in the cool and perfumed wind. Behind him in the stern seat, singing fragments of his native chanties, Défago steered the craft of birch bark like a thing of life, answering cheerfully all his companion’s questions. Both were gay and light-hearted. On such occasions men lose the superficial, worldly distinctions; they become human beings working together for a common end. Simpson, the employer, and Défago the employed, among these primitive forces, were simply—two men, the “guider” and the “guided.” Superior knowledge, of course, assumed control, and the younger man fell without a second thought into the quasi-subordinate position. He never dreamed of objecting when Défago dropped the “Mr.,” and addressed him as “Say, Simpson,” or “Simpson, boss,” which was invariably the case before they reached the farther shore after a stiff paddle of twelve miles against a head wind. He only laughed, and liked it; then ceased to notice it at all.</p>



<p class="wp-block-paragraph">For this “divinity student” was a young man of parts and character, though as yet, of course, untraveled; and on this trip—the first time he had seen any country but his own and little Switzerland—the huge scale of things somewhat bewildered him. It was one thing, he realized, to hear about primeval forests, but quite another to see them. While to dwell in them and seek acquaintance with their wild life was, again, an initiation that no intelligent man could undergo without a certain shifting of personal values hitherto held for permanent and sacred.</p>



<p class="wp-block-paragraph">Simpson knew the first faint indication of this emotion when he held the new .303 rifle in his hands and looked along its pair of faultless, gleaming barrels. The three days’ journey to their headquarters, by lake and portage, had carried the process a stage farther. And now that he was about to plunge beyond even the fringe of wilderness where they were camped into the virgin heart of uninhabited regions as vast as Europe itself, the true nature of the situation stole upon him with an effect of delight and awe that his imagination was fully capable of appreciating. It was himself and Défago against a multitude—at least, against a Titan!</p>



<p class="wp-block-paragraph">The bleak splendors of these remote and lonely forests rather overwhelmed him with the sense of his own littleness. That stern quality of the tangled backwoods which can only be described as merciless and terrible, rose out of these far blue woods swimming upon the horizon, and revealed itself. He understood the silent warning. He realized his own utter helplessness. Only Défago, as a symbol of a distant civilization where man was master, stood between him and a pitiless death by exhaustion and starvation.</p>



<p class="wp-block-paragraph">It was thrilling to him, therefore, to watch Défago turn over the canoe upon the shore, pack the paddles carefully underneath, and then proceed to “blaze” the spruce stems for some distance on either side of an almost invisible trail, with the careless remark thrown in, “Say, Simpson, if anything happens to me, you’ll find the canoe all correc’ by these marks;—then strike doo west into the sun to hit the home camp agin, see?”</p>



<p class="wp-block-paragraph">It was the most natural thing in the world to say, and he said it without any noticeable inflexion of the voice, only it happened to express the youth’s emotions at the moment with an utterance that was symbolic of the situation and of his own helplessness as a factor in it. He was alone with Défago in a primitive world: that was all. The canoe, another symbol of man’s ascendancy, was now to be left behind. Those small yellow patches, made on the trees by the axe, were the only indications of its hiding place.</p>



<p class="wp-block-paragraph">Meanwhile, shouldering the packs between them, each man carrying his own rifle, they followed the slender trail over rocks and fallen trunks and across half-frozen swamps; skirting numerous lakes that fairly gemmed the forest, their borders fringed with mist; and towards five o’clock found themselves suddenly on the edge of the woods, looking out across a large sheet of water in front of them, dotted with pine-clad islands of all describable shapes and sizes.</p>



<p class="wp-block-paragraph">“Fifty Island Water,” announced Défago wearily, “and the sun jest goin’ to dip his bald old head into it!” he added, with unconscious poetry; and immediately they set about pitching camp for the night.</p>



<p class="wp-block-paragraph">In a very few minutes, under those skilful hands that never made a movement too much or a movement too little, the silk tent stood taut and cozy, the beds of balsam boughs ready laid, and a brisk cooking fire burned with the minimum of smoke. While the young Scotchman cleaned the fish they had caught trolling behind the canoe, Défago “guessed” he would “jest as soon” take a turn through the Bush for indications of moose. “<em>May</em> come across a trunk where they bin and rubbed horns,” he said, as he moved off, “or feedin’ on the last of the maple leaves”—and he was gone.</p>



<p class="wp-block-paragraph">His small figure melted away like a shadow in the dusk, while Simpson noted with a kind of admiration how easily the forest absorbed him into herself. A few steps, it seemed, and he was no longer visible.</p>



<p class="wp-block-paragraph">Yet there was little underbrush hereabouts; the trees stood somewhat apart, well spaced; and in the clearings grew silver birch and maple, spearlike and slender, against the immense stems of spruce and hemlock. But for occasional prostrate monsters, and the boulders of grey rock that thrust uncouth shoulders here and there out of the ground, it might well have been a bit of park in the Old Country. Almost, one might have seen in it the hand of man. A little to the right, however, began the great burnt section, miles in extent, proclaiming its real character—<em>brulé</em>, as it is called, where the fires of the previous year had raged for weeks, and the blackened stumps now rose gaunt and ugly, bereft of branches, like gigantic match heads stuck into the ground, savage and desolate beyond words. The perfume of charcoal and rain-soaked ashes still hung faintly about it.</p>



<p class="wp-block-paragraph">The dusk rapidly deepened; the glades grew dark; the crackling of the fire and the wash of little waves along the rocky lake shore were the only sounds audible. The wind had dropped with the sun, and in all that vast world of branches nothing stirred. Any moment, it seemed, the woodland gods, who are to be worshipped in silence and loneliness, might stretch their mighty and terrific outlines among the trees. In front, through doorways pillared by huge straight stems, lay the stretch of Fifty Island Water, a crescent-shaped lake some fifteen miles from tip to tip, and perhaps five miles across where they were camped. A sky of rose and saffron, more clear than any atmosphere Simpson had ever known, still dropped its pale streaming fires across the waves, where the islands—a hundred, surely, rather than fifty—floated like the fairy barques of some enchanted fleet. Fringed with pines, whose crests fingered most delicately the sky, they almost seemed to move upwards as the light faded—about to weigh anchor and navigate the pathways of the heavens instead of the currents of their native and desolate lake.</p>



<p class="wp-block-paragraph">And strips of colored cloud, like flaunting pennons, signaled their departure to the stars.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">The beauty of the scene was strangely uplifting. Simpson smoked the fish and burnt his fingers into the bargain in his efforts to enjoy it and at the same time tend the frying pan and the fire. Yet, ever at the back of his thoughts, lay that other aspect of the wilderness: the indifference to human life, the merciless spirit of desolation which took no note of man. The sense of his utter loneliness, now that even Défago had gone, came close as he looked about him and listened for the sound of his companion’s returning footsteps.</p>



<p class="wp-block-paragraph">There was pleasure in the sensation, yet with it a perfectly comprehensible alarm. And instinctively the thought stirred in him: “What should I—<em>could</em> I, do—if anything happened and he did not come back—?”</p>



<p class="wp-block-paragraph">They enjoyed their well-earned supper, eating untold quantities of fish, and drinking unmilked tea strong enough to kill men who had not covered thirty miles of hard “going,” eating little on the way. And when it was over, they smoked and told stories round the blazing fire, laughing, stretching weary limbs, and discussing plans for the morrow. Défago was in excellent spirits, though disappointed at having no signs of moose to report. But it was dark and he had not gone far. The <em>brulé</em>, too, was bad. His clothes and hands were smeared with charcoal. Simpson, watching him, realized with renewed vividness their position—alone together in the wilderness.</p>



<p class="wp-block-paragraph">“Défago,” he said presently, “these woods, you know, are a bit too big to feel quite at home in—to feel comfortable in, I mean!&nbsp;.&nbsp;.&nbsp;. Eh?” He merely gave expression to the mood of the moment; he was hardly prepared for the earnestness, the solemnity even, with which the guide took him up.</p>



<p class="wp-block-paragraph">“You’ve hit it right, Simpson, boss,” he replied, fixing his searching brown eyes on his face, “and that’s the truth, sure. There’s no end to ’em—no end at all.” Then he added in a lowered tone as if to himself, “There’s lots found out <em>that</em>, and gone plumb to pieces!”</p>



<p class="wp-block-paragraph">But the man’s gravity of manner was not quite to the other’s liking; it was a little too suggestive for this scenery and setting; he was sorry he had broached the subject. He remembered suddenly how his uncle had told him that men were sometimes stricken with a strange fever of the wilderness, when the seduction of the uninhabited wastes caught them so fiercely that they went forth, half fascinated, half deluded, to their death. And he had a shrewd idea that his companion held something in sympathy with that queer type. He led the conversation on to other topics, on to Hank and the doctor, for instance, and the natural rivalry as to who should get the first sight of moose.</p>



<p class="wp-block-paragraph">“If they went doo west,” observed Défago carelessly, “there’s sixty miles between us now—with ole Punk at halfway house eatin’ himself full to bustin’ with fish and coffee.” They laughed together over the picture. But the casual mention of those sixty miles again made Simpson realize the prodigious scale of this land where they hunted; sixty miles was a mere step; two hundred little more than a step. Stories of lost hunters rose persistently before his memory. The passion and mystery of homeless and wandering men, seduced by the beauty of great forests, swept his soul in a way too vivid to be quite pleasant. He wondered vaguely whether it was the mood of his companion that invited the unwelcome suggestion with such persistence.</p>



<p class="wp-block-paragraph">“Sing us a song, Défago, if you’re not too tired,” he asked; “one of those old <em>voyageur</em> songs you sang the other night.” He handed his tobacco pouch to the guide and then filled his own pipe, while the Canadian, nothing loth, sent his light voice across the lake in one of those plaintive, almost melancholy chanties with which lumbermen and trappers lessen the burden of their labor. There was an appealing and romantic flavor about it, something that recalled the atmosphere of the old pioneer days when Indians and wilderness were leagued together, battles frequent, and the Old Country farther off than it is today. The sound traveled pleasantly over the water, but the forest at their backs seemed to swallow it down with a single gulp that permitted neither echo nor resonance.</p>



<p class="wp-block-paragraph">It was in the middle of the third verse that Simpson noticed something unusual—something that brought his thoughts back with a rush from faraway scenes. A curious change had come into the man’s voice. Even before he knew what it was, uneasiness caught him, and looking up quickly, he saw that Défago, though still singing, was peering about him into the Bush, as though he heard or saw something. His voice grew fainter—dropped to a hush—then ceased altogether. The same instant, with a movement amazingly alert, he started to his feet and stood upright—<em>sniffing the air</em>. Like a dog scenting game, he drew the air into his nostrils in short, sharp breaths, turning quickly as he did so in all directions, and finally “pointing” down the lake shore, eastwards. It was a performance unpleasantly suggestive and at the same time singularly dramatic. Simpson’s heart fluttered disagreeably as he watched it.</p>



<p class="wp-block-paragraph">“Lord, man! How you made me jump!” he exclaimed, on his feet beside him the same instant, and peering over his shoulder into the sea of darkness. “What’s up? Are you frightened—?”</p>



<p class="wp-block-paragraph">Even before the question was out of his mouth he knew it was foolish, for any man with a pair of eyes in his head could see that the Canadian had turned white down to his very gills. Not even sunburn and the glare of the fire could hide that.</p>



<p class="wp-block-paragraph">The student felt himself trembling a little, weakish in the knees. “What’s up?” he repeated quickly. “D’you smell moose? Or anything queer, anything—wrong?” He lowered his voice instinctively.</p>



<p class="wp-block-paragraph">The forest pressed round them with its encircling wall; the nearer tree stems gleamed like bronze in the firelight; beyond that—blackness, and, so far as he could tell, a silence of death. Just behind them a passing puff of wind lifted a single leaf, looked at it, then laid it softly down again without disturbing the rest of the covey. It seemed as if a million invisible causes had combined just to produce that single visible effect. <em>Other</em> life pulsed about them—and was gone.</p>



<p class="wp-block-paragraph">Défago turned abruptly; the livid hue of his face had turned to a dirty grey.</p>



<p class="wp-block-paragraph">“I never said I heered—or smelt—nuthin’,” he said slowly and emphatically, in an oddly altered voice that conveyed somehow a touch of defiance. “I was only—takin’ a look round—so to speak. It’s always a mistake to be too previous with yer questions.” Then he added suddenly with obvious effort, in his more natural voice, “Have you got the matches, Boss Simpson?” and proceeded to light the pipe he had half filled just before he began to sing.</p>



<p class="wp-block-paragraph">Without speaking another word they sat down again by the fire. Défago changing his side so that he could face the direction the wind came from. For even a tenderfoot could tell that. Défago changed his position in order to hear and smell—all there was to be heard and smelt. And, since he now faced the lake with his back to the trees it was evidently nothing in the forest that had sent so strange and sudden a warning to his marvelously trained nerves.</p>



<p class="wp-block-paragraph">“Guess now I don’t feel like singing any,” he explained presently of his own accord. “That song kinder brings back memories that’s troublesome to me; I never oughter’ve begun it. It sets me on t’ imagining things, see?”</p>



<p class="wp-block-paragraph">Clearly the man was still fighting with some profoundly moving emotion. He wished to excuse himself in the eyes of the other. But the explanation, in that it was only a part of the truth, was a lie, and he knew perfectly well that Simpson was not deceived by it. For nothing could explain away the livid terror that had dropped over his face while he stood there sniffing the air. And nothing—no amount of blazing fire, or chatting on ordinary subjects—could make that camp exactly as it had been before. The shadow of an unknown horror, naked if unguessed, that had flashed for an instant in the face and gestures of the guide, had also communicated itself, vaguely and therefore more potently, to his companion. The guide’s visible efforts to dissemble the truth only made things worse. Moreover, to add to the younger man’s uneasiness, was the difficulty, nay, the impossibility he felt of asking questions, and also his complete ignorance as to the cause .&nbsp;.&nbsp;.Indians, wild animals, forest fires—all these, he knew, were wholly out of the question. His imagination searched vigorously, but in vain.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">Yet, somehow or other, after another long spell of smoking, talking and roasting themselves before the great fire, the shadow that had so suddenly invaded their peaceful camp began to shift. Perhaps Défago’s efforts, or the return of his quiet and normal attitude accomplished this; perhaps Simpson himself had exaggerated the affair out of all proportion to the truth; or possibly the vigorous air of the wilderness brought its own powers of healing. Whatever the cause, the feeling of immediate horror seemed to have passed away as mysteriously as it had come, for nothing occurred to feed it. Simpson began to feel that he had permitted himself the unreasoning terror of a child. He put it down partly to a certain subconscious excitement that this wild and immense scenery generated in his blood, partly to the spell of solitude, and partly to overfatigue. That pallor in the guide’s face was, of course, uncommonly hard to explain, yet it <em>might</em> have been due in some way to an effect of firelight, or his own imagination .&nbsp;.&nbsp;.He gave it the benefit of the doubt; he was Scotch.</p>



<p class="wp-block-paragraph">When a somewhat unordinary emotion has disappeared, the mind always finds a dozen ways of explaining away its causes .&nbsp;.&nbsp;.Simpson lit a last pipe and tried to laugh to himself. On getting home to Scotland it would make quite a good story. He did not realize that this laughter was a sign that terror still lurked in the recesses of his soul—that, in fact, it was merely one of the conventional signs by which a man, seriously alarmed, tries to persuade himself that he is <em>not</em> so.</p>



<p class="wp-block-paragraph">Défago, however, heard that low laughter and looked up with surprise on his face. The two men stood, side by side, kicking the embers about before going to bed. It was ten o’clock—a late hour for hunters to be still awake.</p>



<p class="wp-block-paragraph">“What’s ticklin’ yer?” he asked in his ordinary tone, yet gravely.</p>



<p class="wp-block-paragraph">“I—I was thinking of our little toy woods at home, just at that moment,” stammered Simpson, coming back to what really dominated his mind, and startled by the question, “and comparing them to—to all this,” and he swept his arm round to indicate the Bush.</p>



<p class="wp-block-paragraph">A pause followed in which neither of them said anything.</p>



<p class="wp-block-paragraph">“All the same I wouldn’t laugh about it, if I was you,” Défago added, looking over Simpson’s shoulder into the shadows. “There’s places in there nobody won’t never see into—nobody knows what lives in there either.”</p>



<p class="wp-block-paragraph">“Too big—too far off?” The suggestion in the guide’s manner was immense and horrible.</p>



<p class="wp-block-paragraph">Défago nodded. The expression on his face was dark. He, too, felt uneasy. The younger man understood that in a <em>hinterland</em> of this size there might well be depths of wood that would never in the life of the world be known or trodden. The thought was not exactly the sort he welcomed. In a loud voice, cheerfully, he suggested that it was time for bed. But the guide lingered, tinkering with the fire, arranging the stones needlessly, doing a dozen things that did not really need doing. Evidently there was something he wanted to say, yet found it difficult to “get at.”</p>



<p class="wp-block-paragraph">“Say, you, Boss Simpson,” he began suddenly, as the last shower of sparks went up into the air, “you don’t—smell nothing, do you—nothing pertickler, I mean?” The commonplace question, Simpson realized, veiled a dreadfully serious thought in his mind. A shiver ran down his back.</p>



<p class="wp-block-paragraph">“Nothing but burning wood,” he replied firmly, kicking again at the embers. The sound of his own foot made him start.</p>



<p class="wp-block-paragraph">“And all the evenin’ you ain’t smelt—nothing?” persisted the guide, peering at him through the gloom; “nothing extrordiny, and different to anything else you ever smelt before?”</p>



<p class="wp-block-paragraph">“No, no, man; nothing at all!” he replied aggressively, half angrily.</p>



<p class="wp-block-paragraph">Défago’s face cleared. “That’s good!” he exclaimed with evident relief. “That’s good to hear.”</p>



<p class="wp-block-paragraph">“Have <em>you?</em>” asked Simpson sharply, and the same instant regretted the question.</p>



<p class="wp-block-paragraph">The Canadian came closer in the darkness. He shook his head. “I guess not,” he said, though without overwhelming conviction. “It must’ve been just that song of mine that did it. It’s the song they sing in lumber camps and godforsaken places like that, when they’re skeered the Wendigo’s somewhere around, doin’ a bit of swift traveling.—”</p>



<p class="wp-block-paragraph">“And what’s the Wendigo, pray?” Simpson asked quickly, irritated because again he could not prevent that sudden shiver of the nerves. He knew that he was close upon the man’s terror and the cause of it. Yet a rushing passionate curiosity overcame his better judgment, and his fear.</p>



<p class="wp-block-paragraph">Défago turned swiftly and looked at him as though he were suddenly about to shriek. His eyes shone, but his mouth was wide open. Yet all he said, or whispered rather, for his voice sank very low, was: “It’s nuthin’—nuthin’ but what those lousy fellers believe when they’ve bin hittin’ the bottle too long—a sort of great animal that lives up yonder,” he jerked his head northwards, “quick as lightning in its tracks, an’ bigger’n anything else in the Bush, an’ ain’t supposed to be very good to look at—that’s all!”</p>



<p class="wp-block-paragraph">“A backwoods superstition—” began Simpson, moving hastily toward the tent in order to shake off the hand of the guide that clutched his arm. “Come, come, hurry up for God’s sake, and get the lantern going! It’s time we were in bed and asleep if we’re going to be up with the sun tomorrow.&nbsp;.&nbsp;.&nbsp;.”</p>



<p class="wp-block-paragraph">The guide was close on his heels. “I’m coming,” he answered out of the darkness, “I’m coming.” And after a slight delay he appeared with the lantern and hung it from a nail in the front pole of the tent. The shadows of a hundred trees shifted their places quickly as he did so, and when he stumbled over the rope, diving swiftly inside, the whole tent trembled as though a gust of wind struck it.</p>



<p class="wp-block-paragraph">The two men lay down, without undressing, upon their beds of soft balsam boughs, cunningly arranged. Inside, all was warm and cozy, but outside the world of crowding trees pressed close about them, marshalling their million shadows, and smothering the little tent that stood there like a wee white shell facing the ocean of tremendous forest.</p>



<p class="wp-block-paragraph">Between the two lonely figures within, however, there pressed another shadow that was <em>not</em> a shadow from the night. It was the Shadow cast by the strange Fear, never wholly exorcised, that had leaped suddenly upon Défago in the middle of his singing. And Simpson, as he lay there, watching the darkness through the open flap of the tent, ready to plunge into the fragrant abyss of sleep, knew first that unique and profound stillness of a primeval forest when no wind stirs .&nbsp;.&nbsp;. and when the night has weight and substance that enters into the soul to bind a veil about it.&nbsp;.&nbsp;.&nbsp;. Then sleep took him.&nbsp;.&nbsp;.&nbsp;.</p>



<h2 class="wp-block-heading">III</h2>



<p class="wp-block-paragraph">Thus, it seemed to him, at least. Yet it was true that the lap of the water, just beyond the tent door, still beat time with his lessening pulses when he realized that he was lying with his eyes open and that another sound had recently introduced itself with cunning softness between the splash and murmur of the little waves.</p>



<p class="wp-block-paragraph">And, long before he understood what this sound was, it had stirred in him the centers of pity and alarm. He listened intently, though at first in vain, for the running blood beat all its drums too noisily in his ears. Did it come, he wondered, from the lake, or from the woods?.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">Then, suddenly, with a rush and a flutter of the heart, he knew that it was close beside him in the tent; and, when he turned over for a better hearing, it focused itself unmistakably not two feet away. It was a sound of weeping; Défago upon his bed of branches was sobbing in the darkness as though his heart would break, the blankets evidently stuffed against his mouth to stifle it.</p>



<p class="wp-block-paragraph">And his first feeling, before he could think or reflect, was the rush of a poignant and searching tenderness. This intimate, human sound, heard amid the desolation about them, woke pity. It was so incongruous, so pitifully incongruous—and so vain! Tears—in this vast and cruel wilderness: of what avail? He thought of a little child crying in mid-Atlantic.&nbsp;.&nbsp;.&nbsp;. Then, of course, with fuller realization, and the memory of what had gone before, came the descent of the terror upon him, and his blood ran cold.</p>



<p class="wp-block-paragraph">“Défago,” he whispered quickly, “what’s the matter?” He tried to make his voice very gentle. “Are you in pain—unhappy—?” There was no reply, but the sounds ceased abruptly. He stretched his hand out and touched him. The body did not stir.</p>



<p class="wp-block-paragraph">“Are you awake?” for it occurred to him that the man was crying in his sleep. “Are you cold?” He noticed that his feet, which were uncovered, projected beyond the mouth of the tent. He spread an extra fold of his own blankets over them. The guide had slipped down in his bed, and the branches seemed to have been dragged with him. He was afraid to pull the body back again, for fear of waking him.</p>



<p class="wp-block-paragraph">One or two tentative questions he ventured softly, but though he waited for several minutes there came no reply, nor any sign of movement. Presently he heard his regular and quiet breathing, and putting his hand again gently on the breast, felt the steady rise and fall beneath.</p>



<p class="wp-block-paragraph">“Let me know if anything’s wrong,” he whispered, “or if I can do anything. Wake me at once if you feel—queer.”</p>



<p class="wp-block-paragraph">He hardly knew what to say. He lay down again, thinking and wondering what it all meant. Défago, of course, had been crying in his sleep. Some dream or other had afflicted him. Yet never in his life would he forget that pitiful sound of sobbing, and the feeling that the whole awful wilderness of woods listened.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">His own mind busied itself for a long time with the recent events, of which <em>this</em> took its mysterious place as one, and though his reason successfully argued away all unwelcome suggestions, a sensation of uneasiness remained, resisting ejection, very deep-seated—peculiar beyond ordinary.</p>



<h2 class="wp-block-heading">IV</h2>



<p class="wp-block-paragraph">But sleep, in the long run, proves greater than all emotions. His thoughts soon wandered again; he lay there, warm as toast, exceedingly weary; the night soothed and comforted, blunting the edges of memory and alarm. Half an hour later he was oblivious of everything in the outer world about him.</p>



<p class="wp-block-paragraph">Yet sleep, in this case, was his great enemy, concealing all approaches, smothering the warning of his nerves.</p>



<p class="wp-block-paragraph">As, sometimes, in a nightmare events crowd upon each other’s heels with a conviction of dreadfulest reality, yet some inconsistent detail accuses the whole display of incompleteness and disguise, so the events that now followed, though they actually happened, persuaded the mind somehow that the detail which could explain them had been overlooked in the confusion, and that therefore they were but partly true, the rest delusion. At the back of the sleeper’s mind something remains awake, ready to let slip the judgment. “All this is not <em>quite</em> real; when you wake up you’ll understand.”</p>



<p class="wp-block-paragraph">And thus, in a way, it was with Simpson. The events, not wholly inexplicable or incredible in themselves, yet remain for the man who saw and heard them a sequence of separate facts of cold horror, because the little piece that might have made the puzzle clear lay concealed or overlooked.</p>



<p class="wp-block-paragraph">So far as he can recall, it was a violent movement, running downwards through the tent towards the door, that first woke him and made him aware that his companion was sitting bolt upright beside him—quivering. Hours must have passed, for it was the pale gleam of the dawn that revealed his outline against the canvas. This time the man was not crying; he was quaking like a leaf; the trembling he felt plainly through the blankets down the entire length of his own body. Défago had huddled down against him for protection, shrinking away from something that apparently concealed itself near the door flaps of the little tent.</p>



<p class="wp-block-paragraph">Simpson thereupon called out in a loud voice some question or other—in the first bewilderment of waking he does not remember exactly what—and the man made no reply. The atmosphere and feeling of true nightmare lay horribly about him, making movement and speech both difficult. At first, indeed, he was not sure where he was—whether in one of the earlier camps, or at home in his bed at Aberdeen. The sense of confusion was very troubling.</p>



<p class="wp-block-paragraph">And next—almost simultaneous with his waking, it seemed—the profound stillness of the dawn outside was shattered by a most uncommon sound. It came without warning, or audible approach; and it was unspeakably dreadful. It was a voice, Simpson declares, possibly a human voice; hoarse yet plaintive—a soft, roaring voice close outside the tent, overhead rather than upon the ground, of immense volume, while in some strange way most penetratingly and seductively sweet. It rang out, too, in three separate and distinct notes, or cries, that bore in some odd fashion a resemblance, farfetched yet recognizable, to the name of the guide: “<em>Dé-fa-go!</em>”</p>



<p class="wp-block-paragraph">The student admits he is unable to describe it quite intelligently, for it was unlike any sound he had ever heard in his life, and combined a blending of such contrary qualities. “A sort of windy, crying voice,” he calls it, “as of something lonely and untamed, wild and of abominable power.&nbsp;.&nbsp;.&nbsp;.”</p>



<p class="wp-block-paragraph">And, even before it ceased, dropping back into the great gulfs of silence, the guide beside him had sprung to his feet with an answering though unintelligible cry. He blundered against the tent pole with violence, shaking the whole structure, spreading his arms out frantically for more room, and kicking his legs impetuously free of the clinging blankets. For a second, perhaps two, he stood upright by the door, his outline dark against the pallor of the dawn; then, with a furious, rushing speed, before his companion could move a hand to stop him, he shot with a plunge through the flaps of canvas—and was gone. And as he went—so astonishingly fast that the voice could actually be heard dying in the distance—he called aloud in tones of anguished terror that at the same time held something strangely like the frenzied exultation of delight—</p>



<p class="wp-block-paragraph">“Oh! oh! My feet of fire! My burning feet of fire! Oh! oh! This height and fiery speed!”</p>



<p class="wp-block-paragraph">And then the distance quickly buried it, and the deep silence of very early morning descended upon the forest as before.</p>



<p class="wp-block-paragraph">It had all come about with such rapidity that, but for the evidence of the empty bed beside him, Simpson could almost have believed it to have been the memory of a nightmare carried over from sleep. He still felt the warm pressure of that vanished body against his side; there lay the twisted blankets in a heap; the very tent yet trembled with the vehemence of the impetuous departure. The strange words rang in his ears, as though he still heard them in the distance—wild language of a suddenly stricken mind. Moreover, it was not only the senses of sight and hearing that reported uncommon things to his brain, for even while the man cried and ran, he had become aware that a strange perfume, faint yet pungent, pervaded the interior of the tent. And it was at this point, it seems, brought to himself by the consciousness that his nostrils were taking this distressing odor down into his throat, that he found his courage, sprang quickly to his feet—and went out.</p>



<p class="wp-block-paragraph">The grey light of dawn that dropped, cold and glimmering, between the trees revealed the scene tolerably well. There stood the tent behind him, soaked with dew; the dark ashes of the fire, still warm; the lake, white beneath a coating of mist, the islands rising darkly out of it like objects packed in wool; and patches of snow beyond among the clearer spaces of the Bush—everything cold, still, waiting for the sun. But nowhere a sign of the vanished guide—still, doubtless, flying at frantic speed through the frozen woods. There was not even the sound of disappearing footsteps, nor the echoes of the dying voice. He had gone—utterly.</p>



<p class="wp-block-paragraph">There was nothing; nothing but the sense of his recent presence, so strongly left behind about the camp; <em>and</em>—this penetrating, all-pervading odor.</p>



<p class="wp-block-paragraph">And even this was now rapidly disappearing in its turn. In spite of his exceeding mental perturbation, Simpson struggled hard to detect its nature, and define it, but the ascertaining of an elusive scent, not recognized subconsciously and at once, is a very subtle operation of the mind. And he failed. It was gone before he could properly seize or name it. Approximate description, even, seems to have been difficult, for it was unlike any smell he knew. Acrid rather, not unlike the odor of a lion, he thinks, yet softer and not wholly unpleasing, with something almost sweet in it that reminded him of the scent of decaying garden leaves, earth, and the myriad, nameless perfumes that make up the odor of a big forest. Yet the “odor of lions” is the phrase with which he usually sums it all up.</p>



<p class="wp-block-paragraph">Then—it was wholly gone, and he found himself standing by the ashes of the fire in a state of amazement and stupid terror that left him the helpless prey of anything that chose to happen. Had a muskrat poked its pointed muzzle over a rock, or a squirrel scuttled in that instant down the bark of a tree, he would most likely have collapsed without more ado and fainted. For he felt about the whole affair the touch somewhere of a great Outer Horror .&nbsp;.&nbsp;. and his scattered powers had not as yet had time to collect themselves into a definite attitude of fighting self-control.</p>



<p class="wp-block-paragraph">Nothing did happen, however. A great kiss of wind ran softly through the awakening forest, and a few maple leaves here and there rustled tremblingly to earth. The sky seemed to grow suddenly much lighter. Simpson felt the cool air upon his cheek and uncovered head; realized that he was shivering with the cold; and, making a great effort, realized next that he was alone in the Bush—<em>and</em> that he was called upon to take immediate steps to find and succor his vanished companion.</p>



<p class="wp-block-paragraph">Make an effort, accordingly, he did, though an ill-calculated and futile one. With that wilderness of trees about him, the sheet of water cutting him off behind, and the horror of that wild cry in his blood, he did what any other inexperienced man would have done in similar bewilderment: he ran about, without any sense of direction, like a frantic child, and called loudly without ceasing the name of the guide:</p>



<p class="wp-block-paragraph">“Défago! Défago! Défago!” he yelled, and the trees gave him back the name as often as he shouted, only a little softened—“Défago! Défago! Défago!”</p>



<p class="wp-block-paragraph">He followed the trail that lay a short distance across the patches of snow, and then lost it again where the trees grew too thickly for snow to lie. He shouted till he was hoarse, and till the sound of his own voice in all that unanswering and listening world began to frighten him. His confusion increased in direct ratio to the violence of his efforts. His distress became formidably acute, till at length his exertions defeated their own object, and from sheer exhaustion he headed back to the camp again. It remains a wonder that he ever found his way. It was with great difficulty, and only after numberless false clues, that he at last saw the white tent between the trees, and so reached safety.</p>



<p class="wp-block-paragraph">Exhaustion then applied its own remedy, and he grew calmer. He made the fire and breakfasted. Hot coffee and bacon put a little sense and judgment into him again, and he realized that he had been behaving like a boy. He now made another, and more successful attempt to face the situation collectedly, and, a nature naturally plucky coming to his assistance, he decided that he must first make as thorough a search as possible, failing success in which, he must find his way into the home camp as best he could and bring help.</p>



<p class="wp-block-paragraph">And this was what he did. Taking food, matches and rifle with him, and a small axe to blaze the trees against his return journey, he set forth. It was eight o’clock when he started, the sun shining over the tops of the trees in a sky without clouds. Pinned to a stake by the fire he left a note in case Défago returned while he was away.</p>



<p class="wp-block-paragraph">This time, according to a careful plan, he took a new direction, intending to make a wide sweep that must sooner or later cut into indications of the guide’s trail; and, before he had gone a quarter of a mile he came across the tracks of a large animal in the snow, and beside it the light and smaller tracks of what were beyond question human feet—the feet of Défago. The relief he at once experienced was natural, though brief; for at first sight he saw in these tracks a simple explanation of the whole matter: these big marks had surely been left by a bull moose that, wind against it, had blundered upon the camp, and uttered its singular cry of warning and alarm the moment its mistake was apparent. Défago, in whom the hunting instinct was developed to the point of uncanny perfection, had scented the brute coming down the wind hours before. His excitement and disappearance were due, of course, to—to his—</p>



<p class="wp-block-paragraph">Then the impossible explanation at which he grasped faded, as common sense showed him mercilessly that none of this was true. No guide, much less a guide like Défago, could have acted in so irrational a way, going off even without his rifle .&nbsp;.&nbsp;.&nbsp;! The whole affair demanded a far more complicated elucidation, when he remembered the details of it all—the cry of terror, the amazing language, the grey face of horror when his nostrils first caught the new odor; that muffled sobbing in the darkness, and—for this, too, now came back to him dimly—the man’s original aversion for this particular bit of country.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">Besides, now that he examined them closer, these were not the tracks of a bull moose at all! Hank had explained to him the outline of a bull’s hoofs, of a cow’s or calf’s, too, for that matter; he had drawn them clearly on a strip of birch bark. And these were wholly different. They were big, round, ample, and with no pointed outline as of sharp hoofs. He wondered for a moment whether bear tracks were like that. There was no other animal he could think of, for caribou did not come so far south at this season, and, even if they did, would leave hoof marks.</p>



<p class="wp-block-paragraph">They were ominous signs—these mysterious writings left in the snow by the unknown creature that had lured a human being away from safety—and when he coupled them in his imagination with that haunting sound that broke the stillness of the dawn, a momentary dizziness shook his mind, distressing him again beyond belief. He felt the <em>threatening</em> aspect of it all. And, stooping down to examine the marks more closely, he caught a faint whiff of that sweet yet pungent odor that made him instantly straighten up again, fighting a sensation almost of nausea.</p>



<p class="wp-block-paragraph">Then his memory played him another evil trick. He suddenly recalled those uncovered feet projecting beyond the edge of the tent, and the body’s appearance of having been dragged towards the opening; the man’s shrinking from something by the door when he woke later. The details now beat against his trembling mind with concerted attack. They seemed to gather in those deep spaces of the silent forest about him, where the host of trees stood waiting, listening, watching to see what he would do. The woods were closing round him.</p>



<p class="wp-block-paragraph">With the persistence of true pluck, however, Simpson went forward, following the tracks as best he could, smothering these ugly emotions that sought to weaken his will. He blazed innumerable trees as he went, ever fearful of being unable to find the way back, and calling aloud at intervals of a few seconds the name of the guide. The dull tapping of the axe upon the massive trunks, and the unnatural accents of his own voice became at length sounds that he even dreaded to make, dreaded to hear. For they drew attention without ceasing to his presence and exact whereabouts, and if it were really the case that something was hunting himself down in the same way that he was hunting down another—</p>



<p class="wp-block-paragraph">With a strong effort, he crushed the thought out the instant it rose. It was the beginning, he realized, of a bewilderment utterly diabolical in kind that would speedily destroy him.</p>



<p class="wp-block-paragraph">Although the snow was not continuous, lying merely in shallow flurries over the more open spaces, he found no difficulty in following the tracks for the first few miles. They went straight as a ruled line wherever the trees permitted. The stride soon began to increase in length, till it finally assumed proportions that seemed absolutely impossible for any ordinary animal to have made. Like huge flying leaps they became. One of these he measured, and though he knew that “stretch” of eighteen feet must be somehow wrong, he was at a complete loss to understand why he found no signs on the snow between the extreme points. But what perplexed him even more, making him feel his vision had gone utterly awry, was that Défago’s stride increased in the same manner, and finally covered the same incredible distances. It looked as if the great beast had lifted him with it and carried him across these astonishing intervals. Simpson, who was much longer in the limb, found that he could not compass even half the stretch by taking a running jump.</p>



<p class="wp-block-paragraph">And the sight of these huge tracks, running side by side, silent evidence of a dreadful journey in which terror or madness had urged to impossible results, was profoundly moving. It shocked him in the secret depths of his soul. It was the most horrible thing his eyes had ever looked upon. He began to follow them mechanically, absentmindedly almost, ever peering over his shoulder to see if he, too, were being followed by something with a gigantic tread.&nbsp;.&nbsp;.&nbsp;. And soon it came about that he no longer quite realized what it was they signified—these impressions left upon the snow by something nameless and untamed, always accompanied by the footmarks of the little French Canadian, his guide, his comrade, the man who had shared his tent a few hours before, chatting, laughing, even singing by his side.&nbsp;.&nbsp;.&nbsp;.</p>



<h2 class="wp-block-heading">V</h2>



<p class="wp-block-paragraph">For a man of his years and inexperience, only a canny Scot, perhaps, grounded in common sense and established in logic, could have preserved even that measure of balance that this youth somehow or other did manage to preserve through the whole adventure. Otherwise, two things he presently noticed, while forging pluckily ahead, must have sent him headlong back to the comparative safety of his tent, instead of only making his hands close more tightly upon the rifle stock, while his heart, trained for the Wee Kirk, sent a wordless prayer winging its way to heaven. Both tracks, he saw, had undergone a change, and this change, so far as it concerned the footsteps of the man, was in some undecipherable manner—appalling.</p>



<p class="wp-block-paragraph">It was in the bigger tracks he first noticed this, and for a long time he could not quite believe his eyes. Was it the blown leaves that produced odd effects of light and shade, or that the dry snow, drifting like finely ground rice about the edges, cast shadows and high lights? Or was it actually the fact that the great marks had become faintly colored? For round about the deep, plunging holes of the animal there now appeared a mysterious, reddish tinge that was more like an effect of light than of anything that dyed the substance of the snow itself. Every mark had it, and had it increasingly—this indistinct fiery tinge that painted a new touch of ghastliness into the picture.</p>



<p class="wp-block-paragraph">But when, wholly unable to explain or to credit it, he turned his attention to the other tracks to discover if they, too, bore similar witness, he noticed that these had meanwhile undergone a change that was infinitely worse, and charged with far more horrible suggestion. For, in the last hundred yards or so, he saw that they had grown gradually into the semblance of the parent tread. Imperceptibly the change had come about, yet unmistakably. It was hard to see where the change first began. The result, however, was beyond question. Smaller, neater, more cleanly modeled, they formed now an exact and careful duplicate of the larger tracks beside them. The feet that produced them had, therefore, also changed. And something in his mind reared up with loathing and with terror as he saw it.</p>



<p class="wp-block-paragraph">Simpson, for the first time, hesitated; then, ashamed of his alarm and indecision, took a few hurried steps ahead; the next instant stopped dead in his tracks. Immediately in front of him all signs of the trail ceased; both tracks came to an abrupt end. On all sides, for a hundred yards and more, he searched in vain for the least indication of their continuance. There was—nothing.</p>



<p class="wp-block-paragraph">The trees were very thick just there, big trees all of them, spruce, cedar, hemlock; there was no underbrush. He stood, looking about him, all distraught; bereft of any power of judgment. Then he set to work to search again, and again, and yet again, but always with the same result: <em>nothing</em>. The feet that printed the surface of the snow thus far had now, apparently, left the ground!</p>



<p class="wp-block-paragraph">And it was in that moment of distress and confusion that the whip of terror laid its most nicely calculated lash about his heart. It dropped with deadly effect upon the sorest spot of all, completely unnerving him. He had been secretly dreading all the time that it would come—and come it did.</p>



<p class="wp-block-paragraph">Far overhead, muted by great height and distance, strangely thinned and wailing, he heard the crying voice of Défago, the guide.</p>



<p class="wp-block-paragraph">The sound dropped upon him out of that still, wintry sky with an effect of dismay and terror unsurpassed. The rifle fell to his feet. He stood motionless an instant, listening as it were with his whole body, then staggered back against the nearest tree for support, disorganized hopelessly in mind and spirit. To him, in that moment, it seemed the most shattering and dislocating experience he had ever known, so that his heart emptied itself of all feeling whatsoever as by a sudden draught.</p>



<p class="wp-block-paragraph">“Oh! oh! This fiery height! Oh, my feet of fire! My burning feet of fire .&nbsp;.&nbsp;.&nbsp;!” ran in far, beseeching accents of indescribable appeal this voice of anguish down the sky. Once it called—then silence through all the listening wilderness of trees.</p>



<p class="wp-block-paragraph">And Simpson, scarcely knowing what he did, presently found himself running wildly to and fro, searching, calling, tripping over roots and boulders, and flinging himself in a frenzy of undirected pursuit after the Caller. Behind the screen of memory and emotion with which experience veils events, he plunged, distracted and half-deranged, picking up false lights like a ship at sea, terror in his eyes and heart and soul. For the Panic of the Wilderness had called to him in that far voice—the Power of untamed Distance—the Enticement of the Desolation that destroys. He knew in that moment all the pains of someone hopelessly and irretrievably lost, suffering the lust and travail of a soul in the final Loneliness. A vision of Défago, eternally hunted, driven and pursued across the skiey vastness of those ancient forests fled like a flame across the dark ruin of his thoughts .&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">It seemed ages before he could find anything in the chaos of his disorganized sensations to which he could anchor himself steady for a moment, and think .&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">The cry was not repeated; his own hoarse calling brought no response; the inscrutable forces of the Wild had summoned their victim beyond recall—and held him fast.</p>



<p class="wp-block-paragraph">Yet he searched and called, it seems, for hours afterwards, for it was late in the afternoon when at length he decided to abandon a useless pursuit and return to his camp on the shores of Fifty Island Water. Even then he went with reluctance, that crying voice still echoing in his ears. With difficulty he found his rifle and the homeward trail. The concentration necessary to follow the badly blazed trees, and a biting hunger that gnawed, helped to keep his mind steady. Otherwise, he admits, the temporary aberration he had suffered might have been prolonged to the point of positive disaster. Gradually the ballast shifted back again, and he regained something that approached his normal equilibrium.</p>



<p class="wp-block-paragraph">But for all that the journey through the gathering dusk was miserably haunted. He heard innumerable following footsteps; voices that laughed and whispered; and saw figures crouching behind trees and boulders, making signs to one another for a concerted attack the moment he had passed. The creeping murmur of the wind made him start and listen. He went stealthily, trying to hide where possible, and making as little sound as he could. The shadows of the woods, hitherto protective or covering merely, had now become menacing, challenging; and the pageantry in his frightened mind masked a host of possibilities that were all the more ominous for being obscure. The presentiment of a nameless doom lurked ill-concealed behind every detail of what had happened.</p>



<p class="wp-block-paragraph">It was really admirable how he emerged victor in the end; men of riper powers and experience might have come through the ordeal with less success. He had himself tolerably well in hand, all things considered, and his plan of action proves it. Sleep being absolutely out of the question and traveling an unknown trail in the darkness equally impracticable, he sat up the whole of that night, rifle in hand, before a fire he never for a single moment allowed to die down. The severity of the haunted vigil marked his soul for life; but it was successfully accomplished; and with the very first signs of dawn he set forth upon the long return journey to the home camp to get help. As before, he left a written note to explain his absence, and to indicate where he had left a plentiful <em>cache</em> of food and matches—though he had no expectation that any human hands would find them!</p>



<p class="wp-block-paragraph">How Simpson found his way alone by the lake and forest might well make a story in itself, for to hear him tell it is to <em>know</em> the passionate loneliness of soul that a man can feel when the Wilderness holds him in the hollow of its illimitable hand—and laughs. It is also to admire his indomitable pluck.</p>



<p class="wp-block-paragraph">He claims no skill, declaring that he followed the almost invisible trail mechanically, and without thinking. And this, doubtless, is the truth. He relied upon the guiding of the unconscious mind, which is instinct. Perhaps, too, some sense of orientation, known to animals and primitive men, may have helped as well, for through all that tangled region he succeeded in reaching the exact spot where Défago had hidden the canoe nearly three days before with the remark, “Strike doo west across the lake into the sun to find the camp.”</p>



<p class="wp-block-paragraph">There was not much sun left to guide him, but he used his compass to the best of his ability, embarking in the frail craft for the last twelve miles of his journey with a sensation of immense relief that the forest was at last behind him. And, fortunately, the water was calm; he took his line across the center of the lake instead of coasting round the shores for another twenty miles. Fortunately, too, the other hunters were back. The light of their fires furnished a steering point without which he might have searched all night long for the actual position of the camp.</p>



<p class="wp-block-paragraph">It was close upon midnight all the same when his canoe grated on the sandy cove, and Hank, Punk and his uncle, disturbed in their sleep by his cries, ran quickly down and helped a very exhausted and broken specimen of Scotch humanity over the rocks toward a dying fire.</p>



<h2 class="wp-block-heading">VI</h2>



<p class="wp-block-paragraph">The sudden entrance of his prosaic uncle into this world of wizardry and horror that had haunted him without interruption now for two days and two nights, had the immediate effect of giving to the affair an entirely new aspect. The sound of that crisp “Hulloa, my boy! And what’s up <em>now</em>?” and the grasp of that dry and vigorous hand introduced another standard of judgment. A revulsion of feeling washed through him. He realized that he had let himself “go” rather badly. He even felt vaguely ashamed of himself. The native hard-headedness of his race reclaimed him.</p>



<p class="wp-block-paragraph">And this doubtless explains why he found it so hard to tell that group round the fire—everything. He told enough, however, for the immediate decision to be arrived at that a relief party must start at the earliest possible moment, and that Simpson, in order to guide it capably, must first have food and, above all, sleep. Dr. Cathcart observing the lad’s condition more shrewdly than his patient knew, gave him a very slight injection of morphine. For six hours he slept like the dead.</p>



<p class="wp-block-paragraph">From the description carefully written out afterwards by this student of divinity, it appears that the account he gave to the astonished group omitted sundry vital and important details. He declares that, with his uncle’s wholesome, matter-of-fact countenance staring him in the face, he simply had not the courage to mention them. Thus, all the search party gathered, it would seem, was that Défago had suffered in the night an acute and inexplicable attack of mania, had imagined himself “called” by someone or something, and had plunged into the bush after it without food or rifle, where he must die a horrible and lingering death by cold and starvation unless he could be found and rescued in time. “In time,” moreover, meant <em>at once</em>.</p>



<p class="wp-block-paragraph">In the course of the following day, however—they were off by seven, leaving Punk in charge with instructions to have food and fire always ready—Simpson found it possible to tell his uncle a good deal more of the story’s true inwardness, without divining that it was drawn out of him as a matter of fact by a very subtle form of cross examination. By the time they reached the beginning of the trail, where the canoe was laid up against the return journey, he had mentioned how Défago spoke vaguely of “something he called a ‘Wendigo’”; how he cried in his sleep; how he imagined an unusual scent about the camp; and had betrayed other symptoms of mental excitement. He also admitted the bewildering effect of “that extraordinary odor” upon himself, “pungent and acrid like the odor of lions.” And by the time they were within an easy hour of Fifty Island Water he had let slip the further fact—a foolish avowal of his own hysterical condition, as he felt afterwards—that he had heard the vanished guide call “for help.” He omitted the singular phrases used, for he simply could not bring himself to repeat the preposterous language. Also, while describing how the man’s footsteps in the snow had gradually assumed an exact miniature likeness of the animal’s plunging tracks, he left out the fact that they measured a <em>wholly</em> incredible distance. It seemed a question, nicely balanced between individual pride and honesty, what he should reveal and what suppress. He mentioned the fiery tinge in the snow, for instance, yet shrank from telling that body and bed had been partly dragged out of the tent.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">With the net result that Dr. Cathcart, adroit psychologist that he fancied himself to be, had assured him clearly enough exactly where his mind, influenced by loneliness, bewilderment and terror, had yielded to the strain and invited delusion. While praising his conduct, he managed at the same time to point out where, when, and how his mind had gone astray. He made his nephew think himself finer than he was by judicious praise, yet more foolish than he was by minimizing the value of the evidence. Like many another materialist, that is, he lied cleverly on the basis of insufficient knowledge, <em>because</em> the knowledge supplied seemed to his own particular intelligence inadmissible.</p>



<p class="wp-block-paragraph">“The spell of these terrible solitudes,” he said, “cannot leave any mind untouched, any mind, that is, possessed of the higher imaginative qualities. It has worked upon yours exactly as it worked upon my own when I was your age. The animal that haunted your little camp was undoubtedly a moose, for the ‘belling’ of a moose may have, sometimes, a very peculiar quality of sound. The colored appearance of the big tracks was obviously a defect of vision in your own eyes produced by excitement. The size and stretch of the tracks we shall prove when we come to them. But the hallucination of an audible voice, of course, is one of the commonest forms of delusion due to mental excitement—an excitement, my dear boy, perfectly excusable, and, let me add, wonderfully controlled by you under the circumstances. For the rest, I am bound to say, you have acted with a splendid courage, for the terror of feeling oneself lost in this wilderness is nothing short of awful, and, had I been in your place, I don’t for a moment believe I could have behaved with one quarter of your wisdom and decision. The only thing I find it uncommonly difficult to explain is—that—damned odor.”</p>



<p class="wp-block-paragraph">“It made me feel sick, I assure you,” declared his nephew, “positively dizzy!” His uncle’s attitude of calm omniscience, merely because he knew more psychological formulae, made him slightly defiant. It was so easy to be wise in the explanation of an experience one has not personally witnessed. “A kind of desolate and terrible odor is the only way I can describe it,” he concluded, glancing at the features of the quiet, unemotional man beside him.</p>



<p class="wp-block-paragraph">“I can only marvel,” was the reply, “that under the circumstances it did not seem to you even worse.” The dry words, Simpson knew, hovered between the truth, and his uncle’s interpretation of “the truth.”</p>



<p class="wp-block-paragraph">And so at last they came to the little camp and found the tent still standing, the remains of the fire, and the piece of paper pinned to a stake beside it—untouched. The cache, poorly contrived by inexperienced hands, however, had been discovered and opened—by musk rats, mink and squirrel. The matches lay scattered about the opening, but the food had been taken to the last crumb.</p>



<p class="wp-block-paragraph">“Well, fellers, he ain’t here,” exclaimed Hank loudly after his fashion. “And that’s as sartain as the coal supply down below! But whar he’s got to by this time is ’bout as unsartain as the trade in crowns in t’other place.” The presence of a divinity student was no barrier to his language at such a time, though for the reader’s sake it may be severely edited. “I propose,” he added, “that we start out at once an’ hunt for’m like hell!”</p>



<p class="wp-block-paragraph">The gloom of Défago’s probable fate oppressed the whole party with a sense of dreadful gravity the moment they saw the familiar signs of recent occupancy. Especially the tent, with the bed of balsam branches still smoothed and flattened by the pressure of his body, seemed to bring his presence near to them. Simpson, feeling vaguely as if his world were somehow at stake, went about explaining particulars in a hushed tone. He was much calmer now, though overwearied with the strain of his many journeys. His uncle’s method of explaining—“explaining away,” rather—the details still fresh in his haunted memory helped, too, to put ice upon his emotions.</p>



<p class="wp-block-paragraph">“And that’s the direction he ran off in,” he said to his two companions, pointing in the direction where the guide had vanished that morning in the grey dawn. “Straight down there he ran like a deer, in between the birch and the hemlock.&nbsp;.&nbsp;.&nbsp;.”</p>



<p class="wp-block-paragraph">Hank and Dr. Cathcart exchanged glances.</p>



<p class="wp-block-paragraph">“And it was about two miles down there, in a straight line,” continued the other, speaking with something of the former terror in his voice, “that I followed his trail to the place where—it stopped—dead!”</p>



<p class="wp-block-paragraph">“And where you heered him callin’ an’ caught the stench, an’ all the rest of the wicked entertainment,” cried Hank, with a volubility that betrayed his keen distress.</p>



<p class="wp-block-paragraph">“And where your excitement overcame you to the point of producing illusions,” added Dr. Cathcart under his breath, yet not so low that his nephew did not hear it.</p>



<p class="wp-block-paragraph">It was early in the afternoon, for they had traveled quickly, and there were still a good two hours of daylight left. Dr. Cathcart and Hank lost no time in beginning the search, but Simpson was too exhausted to accompany them. They would follow the blazed marks on the trees, and where possible, his footsteps. Meanwhile the best thing he could do was to keep a good fire going, and rest.</p>



<p class="wp-block-paragraph">But after something like three hours’ search, the darkness already down, the two men returned to camp with nothing to report. Fresh snow had covered all signs, and though they had followed the blazed trees to the spot where Simpson had turned back, they had not discovered the smallest indication of a human being—or for that matter, of an animal. There were no fresh tracks of any kind; the snow lay undisturbed.</p>



<p class="wp-block-paragraph">It was difficult to know what was best to do, though in reality there was nothing more they <em>could</em> do. They might stay and search for weeks without much chance of success. The fresh snow destroyed their only hope, and they gathered round the fire for supper, a gloomy and despondent party. The facts, indeed, were sad enough, for Défago had a wife at Rat Portage, and his earnings were the family’s sole means of support.</p>



<p class="wp-block-paragraph">Now that the whole truth in all its ugliness was out, it seemed useless to deal in further disguise or pretense. They talked openly of the facts and probabilities. It was not the first time, even in the experience of Dr. Cathcart, that a man had yielded to the singular seduction of the Solitudes and gone out of his mind; Défago, moreover, was predisposed to something of the sort, for he already had a touch of melancholia in his blood, and his fiber was weakened by bouts of drinking that often lasted for weeks at a time. Something on this trip—one might never know precisely what—had sufficed to push him over the line, that was all. And he had gone, gone off into the great wilderness of trees and lakes to die by starvation and exhaustion. The chances against his finding camp again were overwhelming; the delirium that was upon him would also doubtless have increased, and it was quite likely he might do violence to himself and so hasten his cruel fate. Even while they talked, indeed, the end had probably come. On the suggestion of Hank, his old pal, however, they proposed to wait a little longer and devote the whole of the following day, from dawn to darkness, to the most systematic search they could devise. They would divide the territory between them. They discussed their plan in great detail. All that men could do they would do. And, meanwhile, they talked about the particular form in which the singular Panic of the Wilderness had made its attack upon the mind of the unfortunate guide. Hank, though familiar with the legend in its general outline, obviously did not welcome the turn the conversation had taken. He contributed little, though that little was illuminating. For he admitted that a story ran over all this section of country to the effect that several Indians had “seen the Wendigo” along the shores of Fifty Island Water in the “fall” of last year, and that this was the true reason of Défago’s disinclination to hunt there. Hank doubtless felt that he had in a sense helped his old pal to death by overpersuading him. “When an Indian goes crazy,” he explained, talking to himself more than to the others, it seemed, “it’s always put that he’s ‘seen the Wendigo.’ An’ pore old Défaygo was superstitious down to he very heels .&nbsp;.&nbsp;.&nbsp;!”</p>



<p class="wp-block-paragraph">And then Simpson, feeling the atmosphere more sympathetic, told over again the full story of his astonishing tale; he left out no details this time; he mentioned his own sensations and gripping fears. He only omitted the strange language used.</p>



<p class="wp-block-paragraph">“But Défago surely had already told you all these details of the Wendigo legend, my dear fellow,” insisted the doctor. “I mean, he had talked about it, and thus put into your mind the ideas which your own excitement afterwards developed?”</p>



<p class="wp-block-paragraph">Whereupon Simpson again repeated the facts. Défago, he declared, had barely mentioned the beast. He, Simpson, knew nothing of the story, and, so far as he remembered, had never even read about it. Even the word was unfamiliar.</p>



<p class="wp-block-paragraph">Of course he was telling the truth, and Dr. Cathcart was reluctantly compelled to admit the singular character of the whole affair. He did not do this in words so much as in manner, however. He kept his back against a good, stout tree; he poked the fire into a blaze the moment it showed signs of dying down; he was quicker than any of them to notice the least sound in the night about them—a fish jumping in the lake, a twig snapping in the bush, the dropping of occasional fragments of frozen snow from the branches overhead where the heat loosened them. His voice, too, changed a little in quality, becoming a shade less confident, lower also in tone. Fear, to put it plainly, hovered close about that little camp, and though all three would have been glad to speak of other matters, the only thing they seemed able to discuss was this—the source of their fear. They tried other subjects in vain; there was nothing to say about them. Hank was the most honest of the group; he said next to nothing. He never once, however, turned his back to the darkness. His face was always to the forest, and when wood was needed he didn’t go farther than was necessary to get it.</p>



<h2 class="wp-block-heading">VII</h2>



<p class="wp-block-paragraph">A wall of silence wrapped them in, for the snow, though not thick, was sufficient to deaden any noise, and the frost held things pretty tight besides. No sound but their voices and the soft roar of the flames made itself heard. Only, from time to time, something soft as the flutter of a pine moth’s wings went past them through the air. No one seemed anxious to go to bed. The hours slipped towards midnight.</p>



<p class="wp-block-paragraph">“The legend is picturesque enough,” observed the doctor after one of the longer pauses, speaking to break it rather than because he had anything to say, “for the Wendigo is simply the Call of the Wild personified, which some natures hear to their own destruction.”</p>



<p class="wp-block-paragraph">“That’s about it,” Hank said presently. “An’ there’s no misunderstandin’ when you hear it. It calls you by name right ’nough.”</p>



<p class="wp-block-paragraph">Another pause followed. Then Dr. Cathcart came back to the forbidden subject with a rush that made the others jump.</p>



<p class="wp-block-paragraph">“The allegory <em>is</em> significant,” he remarked, looking about him into the darkness, “for the Voice, they say, resembles all the minor sounds of the Bush—wind, falling water, cries of the animals, and so forth. And, once the victim hears <em>that</em>—he’s off for good, of course! His most vulnerable points, moreover, are said to be the feet and the eyes; the feet, you see, for the lust of wandering, and the eyes for the lust of beauty. The poor beggar goes at such a dreadful speed that he bleeds beneath the eyes, and his feet burn.”</p>



<p class="wp-block-paragraph">Dr. Cathcart, as he spoke, continued to peer uneasily into the surrounding gloom. His voice sank to a hushed tone.</p>



<p class="wp-block-paragraph">“The Wendigo,” he added, “is said to burn his feet—owing to the friction, apparently caused by its tremendous velocity—till they drop off, and new ones form exactly like its own.”</p>



<p class="wp-block-paragraph">Simpson listened in horrified amazement; but it was the pallor on Hank’s face that fascinated him most. He would willingly have stopped his ears and closed his eyes, had he dared.</p>



<p class="wp-block-paragraph">“It don’t always keep to the ground neither,” came in Hank’s slow, heavy drawl, “for it goes so high that he thinks the stars have set him all a-fire. An’ it’ll take great thumpin’ jumps sometimes, an’ run along the tops of the trees, carrying its partner with it, an’ then droppin’ him jest as a fish hawk’ll drop a pickerel to kill it before eatin’. An’ its food, of all the muck in the whole Bush is—moss!” And he laughed a short, unnatural laugh. “It’s a moss-eater, is the Wendigo,” he added, looking up excitedly into the faces of his companions. “Moss-eater,” he repeated, with a string of the most outlandish oaths he could invent.</p>



<p class="wp-block-paragraph">But Simpson now understood the true purpose of all this talk. What these two men, each strong and “experienced” in his own way, dreaded more than anything else was—silence. They were talking against time. They were also talking against darkness, against the invasion of panic, against the admission reflection might bring that they were in an enemy’s country—against anything, in fact, rather than allow their inmost thoughts to assume control. He himself, already initiated by the awful vigil with terror, was beyond both of them in this respect. He had reached the stage where he was immune. But these two, the scoffing, analytical doctor, and the honest, dogged backwoodsman, each sat trembling in the depths of his being.</p>



<p class="wp-block-paragraph">Thus the hours passed; and thus, with lowered voices and a kind of taut inner resistance of spirit, this little group of humanity sat in the jaws of the wilderness and talked foolishly of the terrible and haunting legend. It was an unequal contest, all things considered, for the wilderness had already the advantage of first attack—and of a hostage. The fate of their comrade hung over them with a steadily increasing weight of oppression that finally became insupportable.</p>



<p class="wp-block-paragraph">It was Hank, after a pause longer than the preceding ones that no one seemed able to break, who first let loose all this pent-up emotion in very unexpected fashion, by springing suddenly to his feet and letting out the most ear-shattering yell imaginable into the night. He could not contain himself any longer, it seemed. To make it carry even beyond an ordinary cry he interrupted its rhythm by shaking the palm of his hand before his mouth.</p>



<p class="wp-block-paragraph">“That’s for Défago,” he said, looking down at the other two with a queer, defiant laugh, “for it’s my belief”—the sandwiched oaths may be omitted—“that my ole partner’s not far from us at this very minute.”</p>



<p class="wp-block-paragraph">There was a vehemence and recklessness about his performance that made Simpson, too, start to his feet in amazement, and betrayed even the doctor into letting the pipe slip from between his lips. Hank’s face was ghastly, but Cathcart’s showed a sudden weakness—a loosening of all his faculties, as it were. Then a momentary anger blazed into his eyes, and he too, though with deliberation born of habitual self-control, got upon his feet and faced the excited guide. For this was unpermissible, foolish, dangerous, and he meant to stop it in the bud.</p>



<p class="wp-block-paragraph">What might have happened in the next minute or two one may speculate about, yet never definitely know, for in the instant of profound silence that followed Hank’s roaring voice, and as though in answer to it, something went past through the darkness of the sky overhead at terrific speed—something of necessity very large, for it displaced much air, while down between the trees there fell a faint and windy cry of a human voice, calling in tones of indescribable anguish and appeal—</p>



<p class="wp-block-paragraph">“Oh, oh! This fiery height! Oh, oh! My feet of fire! My burning feet of fire!”</p>



<p class="wp-block-paragraph">White to the very edge of his shirt, Hank looked stupidly about him like a child. Dr. Cathcart uttered some kind of unintelligible cry, turning as he did so with an instinctive movement of blind terror towards the protection of the tent, then halting in the act as though frozen. Simpson, alone of the three, retained his presence of mind a little. His own horror was too deep to allow of any immediate reaction. He had heard that cry before.</p>



<p class="wp-block-paragraph">Turning to his stricken companions, he said almost calmly—</p>



<p class="wp-block-paragraph">“That’s exactly the cry I heard—the very words he used!”</p>



<p class="wp-block-paragraph">Then, lifting his face to the sky, he cried aloud, “Défago, Défago! Come down here to us! Come down—!”</p>



<p class="wp-block-paragraph">And before there was time for anybody to take definite action one way or another, there came the sound of something dropping heavily between the trees, striking the branches on the way down, and landing with a dreadful thud upon the frozen earth below. The crash and thunder of it was really terrific.</p>



<p class="wp-block-paragraph">“That’s him, s’help me the good Gawd!” came from Hank in a whispering cry half choked, his hand going automatically toward the hunting knife in his belt. “And he’s coming! He’s coming!” he added, with an irrational laugh of horror, as the sounds of heavy footsteps crunching over the snow became distinctly audible, approaching through the blackness towards the circle of light.</p>



<p class="wp-block-paragraph">And while the steps, with their stumbling motion, moved nearer and nearer upon them, the three men stood round that fire, motionless and dumb. Dr. Cathcart had the appearance of a man suddenly withered; even his eyes did not move. Hank, suffering shockingly, seemed on the verge again of violent action; yet did nothing. He, too, was hewn of stone. Like stricken children they seemed. The picture was hideous. And, meanwhile, their owner still invisible, the footsteps came closer, crunching the frozen snow. It was endless—too prolonged to be quite real—this measured and pitiless approach. It was accursed.</p>



<h2 class="wp-block-heading">VIII</h2>



<p class="wp-block-paragraph">Then at length the darkness, having thus laboriously conceived, brought forth—a figure. It drew forward into the zone of uncertain light where fire and shadows mingled, not ten feet away; then halted, staring at them fixedly. The same instant it started forward again with the spasmodic motion as of a thing moved by wires, and coming up closer to them, full into the glare of the fire, they perceived then that—it was a man; and apparently that this man was—Défago.</p>



<p class="wp-block-paragraph">Something like a skin of horror almost perceptibly drew down in that moment over every face, and three pairs of eyes shone through it as though they saw across the frontiers of normal vision into the Unknown.</p>



<p class="wp-block-paragraph">Défago advanced, his tread faltering and uncertain; he made his way straight up to them as a group first, then turned sharply and peered close into the face of Simpson. The sound of a voice issued from his lips—</p>



<p class="wp-block-paragraph">“Here I am, Boss Simpson. I heered someone calling me.” It was a faint, dried up voice, made wheezy and breathless as by immense exertion. “I’m havin’ a reg’lar hellfire kind of a trip, I am.” And he laughed, thrusting his head forward into the other’s face.</p>



<p class="wp-block-paragraph">But that laugh started the machinery of the group of waxwork figures with the wax-white skins. Hank immediately sprang forward with a stream of oaths so farfetched that Simpson did not recognize them as English at all, but thought he had lapsed into Indian or some other lingo. He only realized that Hank’s presence, thrust thus between them, was welcome—uncommonly welcome. Dr. Cathcart, though more calmly and leisurely, advanced behind him, heavily stumbling.</p>



<p class="wp-block-paragraph">Simpson seems hazy as to what was actually said and done in those next few seconds, for the eyes of that detestable and blasted visage peering at such close quarters into his own utterly bewildered his senses at first. He merely stood still. He said nothing. He had not the trained will of the older men that forced them into action in defiance of all emotional stress. He watched them moving as behind a glass that half destroyed their reality; it was dreamlike; perverted. Yet, through the torrent of Hank’s meaningless phrases, he remembers hearing his uncle’s tone of authority—hard and forced—saying several things about food and warmth, blankets, whisky and the rest .&nbsp;.&nbsp;. and, further, that whiffs of that penetrating, unaccustomed odor, vile yet sweetly bewildering, assailed his nostrils during all that followed.</p>



<p class="wp-block-paragraph">It was no less a person than himself, however—less experienced and adroit than the others though he was—who gave instinctive utterance to the sentence that brought a measure of relief into the ghastly situation by expressing the doubt and thought in each one’s heart.</p>



<p class="wp-block-paragraph">“It <em>is</em>—YOU, isn’t it, Défago?” he asked under his breath, horror breaking his speech.</p>



<p class="wp-block-paragraph">And at once Cathcart burst out with the loud answer before the other had time to move his lips. “Of course it is! Of course it is! Only—can’t you see—he’s nearly dead with exhaustion, cold and terror! Isn’t <em>that</em> enough to change a man beyond all recognition?” It was said in order to convince himself as much as to convince the others. The overemphasis alone proved that. And continually, while he spoke and acted, he held a handkerchief to his nose. That odor pervaded the whole camp.</p>



<p class="wp-block-paragraph">For the “Défago” who sat huddled by the big fire, wrapped in blankets, drinking hot whisky and holding food in wasted hands, was no more like the guide they had last seen alive than the picture of a man of sixty is like a daguerreotype of his early youth in the costume of another generation. Nothing really can describe that ghastly caricature, that parody, masquerading there in the firelight as Défago. From the ruins of the dark and awful memories he still retains, Simpson declares that the face was more animal than human, the features drawn about into wrong proportions, the skin loose and hanging, as though he had been subjected to extraordinary pressures and tensions. It made him think vaguely of those bladder faces blown up by the hawkers on Ludgate Hill, that change their expression as they swell, and as they collapse emit a faint and wailing imitation of a voice. Both face and voice suggested some such abominable resemblance. But Cathcart long afterwards, seeking to describe the indescribable, asserts that thus might have looked a face and body that had been in air so rarified that, the weight of atmosphere being removed, the entire structure threatened to fly asunder and become—<em>incoherent</em>.&nbsp;.&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">It was Hank, though all distraught and shaking with a tearing volume of emotion he could neither handle nor understand, who brought things to a head without much ado. He went off to a little distance from the fire, apparently so that the light should not dazzle him too much, and shading his eyes for a moment with both hands, shouted in a loud voice that held anger and affection dreadfully mingled:</p>



<p class="wp-block-paragraph">“You ain’t Défaygo! You ain’t Défaygo at all! I don’t give a—damn, but that ain’t you, my ole pal of twenty years!” He glared upon the huddled figure as though he would destroy him with his eyes. “An’ if it is I’ll swab the floor of hell with a wad of cotton wool on a toothpick, s’help me the good Gawd!” he added, with a violent fling of horror and disgust.</p>



<p class="wp-block-paragraph">It was impossible to silence him. He stood there shouting like one possessed, horrible to see, horrible to hear—<em>because it was the truth</em>. He repeated himself in fifty different ways, each more outlandish than the last. The woods rang with echoes. At one time it looked as if he meant to fling himself upon “the intruder,” for his hand continually jerked towards the long hunting knife in his belt.</p>



<p class="wp-block-paragraph">But in the end he did nothing, and the whole tempest completed itself very shortly with tears. Hank’s voice suddenly broke, he collapsed on the ground, and Cathcart somehow or other persuaded him at last to go into the tent and lie quiet. The remainder of the affair, indeed, was witnessed by him from behind the canvas, his white and terrified face peeping through the crack of the tent door flap.</p>



<p class="wp-block-paragraph">Then Dr. Cathcart, closely followed by his nephew who so far had kept his courage better than all of them, went up with a determined air and stood opposite to the figure of Défago huddled over the fire. He looked him squarely in the face and spoke. At first his voice was firm.</p>



<p class="wp-block-paragraph">“Défago, tell us what’s happened—just a little, so that we can know how best to help you?” he asked in a tone of authority, almost of command. And at that point, it <em>was</em> command. At once afterwards, however, it changed in quality, for the figure turned up to him a face so piteous, so terrible and so little like humanity, that the doctor shrank back from him as from something spiritually unclean. Simpson, watching close behind him, says he got the impression of a mask that was on the verge of dropping off, and that underneath they would discover something black and diabolical, revealed in utter nakedness. “Out with it, man, out with it!” Cathcart cried, terror running neck and neck with entreaty. “None of us can stand this much longer .&nbsp;.&nbsp;.&nbsp;!” It was the cry of instinct over reason.</p>



<p class="wp-block-paragraph">And then “Défago,” smiling <em>whitely</em>, answered in that thin and fading voice that already seemed passing over into a sound of quite another character—</p>



<p class="wp-block-paragraph">“I seen that great Wendigo thing,” he whispered, sniffing the air about him exactly like an animal. “I been with it too—”</p>



<p class="wp-block-paragraph">Whether the poor devil would have said more, or whether Dr. Cathcart would have continued the impossible cross examination cannot be known, for at that moment the voice of Hank was heard yelling at the top of his voice from behind the canvas that concealed all but his terrified eyes. Such a howling was never heard.</p>



<p class="wp-block-paragraph">“His feet! Oh, Gawd, his feet! Look at his great changed—feet!”</p>



<p class="wp-block-paragraph">Défago, shuffling where he sat, had moved in such a way that for the first time his legs were in full light and his feet were visible. Yet Simpson had no time, himself, to see properly what Hank had seen. And Hank has never seen fit to tell. That same instant, with a leap like that of a frightened tiger, Cathcart was upon him, bundling the folds of blanket about his legs with such speed that the young student caught little more than a passing glimpse of something dark and oddly massed where moccasined feet ought to have been, and saw even that but with uncertain vision.</p>



<p class="wp-block-paragraph">Then, before the doctor had time to do more, or Simpson time to even think a question, much less ask it, Défago was standing upright in front of them, balancing with pain and difficulty, and upon his shapeless and twisted visage an expression so dark and so malicious that it was, in the true sense, monstrous.</p>



<p class="wp-block-paragraph">“Now <em>you</em> seen it too,” he wheezed, “you seen my fiery, burning feet! And now—that is, unless you kin save me an’ prevent—it’s ’bout time for—”</p>



<p class="wp-block-paragraph">His piteous and beseeching voice was interrupted by a sound that was like the roar of wind coming across the lake. The trees overhead shook their tangled branches. The blazing fire bent its flames as before a blast. And something swept with a terrific, rushing noise about the little camp and seemed to surround it entirely in a single moment of time. Défago shook the clinging blankets from his body, turned towards the woods behind, and with the same stumbling motion that had brought him—was gone: gone, before anyone could move muscle to prevent him, gone with an amazing, blundering swiftness that left no time to act. The darkness positively swallowed him; and less than a dozen seconds later, above the roar of the swaying trees and the shout of the sudden wind, all three men, watching and listening with stricken hearts, heard a cry that seemed to drop down upon them from a great height of sky and distance—</p>



<p class="wp-block-paragraph">“Oh, oh! This fiery height! Oh, oh! My feet of fire! My burning feet of fire .&nbsp;.&nbsp;.&nbsp;!” then died away, into untold space and silence.</p>



<p class="wp-block-paragraph">Dr. Cathcart—suddenly master of himself, and therefore of the others—was just able to seize Hank violently by the arm as he tried to dash headlong into the Bush.</p>



<p class="wp-block-paragraph">“But I want ter know,—you!” shrieked the guide. “I want ter see! That ain’t him at all, but some—devil that’s shunted into his place .&nbsp;.&nbsp;.&nbsp;!”</p>



<p class="wp-block-paragraph">Somehow or other—he admits he never quite knew how he accomplished it—he managed to keep him in the tent and pacify him. The doctor, apparently, had reached the stage where reaction had set in and allowed his own innate force to conquer. Certainly he “managed” Hank admirably. It was his nephew, however, hitherto so wonderfully controlled, who gave him most cause for anxiety, for the cumulative strain had now produced a condition of lachrymose hysteria which made it necessary to isolate him upon a bed of boughs and blankets as far removed from Hank as was possible under the circumstances.</p>



<p class="wp-block-paragraph">And there he lay, as the watches of that haunted night passed over the lonely camp, crying startled sentences, and fragments of sentences, into the folds of his blanket. A quantity of gibberish about speed and height and fire mingled oddly with biblical memories of the classroom. “People with broken faces all on fire are coming at a most awful, awful, pace towards the camp!” he would moan one minute; and the next would sit up and stare into the woods, intently listening, and whisper, “How terrible in the wilderness are—are the feet of them that—” until his uncle came across to change the direction of his thoughts and comfort him.</p>



<p class="wp-block-paragraph">The hysteria, fortunately, proved but temporary. Sleep cured him, just as it cured Hank.</p>



<p class="wp-block-paragraph">Till the first signs of daylight came, soon after five o’clock, Dr. Cathcart kept his vigil. His face was the color of chalk, and there were strange flushes beneath the eyes. An appalling terror of the soul battled with his will all through those silent hours. These were some of the outer signs .&nbsp;.&nbsp;.</p>



<p class="wp-block-paragraph">At dawn he lit the fire himself, made breakfast, and woke the others, and by seven they were well on their way back to the home camp—three perplexed and afflicted men, but each in his own way having reduced his inner turmoil to a condition of more or less systematized order again.</p>



<h2 class="wp-block-heading">IX</h2>



<p class="wp-block-paragraph">They talked little, and then only of the most wholesome and common things, for their minds were charged with painful thoughts that clamoured for explanation, though no one dared refer to them. Hank, being nearest to primitive conditions, was the first to find himself, for he was also less complex. In Dr. Cathcart “civilization” championed his forces against an attack singular enough. To this day, perhaps, he is not <em>quite</em> sure of certain things. Anyhow, he took longer to “find himself.”</p>



<p class="wp-block-paragraph">Simpson, the student of divinity, it was who arranged his conclusions probably with the best, though not most scientific, appearance of order. Out there, in the heart of unreclaimed wilderness, they had surely witnessed something crudely and essentially primitive. Something that had survived somehow the advance of humanity had emerged terrifically, betraying a scale of life still monstrous and immature. He envisaged it rather as a glimpse into prehistoric ages, when superstitions, gigantic and uncouth, still oppressed the hearts of men; when the forces of nature were still untamed, the Powers that may have haunted a primeval universe not yet withdrawn. To this day he thinks of what he termed years later in a sermon “savage and formidable Potencies lurking behind the souls of men, not evil perhaps in themselves, yet instinctively hostile to humanity as it exists.”</p>



<p class="wp-block-paragraph">With his uncle he never discussed the matter in detail, for the barrier between the two types of mind made it difficult. Only once, years later, something led them to the frontier of the subject—of a single detail of the subject, rather—</p>



<p class="wp-block-paragraph">“Can’t you even tell me what—<em>they</em> were like?” he asked; and the reply, though conceived in wisdom, was not encouraging, “It is far better you should not try to know, or to find out.”</p>



<p class="wp-block-paragraph">“Well—that odour.&nbsp;.&nbsp;.&nbsp;?” persisted the nephew. “What do you make of that?”</p>



<p class="wp-block-paragraph">Dr. Cathcart looked at him and raised his eyebrows.</p>



<p class="wp-block-paragraph">“Odours,” he replied, “are not so easy as sounds and sights of telepathic communication. I make as much, or as little, probably, as you do yourself.”</p>



<p class="wp-block-paragraph">He was not quite so glib as usual with his explanations. That was all.</p>



<p class="wp-block-paragraph">At the fall of day, cold, exhausted, famished, the party came to the end of the long portage and dragged themselves into a camp that at first glimpse seemed empty. Fire there was none, and no Punk came forward to welcome them. The emotional capacity of all three was too over-spent to recognize either surprise or annoyance; but the cry of spontaneous affection that burst from the lips of Hank, as he rushed ahead of them towards the fire-place, came probably as a warning that the end of the amazing affair was not quite yet. And both Cathcart and his nephew confessed afterwards that when they saw him kneel down in his excitement and embrace something that reclined, gently moving, beside the extinguished ashes, they felt in their very bones that this “something” would prove to be Défago—the true Défago, returned.</p>



<p class="wp-block-paragraph">And so, indeed, it was.</p>



<p class="wp-block-paragraph">It is soon told. Exhausted to the point of emaciation, the French Canadian—what was left of him, that is—fumbled among the ashes, trying to make a fire. His body crouched there, the weak fingers obeying feebly the instinctive habit of a lifetime with twigs and matches. But there was no longer any mind to direct the simple operation. The mind had fled beyond recall. And with it, too, had fled memory. Not only recent events, but all previous life was a blank.</p>



<p class="wp-block-paragraph">This time it was the real man, though incredibly and horribly shrunken. On his face was no expression of any kind whatever—fear, welcome, or recognition. He did not seem to know who it was that embraced him, or who it was that fed, warmed and spoke to him the words of comfort and relief. Forlorn and broken beyond all reach of human aid, the little man did meekly as he was bidden. The “something” that had constituted him “individual” had vanished for ever.</p>



<p class="wp-block-paragraph">In some ways it was more terribly moving than anything they had yet seen—that idiot smile as he drew wads of coarse moss from his swollen cheeks and told them that he was “a damned moss-eater”; the continued vomiting of even the simplest food; and, worst of all, the piteous and childish voice of complaint in which he told them that his feet pained him—“burn like fire”—which was natural enough when Dr. Cathcart examined them and found that both were dreadfully frozen. Beneath the eyes there were faint indications of recent bleeding.</p>



<p class="wp-block-paragraph">The details of how he survived the prolonged exposure, of where he had been, or of how he covered the great distance from one camp to the other, including an immense detour of the lake on foot since he had no canoe—all this remains unknown. His memory had vanished completely. And before the end of the winter whose beginning witnessed this strange occurrence, Défago, bereft of mind, memory and soul, had gone with it. He lingered only a few weeks.</p>



<p class="wp-block-paragraph">And what Punk was able to contribute to the story throws no further light upon it. He was cleaning fish by the lake shore about five o’clock in the evening—an hour, that is, before the search party returned—when he saw this shadow of the guide picking its way weakly into camp. In advance of him, he declares, came the faint whiff of a certain singular odour.</p>



<p class="wp-block-paragraph">That same instant old Punk started for home. He covered the entire journey of three days as only Indian blood could have covered it. The terror of a whole race drove him. He knew what it all meant. Défago had “seen the Wendigo.”</p>
<p>The post <a href="https://weirdworldstudios.com/the-wendigo/">The Wendigo</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>No Plans To Breed (Part 2)</title>
		<link>https://weirdworldstudios.com/no-plans-to-breed-part-2/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 06 Nov 2020 21:39:22 +0000</pubDate>
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		<category><![CDATA[Poetry]]></category>
		<category><![CDATA[Goodbye]]></category>
		<category><![CDATA[Menu]]></category>
		<category><![CDATA[Short Poem]]></category>
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					<description><![CDATA[<p>GOODBYE If in the end humanity passes into the nightBelieving itselfUnloved, Unmissed, and Unmourned,The architect of its own destruction,Seized by selfishness,Then I wonder what the last cryAs the lights go downOn human history will be?Perhaps &#8220;More grace! Just a little more grace!&#8221;And perhaps a voice in the darkness will reply&#8220;Let there be light&#8221;. GOODBYE This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/no-plans-to-breed-part-2/">No Plans To Breed (Part 2)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">GOODBYE</h2>



<p class="wp-block-paragraph">If in the end humanity passes into the night<br>Believing itself<br>Unloved, Unmissed, and Unmourned,<br>The architect of its own destruction,<br>Seized by selfishness,<br>Then I wonder what the last cry<br>As the lights go down<br>On human history will be?<br>Perhaps &#8220;More grace! Just a little more grace!&#8221;<br>And perhaps a voice in the darkness will reply<br>&#8220;Let there be light&#8221;.</p>



<p class="wp-block-paragraph"><strong>GOODBYE</strong></p>



<p class="wp-block-paragraph">This is a poem about justice and grace. Collectively, we are damaging our world and the consequences of this are both grave and ultimately indifferent to our survival. Too much abuse of the earth will result in environmental catastrophe as surely as day follows night. Actions have consequences. The fact that we love our kids, donate to charity, and look after our spouses, will mean nothing to science. At a certain point, a tipping point, the consequences will become irreversible (or at least result in a long-term shift that will take many lifetimes to repair) and whether we feel we deserve them or not, those consequences will apply indiscriminately. We need a miracle – a miracle in the form of a fundamental shift in human selfishness, or a miracle in the form of an old-fashioned intervention by the deity Himself. Pessimist that I am, I still hold out hope that we can find the humanity to act in time, and, if it is already too late, then, maybe we can find the humanity to support one another through the disasters to come. But either way, I hope for grace, a divine act of mercy in the face of our reckless collective selfishness.</p>



<h2 class="wp-block-heading">TO SOMEONE I JUST MET</h2>



<p class="wp-block-paragraph">Wanting to be interesting<br>Succeeding only in being shy<br>Staring out of windows at work<br>Hoping you might be thinking of me too<br>Trembling at the brush of your<br>Jumper against my arm<br>Praying you&#8217;ll stop long enough<br>To find the value in me<br>That I look for in you</p>



<p class="wp-block-paragraph"><strong>TO SOMEONE I HAVE JUST MET</strong></p>



<p class="wp-block-paragraph">I&#8217;ve been happily married for 20 years now. It&#8217;s easy to forget what it is like to be single (and wishing not to be). The uncertainty and the insecurity of wanting to find someone while hoping they, in turn, will find you.</p>



<h2 class="wp-block-heading">MENU</h2>



<p class="wp-block-paragraph">Let&#8217;s try friendship for entree<br>And, if we enjoy the taste,<br>Try a double helping of love for first course.<br>Make the main course last a lifetime in the exchange of vows<br>And skip the dessert<br>Of recrimination, disappointment<br>And divorce.</p>



<p class="wp-block-paragraph"><strong>MENU</strong></p>



<p class="wp-block-paragraph">Not one of my favorites. I cringe when I read this one. At the time I thought I was being clever, using a menu as a metaphor for choosing a life partner. Now, it just irritates me.</p>



<h2 class="wp-block-heading">SHORT POEM</h2>



<p class="wp-block-paragraph">The cat sat on the mat<br>Thinking of a juicy rat.<br>With stomach swollen grossly fat,<br>He had himself a heart attack.</p>



<p class="wp-block-paragraph"><strong>SHORT POEM</strong></p>



<p class="wp-block-paragraph">This was an experiment; an attempt to use the &#8220;The Cat Sat on the Mat&#8221; as a prompt for, as the title implies, a short poem. It was a piece of fun nonsense. And for those who want to hassle me about the final line; yes it rhymes the vowel and not the consonant, and yes, it&#8217;s deliberate, and yes, the rhythm is what drives this poem.</p>



<h2 class="wp-block-heading">THE NEXT MOVE</h2>



<p class="wp-block-paragraph">Why not make the next move?<br>In a game of chess<br>It would be your turn.</p>



<p class="wp-block-paragraph"><strong>THE NEXT MOVE</strong></p>



<p class="wp-block-paragraph">Being shy is hard. Watching girls in the corridor at high-school mocking uproariously because &#8220;guess who just asked me out?&#8221; was terrifying. My relative inexperience at courtship (and the reading of all its multitude of subtle signals) when added to my desperate desire to avoid becoming an object of ridicule, goes some way towards explaining why my teenage-self wanted to minimize the risk involved in courtship. The reality is, we are all desperately afraid that we will be rejected and engage in the dance of hint and counter-hint as our best strategy. In this sense, courtship is genuinely like a game and, if we could but see it, each player does in fact take their turn. But I was never a subtle game player and, for a very long time, I didn&#8217;t understand the rules. And once I did understand the rules, they had changed.</p>



<p class="wp-block-paragraph">These poems are copyright © 1998 Philip Craig Robotham, all rights reserved</p>
<p>The post <a href="https://weirdworldstudios.com/no-plans-to-breed-part-2/">No Plans To Breed (Part 2)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6565</post-id>	</item>
		<item>
		<title>No Plans To Breed (Part 1)</title>
		<link>https://weirdworldstudios.com/no-plans-to-breed-part-1/</link>
					<comments>https://weirdworldstudios.com/no-plans-to-breed-part-1/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 31 Oct 2020 22:57:35 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Poetry]]></category>
		<category><![CDATA[blame]]></category>
		<category><![CDATA[fair]]></category>
		<category><![CDATA[origin]]></category>
		<category><![CDATA[Plague]]></category>
		<category><![CDATA[pupils dilate]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6544</guid>

					<description><![CDATA[<p>PLAGUE Don&#8217;t pity the plague carriers,The shy and ugly ones who,Un-noticed,Lock out the world andWonder Why The doorbell never rings. Keep the secret.Don&#8217;t point and stare.Hide the children awaySo that the truth can&#8217;t get out. Drop hints that it&#8217;sTHEIR OWN FAULT.After all, they grew old&#8211; No-one did it for them.Genes are the user&#8217;s responsibility.The accident [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/no-plans-to-breed-part-1/">No Plans To Breed (Part 1)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading" id="plague">PLAGUE</h2>



<p class="wp-block-paragraph">Don&#8217;t pity the plague carriers,<br>The shy and ugly ones who,<br>Un-noticed,<br>Lock out the world and<br>Wonder Why <br>The doorbell never rings.</p>



<p class="wp-block-paragraph">Keep the secret.<br>Don&#8217;t point and stare.<br>Hide the children away<br>So that the truth can&#8217;t get out.</p>



<p class="wp-block-paragraph">Drop hints that it&#8217;s<br>THEIR OWN FAULT.<br>After all, they grew old<br>&#8211; No-one did it for them.<br>Genes are the user&#8217;s responsibility.<br>The accident could have been<br>Avoided!<br>Like the plague.</p>



<p class="wp-block-paragraph">Give no sympathy.<br>Take no chances.<br>Avoid contamination.<br>Subscribe to Vogue<br>And enjoy your Designer Life.<br>Buy that hermetically sealed bubble<br>To live in.<br>Time and accident and genetics<br>And the hand of God can&#8217;t touch<br>YOU now.</p>



<p class="wp-block-paragraph"><strong>PLAGUE</strong></p>



<p class="wp-block-paragraph">Kids do rotten things.&nbsp; When I was a kid, I did plenty.&nbsp; But there was one kid-bahaviour I never quite understood.&nbsp; In primary school, and later in high school (amongst a different group), my friends would cat-call and shout insults at old and ugly women walking along the street.&nbsp; Their only defense, when confronted, in both cases, was &#8220;well, look at her.&#8221;&nbsp; And I used to think, &#8220;don&#8217;t you realise that you&#8217;ll be old one day, too &#8220;.<br>These were kids, but some people never grow out of it.&nbsp; They see the homeless person, the chronically unwell, the widowed woman, the fostered kid, the single mum, and the mentally ill, and ask &#8220;why can&#8217;t they hold it together?&#8221; and blame them for the circumstances that result in their noticing them at all – as if by being visible they are an affront in and of themselves.</p>



<h2 class="wp-block-heading" id="fair"><strong>FAIR</strong></h2>



<p class="wp-block-paragraph">&#8220;It&#8217;s not fair&#8221;, he said,<br>As his blood poured out<br>On the pavement<br>In the shadow of his attacker<br>While memories of the family<br>He had abandoned<br>And the associates he had cheated<br>Faded with his life.</p>



<p class="wp-block-paragraph"><strong>FAIR</strong></p>



<p class="wp-block-paragraph">&#8220;Fair&#8221; was a ham-fisted attempt at suggesting that in a world of selfishness, all are guilty and all are hypocrites.</p>



<h2 class="wp-block-heading" id="pupilsDilate"><strong>PUPILS DILATE</strong></h2>



<p class="wp-block-paragraph">Pupils dilate<br>Adrenaline is pumped<br>Fear and excitement mingle<br>Skin tension increases<br>Muscle tone improves<br>Localised circulation brings colour<br>The heart beats faster<br>The stomach churns<br>Emotions stir<br>The tongue moves<br>The mind is engaged<br>Hands clasp<br>Hearts reach out<br>Souls meet<br>Lips touch</p>



<p class="wp-block-paragraph">Years pass<br>The work is hard<br>Wear, tear, and care<br>A tomb is raised<br>Dust becomes dust<br>And the world turns</p>



<p class="wp-block-paragraph"><strong>PUPILS DILATE</strong></p>



<p class="wp-block-paragraph">I remember, at college, being fascinated to discover how very biological attraction is.&nbsp; We see someone we are attracted to and our hormones take over, and a bunch of physical things follow from that, effecting skin and muscle tone, the size of our pupils, blood flow, the release of endorphins in the brain, etc.&nbsp; This physical excitement is what we call romantic love.&nbsp; It feels great, but is necessarily short lived.&nbsp; Our bodies cannot maintain that level of physical excitation for more than 9 to 18 months at the outside.&nbsp; Romantic love, wonderful as it is, has to give way to something far more grounded and real;&nbsp; a mature love that is deeper, often more painful, and borne of commitment rather than biology, needs to take its place.&nbsp; Hollywood has done us no favours by telling us that Romantic love is the pinnacle of love when, in fact, it&#8217;s merely a first step.</p>



<h2 class="wp-block-heading" id="blame">BLAME</h2>



<p class="wp-block-paragraph">The complex mechanical<br>Accident that is me<br>Is free to follow its programming<br>Without guilt<br>But if the machine breaks down<br>Or suffering occurs<br>Then it is God&#8217;s fault.</p>



<p class="wp-block-paragraph"><strong>BLAME</strong></p>



<p class="wp-block-paragraph">I&#8217;ve known plenty of thoughtful atheists in my time, and this poem isn&#8217;t about them.&nbsp; I&#8217;ve also had plenty of bad-faith conversations about my religion that have, more-or-less, used this as a template. The problem of pain is a real one for the Christian, but to make any sense at all, one has to adopt the Christian&#8217;s assumptions about the world and good and evil.&nbsp; The outsider to the system is saying something meaningless (and dishonest) when invoking categories they feel do not, logically, exist.&nbsp; You can&#8217;t object to the moral quality of suffering (calling it cruel or &#8220;bad&#8221;) if you don&#8217;t believe suffering or categories such as cruelty and &#8220;badness&#8221; exist.&nbsp; In a mechanical world, where the universe simply follows its programming, the idea that anything that happens in it is good or bad is, basically, and illusion (a creation of human imagination, rather than an objective thing).&nbsp; It renders sitting in judgement on a universe in which God might exist, both contradictory and meaningless, since none of the premises are accepted.</p>



<h2 class="wp-block-heading" id="origin">ORIGIN</h2>



<p class="wp-block-paragraph">In the beginning<br>Before we knew we were machines<br>And before love was a chemical reaction<br>GOD&#8230;</p>



<p class="wp-block-paragraph"><strong>ORIGIN</strong></p>



<p class="wp-block-paragraph">Origin is a creedal statement; an affirmation of a first principle significant in my own life.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">These poems are copyright © 1998 Philip Craig Robotham, all rights reserved</p>
<p>The post <a href="https://weirdworldstudios.com/no-plans-to-breed-part-1/">No Plans To Breed (Part 1)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6544</post-id>	</item>
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		<title>Cliche and Writing &#8220;In The Zone&#8221; in Audio Drama</title>
		<link>https://weirdworldstudios.com/avoid-cliche/</link>
					<comments>https://weirdworldstudios.com/avoid-cliche/#comments</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 09 Jul 2020 03:50:53 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[audio scriptwriting]]></category>
		<category><![CDATA[brainstorming]]></category>
		<category><![CDATA[cliche]]></category>
		<category><![CDATA[how to avoid cliche]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[research]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6507</guid>

					<description><![CDATA[<p>Have you ever been in &#8220;the zone&#8221;? You know, that experience where everything just flows and you write with uninterrupted joy and it all just comes together naturally and pours out onto the page? That&#8217;s what writing is supposed to be like, right? Well, maybe. But more often than not, the stuff I produce in [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/avoid-cliche/">Cliche and Writing &#8220;In The Zone&#8221; in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">
  Have you ever been in &#8220;the zone&#8221;?  You know, that experience where everything just flows and you write with uninterrupted joy and it all just comes together naturally and pours out onto the page?  That&#8217;s what writing is supposed to be like, right?  
</p>



<p class="wp-block-paragraph">   Well, maybe.  But more often than not, the stuff I produce in this exalted state is among my worst samples of writing.  So, why is that the case? </p>



<p class="wp-block-paragraph">   Everyone is different, so your experience may vary substantially from my own, but I&#8217;ve come to realize lately that there are good reasons why my writing is worse when it is the result of &#8220;inspiration&#8221; rather than &#8220;toil&#8221; and I thought I&#8217;d share those reasons with you. </p>



<h2 class="wp-block-heading">Reasons Cliche Comes Easily</h2>



<p class="wp-block-paragraph">
  Firstly, I live in a story-saturated world.  
</p>



<p class="wp-block-paragraph">
  &#8220;So what?&#8221;, you might ask.  Well, hopefully my point will become clear as we progress.  
</p>



<p class="wp-block-paragraph">
  I have grown up with access to more books, more drama, more plays, etc. than any generation that has preceded me.  I have imbibed thousands upon thousands of hours of storytelling (and I am all the richer for it).  But on the other hand, I have seen many, many, stories delivered up in the same way.  So many, in fact, that my first thoughts about a story are often based on this accumulated history.  I am so immersed in story that my first thoughts about stories are almost invariably the thoughts of others.
</p>



<p class="wp-block-paragraph">
  Does this mean I am advocating cutting myself off from the stories of others so that I can be more original?  Definitely NOT.  I have written elsewhere about how important it is to learn from the work of others.
</p>



<p class="wp-block-paragraph">
  What I am saying, however, is that the story-saturation of our culture, while on one level creating a sophisticated audience, also creates a powerful library of cliché that sits very near the surface of my thoughts and must, as a result, be actively resisted.
</p>



<p class="wp-block-paragraph">
  When I am looking for ideas, it is only natural that I turn to what I know.  And the things that come most readily to mind are the ideas with which I am most familiar – namely clichés.
</p>



<p class="wp-block-paragraph">
  It is not surprising, then, that when I &#8220;get into the zone&#8221; and the writing just flows, the result is often a stitch-up of ideas we&#8217;ve all encountered a thousand times before.  This is because the ideas I am drawing from are the most readily accessible, and familiar, ideas I have in storage.  I might feel like I am bursting with creativity, but what I actually accomplish is the recording of a bunch of tired, overused, and worn-out thoughts that have been done-to-death, often more effectively, by others.
</p>



<p class="wp-block-paragraph">   This is not always the case.  There are times when I do achieve originality &#8220;in the zone&#8221;.  The preconditions of this are very specific, however, and arise from research. </p>



<h2 class="wp-block-heading">Avoid Cliche through Research</h2>



<p class="wp-block-paragraph">   What do I mean?  Here I&#8217;m referring to &#8220;research&#8221; as the pre-work I do getting to know the world and characters I am writing about.  When I know my fictional world well, having researched it effectively, that knowledge sits above the body of accumulated cliché that fills my consciousness.  It doesn&#8217;t mean that cliché doesn&#8217;t still filter through – it does &#8211; but when it does, it is because that section of the world that I am writing about is insufficiently fleshed out and is, therefore, less familiar and authentic to me than it should be. </p>



<p class="wp-block-paragraph">   The kind of research that is necessary to better writing, for me, is two-fold.  It involves researching facts in the real world.  If I want to write about online dating, I need to understand how online dating works.  If I want to write about life in an auto-mechanic&#8217;s shop, I need to understand what really goes on in an auto-mechanic&#8217;s shop.  A lot of that knowledge won&#8217;t find expression on the page, but if I don&#8217;t do the research, my writing will lack authenticity and originality, turning the story into a rehash of elements from other books, films, and shows I have absorbed that add-up to a surface representation of the IDEA of online dating or work in an auto-mechanic&#8217;s shop rather than the real thing. And if I am only offering up the idea of a place or process, it will always seem generic and dull.</p>



<p class="wp-block-paragraph">
  This is no less true of fantasy writing.  If you know nothing about the reality of what&#8217;s involved when hunting large predators, you are not going to produce a very interesting story about hunting a dragon.  The result will, in all likelihood, be a collection of clichés about dragon hunting cribbed from other fantasy works that is both derivative and boring.  If your monster is intelligent, then learning about how law enforcement seeks to track and trap a fugitive in the real world can help you add that extra layer of authenticity and originality to your dragon hunt as well.
</p>



<p class="wp-block-paragraph">   Research into facts helps me avoid cliché, but so does research into my own imagination.  My characters need to be extremely well understood if I am to produce authentic reactions to the world in which they live.  If I know the upbringing, values, preferences, traits, traumas, friends, enemies, and thoughts of my characters intimately, I am less likely to rely on clichéd reactions to circumstances.  But this level of knowledge requires research and preparation.  I need to have thought my characters through, deliberately; getting to know them in such depth that I can &#8220;know&#8221; exactly what they will do when they come across a dead body for the first time, or how they will react when dumped by a romantic partner.  I need to know them well enough that I can understand and predict their thoughts, their feelings, and their actions authentically.  This is true even where I am using archetypes as the starting point for my characterization. </p>



<h2 class="wp-block-heading">Avoid Cliche through Brainstorming</h2>



<p class="wp-block-paragraph">
  A further technique that I find helpful is brainstorming.  I have learned, over time, not to trust my first intuition (for the reasons mentioned above).  The first few ideas I generate are typically the easiest and laziest ideas I can find and need to be purged in order to reach the more original ideas I am capable of.
</p>



<p class="wp-block-paragraph">   Let&#8217;s say, for example, that I want to tell a love story.  How are my characters going to meet?  At a singles bar?  At a nightclub?  These are way too commonplace.  Arguing over a book-reservation at the local library?  From different sides of a protest rally?  These ideas are more original.  At a jail visiting their incarcerated partners?  The more ideas I generate the more likely I will be able to find genuinely original and interesting ideas into which I can insert my characters to avoid cliché. </p>



<p class="wp-block-paragraph">
  My ideas are never my best without a significant amount of research into the real-world equivalents to, and imagined setting and people of, my fictional world.  But even then, I need to brainstorm, filter, and actively weed out the clichés in search of the gold of originality that will, hopefully, get those who hear my plays to say, &#8220;wow, I never saw it quite like that before&#8221;.
</p>



<p class="wp-block-paragraph">
  For this reason, and in the hope of growing in my creativity and competence as a writer, I rarely trust my first intuition in writing anymore.  For me, being &#8220;in the zone&#8221; has become a warning sign that I need to, at the very least, double-check whether I am relying on easy, familiar and worn-out clichés to tell my stories.
</p>



<p class="wp-block-paragraph">   What techniques do you use to avoid cliché in your writing?  Post your suggestions in the comments below.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/avoid-cliche/">Cliche and Writing &#8220;In The Zone&#8221; in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6507</post-id>	</item>
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		<title>The Deaf Writer&#8217;s Guide to Sound and Silence in Audio Drama</title>
		<link>https://weirdworldstudios.com/sound-and-silence/</link>
					<comments>https://weirdworldstudios.com/sound-and-silence/#comments</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 03 Jul 2020 02:08:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[dialogue]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[narration]]></category>
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		<category><![CDATA[sound]]></category>
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					<description><![CDATA[<p>As a person who has a hearing loss (deaf in one ear) I always feel a little awkward sharing thoughts on sound.&#160; After all, there are whole bands of sound-frequencies that I can&#8217;t detect that are available to everyone else, so who am I to express an opinion?&#160; However, my inability to detect certain pitches, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/sound-and-silence/">The Deaf Writer&#8217;s Guide to Sound and Silence in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">As a person who has a hearing loss (deaf in one ear) I always feel a little awkward sharing thoughts on sound.&nbsp; After all, there are whole bands of sound-frequencies that I can&#8217;t detect that are available to everyone else, so who am I to express an opinion?&nbsp; However, my inability to detect certain pitches, etc. does not, I think, prevent me from making some basic observations regarding sound from an audio-script-writer&#8217;s point of view – and in my imagination, and as I write on the page, my hearing is as good as anyone else&#8217;s. <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<p class="wp-block-paragraph">Audio engineers and sound effects artists have expertise that I, as a writer, do not.&nbsp; But my script should aim to provide these artists with appropriate guidance as to the way sound should be used in the telling of my stories.&nbsp; Some of this guidance will be ignored (in favour of that expertise) but my own expertise as a storyteller is only enhanced when I understand and can use the spatial, psychological, and auditory qualities of human experience (hearing in particular) to more effectively tell my story.</p>



<p class="wp-block-paragraph">It&#8217;s common, when thinking about audio drama, to focus, as a writer, on speech (dialogue and narration), sound effects, and music.&nbsp; After all, these are where the storytelling happens.</p>



<p class="wp-block-paragraph">However, that is not all there is. Speech, SFX, and music might form the canvas upon which we paint our stories, but a fourth (if somewhat abstract) element is essential to our understanding and our writing; that is, volume.</p>



<h2 class="wp-block-heading">Volume</h2>



<p class="wp-block-paragraph">Volume is audio drama&#8217;s spotlight.&nbsp; That which is loudest is most important.&nbsp; Therefore, by controlling the volume, the audio dramatist controls and directs the attention of the audience.</p>



<p class="wp-block-paragraph">A common mistake, even among experienced dramatists, is, in production, to fail to effectively separate background from foreground.&nbsp; An immersive soundscape that is not sufficiently distinguishable from the dialog becomes an inaccessible and confusing jumble.&nbsp; Where everything is equally loud, our brains attempt to treat everything as equally important.&nbsp; And where everything is equally important, nothing is important, and so all is confusing.</p>



<p class="wp-block-paragraph">From a writer&#8217;s point of view, the spotlight is controlled through the use of sound directions such as ESTABLISH, FADE UP, CROSS FADE, FADE OUT, FINISH, SOFT, LOUD, AT A DISTANCE, DEPARTING, APPROACHING etc.&nbsp; Newcomers to audio drama sometimes fail to realize that the most effective use of sound cannot be accomplished without a little understanding of how our brains work when hearing and listening.</p>



<h2 class="wp-block-heading">Selective Attention and Fading</h2>



<p class="wp-block-paragraph">Not all sound is equal.&nbsp; The world around us is full of sound.&nbsp; True silence is very rare.&nbsp; Yet we don&#8217;t consciously experience all (or even most) of the sounds that are occurring near us at any given time.</p>



<p class="wp-block-paragraph">As I write this, I can hear a fan running, the sound of my kids in the background getting breakfast, and the sound of some birds outside (it&#8217;s early morning).&nbsp; There&#8217;s also some traffic in the distance as well as a dog barking.&nbsp; But until I specifically stopped and listened, those sounds did not register consciously, or command my attention.&nbsp; I was experiencing silence where there was none.&nbsp; This experience of silence in the midst of sound is a function of the human brain.</p>



<p class="wp-block-paragraph">There is, in our brains, an area known as the Reticular Activating System. &nbsp;It acts as a filter, designed to select what we need to pay attention to from all the stimulus we experience.&nbsp; It selects what it thinks is most important and weeds out (or silences) the rest.&nbsp;</p>



<p class="wp-block-paragraph">When I get up in the morning and get dressed I might, for a few moments, feel the cloth of my shirt against my skin, but the RAS quickly decides this is not important and silences that sensation so that it won&#8217;t distract me throughout the day.&nbsp; Can I still feel the texture of the cloth?&nbsp; Absolutely.&nbsp; But my brain has filtered the sensation out – effectively silencing it.&nbsp; This is also true of the sounds we hear.&nbsp;</p>



<p class="wp-block-paragraph">The sounds I mentioned before were all around me (and still are), but my brain was filtering them out (silencing them) because they were not important.&nbsp; This is something the brain does automatically.&nbsp; Registering new sounds, deciding whether they are important or not, and bringing them to our conscious attention (or suppressing them) according to its own inner logic is an automatic and unconscious feature of human experience.</p>



<p class="wp-block-paragraph">In audio drama, the writer and the producer of sound seeks to mimic this through control of volume.</p>



<p class="wp-block-paragraph">But if the brain is so clever, and does this naturally, why should it be necessary for us to try to take control of this process when writing audio-drama?</p>



<p class="wp-block-paragraph">In part it is due to the technology of audio drama delivery – the speakers, headphones, etc. that the sound is being delivered to us through.&nbsp; When the brain focuses on an audio drama, it treats the speaker(s) as a single source for the purpose of filtering and doesn&#8217;t attempt to filter out any of the background sound the drama supplies.</p>



<p class="wp-block-paragraph">In the real world, we automatically filter the background sounds around us out.&nbsp; But when listening to an audio drama, the producers must do this for us, mimicking what our brains would otherwise do naturally, effectively tricking the listener&#8217;s brain into believing the drama is a facsimile of reality.</p>



<p class="wp-block-paragraph">How is this achieved?&nbsp; Through the use of the fade.</p>



<p class="wp-block-paragraph">When we enter a crowded restaurant, we hear the soundscape behind us (cutlery clinking, the murmur of many voices, perhaps some ambient music).&nbsp; These sounds set the scene, but, in the real world, these sounds are of little importance and quickly fade out and are excluded from conscious notice while we focus on what we do feel is important; the voices of our dinner companions.</p>



<p class="wp-block-paragraph">Audio dramas which continuously play realistic background sound under the action and dialogue, ironically, fail to create realism.&nbsp; We instinctively know that we should not be continuously aware of the background, and so the scene feels off and slightly unreal.</p>



<p class="wp-block-paragraph">However, when the audio drama plays the background sound at the start of the scene then fades it to nothing when the dialog begins, we notice nothing.&nbsp; It simulates our ordinary experience and therefore both feels real, and is not noticed.</p>



<p class="wp-block-paragraph">Likewise, footsteps.&nbsp; Footsteps that play continuously under a scene are distracting.&nbsp; Footsteps that are established and fade out, are not.</p>



<p class="wp-block-paragraph">Note the importance of FADE rather than STOP.&nbsp; If the background sound simply stops, we notice it and wonder why.&nbsp; If the footsteps stop suddenly, we assume the individuals have stopped walking.&nbsp; But by fading the noise out, the audience assumes the sound is still present (even though it is gone).</p>



<p class="wp-block-paragraph">When we wish to reintroduce background sound, however, we usually bring it back sharply, mimicking the abrupt shift of our attention back to the soundscape (turning what was unnoticed, and therefore silent, background into foreground).</p>



<p class="wp-block-paragraph">In our restaurant scene, we might have our characters enter the restaurant and establish the ambient sounds, quickly fading them out as their conversation gets under way. But when two gunmen enter brandishing weapons we bring the background noise back into focus as the patrons scream and drop their cutlery etc. in response to the changed conditions.</p>



<p class="wp-block-paragraph">Likewise, we might fade out the sound of footsteps while our characters are walking down the street, but when they stop, we might introduce the sound of their shoes scuffing to a standstill, signalling the end of the walk (even though the sounds of walking were not present for a significant period).</p>



<h2 class="wp-block-heading">Microphone Position</h2>



<p class="wp-block-paragraph">The position of the microphone is another key element of sound design.&nbsp; The microphone stands in for the audience member.&nbsp; Each audience member is the unseen eavesdropper listening in on the action.&nbsp; Part of the immersion created by audio-drama comes from this realisation.&nbsp; When a character moves away from the microphone, they are moving away from the audience member.&nbsp; When they approach the microphone, they are approaching the audience member.&nbsp; And when the microphone follows a character, the audience member is, in fact, doing the following.&nbsp; This allows us to create various levels of involvement and distance in the story.&nbsp; A different emotional effect is created when actors approach and move away from the microphone to when the microphone follows them around (moving with them from one room to another, for example).</p>



<h2 class="wp-block-heading">Spatial Quality</h2>



<p class="wp-block-paragraph">I also want to make a point with regard to reverb.&nbsp; One of the unconscious cues we use to orient ourselves in space is the amount of reverb we experience.&nbsp; We can tell whether we are outdoors, or inside a cavernous room, or inside a small box, based on the echo (or its lack) around us.&nbsp; When the spatial characteristics of the locations we choose to present to our audience are ignored in the production, we create a sense of unreality.&nbsp; Some writers argue that the inclusion of INT and EXT (interior and exterior) is unnecessary in audio drama scripts, but this is not the case.&nbsp; The location has a distinct impact on the design and production of the sound.</p>



<h2 class="wp-block-heading">Immersive versus minimalist sound design</h2>



<p class="wp-block-paragraph">One area I have deliberately avoided commenting on, at least until this point, is that of immersive sound-scapes versus minimalist sound design.&nbsp; Here my hearing disability has a bearing and I&#8217;m fairly certain my perspective is skewed.&nbsp; I am personally biased towards minimalism.&nbsp; Like many folks with hearing loss, there are certain auditory experiences that are very unpleasant.&nbsp; I dislike being in large crowds or crowded restaurants where there is a lot of ambient noise.&nbsp; The sounds tend to bleed together into a white-noise haze that I cannot separate.&nbsp; As a result, I go from being partially deaf to completely deaf in such environments (with all the sense of social isolation that involves).</p>



<p class="wp-block-paragraph">I can still enjoy a multi-layered, realistic and immersive, soundscape – Gunsmoke comes to mind as the ultimate example of this – but beyond a certain point and volume, the soundscape becomes auditory mud.</p>



<p class="wp-block-paragraph">That said, the selective nature of the psychological experience of hearing, means that a minimalist soundscape can seem just as &#8220;real&#8221; to a listener as something more immersive.&nbsp; It is also cheaper and easier to take a minimalist approach, requiring fewer people and resources to achieve.&nbsp; It is also, it should be said, more accessible.&nbsp; Some folks, particularly audio engineers, aren&#8217;t aware that their own expertise and proficiency distinguishing sounds is not shared by the wider population, being in fact a fairly rare gift.&nbsp; As a result, they produce soundscapes that are not readily accessible to anyone who does not share their finely tuned auditory sense.&nbsp; It may come as a surprise, but many deaf people, like myself, enjoy audio-drama, but we do find simple soundscapes more accessible.</p>



<p class="wp-block-paragraph">That is not to say that complex soundscapes should be avoided.&nbsp; Build the show you want to build. Here I am merely stating a preference.</p>



<h2 class="wp-block-heading">Stereo Sound</h2>



<p class="wp-block-paragraph">This leads me to the final, and least qualified, point I wish to make.&nbsp; A final feature of realistic listening experience is stereo.&nbsp; We are stereo creatures; we have two ears positioned one on either side of our heads.&nbsp; We experience sound and detect where it is coming from based on the relative loudness of sound in each ear.&nbsp; As a deaf person, I am an outsider to this experience.&nbsp; I have only one working ear and so I cannot detect where a sound is coming from except by turning my good ear towards it and detecting the change in volume.&nbsp; However, even though I am deaf in one ear, my good ear can still hear all the sounds around me.&nbsp; Some will simply be softer because they are occurring on the other side of my head.</p>



<p class="wp-block-paragraph">So, if by chance, an audio-engineer happens to be reading this article, I&#8217;d like to end this secton on a plea with regard to stereo recording (and panning).&nbsp; Please, please, please, make sure you never place sound exclusively in one or the other stereo channel.&nbsp; In the real world, sound can be heard by both ears all the time, it is merely louder in one than the other depending on the orientation of the listener to the sound.&nbsp; If you place a sound exclusively on one channel you, firstly, create a circumstance in which the soundscape noticeably ceases to match what we experience in the real world, and, secondly, you exclude those of us who are deaf in one ear from detecting the presence of the sound at all.&nbsp; Sixty to Eighty percent of every sound should be centered, while only 40 to 20 percent of the sound should favour a particular stereo channel (and from a deaf person&#8217;s point of view 20 percent or less is better).</p>



<p class="wp-block-paragraph">Of course, given my own circumstances I would never provide guidance in my own scripts regarding panning and stereo, but your mileage may differ.&nbsp; <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<p class="wp-block-paragraph">I want to look at sound-effects and music before moving on to how this all interacts with the writer&#8217;s bread and butter (speech).</p>



<h2 class="wp-block-heading">Types of Sound</h2>



<p class="wp-block-paragraph">There are several broad categories (or axes) of sound that writers should be aware of.&nbsp;</p>



<p class="wp-block-paragraph">Firstly, there is diegetic and non-diegetic sound.&nbsp; Diegetic sound is sound that is natural to the scene, that a character in the scene would, normally, be able to hear (footsteps, the fan, a gramophone playing, etc.).&nbsp; Non-diegetic sound is sound that is added to the scene that would not normally be heard by the characters in the scene (the ambient music of a soundtrack, the loud beating of a heart etc).&nbsp; Sounds are generally placed on a spectrum between these two poles, but tend to cluster at the non-diegetic end in larger numbers.</p>



<p class="wp-block-paragraph">Secondly, there is self-identifying and ambiguous sound.&nbsp; Self-identifying sounds are readily recognizable sounds (such as a car engine starting, or the clickety-clack of a steam train hurtling along the tracks) while ambiguous sounds require context to be identified (the sound of crumpled celephane can be read as fire, twigs snapping, a note being crumpled up, etc.).&nbsp; Again this is a spectrum in which the majority of sounds cluster at the ambiguous end.</p>



<p class="wp-block-paragraph">Wherever possible the writer should try to identify the appropriate context for a sound before it occurs.</p>



<p class="wp-block-paragraph">E.g :</p>



<p class="wp-block-paragraph">EDDIE: Hey Joe, can you get a fire started?&nbsp; You can borrow my flint.</p>



<p class="wp-block-paragraph">JOE: Sure, Eddie.</p>



<p class="wp-block-paragraph">SOUND: SPARKING OF FLINT, CRACKLE OF FIRE TAKING HOLD.</p>



<p class="wp-block-paragraph">Because most sounds are ambiguous, we want to prevent the listener from having to revise their interpretation after hearing the sound as this tends to break their immersion.</p>



<p class="wp-block-paragraph">If we provide the interpretation for an ambiguous sound immediately following its introduction, it will usually be okay, but it&#8217;s far better to provide it ahead of its introduction wherever possible.</p>



<h2 class="wp-block-heading">Musical Soundtracks</h2>



<p class="wp-block-paragraph">Non-diegetic music (background music) is intended to support or highlight the emotion of a scene.&nbsp; Not everyone uses music in their productions, but there are some general guidelines that should apply for those of us who do.&nbsp; Sometimes as writers we are aware of the exact piece of music that would support the scene we are writing.&nbsp; If you have a precise vision of what you want to use, then name the piece in your script.&nbsp; However, copyright, licensing, expense, and or the preferences of the producers may render the piece unsuitable or unavailable.</p>



<p class="wp-block-paragraph">More important, you should identify the mood or emotion you want the music to express (and then add the title of a suggested piece that captures that mood).&nbsp; As a non-musician, even though I am fully aware of how much value is added by a good musical score, I rarely bother with musical cues (leaving that to those who are more gifted than I), but when I do, I make use of Hevner&#8217;s adjective circle.&nbsp; This construction may not hold much water as a means of classifying music, but I find the adjectives helpful when I am trying to describe the mood I wish to communicate.</p>



<p class="wp-block-paragraph">Here they are&#8230;</p>



<p class="wp-block-paragraph">1 awe-inspiring dignified lofty sacred serious sober solemn spiritual</p>



<p class="wp-block-paragraph">2 dark depressing doleful frustrated gloomy heavy melancholy mournful pathetic sad tragic</p>



<p class="wp-block-paragraph">3 dreamy longing plaintive pleading sentimental tender yearning yielding</p>



<p class="wp-block-paragraph">4 calm* leisurely lyrical quiet satisfying serene soothing tranquil</p>



<p class="wp-block-paragraph">5 delicate fanciful graceful humorous light playful quaint sprightly whimsical</p>



<p class="wp-block-paragraph">6 bright cheerful gay happy joyous merry</p>



<p class="wp-block-paragraph">7 agitated dramatic exciting exhilarated impetuous passionate restless sensational soaring triumphant</p>



<p class="wp-block-paragraph">8 emphatic exalting majestic martial ponderous robust vigorous</p>



<h2 class="wp-block-heading">Tips for Integrating Dialog and Narration with sound</h2>



<p class="wp-block-paragraph">Audio drama is an auditory medium.&nbsp; The audience constructs the visuals in their minds in response to what they can hear.&nbsp; But, as already noted, not every sound is clearly able to identify what is happening for the audience.&nbsp; The context, and here I mean the speech that provides the context of the scenes, must assist the audience to understand the sound.&nbsp; We often intuitively believe that the sound supports the story telling (and it does) but the majority of sound is not readily identifiable (and therefore cannot do its job) without the context provided by speech.&nbsp;</p>



<p class="wp-block-paragraph">Speech, in the form of dialogue and narration, is essential to conveying a large amount of what cannot be seen, and interpreting the sounds that add to the realism of the play.</p>



<p class="wp-block-paragraph">In a film, when two gunmen enter a room brandishing pistols, it is obvious to all.&nbsp; But in audio, the audio must assist the listener to &#8220;see&#8221; what can only be heard.</p>



<p class="wp-block-paragraph">Sometimes this results in dialogue that would in a stage play or cinematic setting, be a little on the nose&#8230;</p>



<p class="wp-block-paragraph">SALLY: Look out, George, those men are carrying guns.</p>



<p class="wp-block-paragraph">Or&#8230;</p>



<p class="wp-block-paragraph">GEORGE:&nbsp; Take it easy, fellas.&nbsp; Put the guns away.</p>



<p class="wp-block-paragraph">Another feature of audio that is important BECAUSE we only hear the action is the repeated use of names.  Characters in audio, refer to each other far more often by name than they do in other mediums.  This is because voices are not nearly as distinctive as images.  We can see George came through the door in a film, but in audio, it helps if someone says &#8220;Oh, hi, George&#8221; and identifies the character by name, even if he speaks on entry.</p>



<p class="wp-block-paragraph">And while we&#8217;re on the topic of names, try to avoid giving character&#8217;s names that are difficult to distinguish from other words.&nbsp; For example, &#8220;Hugh&#8221; and &#8220;you&#8221; are too easily confused to make it a good name to pick for an audio-drama character.</p>



<p class="wp-block-paragraph">Characters are easily forgotten without a visual reminder of their presence, so when a scene contains more than two people, it is important to regularly have the extra characters contribute something to the conversation.&nbsp; Otherwise they will not remain alive and present in the imaginations of the audience members.</p>



<h2 class="wp-block-heading">Voices</h2>



<p class="wp-block-paragraph">And at last we come to the final topic that it is helpful for a writer to understand.&nbsp; Audio drama is a more intimate dramatic form than many others.&nbsp; We do not have the advantage of visuals to help us distinguish characters and therefore rely on vocal quality.&nbsp; In the days of old-time-radio, casts were deliberately selected on the basis of vocal characteristics.</p>



<p class="wp-block-paragraph">Bass: Heavy/Elderly male</p>



<p class="wp-block-paragraph">Contralto: Elderly female</p>



<p class="wp-block-paragraph">Baritone: Leading man</p>



<p class="wp-block-paragraph">Mezzo-soprano: Leading woman</p>



<p class="wp-block-paragraph">Tenor:&nbsp; Juvenile</p>



<p class="wp-block-paragraph">Soprano: Ingenue</p>



<p class="wp-block-paragraph">Trebble: Child</p>



<p class="wp-block-paragraph">Along with identifying accents, these seven vocal types &#8211; E.g GEORGE (Elderly Male shopkeeper with a BASS voice and a Dixi accent) &#8211; can be very useful (and provide a great deal of variation) when describing and defining your characters.&nbsp; Characters who sound too similar to one another will easily be confused.&nbsp; And limits on human memory tend to make confusion even more likely when a cast exceeds five to seven main characters in total.</p>



<p class="wp-block-paragraph">As advice to writer&#8217;s go, I&#8217;m aware that this was fairly eclectic.&nbsp; What other advice regarding sound would you add for those who are engaged in writing audio scripts?</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/sound-and-silence/">The Deaf Writer&#8217;s Guide to Sound and Silence in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Trouble with Time &#8211; Flashbacks and Event Order in Audio Script Writing</title>
		<link>https://weirdworldstudios.com/trouble-with-time/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 05 Jun 2020 22:13:15 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
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					<description><![CDATA[<p>In previous essays, I&#8217;ve mentioned that I&#8217;ve had to learn that unnecessary backstory should be dispensed with in the interests of getting to the story-proper as quickly as possible. I&#8217;ve also talked about the need to judiciously seed the backstory throughout my plays (at the moments when they become most relevant). Flashbacks This week I&#8217;ve [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/trouble-with-time/">Trouble with Time &#8211; Flashbacks and Event Order in Audio Script Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">In previous essays, I&#8217;ve mentioned that I&#8217;ve had to learn that unnecessary backstory should be dispensed with in the interests of getting to the story-proper as quickly as possible. I&#8217;ve also talked about the need to judiciously seed the backstory throughout my plays (at the moments when they become most relevant).</p>



<h2 class="wp-block-heading">Flashbacks</h2>



<p class="wp-block-paragraph">This week I&#8217;ve been thinking about time in audio drama, and, to begin with, how I can provide back story when it is called for.<br>The best way, in my opinion, is through judicious and provocative lines of dialog. Here&#8217;s an example…</p>



<p class="wp-block-paragraph">David is a doctor, giving a statement to Dan, a police officer who he&#8217;s known since he was a kid.</p>



<p class="wp-block-paragraph">DAVID: She looked so small and helpless. Pale. And the paleness made the bruises stand out.<br>DAN: I remember when you used to sport bruises like that.<br>DAVID: Don&#8217;t… I don&#8217;t want to talk about that.<br>DAN: I&#8217;m telling you this as a friend, Dave. What happened to you as a kid gives you motive. Now that the father&#8217;s turned up dead…<br>DAVID: Should I be talking to a lawyer?<br>DAN: (PAUSES) Yeah. Yeah, you should.</p>



<p class="wp-block-paragraph">Here the lines don&#8217;t give away too much. They tell us that David was the victim of abuse as a child and that this gives him a motive in a murder investigation. No more is relevant at this point in the story, so no more is given.</p>



<p class="wp-block-paragraph">Another technique is, of course, the flashback. My early scripts are full of flashbacks. Now I avoid them, and if you can find a way to live without them, you probably should too. To quote an adage, Flashbacks don&#8217;t just halt the momentum of the story, they put the story into reverse. And while they can be used to good effect, they more frequently broadcast that a script is amateur or lazy (providing an unnecessary backstory dump). To get away with an extended flashback it needs to be essential to the story, contain intrinsic interest and conflict (so that we want to see it), and be dramatized (not merely retold).</p>



<p class="wp-block-paragraph">In audio drama, transitioning into and out of a flashback can be tricky. Transitions include the horribly cliché harp glissando (which, while on-the-nose, at least has the benefit of recognizably coding the scene), a line of situating-narration (NARRATOR: Back in the fall of 1956…), an addition of reverb faded out as the scene begins (suggesting the past or present coming into focus), cross fading to the past, or a simple scene change with dialog and characters that place the scene in its temporal context.</p>



<p class="wp-block-paragraph">Here&#8217;s a, hopefully, useful example of a flashback scene…</p>



<p class="wp-block-paragraph">David is now being interviewed by the police.</p>



<p class="wp-block-paragraph">INTERROGATOR: Tell me about that house on Weir Street.<br>DAVID: I grew up there. I always hated that place.<br>INTERROGATOR: Mustn&#8217;t have been easy. You remember much?<br><span style="text-decoration: underline;">SOUND: (FADE IN) BIRDS ETC. IN DISTANCE. FOOTSTEPS ON PORCH. DOOR OPENS AND SHUTS (BLOCKING OUT THE OUTSIDE NOISES) – ESTABLISH UNDER</span><br>YOUNG DAVID: Mum! Mum! I got great news. I&#8217;m allowed to sit for the…<br>FATHER: (SLURRING) I said &#8216;shut up&#8217;. What do you know about any of it?<br>MOTHER: I know that job is killing you. You never used to drink like this.<br>FATHER: I told you to shut up.<br><span style="text-decoration: underline;">SOUND: SLAP.</span><br>FATHER: It&#8217;s about time you were reminded who&#8217;s in charge here, Sally. It&#8217;s about time I…<br>YOUNG DAVID: Stop it! Stop hurting her.<br>MOTHER: David!<br>FATHER: Looks like you both could use a lesson in the right way to talk to your old man.<br>YOUNG DAVID: I hate you!<br>FATHER: Why you! Come here.<br><span style="text-decoration: underline;">SOUND: SLAP</span><br>YOUNG DAVID: (PAUSE) (THROUGH TEARS) I hate you, and one day I&#8217;m gonna kill you. And kill everyone like you. People who hurt women and hurt kids. I&#8217;m gonna kill you and everyone like you.<br>INTERROGATOR: (BREAKING IN) David? David, did you hear my question?<br>DAVID: Yeah, sorry. I was… Look I really don&#8217;t remember much from back then.<br>INTERROGATOR: Just that you didn&#8217;t like that house?<br>DAVID: Yeah.</p>



<p class="wp-block-paragraph">In this case the flashback does more than communicate that David was an abused kid. It tells us he made threats against his father, and abusers generally, and more, that he wants to keep this information from the police. For the audience it raises the question of whether he, in fact, could be the vigilante the police are trying to find.</p>



<p class="wp-block-paragraph">While I really do believe flashbacks are best avoided, if you are going to do one, then it should be dramatized, to the point, and give the audience information that is essential to the story and couldn&#8217;t otherwise be supplied.</p>



<h2 class="wp-block-heading">Tracking Time</h2>



<p class="wp-block-paragraph">Speaking of time, flashbacks aren&#8217;t the only problematic elements of scriptwriting that trip me up. Timekeeping is especially easy to get wrong.</p>



<p class="wp-block-paragraph">I have bungled this so often that it bears repetition; timekeeping is especially easy to get wrong. In fact, it is so easy to mess up that I now make it a rule to include a story-based time-stamp in my SCENE descriptions (alongside the location information) and build myself a timeline of my story to avoid the problems that can arise.</p>



<p class="wp-block-paragraph">What&#8217;s the danger, here? Everything from having so much happening in a single day that my protagonist has to move faster than light to be able to do it (travelling impossible distances across town etc. in no time at all) to creating weather for the wrong season, to having my protagonist fight her way through peak hour traffic on a Sunday morning (because I lost track of what day it was) to announcing that it is somehow the middle of the night when the action began in the early morning.</p>



<p class="wp-block-paragraph">When these errors show up, it&#8217;s always embarrassing.</p>



<p class="wp-block-paragraph">But it&#8217;s not enough to keep track of the time, myself. I need to communicate the time to my audience. This can involve everything from narration, voice over, dialog, to sound effects or some combination of each.</p>



<p class="wp-block-paragraph">It&#8217;s also something that I want to signal without labouring the point.</p>



<p class="wp-block-paragraph">SOUND can help; birdsong at dawn; crickets in the evening; sizzling bacon as a background to breakfast, the gong of a clock; drive-time radio announcements.</p>



<p class="wp-block-paragraph">Having characters comment on recognizable milestones of the day works as well; the lunch-time rush, peak-hour traffic, kids coming home from school, the lights turning on at twilight. You can even have characters, unobtrusively ask each other the time &#8220;I&#8217;ve been sitting in this car so long, my legs have lost their feeling. What time is it?&#8221;</p>



<p class="wp-block-paragraph">Narration can briefly signpost the time and day for the audience – &#8220;Tuesday, 2:15…&#8221;, &#8220;Twenty minutes later…&#8221;, &#8220;Wednesday morning…&#8221;, &#8220;3:20 AM…&#8221; &#8220;A cold wind at midnight blew…&#8221; etc., and voice over can do the same; &#8220;It was nearly three o&#8217;clock when I…&#8221;</p>



<h2 class="wp-block-heading">Event Order</h2>



<p class="wp-block-paragraph">There&#8217;s at least one more embarrassing time-based trap that I have been known to fall into, and it&#8217;s to mess up the order in which small actions take place. A character puts the papers in the safe after it has been locked. A character switches off the inside light after the door has been shut on their way out. A character opens a door that was previously established as being open already. And yes, I&#8217;ve done all of these.</p>



<p class="wp-block-paragraph">This kind of mistake shouldn&#8217;t be confused with employing non-linear time in a play (which is a different (and increasingly popular) skill entirely.</p>



<p class="wp-block-paragraph">Even more subtle is the tendency to mess up human reactions. Generally speaking, when something happens, we experience the reaction to that event physically first, emotionally, second, and then finally at the volitional level (of human choice and free-action). The tiger springs out and I freeze, feel the fear wash over me, and then turn to run. I don&#8217;t turn to run, feel the fear, and freeze with fright.</p>



<p class="wp-block-paragraph">In a script, where the murderer is standing over the dead body of Mrs. Standish when Nellie, the serving girl, walks into the room, this works…</p>



<p class="wp-block-paragraph"><span style="text-decoration: underline;">SOUND: CRASH OF SERVING TRAY BEING DROPPED.</span><br>MURDERER: Now Nellie, don&#8217;t look so frightened. You&#8217;ve dropped Mrs. Standish&#8217;s dinner. It will all be over in a moment.<br>NELLIE: Mrs Standish. She&#8217;s… I need to run. I need to…<br><span style="text-decoration: underline;">SOUND: FOOTSTEPS RUNNING AWAY DOWN HALL.</span></p>



<p class="wp-block-paragraph">In this case the physical reaction (Nellie drops the tray) comes before the emotional reaction (that the murderer comments on), and Nellie&#8217;s choice to run away (her speech and volitional reaction). We recognize the psychological reality of this and the temporal priority to be given to each element of the reaction.</p>



<p class="wp-block-paragraph">However, the following reaction, which does not occur in the right order, does not ring true…</p>



<p class="wp-block-paragraph"><span style="text-decoration: underline;">SOUND: FOOTSTEPS RUNNING AWAY DOWN HALL.</span><br>MURDERER: Now Nellie, don&#8217;t look so frightened. It will all be over in a moment.<br>NELLIE: Mrs Standish. She&#8217;s… I need to run. I need to…<br><span style="text-decoration: underline;">SOUND: CRASH OF SERVING TRAY BEING DROPPED.</span></p>



<p class="wp-block-paragraph">These kinds of obvious problems in a script are very embarrassing to uncover. They often occur in the process of rewriting and revision – where I insert some new action or reaction without fully considering the context of the scene or situation. It can also happen where, because I know what I mean to write, I overlook what I have actually written.</p>



<p class="wp-block-paragraph">In my case, at least, these errors usually only come to light when a fresh pair of eyes looks at my work. It&#8217;s why I recommend creating or being part of a writing group, or finding some &#8220;beta&#8221; readers who you trust to look for, and inform you of, your mistakes.</p>



<p class="wp-block-paragraph">Of course, you mightn&#8217;t make mistakes (in which case you are incredibly talented, and I envy you immensely, or you are… well, possibly a bit deluded about the quality of your work). <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<p class="wp-block-paragraph">Anyway, losing track of time is easy to do and can ruin my writing. Thankfully, it is very easy to fix.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/trouble-with-time/">Trouble with Time &#8211; Flashbacks and Event Order in Audio Script Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Bad Beginnings &#8211; Unnecessary Prologue</title>
		<link>https://weirdworldstudios.com/bad-beginnings/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 May 2020 22:20:07 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[beginning]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[script writing]]></category>
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					<description><![CDATA[<p>I seem to be getting rather confessional lately. In part, it&#8217;s because I realize, as a school-teacher, that my screw-ups are often more helpful to students than my successes. In my early days of writing (and as I hit a patch later on where I started to get a little over wordy) I was inclined [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/bad-beginnings/">Bad Beginnings &#8211; Unnecessary Prologue</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">I seem to be getting rather confessional lately. In part, it&#8217;s because I realize, as a school-teacher, that my screw-ups are often more helpful to students than my successes.</p>



<p class="wp-block-paragraph">In my early days of writing (and as I hit a patch later on where I started to get a little over wordy) I was inclined to ignore how important grabbing the attention of the audience quickly was. It&#8217;s understandable, I guess. When you believe in your story, you believe the &#8220;good stuff&#8221; is worth the wait and you want to prepare the ground effectively for your audience.</p>



<p class="wp-block-paragraph">Unfortunately, this belief and attitude were horribly mistaken and a sign, not only that I was a rank amateur, but that I had fundamentally misunderstood the audience I was trying to reach.<br>In a media-saturated world with ever more options for people&#8217;s attention and time, stories must grip hard and grip fast if they expect to earn a hearing.</p>



<p class="wp-block-paragraph">One of my early mistakes was an over-reliance on a, usually, unnecessary story element: the prologue. Like with every general rule about writing, there are exceptions where this is not true, but generally speaking, prologues are bad and should be avoided for the following reasons…</p>



<h3 class="wp-block-heading">The scene before everything starts</h3>



<p class="wp-block-paragraph">Prologues are often merely a scene that occurs before everything properly begins.<br>A scene that you create before you introduce your characters is nearly always a problem. Firstly, it confuses your audience since they inevitably conclude that the protagonist will be one of the first characters they encounter. If the opening scene doesn&#8217;t reveal your protagonist but instead focuses on someone else, the result is confusing but worse still, it tends to burn some of the good-will that the audience brings to your story and you run the risk that your listeners won&#8217;t invest in the story or trust you enough to invest in the protagonist when at last he/she is revealed.</p>



<p class="wp-block-paragraph">There are exceptions of course. A murder-mystery story might open with a character being bumped off. An archaeological adventure might begin with the loss of a great treasure at some time in the past, etc. But generally speaking, unless your audience is already aware of, or able to recognize these conventions for what they are, this may not be the best way to open your play and might be better presented after your main characters have been introduced.<br>In all cases, we should aim to get the action started at the point of highest interest.<br>Compare this opening…</p>



<p class="wp-block-paragraph">BILL: (SNORING LIGHTLY)<br><span style="text-decoration: underline;">SOUND: PHONE RINGS ESTABLISH AND UNDER</span><br>BILL: (YAWNS) Who&#8217;s ringing me now?<br><span style="text-decoration: underline;">SOUND: PHONE IS PICKED UP</span><br>BILL: Hello.<br>JERRY: Hi Bill. It&#8217;s Jerry. Your cat&#8217;s dead.<br>BILL: Huh? Do you know what time it is?</p>



<p class="wp-block-paragraph">With this…</p>



<p class="wp-block-paragraph">JERRY: (THROUGH TELEPHONE, FILTERED) Your cat&#8217;s dead.<br>BILL: (JUST WAKING UP) Huh? (BEAT) Do you know what time it is?</p>



<p class="wp-block-paragraph">It&#8217;s hopefully pretty obvious that starting at the point where the dialog gets interesting is far more effective than filling the scene with unnecessary prologue. Likewise, the problem would be made even worse by writing a preliminary scene where we watch Bill go to bed after a long day. It adds nothing. If the real action begins with Jerry&#8217;s announcement that the cat is dead, then that&#8217;s where we should begin. And if it is important to know that Bill went to bed the night before, exhausted after a long day at work, then we can reveal this with a line of dialogue rather than devoting an entire scene to what is, ultimately, just supporting information.</p>



<h3 class="wp-block-heading">The long introductory narration</h3>



<p class="wp-block-paragraph">Here&#8217;s another of my early mistakes. This example is taken from one of my published plays…</p>



<p class="wp-block-paragraph">NARRATOR: The details related in the following audio drama were first uncovered in documents found in the attic of a tenement house in London in late 1985. They were the property of a well-to-do gentleman who had lived at the end of the nineteenth century — a doctor and soldier who had been invalided back to England after a tour in Afghanistan, later married, and had received the documents as a bequest. The contents of this property amounted to some sixty manuscripts of varying sizes, upon the pages of which were recorded, in a spidery hand, a good number of tales both fantastic and macabre. We do not make any claims regarding the veracity of this material — since there is much it contains that is frankly unbelievable. Nonetheless, its author most certainly believed that what was recorded was true, and we now make it available to you so you may attach your own verdict to it.</p>



<p class="wp-block-paragraph">Did you find yourself wanting to skip over it? I don&#8217;t blame you.</p>



<p class="wp-block-paragraph">In this case, I proceeded to make the situation worse by adding a further narration by the protagonist as an old man introducing the circumstances of the story.</p>



<p class="wp-block-paragraph">Looking back, I&#8217;m honestly astonished that my editor didn&#8217;t kick the damned thing to the curb.</p>



<p class="wp-block-paragraph">It is tempting, especially when dealing with fantasy or sci-fi settings, to think that there is a lot of back-story and world-building that must be explained before the story begins. This is another mistake. Audiences are quickly turned off by long introductory narrations. Far better to let your audience meet your characters and, as quickly as possible, learn their dilemma, than risk losing them entirely with an introduction that no-one, ultimately, will thank you for.<br>This is a particular weakness of mine that appeared all too regularly in my early plays. I often gave a narrator a long screed explaining the setting or backdrop of the story. Most listeners want to skip these opening narrations. Given that there is no easy way to skip forward in a recording, most listeners simply hit the off-switch.</p>



<p class="wp-block-paragraph">The Star Wars opening crawl, while a fun nod to nostalgia (and a demonstration that this guideline does not apply in all instances), was not necessary to understanding the story. All of the information contained in it was ultimately revealed elsewhere – a technique discussed later in this article.</p>



<h3 class="wp-block-heading">The (apparently) unconnected prologue</h3>



<p class="wp-block-paragraph">This is a little more subtle. This occurs where we create a scene, the significance of which will not be revealed until much later. The scene might be crucial to the correct understanding of a later event but, unfortunately, by front-loading it, we risk turning the audience off.</p>



<p class="wp-block-paragraph">If I present a scene at the beginning of the story that reveals that a character we do not meet until 2/3 of the way through was abused as a child, I might think I am providing crucial information that will help the audience understand the character when they do turn up, but in reality, most listeners will have forgotten all about it and, as a result, will need to be reminded of the information later (making the prologue redundant).</p>



<p class="wp-block-paragraph">Worse, because the actual introduction of the character is going to come so late in the story, the listener will be left wondering what connection, if any, the scene had to the plot. Chances are they will feel confused, tune out, and switch the play off.</p>



<p class="wp-block-paragraph">At least, here, the solution is simple. If the scene is necessary for what comes later, then move it to the point in the play where it becomes relevant.</p>



<p class="wp-block-paragraph">It is all too easy to front-load a scene that we believe is interesting and attention-grabbing, on the grounds that it makes a great opening scene, without connecting it to our story effectively. It doesn&#8217;t matter how attention-grabbing the scene is if it fails to connect to our story. We might think we are creating a sense of mystery (and sometimes, perhaps, we are) but it is more likely we are simply creating confusion.</p>



<h3 class="wp-block-heading">The late introduction of your main character</h3>



<p class="wp-block-paragraph">From the moment your story begins, the audience is attempting to identify the protagonist; that character that they are supposed to find fascinating, identify with, or support (even if the protagonist is an anti-hero or overall unpleasant individual).</p>



<p class="wp-block-paragraph">Take the following (bad) example of dialog. Here, a group is sitting down at a restaurant deciding what to order. Who is the protagonist?</p>



<p class="wp-block-paragraph"><span style="text-decoration: underline;">SOUND: BUSY RESTAURANT. PLATES AND CUTLERY. MURMUR OF PATRONS – ESTABLISH AND UNDER</span><br>WAITER: So what I can I get you, folks?<br>GEORGE: (ANNOYED)What? Is that the way you talk to customers?<br>MICHAEL: (TIRED OF GEORGE ALREADY) George…<br>GEORGE: No, he should know better. We&#8217;ve barely sat down. Mary&#8217;s not even got her menu open.<br>MARY: If I don&#8217;t mind, why should you get so…?<br>GEORGE: It&#8217;s the principle of the thing. Nobody cares about customer service anymore.<br>WAITER: I&#8217;ll come back after you&#8217;ve had a moment to think about it then, shall I?<br>GEORGE: (AFFRONTED) You cheeky bugger. I want to talk to your manager.<br>MICHAEL: Oh, for God&#8217;s sake George, do we have to go through this every time we go to a restaurant?<br>GEORGE: We aren&#8217;t even all here yet. Look, Shelley&#8217;s chair is still empty!</p>



<p class="wp-block-paragraph">If the protagonist is the waiter or George, this scene isn&#8217;t so bad. But if the protagonist is Shelley, we have a problem. The audience will be trying to figure out who the protagonist is. Maybe they&#8217;ll stick around if the conflict between George and the waiter is interesting enough (and if the action moves quickly to the introduction of Shelley), but it is likely they will feel more than a little confused when the story turns out to be about someone who isn&#8217;t even at the table yet and doesn&#8217;t turn up until the next scene.</p>



<p class="wp-block-paragraph">And all of this is by way of saying that the creation of a prelude scene is risky, but not that it never works or that there aren&#8217;t specific techniques available to us to overcome the problems.</p>



<h3 class="wp-block-heading">Beginning the story</h3>



<p class="wp-block-paragraph">The most important thing to determine at the outset of a play is when to begin the story. Everything that occurs before the story begins is prelude. So, how do we identify the beginning?</p>



<p class="wp-block-paragraph">The answer is deceptively simple. We need to begin at the point of change or transition. In a character-driven story, this moment is the call to change. In a plot-driven story, this moment is the inciting incident. Where both are running together (generally my favorite kind of story), the two should coincide (an incident should occur that demands the protagonist make some kind of change).</p>



<h3 class="wp-block-heading">Introducing backstory</h3>



<p class="wp-block-paragraph">What about establishing what life was like for the character previously in order to help the audience understand where the character has come from and where they will be going? After all, the demonstration of life &#8220;before change&#8221; is part of nearly every published model of a character arc or plot outline.</p>



<p class="wp-block-paragraph">The thing is, though, that a large amount of backstory (that takes place before the story really begins) is unnecessary.</p>



<p class="wp-block-paragraph">I&#8217;ve learned this the hard way. In a play I recently wrote, intended to be part of a serialized story, I spent multiple scenes establishing the characters in their pre-existing lifestyles, prior to the inciting incident and calls to change that would upset the balance of their lives. What resulted was some great (in my view) writing that turned my audience away before the action even had a chance to begin. Big &#8220;oops&#8221;.</p>



<p class="wp-block-paragraph">If we&#8217;ve done our job right, we&#8217;ll have constructed, in our heads, the &#8220;before change&#8221;/&#8221;normal life&#8221; part of our story as one of comfortable routine, where a significant flaw in our character is openly on display and obvious, but isn&#8217;t unduly disturbing the character&#8217;s comfortable routine.<br>To establish this &#8220;ordinary, but flawed, life&#8221; for our readers, with one or more complete and lengthy scenes, however, is wasteful and dull. The story actually begins at the point at which this &#8220;normal, routine-driven&#8221; life is disrupted. As such, we should be aiming to introduce the disruption immediately, revealing only just enough of the background to give the event context. In short, a demonstration of the character&#8217;s flaw and normal habits, while important, should be no more than supporting detail in the presentation of the inciting incident and call-to-change.</p>



<p class="wp-block-paragraph">This radically shortens the opening act (when understood as the lead up to and introduction of the inciting incident and/or call to change). It can reduce it to a single scene (which, itself, can be a very short scene).</p>



<p class="wp-block-paragraph">Let&#8217;s say our character suffers from obsessive-compulsive disorder. We could spend a few leisurely scenes demonstrating how they function day to day, following a strict routine, often mildly disrupting and disregarding the lifestyle and needs of others in order to maintain that routine. It&#8217;s a different way of living and experiencing life, so it might prove interesting to an audience, right? But if our story is about how this character is forced to cope when they are taken hostage in a bank robbery, we would do much better to get to the point fast.</p>



<p class="wp-block-paragraph">A better approach would be to demonstrate how the character disrupts and inconveniences others while in the queue at the bank just as the robbery begins.</p>



<p class="wp-block-paragraph"><span style="text-decoration: underline;">SOUND: CLOCK TICKING IN BACKGROUND – ESTABLISH AND UNDER</span><br>TOM: (IMPATIENT SIGHS AND HARUMPHS) Get on with it, will you?<br>FEMALE BANK CUSTOMER (FBC): Can you please step back, sir? You&#8217;re making me uncomfortable. And I got here first.<br>TOM: Just hurry up.<br>FBC: There&#8217;s a customer at the window. Look, there&#8217;s another that&#8217;s free, just over there. if you&#8217;re impatient, use that one.<br>TOM: This is my window and it&#8217;s nearly 10.00.<br>FBC: So what? You think you&#8217;re the only customer in this bank?<br>TELLER: Next.<br>TOM: Here, give me your purse.<br>FBC: What, no. Hey!<br>SOUND: PURSE BEING UPENDED.<br>TOM: By the time you&#8217;ve picked everything up, I&#8217;ll be done.<br><span style="text-decoration: underline;">SOUND: TOM WALKS TO WINDOW (QUICK FEW STEPS) – LET IT FINISH.</span><br>TOM: (TO THE TELLER) Right, can you please cash this check? I&#8217;m in a hurry.<br>TELLER: You shouldn&#8217;t have done that, Mr. Oakdale. I&#8217;m going to have to call the manager.<br><span style="text-decoration: underline;">SOUND: AT A DISTANCE – SHOTGUN COCKING – GUNSHOT INTO CEILING – SCREAMS &#8211; LET IT FINISH.</span><br>ROBBER #1: Don&#8217;t anybody move. This is a hold-up.<br>TOM: What the… Oh, this is all I need. (TO THE TELLER) Just cash the check.<br>TELLER: (SHOCKED) What?</p>



<p class="wp-block-paragraph">All the pertinent information can be provided in a few lines of dialog and interaction before, or just as, the robbery is revealed. Other information about the character can be drip-fed to the audience in the telling of the story and its conflicts over time.</p>



<p class="wp-block-paragraph">When it comes to backstory, it is better to assume it is unnecessary to the audience and that, if required, providing less and providing it later is a good guide.</p>



<p class="wp-block-paragraph">One of the keys to setting ourselves free from the habit of providing boring &#8220;expositional data-dumps of backstory&#8221; to our audience (and I have yet to see an &#8220;expositional data-dump of backstory&#8221; that wasn&#8217;t boring) is to seed it throughout the play, revealing it only when it becomes relevant to the action taking place at the moment and revealing only that element that has a direct bearing on that moment.</p>



<p class="wp-block-paragraph">Back story and exposition are best provided through dialog, but beware of the dreaded &#8220;as you know&#8221; sentence. Characters should never tell each other what they already know.</p>



<p class="wp-block-paragraph">For example, the following is just awful…</p>



<p class="wp-block-paragraph">TOM and the bank TELLER) have been taken hostage in the bank)</p>



<p class="wp-block-paragraph">TOM: Tina, I&#8217;ve been coming to your window at the bank for the last three years, and as you know, I&#8217;m the ex-Secretary of Defense. These clowns have no idea what kind of storm they&#8217;ve created by taking me hostage.</p>



<p class="wp-block-paragraph">Horrible, right?</p>



<p class="wp-block-paragraph">Rewritten to have the conversation occur between strangers, this becomes much better.</p>



<p class="wp-block-paragraph">TOM: (WHISPERING) These clowns have no idea the storm they&#8217;ve just created.<br>BANK CUSTOMER: (WHISPERING) Don&#8217;t I know you? You look familiar.<br>TOM: I used to be the Secretary of Defense.<br>BANK CUSTOMER: (WHISPERING) Oh, yeah. Didn&#8217;t you go nuts or something?<br>TOM: I was diagnosed OCD. It&#8217;s different.<br>BANK CUSTOMER: (UNCONVINCED) Right.<br>ROBBER #1: (YELLING AT A DISTANCE) Stop whispering over there! Unless you wanna see what color your insides are?</p>



<p class="wp-block-paragraph">It&#8217;s only a snippet and needs some work, but it should be easy to see how much better it is than the first attempt.</p>



<p class="wp-block-paragraph">If, after all this, you still feel that time spent in a prologue is essential to your story, then try to implement the following guidelines.</p>



<ul class="wp-block-list"><li>Where possible, establish your character well, first.</li><li>Make sure the prologue serves an important purpose.</li><li>Double-check whether the prologue would be more effective as scene 2 of your script or if it can be integrated into the introduction of the protagonist.</li><li>If you use it, keep narration short.</li><li>Even if you don&#8217;t use narration, make the prologue as short as possible.</li><li>Connect the prologue to the introduction of your protagonist as soon as possible.</li></ul>



<p class="wp-block-paragraph">Here&#8217;s an example that I think works better than most… Note how the second scene is directly connected to the prologue while introducing our protagonist.</p>



<p class="wp-block-paragraph"><strong>SCENE 1: ANCIENT GREECE – CITY OF ALEXANDRIAN</strong><br>NARRATOR: Alexandria, 256 B.C<br><span style="text-decoration: underline;">SOUND: FADE IN &#8211; SCREAMS, FLAMES ETC – ESTABLISH AND UNDER.</span><br>DYING MAN: I&#8217;m not going to make it. Here, take the map and hide it. They&#8217;re torching the library. These barbarians must never be allowed to find Alexander&#8217;s great trove.<br>BOY: Yes, father. I promise.<br>DYING MAN: Good, now run. And stay out of sight.<br><span style="text-decoration: underline;">MUSIC: SCENE ENDER</span></p>



<p class="wp-block-paragraph"><strong>SCENE 2: PROFESSOR&#8217;S OFFICE</strong><br><span style="text-decoration: underline;">SOUND: RADIO PLAYING IN BACKGROUND – 30s BAND MUSIC – ESTABLISH AND UNDER</span><br>PROFESSOR TOM: So, where did you find this map?<br>WILLIS: On a dig in some caves in Alexandria, about twelve miles from the capital. It was lying in a jar beside the skeleton of a boy who appears to have died from a sword thrust to the ribs. He must have escaped his killer and crawled into the caves to die.</p>



<p class="wp-block-paragraph">Well, that’s enough from me. If you’re new to scriptwriting, I hope you’ve enjoyed (and hopefully learned something useful from) this discussion of some of my early mistakes. And if you’re an old hand, I hope you’ve enjoyed this reminder that we all had to start somewhere.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/bad-beginnings/">Bad Beginnings &#8211; Unnecessary Prologue</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6464</post-id>	</item>
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		<title>Writing the hook</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 May 2020 02:50:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
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		<category><![CDATA[the hook]]></category>
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					<description><![CDATA[<p>One of the weaknesses in my writing that has been brought to my attention recently has been a tendency to blow the hook. The hook is the opening of the script that aims to capture and keep the attention of the audience. Attention spans are getting shorter. Whatever the reason (and everything from television to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/writing-the-hook/">Writing the hook</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">One of the weaknesses in my writing that has been brought to my attention recently has been a tendency to blow the hook.</p>



<p class="wp-block-paragraph">The hook is the opening of the script that aims to capture and keep the attention of the audience.</p>



<p class="wp-block-paragraph">Attention spans are getting shorter. Whatever the reason (and everything from television to social media has been suggested as the culprit), the challenge for a writer in gaining and keeping attention is getting bigger.</p>



<p class="wp-block-paragraph">Today we must gain the attention of listeners within the first 30 seconds of our opening… and then we have to keep it. There are just too many options available to media consumers today for us to indulge in a belief that people will stick around during a slow opening to get to “the good stuff”. “The good stuff” must be presented from the very first line. And I have been wasting those precious seconds at the beginning of my plays in the, false, expectation that my audience would indulge me in this.</p>



<p class="wp-block-paragraph">The primary criterion for the successful opening of an audio drama is that it makes the listener want to hear the next line… and the line after that… and so on. To ignore this is to court failure from the outset.</p>



<h2 class="wp-block-heading">Pacing</h2>



<p class="wp-block-paragraph">The opening can be fast or slow, containing quick punchy lines (“Damn it, Bill, duck!”) that get the action happening quickly, or long lines that create a slow build of mood (“And all I am saying, Lillian, is that these overgrown hedgerows, the full-moon, the shadows cast by the mansion on the hill, and our proximity to the local cemetery, weren’t bothering me until we came across this corpse.”).</p>



<p class="wp-block-paragraph">The opening of every story has an important task it needs to accomplish; it must introduce the protagonist and the protagonist’s problem as quickly as possible &#8211; but, even if it involves longer, mood-building sentences, there must be no wasted words. And it must raise questions and inspire curiosity to listen further.</p>



<h2 class="wp-block-heading">Contrast</h2>



<p class="wp-block-paragraph">Contrasts and unexpected juxtapositions can help us design a good hook (“Who’d have thought such an expensive dress would be found in such a filthy alley?” or “George, why is there a dead body in your freezer?”)</p>



<h2 class="wp-block-heading">Tone</h2>



<p class="wp-block-paragraph">Tone is significant too. It helps the listener decide whether the play is for them.</p>



<p class="wp-block-paragraph">Compare…</p>



<p class="wp-block-paragraph">TOM: What’s the matter Margie? That was a great dive.<br>MARGIE: Stop it, Tom, and pay attention. I can’t see the boat!</p>



<p class="wp-block-paragraph">With…</p>



<p class="wp-block-paragraph">TOM: Didn’t they pronounce you dead yesterday, Norm?</p>



<p class="wp-block-paragraph">The first conveys panic. The second is humorous. Both of them deal with serious subjects but each with a different tone.</p>



<h2 class="wp-block-heading">Provoking Curiosity</h2>



<p class="wp-block-paragraph">Good hooks raise questions that draw listeners forward, delaying their instinct to switch their attention to something else. But it isn’t enough for the hook to be attention-grabbing. It must raise curiosity for the next line, and that in turn must raise curiosity for the next, and so on (hopefully all the way through).</p>



<p class="wp-block-paragraph">MARGIE: Let’s see if we can shift this body, shall we?<br>TOM: Are you sure? That’s an awful expensive dress you’re wearing. I’d hate you to get blood on it.<br>MARGIE: I don’t have time to argue. I’m already late as it is.</p>



<p class="wp-block-paragraph">Hopefully, this will have raised a bunch of questions that will keep the listener tuning in to find out what is happening.</p>



<p class="wp-block-paragraph">The aim is to sustain the interest of the listener from one line to the next so that we can establish the story and the listener forgets about the pile of dirty dishes that were waiting for them in the next room, or the latest meme sent by their friends that is blinking at them from the phone.</p>



<p class="wp-block-paragraph">Here’s a longer attempt…</p>



<p class="wp-block-paragraph">SOUND: OLD STYLE PHONE SMASHING INTO WALL (BELL, PLASTIC CRUNCH ETC.).<br>TOM: I can’t believe that son-of-a-bitch had the gall to… damn. I think I busted it.<br>MARGIE: I’m not paying for that out of company funds, by the way. If you’re going to…<br>SOUND: BUSTED PHONE STARTS TO RING &#8211; CONTINUE UNDER<br>MARGIE: Well, damn. It’s still working.<br>SOUND: THREE RINGS HAPPEN &#8211; CONTINUE UNDER<br>MARGIE: You gonna answer that, Tom!<br>TOM: Hmpf!<br>MARGIE: (SIGHS) Alright.<br>SOUND: PHONE STOPS RINGING<br>MARGIE: Tom Shephard consulting, Margie speaking. (BEAT) Yes, inspector. (BEAT) Yes, I’m sorry, the phone must have cut out. (BEAT) Yes, Tom’s here. Just a moment. (ASIDE) Tom, it’s the inspector.<br>TOM: Tell him I’ve gone out.<br>MARGIE: He can hear you, you know.<br>TOM: Tell him I’m out, I said. I don’t care if it is Barry who’s dead. And I don’t care how weird it looks. I tried to warn him and he wouldn’t listen.</p>



<p class="wp-block-paragraph">Note how each action and line raises more questions.</p>



<p class="wp-block-paragraph">Why did Tom smash the phone?</p>



<p class="wp-block-paragraph">What does Tome Shephard consulting do?</p>



<p class="wp-block-paragraph">Why is the Inspector calling?</p>



<p class="wp-block-paragraph">Who is Barry? And how did he die?</p>



<p class="wp-block-paragraph">And why did Tom know it was going to happen before it did?</p>



<p class="wp-block-paragraph">Here’s another attempt…</p>



<p class="wp-block-paragraph">MARGIE: I’m telling you, someone’s following me.<br>TOM: (PLACATING) Margie…<br>MARGIE: Everywhere I go, I keep seeing him.<br>TOM: So it’s a man.<br>MARGIE: Yes, its a man. Why wouldn’t it be a man? Don’t you think a man would want to follow me?<br>TOM: I didn’t mean… Look, maybe he’s interested in you. You know? Romantically.<br>MARGIE: He’s always wearing a suit.<br>TOM: Um… so?<br>MARGIE: Suits are worn by foreclosing bankers and officials, politicians, and funeral directors. Suits are trouble.</p>



<h2 class="wp-block-heading">Cliches</h2>



<p class="wp-block-paragraph">It can be hard to avoid cliches in openings. Take weather for example. Unless the weather and climate play a particularly important role in the story, it’s probably best to avoid using weather in a hook.</p>



<p class="wp-block-paragraph">If however, the whole story hinges on being trapped in a snow storm, or on the effect of heat and humidity on a dead body, then starting with a reference to weather might be appropriate. But even then you want to grab attention and get the questions flowing.</p>



<p class="wp-block-paragraph">MARGIE: I hate the snow. It keeps covering up the details.<br>TOM: What do you mean?<br>MARGIE: Well, you can hardly see his face anymore.<br>TOM: Isn’t that a good thing. It’ll hide his identity.<br>MARGIE: Not as well as a mallet and chisel might.<br>TOM: Come on. Finish covering him up. The guests will be here soon.</p>



<p class="wp-block-paragraph">Cliches aren’t just related to the weather, either. Dead bodies, phones ringing in the early morning, strange packages in the mail. All these ideas have been done one thousand times before. If you’re going to use them (and you should if, and only if, they are important to your story) then make sure they are delivered in a unique way.</p>



<p class="wp-block-paragraph">Let’s take the “early morning at the office” trope…</p>



<p class="wp-block-paragraph">SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.<br>MARGIE: Hey bright-eyes, what brings you into the office so early?<br>TOM: I found this in today’s paper.<br>MARGIE: What is it?<br>TOM: My obituary.</p>



<p class="wp-block-paragraph">And on that note, I’ll bring this short article to an end.</p>



<p class="wp-block-paragraph">We can all do better at creating openings for our plays. The key elements are to make sure our openings are attention-grabbing, introduce our protagonists and their problems clearly and early, put our protagonists into the thick of things quick, signal the tone, provide an attention-grabbing and interesting contrast or juxtaposition, avoids cliches, and raise questions that propel the listener forward into the story.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/writing-the-hook/">Writing the hook</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6461</post-id>	</item>
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		<title>Conceptualizing the story</title>
		<link>https://weirdworldstudios.com/conceptualizing-the-story/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Mon, 11 May 2020 10:24:03 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[radio drama education]]></category>
		<category><![CDATA[script writing]]></category>
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					<description><![CDATA[<p>Some thoughts on what comes before the story I am, as I have noted elsewhere, a fan of structure.&#160; Not because I feel I must slavishly follow every convention of structure, but because, frankly, I write better when I keep the elements of Structure in mind. Structures Three Act Structure, for all the hate it [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/conceptualizing-the-story/">Conceptualizing the story</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft size-large"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<h2 class="wp-block-heading">Some thoughts on what comes before the story</h2>



<p class="wp-block-paragraph">I am, as I have noted elsewhere, a fan of structure.&nbsp; Not because I feel I must slavishly follow every convention of structure, but because, frankly, I write better when I keep the elements of Structure in mind.</p>



<h3 class="wp-block-heading">Structures</h3>



<p class="wp-block-paragraph">Three Act Structure, for all the hate it receives helps me to remember that a story involves taking someone in their comfortable routine and shaking them out of it through a disruptive event that forces them to pursue a goal (the inciting incident).&nbsp; Conflict arises and obstacles to the achievement of the goal are placed in front of them that raise the stakes higher and higher (rising stakes).&nbsp; At a certain point they are forced to commit themselves fully to the task, burning their bridges behind them (the point of no return).&nbsp; Eventually the obstacles become so great (rising tension) that they lose and all seems lost (the reversal), but, by making a final titanic effort (the final confrontation), they will either overcome and achieve their goal or it will be forever taken beyond their reach.&nbsp; Either way they will, if I’ve done my job right, have learned something important and their life will settle into a new normal (denouement).</p>



<p class="wp-block-paragraph">There are a million tales to tell within this structure and it is helpful as a guide to where any given plot might go.</p>



<p class="wp-block-paragraph">The Character Arc structure is also helpful.&nbsp; Where the plot structure deals with the external events of the plot, the character arc provides a structure for mapping the internal responses of the characters in a story to those events.</p>



<p class="wp-block-paragraph">Generally, characters are flawed and need to change (before change), then an event occurs that seeks to break them out of their comfortable routine and send them on a journey of self-discovery and change (the call to change), but at first they avoid making the decisions they need to (resisting change).&nbsp; Eventually they are forced to the realisation that a change is really needed (embracing change) but it hasn’t yet taken root.&nbsp; Circumstances arise that test their resolve (testing change) until at last they prove to themselves (and, sometimes, those around them that a real change has occurred) (demonstrating change).&nbsp; The change then becomes part of the character’s new normal (after change).</p>



<p class="wp-block-paragraph">These, of course, aren’t the only helpful structures available to writers.&nbsp; John Truby, whose advice is the subject of this essay, suggests some further structures and processes. The following relates to conceptualising the story – or generating the idea for a story.&nbsp; His aim, in proposing this process, is to help the writer develop a genuinely original (and hopefully satisfying to an audience) concept.</p>



<h3 class="wp-block-heading">Steps towards a concept</h3>



<p class="wp-block-paragraph"><strong>Step 1:</strong> Create a premise (a one line summary that consists of an event that starts the action, a sense of the character that the event befalls, and a sense of the outcome of the story.</p>



<p class="wp-block-paragraph">To develop a story idea or premise, you need to jot down everything that you would like to see in a story.&nbsp; This is a brainstorming task.&nbsp; You won’t use every idea (or even most of them) in your story, but you will develop a resource to pick and choose from.<br><br>Next write down all the story ideas and premises you have ever thought of.&nbsp; Again, you are creating a resource that allows you choice.</p>



<p class="wp-block-paragraph">Select your favourite premise from your list.</p>



<p class="wp-block-paragraph"><strong>Step 2:</strong> Explore the possibilities.&nbsp; Brainstorm.&nbsp; Take your idea and play what if?&nbsp; You have a boy who witnesses a violent crime.&nbsp; What if he is from a peaceful Amish community?&nbsp; What if an individual licensed to use, and familiar with the exercise of, force must protect the boy, entering the Amish world?&nbsp; What if he falls in love with an Amish woman?&nbsp; That was the film, Witness.&nbsp; Essentially, the exercise is one of changing things up to see what new, interesting, and original possibilities might be found (rather than accepting an idea at face value).</p>



<p class="wp-block-paragraph"><strong>Step 3:</strong> Identify the challenges that are built into your premise.&nbsp; Ask yourself what must I accomplish to successfully tell this story.&nbsp; Must I authentically communicate a clash of culture?&nbsp; Must I raise the mundane to the level of the Shakespearean epic? Must I explore the emotional life of a child?&nbsp;</p>



<p class="wp-block-paragraph"><strong>Step 4:</strong> Identify the designing principle.&nbsp; Not all stories have one, according to John Truby, but every good story does.&nbsp; The designing principle is a statement that expresses the deeper theme of the work and through which the selection and arrangement of events can be accomplished – a benchmark for the story’s deeper theme, if you will.&nbsp; What thematically challenging choice or circumstance does every scene, character, and action within the story find itself addressing?&nbsp; Supersition vs Rationalism?&nbsp; Trust vs Prejudice?&nbsp; Cruelty vs Kindness?&nbsp; Violence vs Peace? Etc.?&nbsp; Now identify how this idea will be explored?&nbsp; A plague where a doctor and a priest square off against each other?&nbsp; A KKK member who must rely on two black FBI agents to survive?&nbsp; A man of violence tasked to protect a child while inside a community of pacifists?&nbsp; A war criminal is nursed back to health in a convent behind enemy lines?</p>



<p class="wp-block-paragraph"><strong>Step 5: </strong>Determine the best character to use.&nbsp; Who is the most interesting character?&nbsp; Does the character generate curiosity in you?&nbsp; Do you want to follow them and explore what they think?&nbsp; Who, among the characters, do you love the most?&nbsp; If they are not the main character, then change the premise so that they are or, if you can’t find a character you love, move on to a new premise.</p>



<p class="wp-block-paragraph"><strong>Step 6:</strong> Identify the main conflict.&nbsp; In one line determine who fights whom over what.&nbsp; It must relate directly to the designing principle</p>



<p class="wp-block-paragraph"><strong>Step 7:</strong> Identify the cause and effect pathway.&nbsp; What is the one action your character takes that connects all the pieces of the story?&nbsp; Do they use their fighting skills to defeat the villain?&nbsp; Do they sacrifice their goals for love?&nbsp; Do they bury their pride and cooperate with others to win the day?&nbsp; That is the cause and effect pathway.</p>



<p class="wp-block-paragraph"><strong>Step 8:</strong> Determine how your character will change.&nbsp; What is the character’s weakness?&nbsp; How will their actions address that weakness?&nbsp; The characters action is the mid-point between two behavioral extremes.&nbsp; Lets say the main conflict requires the character to take violent action.&nbsp; Perhaps he or she begins as a frightened and cowardly individual.&nbsp; By the end he or she is a protector of the weak and downtrodden.&nbsp; Or perhaps he or she begins as a lover of peace and non-violence that in the end becomes a bullying warlord.</p>



<p class="wp-block-paragraph"><strong>Step 9:</strong> Identify the protagonist’s moral choice. What choice between two competing and compelling goods must the protagonist make in order to complete their journey?&nbsp; Will they choose love or wealth?&nbsp; Will they choose trust or power?&nbsp; Will they choose honour or approval?&nbsp; Make the choice as equally balanced as possible to create the greatest sense of drama.</p>



<p class="wp-block-paragraph">It’s a little hard to see what this looks like in practice, so here is the development of a complete story concept that forms the basis of a short and spooky play I am writing.</p>



<h3 class="wp-block-heading"><strong>Template (Example)</strong></h3>



<p class="wp-block-paragraph"><strong>1. Premise:</strong>&nbsp; A young man, looking for a quick dollar (and travelling with an older companion), is tasked with couriering an, unknown to him, magical statue, from New York to a small railroad town and dooms himself by letting his curiosity drive him to ignore clear warnings that danger lies ahead.</p>



<p class="wp-block-paragraph"><strong>2. Possibilities:</strong> &nbsp;Throughout the journey he encounters omens and individuals that warn him to turn back, but overcomes them through the reckless application of his curiosity, each time digging himself further into the pit.</p>



<p class="wp-block-paragraph"><strong>3. Story Challenges and Problems:</strong> To convincingly convey to the audience that his choices are bad while making him likeable enough to care about and making his choices so plausible that he remains plausibly convinced they are good.</p>



<p class="wp-block-paragraph"><strong>4. Designing Principle:</strong> Curiosity didn’t kill the cat.&nbsp; Ignoring the warning signs did.</p>



<p class="wp-block-paragraph"><strong>5. Protagonist:</strong> Curious young man who wants to do good but has a reckless curiosity.</p>



<p class="wp-block-paragraph"><strong>6. Conflict:</strong> His companion wants him to mind his own business (and so also ignores the signs of danger).&nbsp; The statue wants him to submit to it and unwrap and free it from its packaging.</p>



<p class="wp-block-paragraph"><strong>7. Basic Action:</strong> Giving in to his curiosity and giving the statue control in exchange for aid when danger threatens.</p>



<p class="wp-block-paragraph"><strong>8. Character Change:</strong> Gives up his money and stops being reckless in order to try and save his companion – but too late.</p>



<p class="wp-block-paragraph"><strong>9. Moral Choice:</strong>&nbsp; The protagonist must choose between loyalty (to the post office) and compassion (the safety of his companion).</p>



<p class="wp-block-paragraph">Admittedly, the expression is a little clumsy, but I think the overall concept is pretty clear.</p>



<p class="wp-block-paragraph">Copyright Philip Craig Robotham © 2020 .</p>
<p>The post <a href="https://weirdworldstudios.com/conceptualizing-the-story/">Conceptualizing the story</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6455</post-id>	</item>
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		<title>Adventurer Pilot &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/adventurer-pilot-template/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 28 Nov 2019 06:53:36 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
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		<category><![CDATA[roleplaying game]]></category>
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		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6077</guid>

					<description><![CDATA[<p>The Pilot can fly anything that can get into the air. They are experienced combat pilots who also know their way around aircraft engines. Courageous, suave, and more than a little reckless, pilots use their skills to aid the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-pilot-template/">Adventurer Pilot &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Pilot can fly anything that can get into the air.  They are experienced combat pilots who also know their way around aircraft engines.  Courageous, suave, and more than a little reckless, pilots use their skills to aid the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-pilot-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Adventurer<br>Specialization: Pilot<br><strong>BASIC STATISTICS</strong><br>Strength: xxxx<br>Willpower: xxx<br>Resistance: xxxx<br>Essence: xxx<br>Hero Points: 7<br>Wounds: 00000 00|00<br>Piercing Wounds: 00000  00|00<br><strong>SPECIALIST SKILLS</strong><br>Pilot aircraft: xxxx<br>Repair aircraft: xxx<br>Persuasive Charm: xxx<br><strong>GENERAL SKILLS</strong><br>Pistol: xx<br>Brawl: xx<br><strong>SPECIAL ABILITIES</strong><br>Strafe: xx<br>Lose &#8217;em in the clouds: xx<br>Dive out of the sun: xx<br>I know some maneuvers: xx<br>Flying Ace: xx<br>Land on a dime: xx<br>Eagle Eye: xx<br>Thread the needle: xx<br>Improvised Explosives: xx<br><strong>BASIC EQUIPMENT</strong><br>Flight suit<br>Pistol<br>Parachute<br>Compass</p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-pilot-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>PILOT AIRCRAFT</strong><br>Take off, land, and navigate between a departure point and destination in any form of aircraft.<br><strong>REPAIR AIRCRAFT</strong><br>Make basic repairs to the engine, wings, rotors, etc. of a damaged aircraft and restore it to useable (if not as-new) status.<br><strong>PERSUASIVE CHARM</strong><br>The ability to exude gallantry and charm that makes people want to agree to do whatever the pilot asks.<br><strong>PISTOL</strong><br>The ability to load, aim, fire, and maintain a pistol.<br><strong>BRAWL</strong><br>The ability to fight in close quarters using hands, feet, and any makeshift weapons that might be handy (bottles, chairs, etc.).<br><strong>STRAFE</strong><br>Engage in aerial combat engaging in an attack every phase without taking a penalty to the attack roll.<br><strong>LOSE &#8216;EM IN THE CLOUDS</strong><br>The ability to shake an aerial pursuit by hiding in a bank of clouds.<br><strong>DIVE OUT OF THE SUN</strong><br>The ability to get into a pursued aircrafts blindspot and deliver a double damage blast from the aircraft&#8217;s guns once per turn. <br><strong>I KNOW SOME MANEUVERS</strong><br>The ability to maneuver so effectively that damage received is reduced to 1 wound (once per turn).<br><strong>FLYING ACE</strong><br>When activated this ability grants an extra wound of damage on all targeted attacks made by the pilot.<br><strong>LAND ON A DIME</strong><br>The ability for a pilot to land on/in (and take off from) a cliff edge, a clearing, or other non-conventional landing areas.<br><strong>EAGLE EYE</strong><br>The ability to spot hard to see things from a great height, see to fly in low visibility conditions, fly at night, etc.<br><strong>THREAD THE NEEDLE</strong><br>The ability to fly an aircraft through tiny spaces with tiny amounts of clearance (under bridges, through caves and tunnels, etc.).<br><strong>IMPROVISED EXPLOSIVES</strong><br>The ability to construct bombs, grenades, and explosive traps from household chemicals.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-pilot-template/">Adventurer Pilot &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">6077</post-id>	</item>
		<item>
		<title>Mystic Sorcerer &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/mystic-sorcerer-template/</link>
					<comments>https://weirdworldstudios.com/mystic-sorcerer-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 27 Nov 2019 23:51:30 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character art]]></category>
		<category><![CDATA[character template]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[sorcerer]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6072</guid>

					<description><![CDATA[<p>The Sorcerer is a specialist in the realm of the arcane. They use magic as their primary tool in the fight against evil. While not necessarily brave, the sorcerer is cunning, has a good understanding of human nature, and can harness mystic forces to aid the League of Adventure Seekers within the world of the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-sorcerer-template/">Mystic Sorcerer &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Sorcerer is a specialist in the realm of the arcane.  They use magic as their primary tool in the fight against evil.  While not necessarily brave, the sorcerer is cunning, has a good understanding of human nature, and can harness mystic forces to aid the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-sorcerer-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Mystic<br>Specialization: Sorcerer<br><strong>BASIC STATISTICS</strong><br>Strength: xxx<br>Willpower: xxxx<br>Resistance: xxx<br>Essence: xxxx<br>Hero Points: 7<br>Wounds: 00000 00|00<br>Piercing Wounds: 00000  00|00<br><strong>SPECIALIST SKILLS</strong><br>Esoteric Fire: xxxx<br>Mystic Shield: xxx<br>Mystic Sword: xxx<br><strong>GENERAL SKILLS</strong><br>Research (Esoteric Knowledge): xx<br>Careful observer: xx<br><strong>SPECIAL ABILITIES</strong><br>ShapeShift: xx<br>Enslave Monster: xx<br>Summon Monster: xx<br>Command Familiar: xx<br>Fly: xx<br>Phase through walls: xx<br>Transfigure: xx<br>Scry: xx<br>Astral Travel: xx<br><strong>FLAW</strong><br>Don&#8217;t get out much (slow): -2x<br><strong>BASIC EQUIPMENT</strong><br>Wand<br>Spell book<br>Cloak</p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-sorcerer-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>ESOTERIC FIRE</strong><br>The ability to throw a ball of flame at a target.  This is an area effect that causes 4 wounds of damage to all targets within 8 feet of the impact point.<br><strong>MYSTIC SHIELD</strong><br>Reduces the damage received by a target to a maximum of one wound per phase.<br><strong>MYSTIC SWORD</strong><br>While in use this sword does 3 points of cold damage per phase to any target hit in that turn.<br><strong>RESEARCH (ESOTERIC KNOWLEDGE)</strong><br>The ability to search libraries and ancient tomes in search of specific answers to questions such as “What predators roam the interplanar realm of Thunn?” etc.<br><strong>CAREFUL OBSERVER</strong><br>The ability to spot when someone is lying, hiding something, or omitting important information.<br><strong>SHAPESHIFT</strong><br>The ability to shift one&#8217;s shape into that of a bird or animal of comparable size (for example a giant bat, or a small elephant).  The caster gains the benefit of any ability inherent in that shape (eg. flight, claws, bite, trample, etc.).  The shape that the caster assumes is fixed by its first use (eg. if the caster turns into a bat the first time they use this ability, they can only turn into a bat thereafter).<br><strong>ENSLAVE MONSTER</strong><br>The ability to enslave and command a supernatural creature.  This ability places a creature (often over the creature&#8217;s strenuous objections) under compulsion to follow a set of commands provided by the caster for the duration of a single combat or the accomplishment of a single task.  It also makes the creature available for summoning.  <br><strong>SUMMON MONSTER</strong><br>The most recently enslaved creature (enslaved by the caster using the Enslave Monster ability) can be summoned to complete a task or fight a combat on the caster&#8217;s behalf.<br><strong>COMMAND FAMILIAR</strong><br>This ability allows the sorcerer to choose a familiar (animal companion such as a cat, eagle, chimpanzee, etc.) that can be commanded to follow simple instructions.  Once chosen, the familiar cannot be changed.  It is imbued with 1 point of life from the character and the character will suffer one wound if it dies).<br><strong>FLY</strong><br>When activated this ability allows the character to fly and or hover above the ground.  They cannot carry more weight when flying than might be contained in a typical backpack.<br><strong>PHASE THROUGH WALLS</strong><br>The ability to pass through up to six feet of solid material.<br><strong>TRANSFIGURE</strong><br>The ability to turn an individual into an animal, bird or fish of choice.  This is a permanent effect but can be reversed by the caster.  It can be cast on friend or foe alike.<br><strong>SCRY</strong><br>The ability to locate any object or person previously encountered at any distance with absolute precision.<br><strong>ASTRAL TRAVEL</strong><br>The ability to take an astral form and visit locations unseen by ordinary mortals.  It does not guarantee that the caster will not be seen by individuals with supernatural abilities (such as ghosts, monsters, and mediums).  While traveling astrally the physical body is not protected from harm and can be killed (or die of starvation or thirst).  The astral form cannot be harmed physically, but damage inflicted in the astral realm reduces the player&#8217;s essence.<br><strong>DOESN&#8217;T GET OUT MUCH (FLAW)</strong><br>This character is very awkward in social situations and always says the wrong thing (either out of cluelessness, or arrogance).  They reduce all attempts at persuasion by 2 if they are present, regardless of who is attempting the persuasion.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-sorcerer-template/">Mystic Sorcerer &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">6072</post-id>	</item>
		<item>
		<title>Adventurer Prize Fighter &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/adventurer-prize-fighter-template/</link>
					<comments>https://weirdworldstudios.com/adventurer-prize-fighter-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 27 Nov 2019 02:52:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character art]]></category>
		<category><![CDATA[character template]]></category>
		<category><![CDATA[prize fighter]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6068</guid>

					<description><![CDATA[<p>The Prize Fighter is at home inside the ring and out. They have determination, self-discipline, and an indomitable desire to win. Prize Fighters bring courage, fighting spirit, and determination to the mission as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-prize-fighter-template/">Adventurer Prize Fighter &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Prize Fighter is at home inside the ring and out.  They have determination, self-discipline, and an indomitable desire to win.  Prize Fighters bring courage, fighting spirit, and determination to the mission as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-prize-fighter-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Adventurer<br>Specialization: Prize Fighter<br><strong>BASIC STATISTICS</strong><br>Strength: xxxx<br>Willpower: xxx<br>Resistance: xxxx<br>Essence: xxx<br>Hero Points: 7<br>Wounds: 00000 00|00<br>Piercing Wounds: 00000  00|00<br><strong>SPECIALIST SKILLS</strong><br>Knock out blow: xxxx<br>8 punch combination: xxx<br>Counterpunch: xxx<br><strong>GENERAL SKILLS</strong><br>Clinch: xx<br>Smashing blow: xx<br>Pistol: xx<br>Brawl: xx<br><strong>SPECIAL ABILITIES</strong><br>Target Weakness: xx<br>Lightning Reflexes: xx<br>Roll with the punches: xx<br>Indomitable Will (Perseverance): xx<br>Contacts &#8211; Bookies: xx<br>Contacts &#8211; Criminal Underworld: xx<br>Contacts &#8211; Sports fans: xx<br><strong>BASIC EQUIPMENT</strong><br>Gloves<br>Pistol<br>Brass knuckles</p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-prize-fighter-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>KNOCK OUT BLOW</strong><br>The ability to deliver a knock out blow.  A successful roll allows the player to roll a consequence dice.  On a six the target is rendered unconscious for the duration of the combat.<br><strong>8 PUNCH COMBINATION</strong><br>A success allows the player to deal 4 points of damage to a target (with 8 points being delivered if a six is rolled on a followup consequence dice).<br><strong>COUNTERPUNCH</strong><br>If the player receives damage from an attacker they may return the equivalent damage plus two wounds during their action phase.<br><strong>CLINCH</strong><br>The ability to grapple and immobilize an opponent.  The player cannot take any actions while the target is immobilized, but the grapple can be held indefinitely.<br><strong>SMASHING BLOW</strong><br>The ability to punch through wooden doors, smash small machines, and put holes in walls with the aid of the fists.  No opposed roll is required.<br><strong>LIGHTNING REFLEXES</strong><br>When activated, this ability allows the character to land a blow during every phase of combat without taking the usual penalty for being &#8220;frenzied&#8221;.<br><strong>CONTACTS (BOOKIES, CRIMINAL UNDERWORLD, SPORTS FANS)</strong><br>The ability to contact individuals with specialist knowledge among bookies, small-time criminals, and sports fans.  They can report on rumors and supply answers to specific questions regarding people and activities involved in the players’ investigations.<br><strong>INDOMITABLE WILL (PERSEVERANCE)</strong><br>The ability to continue fighting after taking the usual number of wounds.  This ability adds two wounds to the character&#8217;s maximum for the duration of the fight.  After the fight, if this new maximum is used up, they will need medical attention to stabilize at zero wounds, but they will have been able to continue fighting beyond the normal limit.<br><strong>ROLL WITH THE PUNCHES</strong><br>When activated this ability allows the character to reduce all damage received to a single wound per phase of combat.<br><strong>TARGET WEAKNESS</strong><br>The ability to disable an opponent for the remainder of a battle using a targeted attack.  A successful attack is disabling after rolling a six on a consequence dice.  This removes the individual from the fight but results in a minor but permanent disability (such as a limp, shaking hand, reduced hearing, blurry vision, etc.).<br><strong>BRAWL</strong><br>The ability to fight in close quarters using hands, feet, and any makeshift weapons that might be handy (bottles, chairs, etc.).<br><strong>PISTOL</strong><br>The ability to load, aim, fire, and maintain a pistol.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-prize-fighter-template/">Adventurer Prize Fighter &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6068</post-id>	</item>
		<item>
		<title>Mystic Occult Detective &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/mystic-occult-detective-template/</link>
					<comments>https://weirdworldstudios.com/mystic-occult-detective-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 26 Nov 2019 05:46:18 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character art]]></category>
		<category><![CDATA[character template]]></category>
		<category><![CDATA[occult detective]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6063</guid>

					<description><![CDATA[<p>The Occult Detective, is at home in the big city; part detective, part scientist, and part academic. They know about the things which go bump in the night and use their skills to defeat them as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-occult-detective-template/">Mystic Occult Detective &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Occult Detective, is at home in the big city; part detective, part scientist, and part academic.  They know about the things which go bump in the night and use their skills to defeat them as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-occult-detective-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Mystic<br>Specialization: Occult Detective<br><strong>BASIC STATISTICS</strong><br>Strength: xxx<br>Willpower: xxxx<br>Resistance: xxx<br>Essence: xxxx<br>Hero Points: 7<br>Wounds: 00000 00<br>Piercing Wounds: 00000  00<br><strong>SPECIALIST SKILLS</strong><br>Research (Occult and Folklore) : xxxx<br>Ghost Trapping: xxx<br>Speak with the dead: xxx<br><strong>GENERAL SKILLS</strong><br>Search: xx<br>Perception: xx<br>Persuasion: xx<br>Pistol: xx<br>Brawl: xx<br><strong>SPECIAL ABILITIES</strong><br>Command the dead: xx<br>Ethereal Energy Disruptor: xx<br>Indomitable Will (Shield)<br>Contacts &#8211; Journalists xx<br>Contacts &#8211; Police x<br>Contacts &#8211; Esoteric Subculture xx<br><strong>BASIC EQUIPMENT</strong><br>Ghost Trap<br>Occult Library<br>Ethereal Energy Disruptor</p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-occult-detective-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>PERCEPTION</strong><br>A passive ability.  The ability to notice things that are out of place, unusual, threatening, or of special interest in the surrounding environment.<br><strong>RESEARCH (OCCULT AND FOLKLORE)</strong><br>The ability to search libraries and ancient tomes in search of specific answers to questions such as “What are the weaknesses of the Chupacabra?” etc.<br><strong>GHOST TRAP</strong><br>A machine that will trap and hold a ghost until sunrise.  It can also be used to transport a ghost from one location to another.<br><strong>SPEAK WITH THE DEAD</strong><br>The ability to hear and talk to the dead.  It does not compel the dead to answer or guarantee that what is said is true.<br><strong>COMMAND THE DEAD</strong><br>The ability to give the dead simple commands that they are compelled to complete.  The dead generally resent being commanded in this way and, in some cases, may seek revenge after the set task is completed.<br><strong>ETHEREAL ENERGY DISRUPTER</strong><br>A ranged weapon that can inflict damage (3 wounds) upon ghosts, spirits, and beings made out of supernatural energy.<br><strong>CONTACTS (ESOTERIC SUBCULTURE, POLICE, JOURNALISTS)</strong><br>The ability to contact individuals with specialist knowledge among the police, journalists, and the esoteric subculture of occultists, mediums, and investigators into the macabre and unusual.  They can report on rumors and supply answers to specific questions regarding people and activities involved in the players’ investigations.<br><strong>INDOMITABLE WILL (SHIELD)</strong><br>The ability to resist mind control (from the undead, vampires, mystics, mad scientists, mediums, and the like).<br><strong>SEARCH</strong><br>The ability to thoroughly search a location for clues, hidden items, secret doors, traps, safes, etc.<br><strong>PERSUASION</strong><br>The ability to convince another person that they are telling the truth and gain their cooperation and trust.<br><strong>BRAWL</strong><br>The ability to fight in close quarters using hands, feet, and any makeshift weapons that might be handy (bottles, chairs, etc.).<br><strong>PISTOL</strong><br>The ability to load, aim, fire, and maintain a pistol.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-occult-detective-template/">Mystic Occult Detective &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6063</post-id>	</item>
		<item>
		<title>Adventurer Noble Savage &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/adventurer-noble-savage-template/</link>
					<comments>https://weirdworldstudios.com/adventurer-noble-savage-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Mon, 25 Nov 2019 07:34:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
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		<category><![CDATA[noble savage]]></category>
		<category><![CDATA[roleplaying game]]></category>
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		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6049</guid>

					<description><![CDATA[<p>The Noble Savage, raised far from civilization, is an outsider whose immense strength, closeness to nature, and physical prowess allows them to accomplish work as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game. Example Character CHARACTER NOTES Archetype: AdventurerSpecialization: Noble SavageBASIC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-noble-savage-template/">Adventurer Noble Savage &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Noble Savage, raised far from civilization, is an outsider whose immense strength, closeness to nature, and physical prowess allows them to accomplish work as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-noble-savage-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Adventurer<br>Specialization: Noble Savage<br><strong>BASIC STATISTICS</strong><br>Strength: xxxx<br>Willpower: xxx<br>Resistance: xxxx<br>Essence: xxx<br>Hero Points: 7<br>Wounds: 00000 00|00<br>Piercing Wounds: 00000  00|00<br><strong>SPECIALIST SKILLS</strong><br>Wilderness Scrounger: xxxx<br>Construct Weapons: xxx<br>Spear combat: xxx<br><strong>GENERAL SKILLS</strong><br>Brawl/Hand to hand: xx<br>Tracking/Guide: xx<br>Snares: xx<br>Herbalism: xx<br>Break bonds: xx<br>Throw: xx<br><strong>FLAW</strong><br>Lack of social grace: -2x<br><strong>SPECIAL ABILITIES</strong><br>Athletics (Swim, Run, Jump, Climb): xx<br>Communicate with animals: xx<br>Tame Wild Beast: xx<br>Ride animals: xx<br>Stealth: xx<br>Too savage to bleed: xx<br><strong>BASIC EQUIPMENT</strong><br>Spear<br>Animal Hides<br>Medicine Bag (herbs)</p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-noble-savage-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>WILDERNESS SCROUNGER</strong><br>The ability to find impossibly scarce resources in a wilderness area.  Need a spark-plug?  It can be found in the wreckage of a long-forgotten jeep or truck at the bottom of a ravine.  Gold?  Diamonds?  Whatever is needed can be found, either on the remains of those who came before, or in the crashed wreckage of missing boats, planes, and land vehicles that came to an unfortunate end in the local area.<br><strong>CONSTRUCT WEAPONS</strong><br>The ability to create weapons from raw materials &#8211; flint knives, bow and arrow, spear.  Any weapon so created that is used adds one to the appropriate combat skill of the user because of its craftsmanship and durability.<br><strong>SPEAR COMBAT</strong><br>The ability to fight using a spear in close quarters or throw it with accuracy.<br><strong>BRAWL/HAND TO HAND</strong><br>The ability to employ standard blows in combat, in this case inflicting an extra wound of damage due to increased strength.<br><strong>HERBALISM</strong><br>The ability to find and create remedies for poisons or heal light wounds (2 points maximum) from local plant life. In an urban environment, this can only be used where a large park or garden is available to provide the raw materials necessary.<br><strong>STEALTH</strong><br>The ability to move about without being detected, seen, or heard.<br><strong>SNARES</strong><br>The ability to create and conceal traps and snares (that will hoist an unwary victim off their feet and dangle them in the air) from vines, ropes or cables. The materials for the construction must plausibly be available to the character (either carried in a backpack, or hanging from trees, or lying around in the form of electrical cables, etc. within the immediate environment).<br><strong>HIDE TRAIL OR SCENT</strong><br>The ability to cover one’s tracks or hide one’s scent when being pursued by human or animal hunters.<br><strong>TRACKING/GUIDE</strong><br>The ability to always know where one is (above or below ground/water) and to pick up a trail and follow it (without getting lost).<br><strong>BREAK BONDS</strong><br>The ability to use their prodigious strength to break any bonds (snap ropes and cables, break chains and manacles) that are used to restrain the character.<br><strong>THROW</strong><br>The ability to throw an object with deadly accuracy.<br><strong>ATHLETICS (Run, Swim, Climb, Jump)</strong><br>The ability to engage in all manner of athletic feats at a high level.  Jumping up to 15 feet.  Climbing at twice normal speed.  Remaining underwater for 6 to 8 minutes without suffering harm.  Gaining an extra increment per turn during chases<br><strong>SPEAK WITH ANIMALS</strong><br>The ability to interrogate animals for information and give them simple commands –<strong>only</strong>&nbsp;available to Shaman and Noble Savage Characters.<br><strong>TAME WILD BEAST</strong><br>The ability to render a (non-sentient) wild beast docile. The animal cannot be given instructions but will stop and be docile while the effect is sustained. It does not work on wounded or mentally damaged animals. Neither does it work on swarms, insects, worms or other creatures of negligible intelligence (eg. below the level of a house cat or bird). At four dots in strength, this ability can permanently render a wild beast docile.<br><strong>RIDE ANIMAL</strong><br>The ability to ride, and control while riding, any animal of sufficient size to carry a human being (eg. Elephant, Pterodactyl, Velociraptor, Tiger, and Shark, as well as more traditional mounts such as horses). The animal must first have been tamed (see above if the animal is a normally wild beast).<br><strong>TOO SAVAGE TO BLEED</strong><br>When activated (BEFORE combat begins) the player gains the ability to survive an extra two wounds of damage before being killed or rendered unconscious.<br><strong>LACK OF SOCIAL GRACE</strong><br>A minus 2 penalty is experienced by anyone trying to engage in persuasion when this character is present in an urban environment due to their uncouth behavior.  In primitive villages and wilderness environments, the penalty becomes a plus 2 bonus.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-noble-savage-template/">Adventurer Noble Savage &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6049</post-id>	</item>
		<item>
		<title>Mystic Martial Artist &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/mystic-martial-artist-template/</link>
					<comments>https://weirdworldstudios.com/mystic-martial-artist-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 24 Nov 2019 10:17:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character art]]></category>
		<category><![CDATA[character template]]></category>
		<category><![CDATA[martial artist]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=6015</guid>

					<description><![CDATA[<p>The Martial Artist is an outsider whose serene nature and physical prowess allows them to accomplish superhuman physical feats as members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game. Example Character CHARACTER NOTES Archetype: MysticSpecialization: Martial ArtistBASIC STATISTICSStrength: xxxWillpower: xxxxResistance: xxxEssence: xxxxHero Points: [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-martial-artist-template/">Mystic Martial Artist &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Martial Artist is an outsider whose serene nature and physical prowess allows them to accomplish superhuman physical feats as members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-martial-artist-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Mystic<br>Specialization: Martial Artist<br><strong>BASIC STATISTICS</strong><br>Strength: xxx<br>Willpower: xxxx<br>Resistance: xxx<br>Essence: xxxx<br>Hero Points: 7<br>Wounds: 00000 00<br>Piercing Wounds: 00000  00<br><strong>SPECIALIST SKILLS</strong><br>Item smash (melee): xxxx<br>Run up Vertical Surface: xxx<br>Float on air: xxx<br>Swordsmanship: xx<br><strong>GENERAL SKILLS</strong><br>Brawl/Hand to hand: xx<br>Herbalism (medicine): xx<br>Stealth: xx<br>Calming Flute: xx<br>Persuasive Wisdom: xx<br><strong>SPECIAL ATTACKS</strong><br>Knife hand (piercing): xx<br>Wind strike (ranged): xx<br>Improvised weapon: xx<br>Deflect and return: xx<br>Disarming blow: xx<br><strong>BASIC EQUIPMENT</strong><br>Alms  Bowl<br>Flute<br>Sword</p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-martial-artist-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>ITEM SMASH</strong><br>The ability to destroy an item with a single blow.  Armor, machinery, and weapons all become inoperable after a single successful strike.  This ability can only be used during a targeted attack.<br><strong>RUN UP VERTICAL SURFACE</strong><br>The ability to run up (or along) a wall, cliff, tree or light pole, etc. and balance upon its top without the use of ropes or other climbing gear.<br><strong>FLOAT ON AIR</strong><br>The ability to leap 50 feet at a jump and find purchase upon a leaf floating in the air (or a stick floating upon water etc.) in order to leap again.  It can be used repeatedly to cross canyons, crevices, rivers, etc.  A failed roll results in a fall, however, and normal falling damage applies.<br><strong>SWORDSMANSHIP</strong><br>The ability to fight using any kind of sword in close quarters.<br><strong>BRAWL/HAND TO HAND</strong><br>The ability to employ standard martial arts moves in combat (kicks, open-handed strikes, etc.).<br><strong>HERBALISM</strong><br>The ability to find and create remedies for poisons or heal light wounds (2 points maximum) from local plant life. In an urban environment, this can only be used where a large park or garden is available to provide the raw materials necessary.<br><strong>STEALTH</strong><br>The ability to move about without being detected, seen, or heard.<br><strong>CALMING FLUTE</strong><br>The ability to play the flute and provide a calm and tranquil environment.  Dispels fear/panic effects and can provide a +2 bonus to other players who are attempting any academic tasks.<br><strong>KNIFE HAND</strong><br>The ability to execute a piercing blow with the hand that will enter the body like a knife wound and does 3 points of piercing damage.<br><strong>WIND STRIKE</strong><br>The ability to throw and punch or kick that displaces air as a solid force over short distances and deals 2 points of clubbing damage as if it were a ranged weapon.<br><strong>IMPROVISED WEAPON</strong><br>The ability to use any handy item (a bench, a ladder, a saw-horse, a car antenna, a banana, etc.) as a weapon dealing +1 damage over and above its standard use (clubbing, or piercing).<br><strong>DEFLECT AND RETURN</strong><br>Redirect and return the kinetic energy of an attack back upon the attacker.  The player reduces the damage dealt by half (rounded up) but returns the full damage to the attacker.  (Eg.  An attacker fires their pistol at the player, the player then uses this ability during their action phase to catch the bullet and return it to the attacker.  The player reduces the damage they took by half (rounded up) so that they only take 1 wound, but return the full 3 wounds of damage to the attacker. <br><strong>DISARMING BLOW</strong><br>On a success, this attack allows the player to seize a weapon from an opponent&#8217;s hands.  This ability can only be used during a targeted attack.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-martial-artist-template/">Mystic Martial Artist &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6015</post-id>	</item>
		<item>
		<title>Adventurer Spy &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/adventurer-spy-template/</link>
					<comments>https://weirdworldstudios.com/adventurer-spy-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 22 Nov 2019 12:21:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character art]]></category>
		<category><![CDATA[character template]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[spy]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5903</guid>

					<description><![CDATA[<p>The Spy is a combination of suave society thief, confidence schemer, and assassin, all rolled into one. Those with a conscience can be found employing their skills for the greater good as part of their membership inthe League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-spy-template/">Adventurer Spy &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Spy is a combination of suave society thief, confidence schemer, and assassin, all rolled into one.  Those with a conscience can be found employing their skills for the greater good as part of their membership inthe League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.<br></p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-spy-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Adventurer<br>Specialisation: Spy<br><strong>BASIC STATISTICS</strong><br>Strength xxxx<br>Willpower xxx<br>Resistance xxxx<br>Essence xxx<br>Hero Points: 7<br>Wounds: 00000 00<br>Piercing Wounds: 00000  00<br><strong>SPECIALIST SKILLS</strong><br>Persuasion: xxxx<br>Pick locks: xxx<br>Pistol: xxx<br>Swordsmanship: xx<br><strong>GENERAL SKILLS</strong><br>Brawl: xx<br>Search: xx<br>Decypher Codes: xx<br>Stealth: xx<br>Pick Pockets: xx<br>Decypher Languages: xx<br><strong>LANGUAGES&nbsp;(Read/Write/Speak)</strong><br>Mandarin: x<br>French: x<br>German: x<br>Russian: x<br>Spanish: x<br>Arabic: x<br><strong>BASIC EQUIPMENT</strong><br>Lock picks<br>Sword<br>Pistol<br>Climbing harness<br>Sacks and bags<br></p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/adventurer-spy-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>PERSUASION</strong><br>The ability to convince another person that they are telling the truth and gain their cooperation and trust.<br><strong>PICK LOCKS</strong><br>The ability to unlock doors, safes, padlocks, strongboxes etc.  without the necessary keys.<br><strong>PISTOL</strong><br>The ability to load, aim, and maintain a pistol.<br><strong>SWORDSMANSHIP</strong><br>The ability to fight using any kind of sword in close quarters.<br><strong>BRAWL</strong><br>The ability to fight in close quarters using hands, feet, and any makeshift weapons that might be handy (bottles, chairs, etc.).<br><strong>SEARCH</strong><br>The ability to thoroughly search a location for clues, hidden items, secret doors, traps, safes, etc.<br><strong>DECYPHER CODES</strong><br>The ability to decypher encryptions, cyphers, pictograms, codes, anagrams and other forms of hidden messages.<br><strong>STEALTH</strong><br>The ability to move about without being detected, seen, or heard.<br><strong>PICK POCKETS</strong><br>The ability to remove personal possessions and items of clothing carried upon the person without the owner detecting the removal.<br><strong>DECYPHER LANGUAGES</strong><br>The ability to decypher, at a rudimentary level, any human language.<br><strong>LANGUAGES</strong><br>As well as their native tongue, this character can speak, read, and write the following languages fluently; Mandarin, French, German, Spanish, Russian, and Arabic.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/adventurer-spy-template/">Adventurer Spy &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5903</post-id>	</item>
		<item>
		<title>Mystic Shaman &#8211; RPG Template</title>
		<link>https://weirdworldstudios.com/mystic-shaman-template/</link>
					<comments>https://weirdworldstudios.com/mystic-shaman-template/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 21 Nov 2019 09:00:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character art]]></category>
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		<category><![CDATA[rpg]]></category>
		<category><![CDATA[shaman]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5896</guid>

					<description><![CDATA[<p>The Shaman is a magic-user who brings traditional magic to bear on the adventures undertaken by the League of Adventure Seekers in the Host Your Own Old Time Radio Drama Roleplaying Game. The Shaman may create up to four magical effects for use during play. These effects can have any flavor preferred by the player. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-shaman-template/">Mystic Shaman &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The Shaman is a magic-user who brings traditional magic to bear on the adventures undertaken by the League of Adventure Seekers in the Host Your Own Old Time Radio Drama Roleplaying Game.</p>



<p class="wp-block-paragraph">The Shaman may create up to four magical effects for use during play.  These effects can have any flavor preferred by the player.<br></p>



<h2 class="wp-block-heading">Example Character</h2>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-shaman-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">CHARACTER NOTES</h3>



<p class="wp-block-paragraph">Archetype: Mystic<br>Specialisation: Shaman<br><strong>BASIC STATISTICS</strong><br>Strength xxx<br>Willpower xxxx<br>Resistance xxx<br>Essence xxxx<br>Hero Points: 7<br>Wounds: 00000 00<br>Piercing Wounds: 00000  00<br><strong>SPECIALIST SKILLS</strong><br>Tracking: xxxx<br>Speak with animals: xxx<br>Tame wild beast: xxx<br>Bow and Arrow: xx<br><strong>GENERAL SKILLS</strong><br>Herbalism (Medicine): xx<br>Search: xx<br>Snares: xx<br>Hide trail/scent: xx<br>Ride animal: xx<br>Climb: xx<br><strong>MAGIC SKILLS</strong><br>Chameleon: x<br>Elemental Dance (Command Element): x<br>Locate Person/Object: x<br>Summon Ghost: x<br><strong>BASIC EQUIPMENT</strong><br>Medicine Bag (containing healing herbs for treating wounds &#8211; not poisons)<br>Rope<br>Animal bones for use with the summoning and location ability<br>Bow and arrows<br>Hunting knife<br></p>



<p class="wp-block-paragraph"> [<a href="https://weirdworldstudios.com/mystic-shaman-template/">See image gallery at weirdworldstudios.com</a>] 



<h3 class="wp-block-heading">SKILL NOTES</h3>



<p class="wp-block-paragraph"><strong>TRACKING</strong><br>The ability to pick up a trail and follow it (without getting lost).<br><strong>SPEAK WITH ANIMALS</strong><br>The ability to interrogate animals for information and give them simple commands &#8211; <strong>only</strong> available to Shaman and Noble Savage Characters.<br><strong>TAME WILD BEAST</strong><br>The ability to render a (non-sentient) wild beast docile.  The animal cannot be given instructions but will stop and be docile while the effect is sustained.  It does not work on wounded or mentally damaged animals.  Neither does it work on swarms, insects, worms or other creatures of negligible intelligence (eg. below the level of a house cat or bird).  At four dots in strength, this ability can permanently render a wild beast docile.<br><strong>HERBALISM</strong><br>The ability to find and create remedies for poisons or heal light wounds (2 points maximum)  from local plant life.  In an urban environment this can only be used where a large park or garden is available to provide the raw materials necessary.<br><strong>SNARES</strong><br>The ability to create and conceal traps and snares (that will hoist an unwary victim off their feet and dangle them in the air) from vines, ropes or cables.  The materials for the construction must plausibly be available to the character (either carried in a backpack, or hanging from trees, or lying around in the form of electrical cables, etc. within the immediate environment).<br><strong>HIDE TRAIL OR SCENT</strong><br>The ability to cover one&#8217;s tracks or hide one&#8217;s scent when being pursued by human or animal hunters.<br><strong>RIDE ANIMAL</strong><br>The ability to ride, and control while riding, any animal of sufficient size to carry a human being (eg. Elephant, Pterodactyl, Velociraptor, Tiger, and Shark, as well as more traditional mounts such as horses).  The animalmsut first have been tamed (see above if the animal is a normally wild beast).<br><strong>CHAMELEON</strong><br>The ability to blend into the background, shadows, etc. in order to be effectively invisible.  This only works while the character is being perfectly still and will cease to operate if they move, are bumped into or physically touched.<br><strong>ELEMENTAL DANCE</strong><br>The ability to command an element in the immediate vicinity of the player to launch itself at a target.  Eg. Launch a rock (up to the size of a bowling ball) or a ball of flame, or solid ball of air/wind, or a ball of water at a target.  The element being commanded must be in the immediate environment in sufficient quantity to be harnessed.<br><strong>LOCATE PERSON/OBJECT</strong><br>The ability to know with certainty the location of any person previously met, or object previously handled.<br><strong>SUMMON GHOST</strong><br>The ability to call up and question a ghost.  The ghost can only answer questions related to what they have seen and done in life.  They cannot provide information about anything that they did not personally witness, or anything that has happened since they died.</p>



<p class="wp-block-paragraph">This character template and associated art is copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/mystic-shaman-template/">Mystic Shaman &#8211; RPG Template</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5896</post-id>	</item>
		<item>
		<title>Who&#8217;s Teaching First Grade? &#8211; Experimental Tales &#8211; Episode 9</title>
		<link>https://weirdworldstudios.com/whos-teaching-first-grade-experimental-tales-episode-3/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 13 Sep 2019 22:24:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[comedy]]></category>
		<category><![CDATA[experiment]]></category>
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		<category><![CDATA[who's teaching first grade]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3278</guid>

					<description><![CDATA[<p>Just for fun, I recently adapted the old “Who’s on First?” sketch by Bud Abbott and Lou Costello so that it became a gag about teaching. It got some positive responses so I’m publishing it here. As such, today, for your entertainment, we present “Who’s Teaching First grade?” an adaptation of the baseball comedy of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/whos-teaching-first-grade-experimental-tales-episode-3/">Who&#8217;s Teaching First Grade? &#8211; Experimental Tales &#8211; Episode 9</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Just for fun, I recently adapted the old “Who’s on First?” sketch by Bud Abbott and Lou Costello so that it became a gag about teaching. It got some positive responses so I’m publishing it here. As such, today, for your entertainment, we present “Who’s Teaching First grade?” an adaptation of the baseball comedy of Bud Abbott and Lou Costello into a school setting by Philip Craig Robotham.</p>
<p>I have been amazed at how well the old Abbott and Costello gag fits school teaching. To provide a little background (with apologies &#8211; sort of &#8211; to Larry and Joel, the principal and vice-principal at the school that employs me &#8212; for however short a period that may be after this), I am a teacher in my day job. I work in a great school with some truly gifted teachers, and a fantastic and supportive principal. We’ve recently appointed a new vice-principal and it occurred to me that there were certain comic parallels between the way a new co-worker might be introduced to a school and the way Bud Abbott once tried to figure out who the players were on a well known baseball team. This is the result&#8230;</p>
<p><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/08/019WW004Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="alignleft wp-image-5638 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/08/019WW004Sml.png?resize=200%2C283&#038;ssl=1" alt="" width="200" height="283"></a></p>
<p><figure id="attachment_3377" aria-describedby="caption-attachment-3377" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_G-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3377 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_G-Converted.png?resize=150%2C150&#038;ssl=1" alt="General: Suitable for All Audiences" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_G-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_G-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_G-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_G-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3377" class="wp-caption-text">General: Suitable for All Audiences</figcaption></figure></p>
<h2>WHO’S TEACHING FIRST GRADE?</h2>
<h3>SCENE 1: INT &#8211; THE STAFF ROOM AT A LOCAL SCHOOL<br />
(JOEL – THE NEW VICE PRINCIPAL, LARRY – THE PRINCIPAL)</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30"><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to help financially support the author then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and consider purchasing one of the many scripts he has available for sale. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h2>WHO&#8217;S TEACHING FIRST GRADE?</h2>
<h3>CAST LIST</h3>
<p><strong>LARRY:</strong> The Principal</p>
<p><strong>JOEL:</strong> The Vice Principal</p>
<h2>WHO’S TEACHING FIRST GRADE?</h2>
<h3>SCENE 1: INT &#8211; THE STAFF ROOM AT A LOCAL SCHOOL<br />
(JOEL – THE NEW VICE PRINCIPAL, LARRY – THE PRINCIPAL)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME (SCHOOL DAYS) &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: SCHOOL BELL – LET IT FINISH.</span></li>
<li>JOEL: Hi Larry. I guess, since I&#8217;m going to be the new Vice Principal at your school, I should learn who the teachers are.</li>
<li>LARRY: Sure Joel. And you’ve come to the right place. As principal of this school, I make it my business to know everybody and everything that goes on around here. Strange as it may seem, some of our teachers have very peculiar names.</li>
<li>JOEL: Funny names?</li>
<li>LARRY: Exactly. Now, let me see&#8230; Who&#8217;s teaching first grade, What&#8217;s teaching second grade, I Don&#8217;t Know is teaching third grade&#8211;</li>
<li>JOEL: That&#8217;s what I want to find out. I want you to tell me the names of the teachers at your school.</li>
<li>LARRY: That&#8217;s what I&#8217;m telling you. Who&#8217;s teaching first grade, What&#8217;s teaching second grade, I Don&#8217;t Know&#8217;s teaching third grade.</li>
<li>JOEL: (SKEPTICAL) Are you the principal?</li>
<li>LARRY: Yes.</li>
<li>JOEL: And you don&#8217;t know the teachers&#8217; names?</li>
<li>LARRY: Well of course I do.</li>
<li>JOEL: Well then who&#8217;s teaching first grade?</li>
<li>LARRY: Yes.</li>
<li>JOEL: I mean the teacher&#8217;s name.</li>
<li>LARRY: Who.</li>
<li>JOEL: The teacher teaching first grade.</li>
<li>LARRY: Who.</li>
<li>JOEL: The first grade teacher.</li>
<li>LARRY: Who.</li>
<li>JOEL: The teacher teaching&#8230;</li>
<li>LARRY: (INTERRUPTING IN FRUSTRATION) Who is teaching first grade!</li>
<li>JOEL: I&#8217;m asking YOU who&#8217;s teaching first grade.</li>
<li>LARRY: That&#8217;s the teacher&#8217;s name.</li>
<li>JOEL: That&#8217;s who&#8217;s name?</li>
<li>LARRY: Yes.</li>
<li>JOEL: Well go ahead and tell me.</li>
<li>LARRY: That&#8217;s it.</li>
<li>JOEL: That&#8217;s who?</li>
<li>LARRY: Yes.</li>
<li>(PAUSE)</li>
<li>JOEL: Look, you got a first grade teacher?</li>
<li>LARRY: Certainly.</li>
<li>JOEL: Who&#8217;s teaching first grade?</li>
<li>LARRY: That&#8217;s right.</li>
<li>JOEL: When you pay off the first grade teacher every month, who gets the money?</li>
<li>LARRY: Every dollar of it.</li>
<li>JOEL: All I&#8217;m trying to find out is the teacher&#8217;s name teaching first grade.</li>
<li>LARRY: Who.</li>
<li>JOEL: The teacher that gets the money.</li>
<li>LARRY: That&#8217;s it.</li>
<li>JOEL: Who gets the money&#8230;</li>
<li>LARRY: She does, every dollar. Sometimes her husband comes down and collects it.</li>
<li>JOEL: Who&#8217;s husband?</li>
<li>LARRY: Yes.</li>
<li>(PAUSE)</li>
<li>LARRY: What&#8217;s wrong with that?</li>
<li>JOEL: Look, all I wanna know is when you signed up the first grade teacher, how did she sign her name?</li>
<li>LARRY: Who.</li>
<li>JOEL: The teacher.</li>
<li>LARRY: Who.</li>
<li>JOEL: How did she sign&#8230;</li>
<li>LARRY: That&#8217;s how she signs it.</li>
<li>JOEL: Who?</li>
<li>LARRY: Yes.</li>
<li>(PAUSE)</li>
<li>JOEL: All I&#8217;m trying to find out is what&#8217;s the teacher&#8217;s name teaching first grade.</li>
<li>LARRY: No. What is teaching second grade.</li>
<li>JOEL: I&#8217;m not asking you who&#8217;s teaching second grade.</li>
<li>LARRY: Who&#8217;s teaching first grade.</li>
<li>JOEL: One grade at a time!</li>
<li>LARRY: Well, don&#8217;t change the teachers around.</li>
<li>JOEL: I&#8217;m not changing nobody!</li>
<li>LARRY: Take it easy, Joel.</li>
<li>JOEL: I&#8217;m only asking you, who&#8217;s the teacher teaching first grade?</li>
<li>LARRY: That&#8217;s right.</li>
<li>JOEL: Ok.</li>
<li>LARRY: All right.</li>
<li>(PAUSE)</li>
<li>JOEL: What&#8217;s the teacher&#8217;s name teaching first grade?</li>
<li>LARRY: No. What is teaching second grade.</li>
<li>JOEL: I&#8217;m not asking you who&#8217;s teaching second grade.</li>
<li>LARRY: Who&#8217;s teaching first grade.</li>
<li>JOEL: I don&#8217;t know.</li>
<li>LARRY: She&#8217;s teaching third grade, we&#8217;re not talking about her.</li>
<li>JOEL: Now how did I get to the teacher of third grade?</li>
<li>LARRY: Why, you mentioned her name.</li>
<li>JOEL: If I mentioned the third grade teacher&#8217;s name, who did I say is teaching third grade?</li>
<li>LARRY: No. Who&#8217;s teaching first grade.</li>
<li>JOEL: What&#8217;s teaching first grade?</li>
<li>LARRY: What&#8217;s teaching second grade.</li>
<li>JOEL: I don&#8217;t know.</li>
<li>LARRY: She&#8217;s teaching third grade.</li>
<li>JOEL: There I go, back teaching third grade again!</li>
<li>(PAUSE)</li>
<li>JOEL: Would you just stay with the person teaching third grade and don&#8217;t move off it for a second.</li>
<li>LARRY: All right, what do you want to know?</li>
<li>JOEL: Now, who&#8217;s teaching third grade?</li>
<li>LARRY: Why do you insist on putting Who teaching third grade?</li>
<li>JOEL: What am I putting teaching third grade?</li>
<li>LARRY: No. What is teaching second grade.</li>
<li>JOEL: You don&#8217;t want who teaching second grade?</li>
<li>LARRY: Who is teaching first grade.</li>
<li>JOEL: I don&#8217;t know.</li>
<li>LARRY &amp; JOEL TOGETHER: third grade!</li>
<li>(PAUSE)</li>
<li>JOEL: Look, you got a senior school?</li>
<li>LARRY: Sure.</li>
<li>JOEL: The science teacher&#8217;s name?</li>
<li>LARRY: Why.</li>
<li>JOEL: I just thought I&#8217;d ask you.</li>
<li>LARRY: Well, I just thought I&#8217;d tell you.</li>
<li>JOEL: Then tell me who&#8217;s teaching science.</li>
<li>LARRY: Who&#8217;s teaching first grade.</li>
<li>JOEL: I&#8217;m not&#8230; stay out of the junior school! I want to know what&#8217;s the teacher&#8217;s name teaching science?</li>
<li>LARRY: No, What is teaching second grade.</li>
<li>JOEL: I&#8217;m not asking you who&#8217;s teaching second grade.</li>
<li>LARRY: Who&#8217;s teaching first grade!</li>
<li>JOEL: I don&#8217;t know.</li>
<li>LARRY &amp; JOEL TOGETHER: Third grade!</li>
<li>(PAUSE)</li>
<li>JOEL: The science teacher&#8217;s name?</li>
<li>LARRY: Why.</li>
<li>JOEL: Because!</li>
<li>LARRY: Oh, he&#8217;s mathematics.</li>
<li>(PAUSE)</li>
<li>JOEL: Look, You got an English teacher at this school?</li>
<li>LARRY: Sure.</li>
<li>JOEL: The English teacher&#8217;s name?</li>
<li>LARRY: Tomorrow.</li>
<li>JOEL: You don&#8217;t want to tell me today?</li>
<li>LARRY: I&#8217;m telling you now.</li>
<li>JOEL: Then go ahead.</li>
<li>LARRY: Tomorrow!</li>
<li>JOEL: What time?</li>
<li>LARRY: What time what?</li>
<li>JOEL: What time tomorrow are you gonna tell me who&#8217;s teaching English?</li>
<li>LARRY: Now listen, Who is not teaching English.</li>
<li>JOEL: Don&#8217;t you dare say who&#8217;s teaching first grade! I want to know what&#8217;s the English teacher&#8217;s name?</li>
<li>LARRY: What&#8217;s teaching second grade.</li>
<li>JOEL: I don&#8217;t know.</li>
<li>LARRY &amp; JOEL TOGETHER: Third grade!</li>
<li>(PAUSE)</li>
<li>JOEL: Got a French teacher?</li>
<li>LARRY: Certainly.</li>
<li>JOEL: The French teacher&#8217;s name?</li>
<li>LARRY: Today.</li>
<li>JOEL: Today? &#8230; and tomorrow&#8217;s teaching English?</li>
<li>LARRY: Now you&#8217;ve got it.</li>
<li>JOEL: All we got is a couple of days at this crazy school.</li>
<li>(PAUSE)</li>
<li>JOEL: You know I&#8217;m a parent too.</li>
<li>LARRY: So they tell me.</li>
<li>JOEL: Let&#8217;s say I send my daughter to your school, Tomorrow&#8217;s teaching English in the senior school. My daughter&#8217;s put into first grade and I want a parent/teacher conference. So I pick up the phone and ring who?</li>
<li>LARRY: Now that&#8217;s the first thing you&#8217;ve said right.</li>
<li>JOEL: (FRUSTRATED) I don&#8217;t even know what I&#8217;m talking about!</li>
<li>(PAUSE)</li>
<li>LARRY: Look, that&#8217;s all you have to do. Pick up the phone.</li>
<li>JOEL: Pick up the phone and call to talk to the first grade teacher?</li>
<li>LARRY: Yes!</li>
<li>JOEL: Now who&#8217;s gonna answer the phone?</li>
<li>LARRY: Naturally.</li>
<li>(PAUSE)</li>
<li>JOEL: Look, if I ring up to talk to the teacher in first grade, somebody&#8217;s gonna answer the phone. Now who answers it?</li>
<li>LARRY: Naturally.</li>
<li>JOEL: Who?</li>
<li>LARRY: Naturally.</li>
<li>JOEL: Naturally?</li>
<li>LARRY: Naturally.</li>
<li>JOEL: So I pick up the phone and I call Naturally.</li>
<li>LARRY: No you don&#8217;t, you call Who.</li>
<li>JOEL: Naturally.</li>
<li>LARRY: That&#8217;s right.</li>
<li>JOEL: That&#8217;s what I said.</li>
<li>LARRY: You&#8217;re not getting it&#8230;</li>
<li>JOEL: I ring up Naturally.</li>
<li>LARRY: You ring up Who.</li>
<li>JOEL: Naturally.</li>
<li>LARRY: That&#8217;s it.</li>
<li>JOEL: That&#8217;s what I said!</li>
<li>LARRY: Alright, you ask me this time.</li>
<li>JOEL: I ring up who?</li>
<li>LARRY: Naturally.</li>
<li>JOEL: Now you ask me.</li>
<li>LARRY: You ring up Who?</li>
<li>JOEL: Naturally.</li>
<li>LARRY: That&#8217;s it.</li>
<li>JOEL: I just said the same as you! Same as YOU! I enroll my daughter to go to school. Whoever it is&#8230; is teaching first grade. More kids are enrolled in second grade. These kids are enrolled and taught by What? Other kids are enrolled and taught by I Don&#8217;t Know. As if that ain&#8217;t enough, another kid gets taught Tomorrow. Still another kid gets enrolled and sent to Because. Why? I don&#8217;t know! She&#8217;s teaching third grade and I don&#8217;t give a darn!</li>
<li>LARRY: (SHOCKED) What?</li>
<li>JOEL: I said I don&#8217;t give a darn!</li>
<li>LARRY: Oh, that’s our music teacher.</li>
<li><span style="text-decoration: underline;">MUSIC: ENDING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
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<p>The post <a href="https://weirdworldstudios.com/whos-teaching-first-grade-experimental-tales-episode-3/">Who&#8217;s Teaching First Grade? &#8211; Experimental Tales &#8211; Episode 9</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Follows the Rails &#8211; Episode 2 &#8211; All Things End</title>
		<link>https://weirdworldstudios.com/where-death-follows-the-rails-episode-2-all-things-end/</link>
					<comments>https://weirdworldstudios.com/where-death-follows-the-rails-episode-2-all-things-end/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 30 Aug 2019 22:34:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Follows the Rails]]></category>
		<category><![CDATA[all things end]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death follows the rails]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5649</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;All Things End&#8221;, episode 2 (and final)  of our new Weird Western serial; Where Death Follows the Rails. This is a brand new (unpublished draft) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-follows-the-rails-episode-2-all-things-end/">Where Death Follows the Rails &#8211; Episode 2 &#8211; All Things End</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;All Things End&#8221;, episode 2 (and final)  of our new Weird Western serial; Where Death Follows the Rails. This is a brand new (unpublished draft) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/08/019WW004Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="alignleft wp-image-5638 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/08/019WW004Sml.png?resize=200%2C283&#038;ssl=1" alt="" width="200" height="283" /></a></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>WHERE DEATH RIDES THROUGH</h2>
<h3>EPISODE #2 – All Things End</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4: Where Death Follows the Rails</strong></p>
<p>Their quest is coming to an end; Jim Wilkes, the undead sheriff murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world, along with the equally undead Annie Deemes, Sally Turner, and Speeding Elk, are finally catching up in their pursuit of the mayor.  Can they stop him from getting back East to turn the government into an army of mindless hosts, waiting to be taken over by monsters just beyond the walls of reality? Tune in and thrill to the excitement of &#8220;Where Death Follows the Rails&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>ALL THINGS END</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p><strong>MAYOR WILSON:</strong> The Skinwalker</p>
<p><strong>CROW&#8217;S SHADOW:</strong> Medicine Man</p>
<p><strong>BILL:</strong> Telegraph Worker</p>
<p><strong>JACK:</strong> Telegraph Worker</p>
<p><strong>JOE:</strong> Prospector</p>
<p><strong>HECTOR:</strong> Prospector</p>
<p><strong>SHAMBLING DEAD:</strong> Zombies</p>
<p><strong>SHRIEKING SPIRITS:</strong> Banished Skinwalker Spirits</p>
<h3>SCENE 7: EXT &#8211; AT THE TRACKS (LATER)<br />
(JIM, ANNIE, SALLY)</h3>
<ol start="286">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME</span></li>
<li>NARRATOR: Their quest is coming to an end; Despite the loss of their friend, Speeding Elk, Jim Wilkes, the undead sheriff murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world, along with the equally undead Annie Deemes, and Sally Turner, are finally catching up in their pursuit of the mayor.  Can they stop him from getting back East to turn the government into an army of mindless hosts, waiting to be taken over by monsters just beyond the walls of reality?  Can they save the world from a supernatural invasion?</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) TRUDGING FEET ON SAND &#8211; ESTABLISH AND UNDER.</span></li>
<li>SALLY: (WITH A CATCH IN HER THROAT) Thanks for taking the time to bury him.</li>
<li>JIM: Speeding Elk was our friend. There was no way we’d have left him there. I don’t care if the delay did risk us missing the train.</li>
<li>ANNIE: I doubt Speeding Elk would have approved, but I agree; there was no way I was gonna leave him there like that. Well, I can see the train rounding that bluff in the distance, so I guess we made it. What’s your plan for getting on board.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT TRAIN WHISTLE &#8211; LET IT FINISH.</span></li>
<li>JIM: I don’t have one. By now, everyone on that train is dead. I intend to stop the train, not board it.</li>
<li>ANNIE: Well, how are you gonna do that?</li>
<li>JIM: Just a second.</li>
<li><span style="text-decoration: underline;">SOUND: RUSTLING OF SADDLEBAGS- LET IT FINISH.</span></li>
<li>JIM: Here we go. I got these from that little shed back at the station.</li>
<li>SALLY: Is that&#8230; dynamite?</li>
<li>JIM: Ahuh. This should create a break in the tracks and that should derail the train.</li>
<li><span style="text-decoration: underline;">SOUND: MATCH STRIKE AND HISS &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: Come on. Let’s get clear, behind those boulders.</li>
<li><span style="text-decoration: underline;">SOUND: CRUNCH OF BODIES DIVING INTO SAND &#8211; LET IT FINISH.</span></li>
<li>SALLY: (BEAT) Nothing. Something must have gone wrong&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: EXPLOSION &#8211; APPROACHING TRAIN &#8211; SCREECH AND CRASH &#8211; LET IT FINISH.</span></li>
<li>SALLY: (BEAT THEN COUGHING) Then again&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) SHRIEKS AND CRIES OF POSSESSED PASSENGERS- ESTABLISH AND UNDER.</span></li>
<li>ANNIE: Well, here they come, climbing out of the crashed rail cars and such.</li>
<li>JIM: We’ve got some cover for now&#8230; but we’ve to make our way toward the engine at the front.</li>
<li>SALLY: Why’s that?</li>
<li>JIM: I don’t imagine the mayor would’ve trusted anything else to drive the train.</li>
<li>SALLY: All right. Just&#8230; give me&#8230; one&#8230; second.</li>
<li>ANNIE: What on earth are you doing now? (DISBELIEF) Are you shuffling cards?</li>
<li>SALLY: Just&#8230; getting us some&#8230; luck. There, we’re going to need it?</li>
<li>ANNIE: Aw, come on.</li>
<li>SALLY: (MIFFED) You never questioned Speeding Elk and the mumbo-jumbo he could do?</li>
<li>ANNIE: That’s ‘cause I had good reason to believe Speeding Elk. You on the other hand&#8230;</li>
<li>SALLY: Oh, shut up and get down&#8230; again.</li>
<li>ANNIE: What?</li>
<li><span style="text-decoration: underline;">SOUND: SERIES OF EXPLOSIONS ROLLING THE LENGTH OF THE TRAIN, CARRIAGE BY CARRIAGE, ACCOMPANIED BY WHISTLING SHRAPNEL. LET IT FINISH.</span></li>
<li>JIM: The carriages ignited.</li>
<li>SALLY: (PANTING, WEAK) Ahuh. (PANTING SOME MORE) But I think&#8230; I put everything I’ve got into that one.</li>
<li>ANNIE: What? But how?</li>
<li>SALLY: The ghost rock is volatile&#8230; I used the cards&#8230; to shift the odds in favor of that volatility&#8230; resulting in an explosion because of the crash.</li>
<li>ANNIE: But&#8230;</li>
<li>SALLY: Just once&#8230; cain’t you take my word for it.</li>
<li>JIM: Sally, are you gonna be okay.</li>
<li>SALLY: Yeah, I think so. But I’m not gonna be any use to you in a fight for a while.</li>
<li>JIM: Yeah, I can see that. Here, sit down.</li>
<li>ANNIE: She’s gone pale&#8230; well paler.</li>
<li>SALLY: I’m right here y’know.</li>
<li>ANNIE: (SHEEPISH) Sorry. But you don’t look good.</li>
<li>SALLY: I think I borrowed some of that power the Indians gave us&#8230; maybe too much.</li>
<li>ANNIE: Alright, you wait here and rest. We’ll be fack for you.</li>
<li>SALLY: Should have less of ‘em to deal with now.</li>
<li>JIM: Yeah, I count about fifteen or so. No sign of the mayor, though.</li>
<li>SALLY: I didn’t get him.</li>
<li>JIM: How’d you know?</li>
<li>SALLY: I just know. I’d have felt it. (EMPHASIS) You’d have felt.</li>
<li>JIM: Yeah, I guess I would.</li>
<li>SALLY: Killing his body&#8230; is only the first step.</li>
<li>ANNIE: She’s turning delirious.</li>
<li>SALLY: No, the body is just what he’s wearing&#8230; A headshot’ll do for the body&#8230; but you’re gonna need a ghost rock bullet to finish him off.</li>
<li>ANNIE: Would one of Speeding Elk’s arrows do? He used some of the ghost rock for his arrowheads.</li>
<li>SALLY: Yeah&#8230; it will&#8230; now go.</li>
<li>JIM: C’mon. Time’s a-wasting.</li>
<li>ANNIE: (FONDLY) I don’t believe it. She always finds a way to avoid the heavy work.</li>
<li>SALLY: (LAUGHING WEAKLY) Still here, you know. Come back and get me soon&#8230; If not, I’ll see you on the other side&#8230; (DYING GASP)</li>
<li>JIM: C’mon, let her rest.</li>
<li>ANNIE: (TEARY) Yeah, I guess we got us some killing to do.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET, GUNS BLAZING &#8211; FADE UNDER AND OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: (EXT) RUINED ENGINE OF CRASHED TRAIN (JIM, ANNIE, THE MAYOR)</h3>
<ol start="352">
<li><span style="text-decoration: underline;">SOUND: (WALLA) CREAK OF METAL IN BREEZE, DRIP OF SIZZLING WATER FROM CRACKED BOILER, FLICKER OF FLAME FROM REMAINS OF EXPLOSION &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: TWO SHOTS &#8211; LET THEM FINISH.</span></li>
<li>ANNIE: Ugh. They’re messy to put down when they’re freshly dead, ain’t they?</li>
<li>JIM: Uh-huh. On account of how they ain’t dried out yet. (BEAT) That seems to be about all of ‘em as was left. You see any sign of the mayor?</li>
<li>ANNIE: Nope. But this is the engine&#8230; or what’s left of it. If he ain’t skedaddled, this is where he’ll be.</li>
<li>JIM: Maybe not. This’ll be where he was, but his first priority will probably be gathering up the ghost rock that hasn’t been blown up.</li>
<li>WILSON: That’s about right.</li>
<li>ANNIE: It’s him.</li>
<li><span style="text-decoration: underline;">SOUND: CLANK AND WHIRR OF A GATLING GUN &#8211; ESTABLISH AND UNDER.</span></li>
<li>WILSON: Now, now, don’t go making any sudden moves. This here Gatling gun will tear you clean in half.</li>
<li>JIM: You cain’t kill us, you know?</li>
<li>WILSON: Well, if it ain’t my old friend, Sherriff Wilkes. I’ll be the first to admit I ain’t had a lot of success so far. You must’ve done well to survive the traps I laid for you along the way, but&#8230;</li>
<li>Now, there is somethin’ a little odd about you.</li>
<li>ANNIE: (STAGE WHISPER) Keep him busy while I line up a shot.</li>
<li>WILSON: Well I’ll be. You’re already dead. Now ain’t that the damnedest thing? (BEAT) No, no. Now let me think about this a moment and tell me if I’m right? You folks ain’t got any natural magic in you, and no one in town could’ve brought you back&#8230; I’m guessing it was them damned Injuns. Am I right? Are you their little puppets, sent to kill me?</li>
<li>JIM: We’re here to kill you alright.</li>
<li>WILSON: I didn’t think cold-blooded murder was quite your niche, hero.</li>
<li>JIM: It’s hardly your place to cast aspersions on anyone’s character. You’ve done nothing but kill wantonly since the beginning. Besides, you ain’t even the mayor no more. You’re just wearing what’s left of him.</li>
<li>WILSON: (AMUSED) Well ain’t you the clever one. (VOICE CHANGES TO A LOW MONSTROUS GROWL) I wouldn’t have guessed you had the intellect to understand my secret. I intend to kill you now. Of course, not straight away. I’d be happy for you to spend 100 years or so with all your limbs severed at the bottom of a mine shaft first. Mwahahahahahaha.</li>
<li>ANNIE: Now that’s just rude, Mister.</li>
<li><span style="text-decoration: underline;">SOUND: RIFLE SHOT, BODY DROP, DROP OF GATTLING GUN &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Forget about the women folk again did you?</li>
<li>JIM: Good shot, Annie. You got him right between the eyes. Quick, help me get his head off.</li>
<li>ANNIE: Ugh. I hate this part.</li>
<li><span style="text-decoration: underline;">SOUND: TEARING SQUELCH NOISE &#8211; LET IT FINISH.</span></li>
<li>JIM: There. That’s it. I guess we&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WIND RISES &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Wait, something’s happening. I don’t think this is over yet.</li>
<li><span style="text-decoration: underline;">SOUND: SHRIEKING METAL AND CLUNKS OF METAL COMING TOGETHER &#8211; LET IT FINISH.</span></li>
<li>JIM: I think you’re right. The body’s dead but the spirit is free.</li>
<li>ANNIE: It’s pulling the wreckage of the engine apart.</li>
<li>JIM: It’s building some kind of armor. It’s huge, twenty feet tall!</li>
<li><span style="text-decoration: underline;">SOUND: SHRIEK OF STRAINING METAL &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Jim. It’s got me. (TRAILING SHRIEK OF PAIN) Aaaarghhhhh!</li>
<li><span style="text-decoration: underline;">SOUND: WET TEARING SOUND FOLLOWED BY TWO OVERLAPPING WET THUDS &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CRUNCH OF HUGE METAL FOOT STRIKING THE GROUND &#8211; LET IT FINISH</span></li>
<li>JIM: No!</li>
<li>WILSON: Oh dear! I seem to have torn your friend in half and stomped on her head. Hahahaha.</li>
<li>JIM: I’ll kill you. I’ll kill you.</li>
<li><span style="text-decoration: underline;">SOUND: GUNSHOTS BOUNCING OFF ARMOR; SIX SHOTS THEN CLICKING OF EMPTY CHAMBERS &#8211; LET IT FINISH.</span></li>
<li>WILSON: No. You are weak. You are pathetic. But mostly you are irrelevant.</li>
<li><span style="text-decoration: underline;">SOUND: TWISTING METAL AND WET SWORD THRUST NOISES &#8211; ESTABLISH AN UNDER.</span></li>
<li>JIM: (SCREAMING IN TIME WITH SWORD THRUST SOUNDS) Aaargh. Argh. Arrrrgh.</li>
<li>WILSON: (LAUGHING) What do you think of this little prison I’ve fashioned for you, hmmm? A few bits of track, jagged metal. More than just a cage really. The bars get to pass&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WET SWORD THRUST &#8211; UNDER FOLLOWING SCREAM.</span></li>
<li>JIM: (SCREAMS) Aaargh.</li>
<li>WILSON: through you and, with a bit of a twist,&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: METAL TWISTING &#8211; UNDER THE FOLLOWING SCREAM.</span></li>
<li>JIM: (SCREAMS) Aaargh.</li>
<li>WILSON: I can even add a bit of extra pain to the mix. Mwahahahahaha.</li>
<li>JIM: (PANTING WEAKLY) I’m going to kill you. You are never going to get away with this.</li>
<li>WILSON: Mwahahaha. I already have. There’s enough ghost rock left to succeed in my plans once I’ve gathered it. The rifts created by the ancestors of your savage benefactors are still open. I can even get myself a new body at the next town I reach. No, you’ve lost. I’m going to leave you here for the buzzards&#8230; and then, when I have begun our takeover of your world, I’m going to come back and the real fun can begin.</li>
<li><span style="text-decoration: underline;">SOUND: HEAVY CRUNCH OF METAL FOOTSTEPS WALKING AWAY &#8211; FADE.</span></li>
<li>JIM: (WEAKLY) No. Noooo.</li>
<li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h2>ACT 3</h2>
<h3>SCENE 9: EXT &#8211; AMIDST THE TRAIN WRECKAGE &#8211; JIM, CROW’S SHADOW</h3>
<ol start="407">
<li><span style="text-decoration: underline;">SOUND: (WALLA) CRICKETS, OCCASIONAL OWL, COYOTE HOWL &#8211; FADE IN ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL RINGING SOUND.</span></li>
<li>JIM: (WEAKLY) Who’s there?</li>
<li>CROW’S SHADOW: One less foolish than you, I think.</li>
<li>JIM: Crow’s Shadow? Is that you?</li>
<li>CROW’S SHADOW: You appear to be failing, Jim Wilkes.</li>
<li>JIM: I’d say I’ve failed already. The others are dead &#8211; really dead this time &#8211; and I’m trapped here.</li>
<li>CROW’S SHADOW: Yes, Jim Wilkes, you are a disappointment to us.</li>
<li>JIM: To you? How is this my fault? We did everything you asked of us. It was your tribe who brought us back after we was killed. Do you think we wanted any of this? And there was no chance of us surviving to begin with.</li>
<li>CROW’S SHADOW: Yes, you have been our puppets. We energized you to follow the path we set before you. To many in my tribe you are just tools. I argued long that we should allow you the ability to think and remember your living selves. It cost us much, but eventually my tribe agreed that your chances of success would be higher if we let you remain human and trusted to your natural gifts. But no, you were never going to be allowed to continue beyond your mission. We do not have the power to sustain your bodies forever. Death will claim you when you are no longer of use to us.</li>
<li>JIM: Then why am I still here? Why haven’t you released me?</li>
<li>CROW’S SHADOW: It was always a risk, allowing you humanity. We knew you might give in to despair, and this has happened. But you can go on.</li>
<li>JIM: But I’m trapped here. I cain’t move for the pain. These spears of scrap metal have run me through.</li>
<li>CROW’S SHADOW: And if you had not been so full of despair you would have realized they are nothing. Even the pain is not real.</li>
<li>JIM: What?</li>
<li>CROW’S SHADOW: Did you not see Speeding Elk receive a series of bullets in the town filled with birds? Were you not aware that he did not feel pain?</li>
<li>JIM: But these spears&#8230; they hurt.</li>
<li>CROW’S SHADOW: No, they are the memory of pain. Had you been truly alive you would have died almost at once when they pierced you. Your head and skull must be broken to release the power that moves you. Everything else can be ignored.</li>
<li>JIM: (HOPEFUL) Then Speeding Elk and Sally, they can still come back&#8230;</li>
<li>CROW’S SHADOW: No, they cannot. They are like branches that have burned from the inside out. The power is gone and cannot return for nothing remains to bring back.</li>
<li>JIM: And I saw Annie die. That thing crushed her skull. You cain’t bring her back either. can you?</li>
<li>CROW’S SHADOW: But you remain. The fire still burns within you. You desire the monster’s death still.</li>
<li>JIM: (BITTER) Yes, I “desire” it. For my friends and for the people that thing wants to destroy. But you put it in me didn’t you? Made it a compulsion I cain’t throw off?</li>
<li>CROW’S SHADOW: I am sorry we did that. My people could not trust that you would hold to your mission. You will find no rest until your mission is complete&#8230; or you truly die trying.</li>
<li>JIM: (SHUDDERING BREATH). Alright, there seems to be nothing for it. Help me out of this and I will go on.</li>
<li>CROW’S SHADOW: You will have to help yourself. I am not physically here. What you see is an image sent far across the land to you from where my people are. Time runs out and I must return.</li>
<li>JIM: Wait, how do I kill it? It doesn’t have a body no more?</li>
<li>CROW’S SHADOW: (STARTING TO FADE) The ghost rock&#8230; It gives it life and will bring it death. Pierce the armor it has created with arrow, knife, or bullet formed of ghost rock. Do so at its head and it will die&#8230; (FADING FURTHER BUT STILL AUDIBLE) Gather Speeding Elk’s arrows&#8230; their tips are of ghost rock. Gather the gambler&#8217;s cards and the rifle woman’s gloves. They have power of their own to aid you&#8230;</li>
<li>JIM: Crow’s Shadow? Crow’s Shadow wait? I need to know&#8230; He’s gone. (BEAT) The pain’s a memory, huh? It feels real to me.</li>
<li><span style="text-decoration: underline;">SOUND: WET AND LIKE A SWORD UNSHEATHING &#8211; UNDER SCREAM.</span></li>
<li>JIM: (CRY OF PAIN) Aaargh. (PANTING) Well, that was one of em. Two more to&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WET AND LIKE A SWORD UNSHEATHING &#8211; UNDER SCREAM.</span></li>
<li>JIM: (FURTHER CRY OF PAIN). Aaargh. (GROANS) That’s number two. Just one more to&#8230; Oh, damn. This one’s bent.</li>
<li><span style="text-decoration: underline;">SOUND: METAL SCREECHING AS IT IS BENT. WET SOUND LIKE A SWORD UNSHEATHING &#8211; UNDER SCREAM.</span></li>
<li>JIM: (FINAL CRY OF PAIN). Aaargh. (FOLLOWED BY WHIMPER AND PANTING) Even for a memory that <strong>hurt</strong>!</li>
<li><span style="text-decoration: underline;">SOUND: BODY COLLAPSES TO GROUND.</span></li>
<li>JIM: Just gonna catch my breath a minute (not that I’ve got any to catch) and gather up them tools.</li>
<li><span style="text-decoration: underline;">SOUND: TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 10: EXT &#8211; TRAIN WRECK &#8211; STANDING OVER ANNIE AND SALLY’S GRAVES &#8211; LATER (JIM, BILL, JACK)</h3>
<ol start="445">
<li><span style="text-decoration: underline;">SOUND: (WALLA) SQUEAK OF RAILWAY HANDCART SLOWLY APPROACHES &#8211; FADE IN AND KEEP UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: SHOVEL IN DIRT &#8211; LET IT FINISH.</span></li>
<li>JIM: Well, that does it. Your both underground. I’ll miss you Annie. There ain’t been too many women folk in my life that I felt I could talk too. I’m sorry I never met you sooner&#8230; and I’m sorry about your gloves, too. They was just too small for me to wear without cutting the tips out of ‘em. I hope it don’t mess with the magic as was in ‘em.</li>
<li>I guess I should thank you, too Sally, for your cards. I know you cain’t hear me, but, hell, it just seems polite is all. (BEAT)</li>
<li>What’s that sound? (HOPEFUL) It’s a handcart coming up the track from where we came.</li>
<li><span style="text-decoration: underline;">SOUND (WALLA) SQUEAK OF HAND CART &#8211; BRING IT UP AND APPLY SQUEAK OF BRAKES &#8211; LET IT FINISH.</span></li>
<li>BILL WYLAND: Whoa, there. I guess we’ve arrived. (BEAT) Well, I’ll be.</li>
<li>JACK FENCE: Dang, if that don’t beat all.</li>
<li>BILL: When they said the telegraph was down, they never said nothing about no train crash.</li>
<li>JACK: I’m guessing they didn’t know. What happened to these people. Most of ‘em are missing their heads.</li>
<li>BILL: Injun’s do you think?</li>
<li>JACK: I’ve fought ‘em and this doesn’t look like something they’d do. No horse prints or arrows either.</li>
<li><span style="text-decoration: underline;">SOUND: NEAR SIMULTANEOUS COCKING OF TWO HANDGUNS &#8211; LET IT FINISH.</span></li>
<li>JIM: And on that score, you’d be right.</li>
<li>BILL: (FRIGHTENED) Whoa, there partner, don’t shoot. We don’t want any trouble. The railway sent us from back a ways to check on the telegraph.</li>
<li>JIM: You’ve got nothing to fear&#8230; long as you do as I say and keep your hands clear of any weapons. My name’s Sherrif Jim Wilkes and I’d be mighty obliged if you took of those gun belt’s you’re wearing and toss them over here.</li>
<li><span style="text-decoration: underline;">SOUND: BELTS BEING UNBUCKLED AND THROWN OVER &#8211; LET IT FINISH.</span></li>
<li>JIM: Thank you.</li>
<li>JACK: (TENTATIVE) You ain’t looking too good, Sherrif. Were you on the train? Can we help you?</li>
<li>JIM: I wasn’t on the train, no. And the man that did this is getting away. So I don’t have much time.</li>
<li>BILL: (SHOCKED) You mean one man did all this?</li>
<li>JIM: (ANGRY &#8211; SOUNDING A LITTLE CRAZED) Didn’t you hear me? He’s getting away and I ain’t got much time.</li>
<li>JACK: (PLACATING AND WORRIED) Sure, sure, Sherrif. We’ll help you any way we can.</li>
<li>JIM: That’s better. (BEAT) I need you to get that hand cart over past the gap in the tracks. I need to take it on if I’m to catch him.</li>
<li>BILL: You think he’s following the tracks&#8230; is that it?</li>
<li>JIM: Ahuh. I do.</li>
<li>BILL: But Jack, we’re in the middle of nowhere. We caint get back without the cart. We’ll die out here.</li>
<li>JACK: He’s right mister. Come back with us and get a posse together. Maybe get some of those wounds looked at. He’s on foot so he cain’t get too far away.</li>
<li>JIM: (ANGRY) No! (SIGHS AND SPEAKS LESS ABRUPTLY) No. I cain’t let him get away. You can follow the tracks back around the bluff to the Way Station. There’s water and a telegraph that should work (since its back before the break in the line). You’ll be fine there til the railroad can send someone to get you.</li>
<li>JACK: And if we say no?</li>
<li><span style="text-decoration: underline;">SOUND: GUNSHOT AND RICOCHET &#8211; LET IT FINISH.</span></li>
<li>JIM: That mightn’t be too wise. The next time it might not be your hat I put a hole in. Do we understand each other?</li>
<li>JACK AND BILL: Uh, yes sir. Yes. Right away.</li>
<li><span style="text-decoration: underline;">SOUND: GRUNTS AND SQUEAK OF HANDCART BEING PUSHED &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: EXT &#8211; BRIDGE OVER CHASM &#8211; LATER (JIM, MAYOR)</h3>
<ol start="480">
<li><span style="text-decoration: underline;">SOUND: (WALLA) SQUEAK OF HANDCART HANDLE AND CLACK OF WHEELS ON TRACK &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: (PUFFING) You ain’t gonna get away from me. You’re following this track and so help me I’ll catch you up no matter what&#8230; and when I find you I’m gonna kill you. You might have wrapped yourself in 20-foot tall armor made out of that train wreck but I’m still gonna kill you.</li>
<li><span style="text-decoration: underline;">SOUND: BRAKING AND SLOWING OF HANDCART HANDLE AS CART COMES TO A HALT &#8211; ESTABLISH UNDER AND STOP.</span></li>
<li>JIM: What’s that up ahead? A chasm? No, a bridge over a canyon. And there he is, on the bridge. Looks like he gathered as much of the leftover ghost rock as he could find and he’s carrying it in a sack on his back.</li>
<li><span style="text-decoration: underline;">SOUND: GIANT METALLIC FOOTSTEPS GETTING NEARER &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: (CALLING OUT) Wilson? Dan Wilson, or whatever the hell you call yourself now you’ve lost your body? You cain’t run from me.</li>
<li><span style="text-decoration: underline;">SOUND: GIANT METALLIC FOOTSTEPS COME TO A STOP. SQUEAL OF METAL AS GIANT ARMOR TURNS TO FACE JIM &#8211; LET IT FINISH.</span></li>
<li>WILSON: (MONSTER VOICE &#8211; LAUGHING) Mwahahahaha. You surprise me, Sherriff. I was certain your despair would keep you trapped until I returned. I see you turned your despair into anger and have continued the pursuit. It is of little consequence. You are hardly in a position to stop me.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) WIND WHISTLING &#8211; JIM’S FOOTSTEPS ALONG THE TRACK &#8211; ESTABLISH AND UNDER (CONTINUE UNTIL 489)</span></li>
<li>JIM: (STOMPING ALONG THE TRACK) Oh, I don’t know. You’re a long way from the other side of this canyon and I’ve still got some dynamite. I’m pretty sure I can finish you off.</li>
<li>WILSON (NERVOUS BUT QUICKLY RECOVERING) You think that will stop me? It will delay me at the most&#8230; and you will put an end to yourself at the same time.</li>
<li>JIM: Despairing remember? I’m not nearly as fussed about saving my life as I am about ending yours. I understand that rock you’re carrying, while able to summon more of your kind into our world, can also kill you. Armor or not, can you be certain that none of that rock you’re carrying won’t pierce you if you’re standing in the center of an explosion.</li>
<li>WILSON: Impudent fool. You cannot threaten me. I am powerful beyond your ability to measure. I have walked the spaces between worlds and have reduced cities to ruin and worlds to waste. You should be on your knees, cowering before me.</li>
<li>JIM: I’m beginning to think you preen a little too much. Tell me, just between us fellas, do you have trouble dragging yourself away from the mirror in the mornings?</li>
<li>WILSON: Such stupidity. Come closer little man. I’ll tear you in half as I did your friend.</li>
<li>JIM: (STAGE WHISPER) Ahuh. Let me get closer. (CALLING OUT) Yeah, I guess something as ugly as you don’t have a lot of time for mirrors. I bet with a face like yours you’d even scare yourself. Tell me, is that what you’re compensating for with all that bluster, or is it something else?</li>
<li>WILSON: (ANGRY ROAR) Do you think you can threaten me with pathetic insults? And&#8230; (INCREDULOUS) is that a bow and arrow you’re pointing in my direction? HAHAHAHAHAH.</li>
<li><span style="text-decoration: underline;">SOUND: MATCH LIGHT AND HISS OF FUSE &#8211; UNDER.</span></li>
<li>JIM: Even with all that armor I can still see your eyes glow more hotly through those slits when you&#8217;re insulted. I guess even monsters have their frailties.</li>
<li>WILSON: Why you&#8230;</li>
<li>SOUND: ARMORED FOOTSTEPS BUILD QUICKLY TO A LUMBERING RUN APPROACHING &#8211; ESTABLISH AND UNDER.</li>
<li>JIM: (STAGE WHISPER) Even with Annie’s gloves on, Sally’s cards in my pocket, and Speeding Elk’s bow and ghost rock tipped arrows, an eye shot’ll need to be one in a million&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: TWANG OF BOW AND DEPARTING HISS OF ARROW &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: THUNK OF ARROW STRIKING HOME &#8211; LET IT FINISH.</span></li>
<li>WILSON: No! How did you? (BEAT) (TRAILING OFF) I am unmade&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MUSICAL EXPLOSIVE NOISE TRAILING OFF &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CRASH OF METAL ARMOR COLLAPSING &#8211; LET IT FINISH.</span></li>
<li>JIM: It’s done. I killed it. I&#8230; But wait. The ghost rock. I’ve got to destroy it&#8230; bury it so it cain’t be found again. The dynamite should&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: EXPLOSION &#8211; LET IT FINISH.</span></li>
<li>JIM: The dynamite. It’s done. The rock will never be recovered now. It’s lost in the canyon. But what happens to me&#8230; What is&#8230; Ugh.</li>
<li><span style="text-decoration: underline;">SOUND: Body slumps to ground.</span></li>
<li>CROW’S SHADOW: (FROM A DISTANCE AND FADING AWAY) Thank you my friend. Rest now and go on to what awaits you. Your work here is done&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: TRAGIC SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: THE CANYON FLOOR &#8211; 150 YRS LATER (JOE, HECTOR)</h3>
<ol start="513">
<li><span style="text-decoration: underline;">SOUND: (WALLA) HOOF BEATS OF MULE, OCCASIONAL SCREECH OF HAWK, LIGHT WIND &#8211; ESTABLISH AND UNDER.</span></li>
<li>JOE: Hey, Hector? How long have you been prospecting through these old canyons?</li>
<li>HECTOR: A mite over 20 years now I guess, Joe. Why?</li>
<li>JOE: I heard there was a railway track that used to run somewhere hereabouts?</li>
<li>HECTOR: You heard right. But that was a hundred years before I was even born. It used to cross this very canyon on a bridge.</li>
<li>JOE: What happened?</li>
<li>HECTOR: Oh, there was some kind of wreck. No-one ever did get to the bottom of it. A load of engine parts ended up here and a large section of the bridge was blown up. The rest of the train was derailed some four miles away. No one survived to say why and this canyon’s had a nasty reputation ever since.</li>
<li>JOE: How many people were on board?</li>
<li>HECTOR: About sixty or so is what I heard tell, but you know how these story’s get exaggerated. I reckon it was probably a lot less.</li>
<li>JOE: What happened to the railway line? Why didn’t they rebuild it?</li>
<li>HECTOR: They found a better path for it, and folks didn’t want to take the train out this way much after that.</li>
<li>JOE: So what are we looking for here?</li>
<li>HECTOR: I cain’t say really. There’s just something about this place. It calls to me somehow. I’ve always felt there was something here that I’ve been missing.</li>
<li>JOE: Like treasure?</li>
<li>HECTOR: Maybe.</li>
<li>JOE: I don’t mean to press you, Hector, but I am paying you to teach me prospecting, and so far all you’ve shown me are a bunch of dusty old canyons.</li>
<li>HECTOR: Easy there, sonny. You’ve been pretty patient by your own lights I’m sure, but you’re still pretty wet behind the ears and you’ll have to learn a lot more patience yet if you think you’re gonna make a go of this kind of work&#8230; even as a hobby. (BEAT) Whoah. Hold up there Nellie.</li>
<li><span style="text-decoration: underline;">SOUND: MULE COMING TO A HALT &#8211; LET IT FINISH.</span></li>
<li>JOE: Hey, what’s happening? Did you see something interesting?</li>
<li>HECTOR: Maybe. There’s been some recent erosion and some of that cliff wall’s come away recently. Looks like some rock’s embedded there. Grab me that geologist’s hammer will you, Joe.</li>
<li>JOE: Sure Hector&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: RUMMAGING IN SADDLE BAG &#8211; LET IT FINISH.</span></li>
<li>JOE: &#8230; here you are.</li>
<li>HECTOR: (MOVING AWAY) Thanks, sonny.</li>
<li>JOE: You want to be careful there. With that much erosion, the whole cliff face could be unstable.</li>
<li>HECTOR: (FROM A DISTANCE) I’ll be fine. I just want to take a sample.</li>
<li><span style="text-decoration: underline;">SOUND: TAPPING OF HAMMER ON ROCK &#8211; LET IT FINISH.</span></li>
<li>HECTOR: That’s strange. It’s some kind of crystal&#8230; but I don’t think I’ve ever seen this kind of rock before&#8230; I’ll just break off a&#8230;</li>
<li>SOUND: CRACKING OF ROCK &#8211; LET IT FINISH.</li>
<li><span style="text-decoration: underline;">SOUND: RINGING MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>JOE: Hector? You didn’t finish what you were saying there? (BEAT) Hector? Are you all right? What’s the matter with your eyes? Hector? You’re scaring me. Put down the hammer. Hector? Hector? No&#8230; (SCREAMS) Aaaargh.</li>
<li>HECTOR: (MONSTER VOICE, LAUGHING) Bwahahahahaha.</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>CROW’S SHADOW:</strong> I have power, but I respect and fear it. I can work great medicine but I do not do so lightly. I perform dances for my people, to cure sickness, to bring rain, and to protect our lands from the Nagloshi and other spirits from beyond.</p>
<p><strong>BILL AND JACK (TELEGRAPH WORKERS):</strong> We get paid to repair the telegraph lines when they&#8217;s down.  We follow the rails and and fix any breaks we find.  We&#8217;re not particularly brave men.  We ain&#8217;t paid enough for that.  But we do our job.</p>
<p><strong>JOE AND HECTOR (PROSPECTORS):</strong> We&#8217;re friends.  Have been for a long time.  There ain&#8217;t much money to be made form prospecting, but when it pays off, it can pay off big.  I guess we&#8217;d be considered gamblers if we was doing this for a living.  Really, though, it&#8217;s just a hobby &#8211; a way to spend our weekends in good company.</p>
<p><strong>SHAMBLING DEAD: </strong> We follow. We obey.  We feed.</p>
<p><strong>SHRIEKING SPIRITS:</strong> We want hosts.  We want to inhabit human bodies.  We wish to be free to walk the world once more instead of being banished to eternal torment.  But most of all we wish to be revenged upon the living.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-follows-the-rails-episode-2-all-things-end/">Where Death Follows the Rails &#8211; Episode 2 &#8211; All Things End</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Follows the Rails &#8211; Episode 1 &#8211; Closing the Distance</title>
		<link>https://weirdworldstudios.com/where-death-follows-the-rails-epsiode-1-closing-the-distance/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 24 Aug 2019 00:35:22 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Follows the Rails]]></category>
		<category><![CDATA[closing the distance]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death follows the rails]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Closing the Distance&#8221;, episode 1&#160; of our new Weird Western serial; Where Death Follows the Rails. This is a brand new (unpublished draft) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-follows-the-rails-epsiode-1-closing-the-distance/">Where Death Follows the Rails &#8211; Episode 1 &#8211; Closing the Distance</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Closing the Distance&#8221;, episode 1&nbsp; of our new Weird Western serial; Where Death Follows the Rails. This is a brand new (unpublished draft) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
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<h2>WHERE DEATH RIDES THROUGH</h2>
<h3>EPISODE #1 –&nbsp;Closing the Distance</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4:&nbsp;Where Death Follows the Rails</strong></p>
<p>Their quest is coming to an end; Jim Wilkes, the undead sheriff murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world, along with the equally undead Annie Deemes, Sally Turner, and Speeding Elk, are finally catching up in their pursuit of the mayor.&nbsp; Can they stop him from getting back East to establish to turn the government into an army of mindless hosts, waiting to be taken over by monsters just beyond the walls of reality? Tune in and thrill to the excitement of &#8220;Where Death Follows the Rails&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CLOSING THE DISTANCE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SPEEDING ELK</strong>: Dead Indian</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p><strong>SHAMBLING DEAD:</strong> Zombies</p>
<p><strong>SHRIEKING SPIRITS:</strong> Banished Skinwalker Spirits</p>
<h2>ACT 1</h2>
<h3>SCENE 1: EXT – A MAKESHIFT CAMP – NIGHT (JIM, ANNIE, SALLY)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME</span></li>
<li>WALLA: NIGHT NOISES &#8211; DISTANCT CRICKETS, OWL HOOT, CAMP FIRE CRACKLE &#8211; ESTABLISH AND UNDER.</li>
<li><span style="text-decoration: underline;">SOUND: CLANG OF HORSHOE HITTING SPIKE &#8211; LET IT FINISH</span></li>
<li>JIM: Not bad. You hit the spike with your shoe but it bounced. You need to ease off a little on the power of your throw.</li>
<li>ANNIE: What is it with men and unwanted advice. I’ve been playing horseshoes since I was a mere slip of a girl, Jim Wilkes, and I don’t need your advice.</li>
<li>JIM: Okay. Okay. I was just trying to help.</li>
<li>SALLY: Hmpf! Like your help is needed here.</li>
<li>JIM: Since when have you and Annie been on the same side?</li>
<li>SALLY: Since it looks like she’s gonna whip your&#8230;</li>
<li>ANNIE: There ain’t no call for talkin like that Sally.</li>
<li>SALLY: Well, hell. (MUTTERING TO HERSELF) You try to do something nice&#8230;</li>
<li>JIM: (LAUGHING) You’re on fire this evening Annie. The only person you ain’t insulted yet is Speeding Elk, and that’s only cause he’s not here.</li>
<li>ANNIE: Yeah, well he’d probably have had more sense than to agree to playing this stupid game.</li>
<li>JIM: You’re just sore cause you’re losing. How many games is that now? Three? Four? I’m kinda losing count.</li>
<li>ANNIE: Aargh!</li>
<li><span style="text-decoration: underline;">SOUND: ANNIE’S FOOTSTEPS MARCHING AWAY &#8211; FADE UNDER.</span></li>
<li>SALLY: (QUIETLY) You’re gonna pay for that later.</li>
<li>JIM: (AMUSED) Yeah. I bet I am too.</li>
<li>SALLY: Where’d you get them horseshoes anyway? Those dino-whatsit’s we’re riding don’t wear ‘em.</li>
<li>JIM: These? I just enjoy a game is all. I keep ‘em in my saddlebag.</li>
<li>SALLY: Bet you cain’t make three out of three.</li>
<li>JIM: Uh uh. No way. I can see the cards in your hand.</li>
<li>SALLY: (TEASING) I thought you didn’t believe in my power to shift the odds with the cards.</li>
<li>JIM: That’d be Annie you’re thinking of. Since we died I’ve kind of broadened my perspective a little.</li>
<li>SALLY: Well, you cain’t blame a girl for trying. (BEAT) So where is Speeding Elk? It looks like the sun’ll be up soon.</li>
<li>JIM: He went on a scouting mission ahead. I think he needs a bit o’ time by hisself.</li>
<li>SALLY: I’m startin’ to worry about him.</li>
<li>JIM: I’m worried about all of us. It looks like we’re finally about to catch up with that monster we’ve been tracking and none of us has any earthly idea what happens once we do.</li>
<li>SALLY: We kill ‘im o’ cours&#8230; or he kills us.</li>
<li>JIM: Yeah, but then what? We’re tools Sally. Brought back from the dead by a vengeful indian tribe to hunt down and destroy a possessed shape changing mayor. What happens to us once we’re done? Do we live on? Do we finally die? I don’t know.</li>
<li>SALLY: We could run for it.</li>
<li>JIM: (LAUGHS BITTERLY) Speeding Elk couldn’t. His promise to his tribe binds him. As for the rest of us, I don’t think we could either.</li>
<li>SALLY: Why not?</li>
<li>JIM: Try it. (BEAT) Go on. Try and force yourself to leave.</li>
<li>SALLY: But I don’t want to.</li>
<li>JIM: Uhuh. And you don’t find that a little strange. Annie pointed it out to me on the trail. I can’t even concentrate on the possibility of running for very long.</li>
<li>SALLY: Aw shucks, Jim. That’s just cause it ain’t in your nature to run. You just ain’t built that way.</li>
<li>JIM: And what about you? I reckon you’ve had to leg it out of more than one town in your time. Can you spend any time seriously thinking about running away?</li>
<li>SALLY: (PUZZLED) Now you come to mention it, no. It’s like the moment I try &#8211; I mean really try &#8211; my thoughts just slide away from the notion, like trying to pick a slimy rock up in a riverbed.</li>
<li>JIM: If it’s any consolation, the same thing happens to me. All my life I never ran from a fight&#8230; but I always thought about it. Anyone who says they don’t think about it’s a liar. I’ve thought about it every time&#8230; until now.</li>
<li>ANNIE: (AT A DISTANCE) Hey, you two. Speeding Elk’s coming back, and fast. You better saddle up them monsters quick.</li>
<li>SALLY: I still cain’t get over what we’re riding.</li>
<li>JIM: Yeah, I know. I heard tell that these things used to roam this country long before buffalo and men came along.</li>
<li>SALLY: Yeah? I never heard of ‘em afore we saw ‘em up close and personal in that hidden valley.</li>
<li>JIM: Yeah. I met a man named Edward Cope once. He called himself a&#8230; aw, hell. I cain’t remember the name. Lots o syllables anyhow. He was making a name for himself digging up the bones o’ these huge creatures. He was an arrogant man. Quarrelsome by nature. And he had a competitor by the name of Marsh. From all I heard, he was a pretty ornery cuss too. It’s hard to believe two men could hate each other as much as these two did. Still, they had a name for these things. Dinosaurs, they called ‘em. Cope reckoned they all died out a long time ago. What he wouldn’t give to see some live ones like we got.</li>
<li>SALLY: I guess that makes us pretty special then, huh?</li>
<li>JIM: You mean apart from comin’ back from the dead?</li>
<li>SALLY: Yeah, I guess.</li>
<li>ANNIE: (STILL AT A DISTANCE) Hey, you two, get the lead out.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER (LET IT FINISH).</span></li>
</ol>
<h3>SCENE 2: EXT &#8211; ON THE TRAIL (EARLY MORNING)<br />
(JIM, ANNIE, SALLY, SPEEDING ELK)</h3>
<ol start="51">
<li><span style="text-decoration: underline;">SOUND: THREE SETS OF DINOSAUR FEET WALKING TOGETHER, ONE SET APPROACHING AND ALL COMING TO A STOP (BEGIN AND FADE UNDER).</span></li>
<li>JIM: Whoah. (BEAT) What’s the news Speeding Elk.</li>
<li>SPEEDING ELK: We must hurry. You must follow.</li>
<li><span style="text-decoration: underline;">SOUND: DINOSOUR FEET AGITATED.</span></li>
<li>JIM: Now, hold on. What’s up?</li>
<li>SPEEDING ELK: We are nearly upon him. He has stopped. But he waits for an Iron Horse.</li>
<li>ANNIE: An Iron horse. Jim, he’s found hisself a train station.</li>
<li>JIM: Uh-huh. That means he’s heading back East with that load o’ cursed rock he’s been hauling.</li>
<li>SPEEDING ELK: Come. Come quickly.</li>
<li>SALLY: Your damn straight we’re gonna come quickly. Let’s git. (Yah!)</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAURS BREAK INTO LOPING RUN AND FADE INTO DISTANCE (LET IT FINISH).</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 3: EXT &#8211; APPROACHING THE TRAIN STATION (MID MORNING) (JIM, ANNIE, SALLY, SPEEDING ELK)</h3>
<ol start="63">
<li><span style="text-decoration: underline;">SOUND: FOUR SETS OF DINOSAUR FEET GALLOPING TOGETHER, JANGLE OF HARNESSES AND COMING TO A HALT (ESTABLISH AND FADE UNDER)</span></li>
<li>JIM: Whoah. (BEAT) Well there’s the station. It looks pretty quiet.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT TRAIN WHISTLE &#8211; LET IT FINISH.</span></li>
<li>ANNIE: And there’s the train heading off into the distance. (SARCASTIC) Do you think we missed it?</li>
<li>JIM: (DEADPAN) I cain’t see any sign of the Mayor’s cart so that would be my guess.</li>
<li>SPEEDING ELK: The station is not empty.</li>
<li>SALLY: What’s that?</li>
<li>SPEEDING ELK: (FRUSTRATED) You white eyes! You look but do not see. There is movement behind the curtains.</li>
<li>ANNIE: Yeah, I see it.</li>
<li>SALLY: So, what do we do? Can these animals catch that train?</li>
<li>JIM: We’ve been pushing them pretty hard just to get here. Even if they was rested I don’t think they could catch it.</li>
<li>ANNIE: I thought you said he was heading back East. That looks North to me.</li>
<li>JIM: Yeah, the track skirts the edge of the mountains here, making its way around in a wide loop before heading back Eastwards. It was only a few miles out of their way to go round and the train company felt it would be quicker’n trying to blast their way through with a tunnel.</li>
<li>ANNIE: So if we can get across we could cut him off?</li>
<li>JIM: Maybe, but we’d have to find a way through those Mountains. Without a guide we could be lost for days.</li>
<li>SPEEDING ELK: I know a way. There is a hidden canyon. It can be reached from beyond those hills. My people have always shunned it.</li>
<li>SALLY: Why’s that?</li>
<li>SPEEDING ELK: It is the canyon of the soul stealers.</li>
<li>SALLY: Ooookaaay. That sounds cheerful.</li>
<li>ANNIE: Well, what’re our options; check out the station, follow the rail line, or risk the cheerful sounding canyon?</li>
<li>JIM: Just how dangerous is this canyon of yours Speeding Elk?</li>
<li>SPEEDING ELK: My people fear it. No-one has gone there in many generations. The reason has been forgotten.</li>
<li>ANNIE: Just great.</li>
<li>JIM: I think we need to take a look at the station&#8230; just in case the Mayor has left anything nasty behind for the next train.</li>
<li>ANNIE: And after that?</li>
<li>JIM: The canyon, I think. We don’t seem to have a lot of choice.</li>
<li>SALLY: Agreed.</li>
<li>SPEEDING ELK: (GRUNTS) Hmpf!</li>
<li>ANNIE: Alright then, let’s get this over with.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: TANNER TRAIN STATION (A SHORT WHILE LATER)<br />
(JIM, ANNIE, SALLY, SPEEDING ELK, WALKING CORPSES)</h3>
<ol start="93">
<li><span style="text-decoration: underline;">SOUND: FOUR SETS OF DINOSAUR FEET COMING TO A HALT.</span></li>
<li>JIM: Well, what do you think?</li>
<li>ANNIE: Looks like a watering station&#8230; a place to top the engine up with water. There’s the main station itself, the wind pump, and that shack over yonder, but nothing else.</li>
<li>SALLY: Yeah, nice and secluded. As good a place as any for the mayor to embark.</li>
<li><span style="text-decoration: underline;">SOUND: SQUEAKING OF WIND PUMP (ESTABLISH AND UNDER)</span></li>
<li>SALLY: Hey what’s that?</li>
<li>JIM: Just the windpump&#8230; no wait, there’s something up there&#8230; on the water tower.</li>
<li>SPEEDING ELK: Yes, and on the roof of the station.</li>
<li>SALLY: Is it one of them?</li>
<li>JIM: I cain’t tell.</li>
<li>ANNIE: You should consider getting’ your eyes checked and maybe a pair of spectacles.</li>
<li>JIM: I’ll take it under advisement&#8230; especially from someone who loses at horseshoes six times in a row.</li>
<li>SALLY: (SNICKERS) Heh.</li>
<li>ANNIE: Well, I may not be much show at some dumb game, but I can see plenty. It’s one of them alright. I cain’t see any reason why it’d be chewing on a human arm otherwise. Definitely, poisoned by the ghost-rock.</li>
<li>JIM: And the one on the station roof?</li>
<li>ANNIE: The same, a lookout maybe?</li>
<li>JIM: If so, they’re getting smarter.</li>
<li>ANNIE: How so?</li>
<li>SPEEDING ELK: The ghost rock drives out the spirit of the host leaving it empty. The remnant is alive but only knows hunger, thirst, rage&#8230; basic things. They are not human any more.</li>
<li>JIM: But they don’t stay that way, do they?</li>
<li>SPEEDING ELK: No. After a while a new spirit &#8211; a Manitou &#8211; comes to take over the body. Some are stupid and mean &#8211; spirits of mischief. Others are clever and cruel &#8211; spirits of evil.</li>
<li>SALLY: And the two that are playing lookout&#8230;</li>
<li>SPEEDING ELK: Are more clever than usual. They have been inhabited by spirits of evil.</li>
<li>SOUND: RIFLE BEING COCKED &#8211; LET IT FINISH.</li>
<li>ANNIE: Well, I’ve drawn a clear bead on one of them.</li>
<li>JIM: Annie, wait!</li>
<li><span style="text-decoration: underline;">SOUND: RIFLE SHOT, DISTANT HISSING SCREAM, DISTANT THUD OF BODY FALLING FROM ROOF &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: HISSING SCREAMS AND GROWLS FROM ALL AROUND &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Damnit, now they’re all coming out.</li>
<li>SALLY: Aw hell! Aim for the heads.</li>
<li><span style="text-decoration: underline;">SOUND: MULTIPLE GUN SHOTS INTERSPERSED WITH THE SOUND OF ARROWS BEING FIRED &#8211; ESTABLISH AND FADE</span></li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: EXT &#8211; TANNER TRAIN STATION (A GUNFIGHT LATER)<br />
(JIM, ANNIE, SALLY, SPEEDING ELK, WALKING CORPSES)</h3>
<ol start="125">
<li><span style="text-decoration: underline;">SOUND: FADE IN SOUND OF GUNS FIRING &#8211; LET IT FINISH.</span></li>
<li>SALLY: I think that was the last of them.</li>
<li>JIM: Yeah, I’m pretty sure we ain’t gonna be bothered by the likes of them around here no more.</li>
<li>SALLY: No thanks to her.</li>
<li>ANNIE: Hey!</li>
<li>SALLY: Aw, no offence meant. I’m just enjoying NOT being the one who screwed up for once.</li>
<li>ANNIE: (SARCASTIC) Ha ha!</li>
<li>SALLY: No really, is this how you feel all the time? You know, superior and benevolent all at once?</li>
<li>ANNIE: (WARNING) I’m not sure you’ll feel much at all after I knock your damned head off.</li>
<li>SALLY: No, I mean it. Is this what it’s like to overlook other people’s weaknesses. Hell, I could get used to this.</li>
<li>ANNIE: Why you&#8230;</li>
<li>JIM: That’s enough out of both of you.</li>
<li>SALLY: But&#8230;</li>
<li>JIM: One more word and I’ll let Annie take you apart.</li>
<li>ANNIE: (MUTTERING) Like you could stop me.</li>
<li>JIM: And as for you, what in tarnation were you thinking? We’ve got Speeding Elk for the silent kill. There’s no need to be announcing our presence like that when we already know we’re walking into a trap.</li>
<li>ANNIE: (MUMBLING) You’re right.</li>
<li>JIM: What was that?</li>
<li>ANNIE: I’m sorry, already. I wasn’t thinking.</li>
<li>JIM: (BEAT) Good enough.</li>
<li>SPEEDING ELK: (BEAT) (HOSTILE) We can’t stay to bury the dead.</li>
<li>JIM: We’ve talked about this before, Speeding Elk.</li>
<li>SPEEDING ELK: Not this time. We have to get through the canyon before the iron horse reaches the other side.</li>
<li>ANNIE: I’m sorry Jim, I’m inclined to agree. If we don’t stop that train, we’ll be forced to follow on behind Mayor Wilson all the way to Washington.</li>
<li>SALLY: She’s right Jim. We’ll come back and see to the dead once this is over. But we cain’t delay now. We’re too close and we won’t have another opportunity like this.</li>
<li>JIM: (BEAT) (DEFEATED) Aw hell and damnation.</li>
<li>ANNIE: Jim?</li>
<li>JIM: Hell!</li>
<li>ANNIE: What is it?</li>
<li>JIM: No, you’re all right, of course. I know you are. It’s just that&#8230;</li>
<li>ANNIE: What?</li>
<li>JIM: I’m not sure there’s gonna be any “us” to come back here once we’re done.</li>
<li>SALLY: Well aint you the pessimist. I ain’t gonna allow that filthy mayor to kill me twice.</li>
<li>JIM: That’s not what I mean. Even if we do win, and it’s always been a risk that we might not, but even if we do&#8230; It’s like I was saying this morning. I ain’t certain what’ll happen next. I don’t want to just drop dead like carrion beside a wagon trail.</li>
<li>SALLY: What? You don’t think them Injuns who resurrected us are going to let us stay alive after we’ve completed this job?</li>
<li>SPEEDING ELK: It costs much energy to keep the spells sustaining us alive. I do not know if they are permanent or if&#8230;</li>
<li>ANNIE: Or if we go back to being dead once we’re done.</li>
<li>SPEEDING ELK: Yes.</li>
<li>SALLY: Then what are we doing this for? We should be putting off ending this for as long as possible.</li>
<li>JIM: We caint. It’s the same for all of us. We’re committed, but I cain’t help feeling bad about these folks.</li>
<li>SALLY: Well, we may not have time to bury ‘em but we can look them up in the station out of the sun and away from any animals that might come by. Will that do?</li>
<li>JIM: There’s only about ten bodies in total. I guess it’ll have to. Besides I want to have a look in that shed over there.</li>
<li>ANNIE: Why’s that?</li>
<li>JIM: I just have a feeling we might find something useful.</li>
<li>SPEEDING ELK: More delay. We must hurry.</li>
<li>JIM: I won’t be a moment.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: EXT &#8211; ENTERING THE CANYON (MID-DAY)<br />
(JIM, ANNIE, SALLY, SPEEDING ELK, SHRIEKING SPIRITS)</h3>
<ol start="172">
<li><span style="text-decoration: underline;">SOUND: STEADY FOOTFALLS OF DINOSAUR MOUNTS &#8211; ESTABLISH AND UNDER</span></li>
<li>SALLY: Danged if you ain’t the clever one, Speeding Elk. This canyon’s so well hidden, no one would find it in a million years. And it’s so close to the train station too. Who’d have thought?</li>
<li>SPEEDING ELK: (GRUNTS) Hmpf.</li>
<li>SALLY: You know, you’ve never been the most talkative cuss, but you could at least acknowledge a compliment.</li>
<li>SPEEDING ELK: I did not mean to cause offense.</li>
<li>SALLY: &#8230; And?</li>
<li>SPEEDING ELK: (CONFUSED) I did not mean to cause offense.</li>
<li>SALLY: No, I mean what’s got you so distracted?</li>
<li>SPEEDING ELK: I am not distracted. I am listening.</li>
<li>SALLY: What to? I can’t here a thing.</li>
<li>SPEEDING ELK: Mmm. No sound. Makes me cautious.</li>
<li>SALLY: But it’s gorgeous in here. The sandstone is beautiful. What kind of danger could there be?</li>
<li>SPEEDING ELK: I do not know&#8230; but I feel&#8230; something is wrong.</li>
<li>SALLY: You’ve just got the jitters is all. You said yourself that your people haven’t been here in living memory. The canyon was probably home to a bear or some such. Probably long dead&#8230;</li>
<li>And besides our mounts ain’t reacting?</li>
<li>SPEEDING ELK: Our mounts do not react to wrongness. If they did we could not ride them.</li>
<li>SALLY: It’s a fair point. Maybe I should let the other two know.</li>
<li>JIM: We know. We’re right behind you.</li>
<li>SALLY: (EMBARRASSED) Uh, yeah. Sorry I forgot about you there for a minute there.</li>
<li>ANNIE: Heh.</li>
<li>SALLY: (WHINING &#8211; TO ANNIE) Shut up!</li>
<li><span style="text-decoration: underline;">SOUND: HOWL OF WIND WITH A HISSING CRY UNDERNEATH IT &#8211; LET IT FINISH.</span></li>
<li>ANNIE: What was that?</li>
<li>SPEEDING ELK: Soul Stealer.</li>
<li>JIM: Let’s not go jumping to conclusions. It could just be the wind.</li>
<li>SPEEDING ELK: No, it is a soul stealer. Take out your amulets.</li>
<li>JIM: Why, what’ll they do?</li>
<li>SPEEDING ELK: They have power. They let us control our beasts. We will need this power.</li>
<li>ANNIE: So&#8230; you actually have no idea and you’re just playing it safe?</li>
<li>SPEEDING ELK: Yes.</li>
<li>ANNIE: I’m sold. Let’s get ‘em out.</li>
<li>SOUND: ANOTHER SCREAMING HOWL &#8211; MUCH CLOSER THIS TIME &#8211; LET IT FINISH.</li>
<li>SALLY: (PANICKED) What was that? I felt it rush past my face.</li>
<li>SOUND: ANOTHER SCREAMING HOWL- LET IT FINISH</li>
<li>JIM: Whoah, I felt that one.</li>
<li>SPEEDING ELK: (URGENTLY) Take hold of your amulets.</li>
<li>JIM: Why?</li>
<li>SPEEDING ELK: I can see them?</li>
<li>ANNIE: Land sakes, yeah, the amulets let you see em&#8230; and they’re hideous. Like shadows or charcoal smudges with glaring red eyes, claws and teeth.</li>
<li>JIM: Stay together. The amulets seem to be holding them back.</li>
<li>SALLY: You don’t have to ask me twice.</li>
<li><span style="text-decoration: underline;">SOUND: MORE HOWLS &#8211; INCREASING IN NUMBER &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: WIND RUSH IN AND OUT LIKE SLOW HEAVY BREATHING &#8211; ESTABLISH AND UNDER (IN SYNC WITH ABOVE)</span></li>
<li>JIM: There’s more of them the further we go in&#8230;</li>
<li>ANNIE: And they seem to be pulsing somehow. Like they’s being pushed out and sucked back in&#8230; kind of like something’s breathing.</li>
<li>SALLY: Except every once in a while one of them breaks away and escapes out of the canyon.</li>
<li>SPEEDING ELK: Usually they are trapped, but the ghost rock is calling to them, providing them with hosts.</li>
<li>JIM: Trapped? Trapped by what?</li>
<li>SPEEDING ELK: Trapped by that.</li>
<li><span style="text-decoration: underline;">SOUND: LOW ELECTRICAL CRACKLING SOUND &#8211; FADE IN BELOW.</span></li>
<li>SALLY: Crimeny, what is that?</li>
<li>SPEEDING ELK: It is a tear, a wound in the world, and it leads to the place of evil spirits. We cannot safely go nearer, even with the protection of the amulets.</li>
<li>JIM: You seem to know a lot about these&#8230; things. I thought you said that whatever inhabits this canyon was forgotten by your people.</li>
<li>SPEEDING ELK: It was. But I have seen this before, in my dreams. This is not the only such place. There are many of them. Once, long ago, my people were not scattered as they now are. There were not many tribes but only one. They harnessed the power of the earth and the wind and became masters of great medicine. In their pride they performed the great Ghost Dance, pressing their power into the world beyond, desiring to make it serve them. Their strength did not match their ambition and calamity struck. Holes were torn in the world through which nightmares poured. The great grandfather, greatest among us, poured the power of his spirit, his breath, into the tears. He could not close the holes and the effort took him from us, but he trapped the spirits so that none but the most powerful, the wendigo, could escape the immediate area of the holes. This is one such place.</li>
<li>JIM: So, if they’re trapped, what’s the danger?</li>
<li>SPEEDING ELK: They are attracted to empty vessels. While the grandfather’s breath anchors them to the holes through which they attempt to enter our world, the ghost rock frees them to enter an infected host.</li>
<li>JIM: So they can’t hurt us then?</li>
<li>SPEEDING ELK: No, we are in their midst. Any living being they can reach can be dispossessed of its soul so that one of them may enter.</li>
<li>ANNIE: That’s horrible. What happens to the original soul.</li>
<li>SPEEDING ELK: It is lost, sucked into the nightmare realm to be tortured forever.</li>
<li>SALLY: Just when you think it cain’t get any worse, but surely it cain’t effect us. We’re dead already.</li>
<li>SPEEDING ELK: We are dead, and we are not. Our souls are still bound to this realm and those monsters can still harm us.</li>
<li>SALLY: &#8230; but hey, did you say you reckon you seen this in a dream?</li>
<li>SPEEDING ELK: Yes. My people have a unique gift. The moment of our death comes to us in a dream when we are children. I have long been confused, for I did not see my death at the hands of the Mayor’s men in my dreams&#8230; but now I understand.</li>
<li>SALLY: Wait you don’t mean?</li>
<li>SPEEDING ELK: This is the place I saw in my dreams. I know what must be done here.</li>
<li>SALLY: Wait, what are you getting off your mount for?</li>
<li><span style="text-decoration: underline;">SOUND: SPEEDING ELK DISMOUNTING &#8211; LET IT FINISH.</span></li>
<li>SPEEDING ELK: You should dismount here. The beasts will not be needed beyond this point.</li>
<li>JIM: Now, hold on. Are you saying it all ends here?</li>
<li>SPEEDING ELK: No. We must get beyond this tear in the world and we cannot do it with the animals.</li>
<li>JIM: I don’t understand.</li>
<li>SPEEDING ELK: Take your amulets and focus your concentration on me. Will the power in my direction.</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAURS GROWLING NERVOUSLY &#8211; LET IT FINISH.</span></li>
<li>JIM: I think we’d better do as he says.</li>
<li>SOUND: REMAINING RIDERS DISMOUNT &#8211; LET IT FINISH.</li>
<li>SALLY: He’s walking straight towards it.</li>
<li>JIM: Concentrate.</li>
<li><span style="text-decoration: underline;">SOUND: BRING UP SOUNDS OF HOWLING, HISSING SPIRITS. OVERLAY WITH THUDS AND BUFFETTING NOISES. ESTABLISH JUST BELOW SPEECH.</span></li>
<li>ANNIE: (SHOUTING TO BE HEARD) Damn it, they’re attacking him. Speeding Elk is being hit from all sides.</li>
<li>JIM: Keep concentrating. They’re hitting him, but they’re bouncing off. They aren’t getting inside him.</li>
<li>SALLY: And you’re okay with this. He’s going to get himself killed.</li>
<li>JIM: We’re all that’s keeping him safe. I couldn’t stop him now, if I wanted to. We’ve just got to keep concentrating.</li>
<li>ANNIE: He’s reached the tear. Goodness, he’s taking hold of it&#8230; pulling it shut.</li>
<li>SPEEDING ELK: (AT A DISTANCE &#8211; GRUNTING WITH EFFORT) Aaaargh!</li>
<li>SALLY: I’ll be damned if it ain’t closing, sucking them back through.</li>
<li>SPEEDING ELK: (AT A DISTANCE &#8211; PAINED GRUNTING) Aaargh!</li>
<li>SALLY: He’s hurting. Ain’t there anything more we can do?</li>
<li>SPEEDING ELK: (AT A DISTANCE &#8211; ONE LAST GRUNTING EFFORT) Aaaargh!</li>
<li><span style="text-decoration: underline;">SOUND: ELECTRIC SIZZLE AS CRACK CLOSES CUTTING OFF HOWLS. BACKGROUND HUM (ESTABLISH UNDER AND INCREASE SLOWLY).</span></li>
<li>SPEEDING ELK: (AT A DISTANCE &#8211; PANTING BUT HAPPY) It is done. We have succeeded in closing one of the holes.</li>
<li><span style="text-decoration: underline;">SOUND: AGITATED GROWLS OF DINOSAURS &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: FOUR POPS OF DISINTEGRATING AMULETS &#8211; LET THEM FINISH.</span></li>
<li>SALLY: What the?</li>
<li>ANNIE: The amulets. They’re collapsing, crumbling to nothing.</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAURS GROWL AND WHINE IN DISTRESS THEN GALLOP AWAY IN A PANIC &#8211; ESTABLISH, UNDER AND OUT.</span></li>
<li>SALLY: No! Our mounts. We cain’t control them without the amulets.</li>
<li>SPEEDING ELK: They cannot help us now, but the exit through the canyon is not far and the metal tracks of the iron horse lie just beyond.</li>
<li><span style="text-decoration: underline;">SOUND: RISING HUM &#8211; UNDER BUT INCREASING.</span></li>
<li>SPEEDING ELK: I am sorry I cannot be with you to the end.</li>
<li>SALLY: What are you&#8230;?</li>
<li>ANNIE: Where the crack was, something is starting to glow.</li>
<li>JIM: Look out!</li>
<li><span style="text-decoration: underline;">SOUND: ELECTRIC EXPLOSION &#8211; LET IT FINISH.</span></li>
<li>JIM: (COUGHING) An explosion. Closing the hole must have caused it somehow.</li>
<li>SALLY: Speeding Elk! Oh no! (BEGINNING TO SOB)</li>
<li><span style="text-decoration: underline;">SOUND: SALLY RUNNING TO SPEEDING ELK’S SIDE &#8211; LET IT FINISH.</span></li>
<li>SALLY: (SOBBNG) Speeding Elk. No. Oh, Speeding Elk.</li>
<li>JIM: I’m so sorry. He’s gone.</li>
<li>SALLY: (WEEPING)</li>
<li>ANNIE: (COMFORTING SALLY) It’s Okay. You just let it all out. He’s gone and we’ll all miss him. But I guess you’ll miss him the most.</li>
<li>SALLY: (WEEPING) Ohhh.</li>
<li><span style="text-decoration: underline;">MUSIC: TRAGIC SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow’s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SHAMBLING DEAD:&nbsp;</strong> We follow. We obey.&nbsp; We feed.</p>
<p><strong>SHRIEKING SPIRITS:</strong> We want hosts.&nbsp; We want to inhabit human bodies.&nbsp; We wish to be free to walk the world once more instead of being banished to eternal torment.&nbsp; But most of all we wish to be revenged upon the living.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-follows-the-rails-epsiode-1-closing-the-distance/">Where Death Follows the Rails &#8211; Episode 1 &#8211; Closing the Distance</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Rides Through &#8211; Episode 2 &#8211; The Pit</title>
		<link>https://weirdworldstudios.com/where-death-rides-through-episode-2-the-pit/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 17 Aug 2019 01:06:45 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Rides Through]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the pit]]></category>
		<category><![CDATA[where death rides through]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;The Pit&#8221;, episode 2 (and Final) of our new Weird Western serial; Where Death Passes Through. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-rides-through-episode-2-the-pit/">Where Death Rides Through &#8211; Episode 2 &#8211; The Pit</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Pit&#8221;, episode 2 (and Final) of our new Weird Western serial; Where Death Passes Through. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
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<h2>WHERE DEATH RIDES THROUGH</h2>
<h3>EPISODE #2 – The Pit</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Where Death Rides Through</strong></p>
<p>Attempting to pass through a small desert community, Jim Wilkes, the undead sheriff murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world, along with the equally undead Annie Deemes, Sally Turner, and Speeding Elk, encounter a town under seige from supernatural forces. In order to continue the pursuit of the mayor they will need to contend with the town&#8217;s problems. Can they save the town and close the distance on their quarry in time to thwart Wilson’s evil schemes? Tune in and thrill to the excitement of &#8220;Where Death Rides Through&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE PIT</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SPEEDING ELK</strong>: Dead Indian</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p><strong>WOMAN #1: </strong>Terrified townsfolk</p>
<p><strong>WOMAN #2:</strong> Terrified townsfolk</p>
<p><strong>MAN #2: </strong>Terrified townsfolk</p>
<p><strong>MACHITOGA:</strong> Cannibal Shaman</p>
<p><strong>SHAMBLING DEAD:</strong> Zombies</p>
<h3>SCENE 6: OUTSIDE THE MINE &#8211; LATER. (SALLY, ANNIE, JIM, SPEEDING ELK)</h3>
<ol start="208">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) BIRDS CAWING &#8211; ESTABLISH AND UNDER.</span></li>
<li>SALLY: I&#8217;m danged if these critters don&#8217;t scare the willikens outta them birds.</li>
<li>ANNIE: Yup. I reckon them birds&#8217;d be on us in a second if it weren&#8217;t for these lizards&#8230; but I don&#8217;t reckon we&#8217;ll be able to get &#8217;em to come into the dark o&#8217; that mine with us.</li>
<li>JIM: Nope. I reckon not. And that means we&#8217;ll have to cover some open ground. Can you see our medicine man.</li>
<li>SPEEDING ELK: Yes. He is in a cleft in the rock, slightly to one side of the entrance. I do not think he has seen us though. He is concentrating on maintaining the spell.</li>
<li>JIM: Annie, how&#8217;s your shooting at this distance?</li>
<li>ANNIE: (HESITANT) Not bad&#8230; I&#8217;d be more confident if we was a bit closer though.</li>
<li>JIM: Alright, see that small hillock off to our left. Do you think you could make the shot from there?</li>
<li>ANNIE: No problem.</li>
<li>JIM: Good, we&#8217;ll circle back through town and come up to the hillock using it for cover. You take the shot and we&#8217;ll make a run for the mine&#8217;s entrance.</li>
<li>SALLY: You sure there ain&#8217;t any other guards?</li>
<li>JIM: Nope. But if there are we&#8217;ll have to deal with &#8217;em when the time comes. Let&#8217;s move.</li>
<li><span style="text-decoration: underline;">SOUND: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: OUTSIDE THE MINE &#8211; BUT CLOSER (ANNIE, SALLY, JIM, SPEEDING ELK)</h3>
<ol start="222">
<li><span style="text-decoration: underline;">SOUND: GALLOPING DINOSAUR FEET ON DIRT- STOPPING.</span></li>
<li>ANNIE: (SLIGHTLY WINDED) This seems about right. I should be able to make the shot from behind this rock&#8230; hey, what’re you doing? This ain’t no time for games.</li>
<li>SALLY: I’m evening the odds. It’s what I do.</li>
<li>JIM: How in tarnation is a deck of cards supposed to help?</li>
<li>SALLY: Look, I cain’t explain it&#8230; but I think it’s why I’m here. I shuffle my card deck and tilt the odds in our favour.</li>
<li>JIM: Annie?</li>
<li>ANNIE: Cain’t hurt. (BEAT) Here goes. (BEAT)</li>
<li><span style="text-decoration: underline;">SOUND: RIFLE SHOT &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: DISTANT BIRDS TAKING FLIGHT.</span></li>
<li>JIM: Well done. He’s fallen. And it looks like the birds are taking off&#8230; leaving the town. Let’s go.</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAUR GROWLS OF PROTEST &#8211; LET IT FINISH.</span></li>
<li>SALLY: Our lizards still ain’t gonna follow us in.</li>
<li>JIM: (RESIGNED) Yeah, I guess not. We’ll have to run fer it, I figure.</li>
<li>SPEEDING ELK: Stupid white eyes. We stand on dirt.</li>
<li>JIM: What? (BEAT) (EMBARRASSED) Oh yeah. I guess we can take to the dirt until we’re inside the entrance.</li>
<li>ANNIE: See you at the entrance.</li>
<li><span style="text-decoration: underline;">SOUND: FOUR MAGICAL CHIMES &#8211; LET THEM FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: THE MINE ENTRANCE (SALLY, ANNIE, JIM, SPEEDING ELK)</h3>
<ol start="240">
<li><span style="text-decoration: underline;">SOUND: (WALLA) OCCASIONAL DRIPS, ECHOING AREA &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: FOUR MAGICAL CHIMES &#8211; LET THEM FINISH.</span></li>
<li>SALLY: (COUGHING AND SPITTING) Damn, I hate that dirt!</li>
<li>ANNIE: (FALSELY SWEET) I ain’t saying a word.</li>
<li>JIM: Well, we’re in the mine and the town’s free o’ them birds. Shall we move forward.</li>
<li>SPEEDING ELK: Wait! Look at the Shaman’s body.</li>
<li>ANNIE: Hell, that ain’t natural.</li>
<li>SALLY: He’s all dry and brittle like. And, is that necklace around his neck made from that evil rock?</li>
<li>SPEEDING ELK: Yes, it is. This body has been dead a long time. It’s good Annie shot for the head.</li>
<li>JIM: What do you mean?</li>
<li>SPEEDING ELK: The Shaman was a ghost walker&#8230; like us. Only a head wound would kill it.</li>
<li>SALLY: (SHOCKED AND SUDDENLY CONCERNED) Whoa there! You mean we can be killed&#8230; again! I thought we was almost indestructible.</li>
<li>SPEEDING ELK: (SIGHS) Almost indestructible! Almost!</li>
<li>SALLY: Damn. When was you going to tell the rest of us?</li>
<li>SPEEDING ELK: (GRUNTS NONCOMMITALLY)</li>
<li>JIM: Speeding Elk has a point. It doesn’t change what we’ve got to do.</li>
<li>SALLY: Yeah, but at least I’d know to duck.</li>
<li>ANNIE: Well, I guess you know now.</li>
<li>SALLY: Oh, that’s funny. Yeah. Like this wasn’t news to you too. (DISGUSTED) Come on&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LOUD CLICK LIKE A SWITCH BEING THROWN.</span></li>
<li>ANNIE: Oh no. What did you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: RUMBLING NOISE BUILDING QUICKLY.</span></li>
<li>JIM: Run!</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS AND CRASHING SOUND OF CAVE-IN &#8211; LET IT FINISH.</span></li>
<li>JIM: (BEAT) (COUGHING) A cave-in? If that don’t beat all. Is everyone alright?</li>
<li>ANNIE: Where’s little miss gambler’s evening of the odds now huh?</li>
<li>SALLY: (COUGHING) We’re alive aint we?</li>
<li>JIM: Speeding Elk? You okay?</li>
<li>SPEEDING ELK: Here. (BEAT) We need to go fast. The dead warriors will know someone is here.</li>
<li>JIM: I’m betting they’ve set more booby traps on the way down too so we’d best be especially careful. (BEAT) How come it ain’t as dark in here as you’d expect?</li>
<li>ANNIE: It looks like they’ve got some lanterns burning way down the tunnel.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9: THE MINE TUNNELS (SALLY, JIM, ANNIE, SPEEDING ELK, WALKING DEAD #1)</h3>
<ol start="272">
<li><span style="text-decoration: underline;">SOUND: (WALLA) OCCASIONAL DRIPS, ECHOING AREA &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: CRUNCHING FOOTSTEPS (FOUR PEOPLE) &#8211; ESTABLISH AND UNDER.</span></li>
<li>SALLY: (STAGE WHISPER) They’s gonna have heard the cave in right?</li>
<li>JIM: (STAGE WHISPER) Yeah?</li>
<li>SALLY: (STAGE WHISPER) So, why ain’t they sent anyone to investigate?</li>
<li>ANNIE: (STAGE WHISPER) They have.</li>
<li>SALLY: (STAGE WHISPER) Whut?</li>
<li>ANNIE: (STAGE WHISPER) You need to keep yer eyes open. Didn’t you see them two decapitated corpses we passed?</li>
<li>SALLY: (STAGE WHISPER) Sure. But wasn’t they&#8230;</li>
<li>ANNIE: (GETTING LOUDER) They was dried up corpses wearing bad-guy necklaces.</li>
<li>SALLY: Bad-guy necklaces? But&#8230;</li>
<li>ANNIE: (NORMAL VOLUME) (DERISIVELY) What? You thought the townsfolk keep decapitated corpses in their mines as a matter of course.</li>
<li>SALLY: (ANGRY AND EQUALLY LOUD) I thought they might’ve been townsfolk and I wasn’t lookin too close, alright! So who’s been&#8230;?</li>
<li>JIM: Shh! Quiet, both of you! Speeding Elk’s coming back.</li>
<li>SALLY: (WITH SUDDEN UNDERSTANDING) Oh! Them bodies were Speeding Elk’s doing.</li>
<li>SPEEDING ELK: Yes. And you make more noise than a herd of buffalo.</li>
<li>JIM: So what’s up ahead?</li>
<li>SPEEDING ELK: Large cavern. Many townsfolk in wooden cages. Nine or ten walking dead.</li>
<li>SALLY: That doesn’t seem like many.</li>
<li>SPEEDING ELK: (DEADPAN) There were sixteen before.</li>
<li>SALLY: Ah.</li>
<li>JIM: What about traps?</li>
<li>SPEEDING ELK: There are many traps. But we should be alright so long as we stay away from the walls.</li>
<li>SALLY: So leaning against the wall would be&#8230;</li>
<li>SPEEDING ELK: Bad, yes!</li>
<li>SOUND: GRINDING OF ROCK ON ROCK AND CLICK &#8211; LET IT FINISH.</li>
<li>SALLY: Then I probably shouldn’t have done that.</li>
<li>JIM: Dammit, Sally!</li>
<li><span style="text-decoration: underline;">SOUND: ROAR OF A SLIGHTLY SMALLER CAVEIN &#8211; LET IT FINISH.</span></li>
<li>WALKING DEAD #1: We have them. Dig them out and bring them to Machitoga!</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h1>ACT 3</h1>
<h3>SCENE 10: INT &#8211; THE MINE &#8211; INSIDE THE NETS &#8211; LATER (ANNIE, SALLY, MACHITOGA, TOWNSMAN, JIM, SPEEDING ELK, SHAMBLING DEAD (ALL CAST), WOMAN #2, MAN #2)</h3>
<ol start="303">
<li><span style="text-decoration: underline;">SOUND: (WALLA) SQUEAKING OF PULLIES &#8211; ESTABLISH AND UNDER.</span></li>
<li>ANNIE: (STAGE WHISPER) You wanna explain to us how you stack the odds in our favour again, Sally?</li>
<li>SALLY: (IGNORING ANNIE) You won’t get away with locking us in this here hastily erected stockade.</li>
<li>MACHITOGA: Hmmm. Mwahahahaha. Idiot female. You are not in a stockade but a cage of iron and one that will be hanging in the air momentarily.</li>
<li>HEROES: (TOGETHER) Whoa! Hang on. etc.</li>
<li><span style="text-decoration: underline;">SOUND: CRANKING OF A WINCH &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) SLOW SWINGING OF CAGE. ESTABLISH AND FADE UNDER.</span></li>
<li>MACHITOGA: Do not dream of escape. You do not have the time&#8230; for soon (BEAT) we feast!</li>
<li>TOWNSMAN: (AT A DISTANCE) No. Let go of me. No! (SCREAMS IN AGONY) Aargh!</li>
<li><span style="text-decoration: underline;">SOUND: MAN BEING EATEN &#8211; DISTANT TEARING AND RIPPING, SPLASHES, AND CHEWING SOUNDS &#8211; LET IT FINISH.</span></li>
<li>SALLY: They ripped his throat out and ate him alive.</li>
<li>JIM: Don’t watch. (BEAT) So that’s part of their plan. They’re cannibals.</li>
<li>ANNIE: But that don’t make any sense. They’re dead like us. They don’t need food.</li>
<li>SPEEDING ELK: They are not like us. They consume life force to remain animated. They are monsters. We are granted life-force by my tribe.</li>
<li>ANNIE: So what happens when we finish our mission? (BEAT)</li>
<li>Did you just shrug at me? What’s that supposed to mean?</li>
<li>JIM: Button it. Something’s happening.</li>
<li>MACHITOGA: You see deadlings, you are powerless to stop us! The wendigo called us and we came. He promised us plenty of food and a new home if we would destroy you.</li>
<li>SALLY: So it was a trap! (BEAT) What?</li>
<li>MACHITOGA: And now we will fulfil our part in the treaty.</li>
<li>SOUND: (WALLA) SQUEAKING OF PULLIES &#8211; ESTABLISH AND UNDER.</li>
<li>MACHITOGA: This cavern is filled with iron. We have been heating it as we have waited for your arrival. You will be dumped in the pit below you&#8230;</li>
<li>HEROES: (TOGETHER) Look out! Aargh! Hang on! Etc.</li>
<li><span style="text-decoration: underline;">SOUND: SQUEAK CLANK OF THE BOTTOM OF THE CAGE OPENING &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: MULTIPLE THUMPS OF FOUR BODIES DROPPED INTO THE PIT &#8211; LET IT FINISH.</span></li>
<li>MACHITOGA: &#8230; And the iron will be poured upon you. You may not be able to be killed, but, when encased in iron, you will be unable to interfere further with the Wendigo&#8217;s plans.</li>
<li>SALLY: (STAGE WHISPER FROM INSIDE A HOLE) Hey! This is dirt. Do you think they know that we can&#8230;</li>
<li>MACHITOGA: Now to release the iron upon you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: A LARGE EXPLOSION &#8211; LET IT FINISH.</span></li>
<li>MACHITOGA: What was that?!! My brothers! Someone is attempting to open the entrance to the mine. Go. Destroy them!</li>
<li>SHAMBLING UNDEAD: GRUNTS AND GROANS OF ASSENT &#8211; FADE INTO DISTANCE</li>
<li>MACHITOGA: Now to&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: FOUR MAGICAL CHIMES &#8211; LET IT FINISH.</span></li>
<li>MACHITOGA: Wait, where have you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: FOUR MAGICAL CHIMES &#8211; LET IT FINISH.</span></li>
<li>JIM: You should never have let us out of that cage you know. (STAGE WHISPER) Grab some of those shovels.</li>
<li>MACHITOGA: (SOUNDING SCARED) No, you can&#8217;t have.</li>
<li>JIM: Your &#8220;Wendigo&#8221; didn&#8217;t tell you about our ability to move through dirt did he? And now you&#8217;re all on your own.</li>
<li>MACHITOGA: No, it&#8217;s impossible. Guards! Guards!</li>
<li>JIM: Oh, now, don&#8217;t cry out. You can&#8217;t be killed after all. It&#8217;s impossible to kill something that&#8217;s already dead, isn&#8217;t that right..? (THOUGHTFUL) Still, I&#8217;m pretty sure that if we chopped you up with these shovels, it wouldn&#8217;t matter too much that you can&#8217;t be killed.</li>
<li>MACHITOGA: (TERRIFIED) No!</li>
<li><span style="text-decoration: underline;">SOUND: MACHITOGA STARTS TO RUN &#8211; ALLOW A COUPLE OF STEPS.</span></li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF BLOWS FALLING ON A BODY, SCREAMS, AND DISMEMBERMENT.</span></li>
<li>SALLY: You know, dismemberment ain’t nearly so disgusting when they&#8217;s dried out husks?</li>
<li>ANNIE: (DISGUSTED) Says you!</li>
<li><span style="text-decoration: underline;">SOUND: GUNSHOTS IN THE DISTANCE &#8211; SCREAMS OF VILLAINS AND CRIES OF VICTORY FROM TOWNSFOLK (UNDER)</span></li>
<li>SALLY: Sounds like the folks from the Church have made it inside.</li>
<li>ANNIE: Uhuh. Let’s see to setting the rest of these townsfolk free.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF RUSTLING &#8211; UNDER.</span></li>
<li>ANNIE: There must be a key here somewhere.</li>
<li>SALLY: Oh, we don’t need no key. Not while I got me a bobby pin anyhow.</li>
<li>ANNIE: (SUSPICIOUSLY) A gambler, huh?</li>
<li>SALLY: (INNCOENTLY) A girl’s gotta have her hobbies.</li>
<li><span style="text-decoration: underline;">SOUND: LOCKS BEING UNDONE AND CHAINS FALLING &#8211; LET IT FINISH.</span></li>
<li>SALLY: (PROUDLY) OK folks. You’re free. (LONG BEAT THEN PERPLEXED) Don’t all thank us at once.</li>
<li>WOMAN #2: (ANGRY AND AFRAID) Get away from us, Witch!</li>
<li>SALLY: (SHOCKED) What?</li>
<li>WOMAN #2: You ain’t natural and we want nothing to do with you!</li>
<li>ANNIE: Now hang on just a darn second&#8230;</li>
<li>WOMAN #2: And you, Demon spawn. We all saw what you done. Coming up outta the ground like it was water. You’s as bad as them what trapped us.</li>
<li>ANNIE: (PROTESTING) We just saved you.</li>
<li>WOMAN #2: For what? To drag our souls down into hell?</li>
<li>CROWD: (ANGRY RUMBLES OF AGREEMENT)</li>
<li>WOMAN #2: I ain’t gonna say I’m not glad to be free and that I ain’t happy my chillin ain’t gonna line the insides o’ one of them cannibools&#8230; but I don’t want no part o’ the likes o’ you.</li>
<li>SALLY: Why, I oughta&#8230;</li>
<li>JIM: Easy Sally. The moods turnin’ ugly. Step back and let these folks pass.</li>
<li>SALLY: But&#8230;</li>
<li>JIM: (STAGE WHISPER) Uh-uh. These folks are angry and scared and lookin’ for someone to blame. We don’t want it to be us.</li>
<li>MAN #2: (APPROACHING WITH A GROUP) Hey, Sherrif, good to see you made it. Once those darned birds started to leave we knew you’d got the medicine man. There were a bunch o’ people as managed to hole up in basements and whatnot who must’ve been outside the medicine man’s range. We managed to get a good group of about 10 armed men together to take that entrance, even with the cave in&#8230; And you set these folks free too. We owe you a debt.</li>
<li>WOMAN #2: (ANGRILY) We don’t owe this filth nothin’. He’s a monster, Tom. You need to kill ‘im.</li>
<li>CROWD: (ANGRILY) Yeah. Kill em. etc.</li>
<li>MAN #2: What? You folks wouldn’t be alive if’n it weren’t for these strangers.</li>
<li>WOMAN #2: You ain’t seen ‘em. They’s in league with the devil. They’ve got unnatural powers.</li>
<li>CROWD: (RUMBLES OF AGREEMENT)</li>
<li>MAN #2: (STERNLY) Now, that’s enough. There’ll be no more killing today. These folks saved our town. We’re in their debt.</li>
<li>WOMAN #2: My Johnnie’s dead, Tom. Eaten by them Savages. ‘n sure as eggs it’s got somethin’ to do with these strangers ‘n devil worshippers. Are you gonna look me in the eye and say I oughta be thankin’ em?</li>
<li>MAN #2: Eunice May, that’s exactly what I’m sayin’. And if you’ll take my advice you’ll do well to mourn your dead without spreadin’ rumours about those who helped us.</li>
<li>WOMAN #2: (ANGRY) Is that so? (DEPARTING) I wouldn’t be surprised if alla this had somethin’ to do with that other crazy heathen Lizzie&#8230; this ain’t over yet. You mark my words!</li>
<li>MAN #2: Sorry, bout that. I expect she’ll calm down.</li>
<li>JIM: (NON-COMMITAL) Mmmm. What’ll you do now?</li>
<li>MAN #2: Not sure. The mine’s got plenty of ore left in it (if those molten pools are anything to go by). It belonged to Eunice’s husband. He was a good man, but Eunice has a mean heart and a desire to run people. Without Johnny to hold her in check I expect she’s gonna prove somethin’ of a force to be reckoned with. It might just be time to move on.</li>
<li>JIM: Speakin’ o’ which. We should maybe do the same. I think by the time she’s done, we won’t have much of a welcome here anyway.</li>
<li>MAN #2: Yeah, I expect so. For what it’s worth I’m sorry that’s likely the way it’s gonna be.</li>
<li>SALLY: You know I could always&#8230;</li>
<li>ANNIE: That’s enough outta you. Hey, where’s Speeding Elk?</li>
<li>JIM: He slipped away earlier. Probably thought the townsfolk wouldn’t be too welcoming to one of his race after all this.</li>
<li>ANNIE: Yeah, I guess so.</li>
<li>SALLY: (ANGRY) You ain’t gonna defend these&#8230; people are you?</li>
<li>ANNIE: No, I ain’t.</li>
<li>MAN #2: Yeah, like I said. Small minds and hearts always look for somethin’ to hurt. It wouldn’t be safe here for your friend.</li>
<li>SALLY: (DEPRESSED AND DEFEATED) Aw, lets just get outta here.</li>
<li><span style="text-decoration: underline;">SOUND: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: LEAVING TOWN ON THE DINOSAURS. (JIM, SPEEDING ELK, WOMAN #1, SALLY, ANNIE)</h3>
<ol start="395">
<li><span style="text-decoration: underline;">SOUND: (WALLA) DINOSAURS WALKING &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: Hey, Speeding Elk, you see that woman over there? Isn’t she the one who predicted the attack and tried to help the townsfolk?</li>
<li>SPEEDING ELK: That’s her.</li>
<li>JIM: That little shack must be where she lives. (BEAT) Whoah.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF DINOSAURS COMING TO A HALT &#8211; LET IT FINISH.</span></li>
<li>JIM: Howdy Ma’am. We didn’t get a chance to say goodbye.</li>
<li>WOMAN #1: (ARCHLY) Lookin’ at the way you’re hurrying to be outta town, I’m guessing goodbyes weren’t high on your to-do list.</li>
<li>JIM: Fair enough. This your place?</li>
<li>WOMAN #1: Ahuh.</li>
<li>JIM: I guess this is about as far out of town as you can get while still bein’ a part of it.</li>
<li>WOMAN #1: (RESIGNED) It’s as good a place to die as any.</li>
<li>JIM: What?</li>
<li>WOMAN #1: (MATTER OF FACT) I see the future and mine’s been sealed. (BEAT) Sure, I don’t expect you to believe me. It’s like seeing a bunch of roads branching out ahead of me. And my road comes to an end in three days.</li>
<li>That woman, Eunice May is gonna rile the townsfolk up and they’re gonna come out here and lynch me.</li>
<li>JIM: What?</li>
<li>WOMAN #1: Oh, don’t look so shocked. I had a chance to avoid this, you know? I coulda left town two weeks ago, left these folk to die. I didn’t, and now the choices all lead to one ending.</li>
<li>SALLY: You could come with us. We’ll take you someplace else.</li>
<li>WOMAN #1: (LAUGHS BITTERLY) Heh. You can’t even protect yourselves from what’s coming. No. I helped save this town &#8211; protected those folks in the church so that we could dig you outta the mine after the cave in&#8230; all so that hideous cow could kill me in three days. What’s one life against so many, huh?</li>
<li>ANNIE: You can’t be serious. Come with us.</li>
<li>WOMAN #1: You’re dead. Where you’re goin’ there ain’t no happy endings and I cain’t come with you. I’ll meet my destiny no matter which road I take to avoid it.</li>
<li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: BACK ON THE TRAIL. (SALLY, ANNIE)</h3>
<ol start="416">
<li><span style="text-decoration: underline;">SOUND: (WALLA) DINOSAURS WALKING &#8211; ESTABLISH AND UNDER</span></li>
<li>ANNIE: Hey Sally, you’re awful quiet. We left that town a good way behind us and I’ve kinda been missin’ your prattle.</li>
<li>SALLY: Heh. I guess I was just lost in thought.</li>
<li>ANNIE: Unfamiliar territory, huh?</li>
<li>SALLY: You hush now. I’m serious.</li>
<li>ANNIE: Sorry. Was it that stuff the woman said as we left? It sure got under my skin.</li>
<li>SALLY: Naw. I was thinkin’ that I understand a little more about what Speeding Elk is going through&#8230; You know, rejected by his own people ‘n all that? It hurts, you know? ‘specially after all we’ve done, all we’ve lost.</li>
<li>ANNIE: You kinda like him, don’t you?</li>
<li>SALLY: What? Pshaw! (BEAT) Well, maybe a little. (BEAT) But that ain’t my point. What I’m wonderin&#8217; is this? Are we always gonna be outcasts? Is this what it’s gonna be like? Our future?</li>
<li>ANNIE: We’re dead. I’ve never heard of the dead fittin’ in with the living, have you?</li>
<li>SALLY: I guess not. (BEAT) But we’re gaining on the mayor. He delayed us (again) and nearly killed us (again) but we’ve almost caught up with him&#8230; and that’s gotta be worth something.</li>
<li>ANNIE: I hate to be a wet blanket but I don’t think any of us has even the slightest idea what catching up with the Mayor is gonna bring. Or what will follow it.</li>
<li><span style="text-decoration: underline;">SOUND: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow’s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>MACHITOGA: </strong> I am a Shaman for my people.  I have strong medicine, granted by the consumption of human flesh.  I will fulfill my treaty with the Nagloshi and destroy the unnaturals that have been raised to hunt him down.</p>
<p><strong>TOWNSFOLK:</strong> We&#8217;re deadly afeared.  We was just a normal town before that crazy man arrived dragging his wagon behind him.  Then the birds come and started killing everyone, and the injuns took over the mine.  We&#8217;s all been hiding out where we can, in basements and crawl-spaces.  But we can&#8217;t go on like this forever and the birds ain&#8217;t showing any sign o&#8217; wantin&#8217; to leave.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-rides-through-episode-2-the-pit/">Where Death Rides Through &#8211; Episode 2 &#8211; The Pit</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Rides Through &#8211; Episode 1 &#8211; A Town Smelling of Blood</title>
		<link>https://weirdworldstudios.com/where-rides-through-episode-1-town-smelling-blood/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 10 Aug 2019 23:47:42 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[Where Death Rides Through]]></category>
		<category><![CDATA[a town smelling of blood]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;A Town Smelling of Blood&#8221;, episode 1 of our new Weird Western serial; Where Death Passes Through. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-rides-through-episode-1-town-smelling-blood/">Where Death Rides Through &#8211; Episode 1 &#8211; A Town Smelling of Blood</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A Town Smelling of Blood&#8221;, episode 1 of our new Weird Western serial; Where Death Passes Through. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
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<h2>WHERE DEATH RIDES THROUGH</h2>
<h3>EPISODE #1 – A TOWN SMELLING OF BLOOD</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Where Death Rides Through</strong></p>
<p>Jim Wilkes, former Sherriff of Liberty Gulch, wakes up to find he is dead, murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world. He, along with Annie Deemes, Sally Turner, and Speeding Elk, are now spirit walkers returned to the world of the living by the powerful magic of Speeding Elk’s tribe. They must band together to track down the mayor and put an end to his attempts to tear open the barrier between this world and the dark realm from which the thing inside him originates. On dinosaur mounts obtained from a lost valley they pursue the mayor as he leaves a trail of carnage in his wake. Can they close the distance in time to thwart Wilson’s evil schemes? Tune in and thrill to the excitement of &#8220;Where Death Likes to Ride&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>A TOWN SMELLING OF BLOOD</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SPEEDING ELK</strong>: Dead Indian</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p><strong>WOMAN #1: </strong>Terrified townsfolk</p>
<p><strong>MAN #1: </strong>Terrified townsfolk</p>
<p><strong>MAN #2: </strong>Terrified townsfolk</p>
<h2>ACT 1</h2>
<h3>SCENE 1: EXT – THE DESERT – DAY (JIM, ANNIE, SPEEDING ELK, SALLY)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) DESERT WIND, TRAMP AND STOMP OF DINOSAUR MOUNTS &#8211; LET IT FINISH.</span></li>
<li>JIM WILKES: He’s certainly not in any hurry is he Annie?</li>
<li>ANNIE DEEMES: Nope. Those wagon tracks are going slow and steady. I don’t think he’s modified his direction even once.</li>
<li>JIM: Even with these dinosaurs we’re riding it’s taking us a while to catch up.</li>
<li>ANNIE: You think he knows we’re here?</li>
<li>JIM: I cain’t be certain. He’s got abilities we couldn’t even guess at. Could be he knows and keeps leaving these bodies behind to slow us down.</li>
<li>ANNIE: Well, whether he knows or not, it’s another delay for us.</li>
<li>JIM: Yeah, but we cain’t leave ‘em lying here to rot.</li>
<li>ANNIE: Who do you think they were this time?</li>
<li>JIM: Hard to tell. Another wagon load o’ settlers mebbe?</li>
<li>ANNIE: Speeding Elk won’t be happy about another delay.</li>
<li>JIM: I aint happy about it either, but we ain’t gonna leave these people like carrion beside the road.</li>
<li>ANNIE: Why do you think he’s killing ‘em like this? He could just turn ‘em into his minions?</li>
<li>JIM: You’re asking me? For all I know that monster inside him is getting hungry and this is it’s idea of a decent feed.</li>
<li>ANNIE: Dang! Who’d’ve thought any o’ this was on the horizon for all o’ us, say, even six months ago?</li>
<li>JIM: Back when you was running the General store in Liberty, Sally was still a gambler, Speeding Elk was a scout for his people, and I was still Jim Wilkes, Sheriff and U.S Marshall?</li>
<li>ANNIE: (WHISTFUL) Them were the days.</li>
<li>JIM: They certainly beat being dead and on the trail of liberty’s shape-changing demon mayor. (BEAT) Come on, we’re gonna need the help of Sally and Speeding Elk if we’re gonna get this mess cleaned up ‘afore nightfall.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF TWO, TWO-LEGGED DINOSAURS TURNING AND FADING AWAY &#8211; FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: EXT. BY SOME FRESH BURIAL MOUNDS. NIGHT FALL (JIM, ANNIE, SALLY, SPEEDING ELK).</h3>
<ol start="22">
<li><span style="text-decoration: underline;">SOUND: (WALLA) WIND, OCCASIONAL SQUAWK OF A BIRD OF PREY.</span></li>
<li>JIM, ANNIE, AND SALLY TURNER: (SINGING TOGETHER FADE IN AND CONCLUDING) &#8230; I once was lost but now I’m found, was blind but now I see.</li>
<li>JIM: Well, I guess that does it. How much light have we got left?</li>
<li>SALLY: Maybe 20 minutes.</li>
<li>ANNIE: Maybe less with them mountains over in the west.</li>
<li>JIM: I figured as much. We’ll have to stop here for the night.</li>
<li>SPEEDING ELK: (ANGRY AND ACCUSING) Another delay.</li>
<li>JIM: What?</li>
<li>SPEEDING ELK: This could have been prevented if we were here sooner.</li>
<li>JIM: If you’ve got something on your mind Speeding Elk, it’d be best to get it out in the open?</li>
<li>SPEEDING ELK: Three times we have stopped to bury those the skinwalker has murdered along the way. Three times we have been delayed. If we had left them where we found them we would have caught up with him by now.</li>
<li>ANNIE: Are you blaming Jim, for this? These flats are as barren as they come. How was anyone supposed to know there’d even be one party out here for that monster to come across, let alone three.</li>
<li>JIM: (SIGHS) It’s alright, Annie. Speeding Elk has a point. It was my decision to stop and bury the dead. The delays are my doing. If we hadn’t lost time burying the dead at each site it’s possible we might’ve got here soon enough to prevent this. It was my call, and I’m going to have to live with that.</li>
<li>SPEEDING ELK: And now we delay again.</li>
<li>JIM: But I won’t wear that. We may not get tired any longer but those monster’s we’ve been riding do. They don’t like travelling at night and they has to be rested.</li>
<li>SPEEDING ELK: (GRUNTS) Hmmpf. I am going to wait in the dirt.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ANNIE: It don’t matter much how many times I see one of us sink into the ground like it’s nothing but air, it still amazes the heck outta me.</li>
<li>SALLY: Don’t mind Speeding Elk. He’s missing his people something awful. No sooner was he accepted back into the tribe than he was off following this trail with us. He wants to go home is all and every delay is another dagger through his heart.</li>
<li>JIM: I know it. But I cain’t change the past and I’m not leaving the bodies of folk to become food for coyotes and buzzards. (BEAT) We’ll head on at first light.</li>
<li>ANNIE: You think he’s stopping at all?</li>
<li>JIM: Nope! He’s pulling that wagon on his own. Nothing to rest except himself, and, like us, he don’t need the rest. Our only advantage is that he’s moving slow and we’re moving quick (even if we do have to rest those giant lizards we’re riding each night). We may not be movin’ as fast as’d suit Speeding Elk but we’re gaining on our quarry all the same.</li>
<li>SALLY: Glad to hear it. I for one would like this to be over sooner rather’n later. G’night.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ANNIE: And there it goes again&#8230; (BEAT) Assuming we survive this Jim, d’you have any idea what happens to us after we beat the mayor?</li>
<li>JIM: Putting aside whether a dead body can be said to survive anything? The answer’s no. I’ve no idea whether, after all this is over, we go back to being dead or whether the tribe that brought us back has other things in mind, or whether we’ll be able to try and fit back into society for an extra fifty years or so.</li>
<li>ANNIE: I thought as much. It’s something to think about ain’t it?</li>
<li>JIM: I guess. I try not to think about it much at all actually.</li>
<li>ANNIE: Then you should. I’ve been trying to think about just walking away for days. Every time I do I get seized by a desire for revenge on that demonic thing we’re chasing that seems to blot out all reason.</li>
<li>JIM: What are you saying?</li>
<li>ANNIE: I don’t think we’ve got any choice in this chase we’re on. I think that when they brought us back from the dead, Speeding Elk’s tribe did something that makes it impossible for us to choose anything else but the mission.</li>
<li>JIM: You think we’re slaves?</li>
<li>ANNIE: Maybe. It bears some thinking about anyway. Try not to let it get driven from your mind and I’ll speak with you again tomorrow.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>JIM: Well that’s the last save me. Could we be slaves? I guess anything’s possible. Whatever the compulsion, we’ve got a job to do and we’re dang well gonna do it!</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: (EXT) ON THE TRAIL &#8211; MORNING (JIM, SPEEDING ELK, SALLY, ANNIE).</h3>
<ol start="59">
<li><span style="text-decoration: underline;">SOUND: (WALLA) BIRDSONG, JANGLE OF SADDLES, TWO LEGGED WALK OF DINOSAUR MOUNTS &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: That could be a problem.</li>
<li>SPEEDING ELK: Mmmm.</li>
<li>SALLY: What? What is it?</li>
<li>JIM: I’d have thought even a green-horn like you, Sally, would be able to read this kind of trail sign. A group of about fifteen horses have joined up with our quarry.</li>
<li>SALLY: (BLUFFING) Well yeah. Anyone can see that.</li>
<li>ANNIE: (UNIMPRESSED) Yeah right! What’s it mean Jim?</li>
<li>JIM: Speeding Elk?</li>
<li>SPEEDING ELK: They met here and no fight occurred (so they are probably allies). They were indian mounts (but not of the People) unshod and tired. They had obviously travelled some distance. They spoke for a little and then continued on together. It looks as though they were expected.</li>
<li>SALLY: Impressive! So what do we do with that info?</li>
<li>JIM: Nothing yet. We just follow the trail a way’s further.</li>
<li>ANNIE: I’m gonna head on up the rise and take a look-see while you discuss it.</li>
<li>SPEEDING ELK: Something else is wrong here.</li>
<li>JIM: Hmmm?</li>
<li>SPEEDING ELK: Too much bird strike and too many kinds of bird.</li>
<li>SALLY: Ewww!</li>
<li>JIM: What do you mean?</li>
<li>SALLY: He means bird poop, ya idjit.</li>
<li>JIM: No, I mean what’s so unnatural about it?</li>
<li>SPEEDING ELK: Look at the ground. It was as if a great flock of birds was here. But there are many types; eagles, hawks, buzzards. Many birds of prey and almost all do not fly in groups. They would never be found together for a natural cause.</li>
<li>JIM: Well, right now that doesn’t tell us a whole lot more’n that something strange is up. Best to keep an eye out.</li>
<li>ANNIE: (FROM A DISTANCE) Hey, you need to see this.</li>
<li><span style="text-decoration: underline;">SOUND: SHORT DINOSAUR GALLOP UP RISE &#8211; LET IT FINISH.</span></li>
<li>JIM: What is it?</li>
<li>SALLY: Well damn! Will you lookit that?</li>
<li>ANNIE: These tracks lead straight down and across the plain to that town.</li>
<li>SALLY: I ain’t never seen a town with its own weather before. Those are some mean storm clouds hovering over it. How come that cloud’s just sitting there?</li>
<li>SPEEDING ELK: That’s not a cloud.</li>
<li>JIM: Hmmm?</li>
<li>SPEEDING ELK: Those are birds&#8230; and they are swooping on every building in the town.</li>
<li><span style="text-decoration: underline;">SOUND: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 4: EXT. – APPROCHING THE TOWN OF WHISTLER – MID MORNING.<br />
(JIM, SALLY, ANNIE, SPEEDING ELK, WOMAN #1).</h3>
<ol start="90">
<li><span style="text-decoration: underline;">SOUND: (WALLA) BREEZE IN GUSTS, CLOMP OF DINOSAUR FEET &#8211; ESTABLISH AND UNDER.</span></li>
<li>SALLY: Looks like the town’s called Whistler. What’ll we do? Go around, d’ya think?</li>
<li>SPEEDING ELK: We can avoid this easily. It would save time.</li>
<li>ANNIE: There could be people in that town!</li>
<li>SPEEDING ELK: Not our problem.</li>
<li>JIM: I agree with Annie. If there are people in that town, they need our help&#8230; and whatever else this is, it’s got something to do with our quarry. The tracks lead right through the middle of it.</li>
<li>SPEEDING ELK: It’s a trap&#8230; and another delay.</li>
<li>SALLY: You don’t have to come with us, Speeding Elk. What if it was one of your villages?</li>
<li>SPEEDING ELK: I come. I come. But you are wrong. This will not end well&#8230; and my people are waiting for us to catch the skin-walker, not waste time rescuing white-eyes.</li>
<li>JIM: Noted. Let’s go.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) SQUAWK AND SCREECH OF WHEELING BIRDS OVERHEAD &#8211; FADE UP, ESTABLISH, AND UNDER.</span></li>
<li>ANNIE: The birds are on every rooftop.</li>
<li>SALLY: And the way they’s looking at us gives me the willikens.</li>
<li>JIM: Well they seem wary enough of our mounts. I guess riding on dinosaurs has its advantages.</li>
<li>ANNIE: I cain’t see any people.</li>
<li>SALLY: Whoops! You spoke too soon. That’s a body on those stairs. I’m guessing it’s a woman but I caint tell for all them buzzards picking at it.</li>
<li>JIM: I’ll clear ‘em.</li>
<li><span style="text-decoration: underline;">SOUND: GUNSHOT AND SOUND OF BIRDS TAKING FLIGHT.</span></li>
<li>JIM: Yep, it’s a woman all right.</li>
<li>SPEEDING ELK: Looks like everyone dead. (HOPEFULLY) We can move on.</li>
<li>ANNIE: The cloud seems to be focused on one building in particular, over there.</li>
<li>JIM: That’d be the church by the look.</li>
<li>WOMAN #1: (VERY DISTANT) Help! Oh please! Help us!</li>
<li>SALLY: Looks like you spoke to soon, Speeding Elk. There’s at least someone still alive.</li>
<li><span style="text-decoration: underline;">SOUND: FADE IN FLURRY OF WINGS AND STACATTO RATTLE OF BEAKS STRIKING THE WOOD OF THE CHURCH.</span></li>
<li>ANNIE: Well, how’re we gonna get through that lot?</li>
<li>JIM: The people inside have boarded up all the doors and windows. There ain’t no getting in that way. D’ya think they’ve got a cellar?</li>
<li>ANNIE: Only one way to find out. Let’s tie up the lizards and see.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF JANGLE AS DINOSAURS TIED TO HITCHING POSTS. INCREASED BIRD NOISE AS MORE BIRDS TAKE FLIGHT.</span></li>
<li>SALLY: They’s eager to get at us, now we’re down off the monsters. How far d’ya think we’ll get before the birds attack in earnest?</li>
<li>JIM: Not far. But any dirt’ll do so we may as well get under the street right here.</li>
<li><span style="text-decoration: underline;">SOUND: FOUR OVELAPPING CHIMES &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: FADE OUT WALLA.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h2>SCENE 5: INT: INSIDE THE CHURCH BASEMENT &#8211; MOMENTS LATER (SALLY, ANNIE, JIM, SPEEDING ELK, MAN #1, MAN #2, WOMAN #1).</h2>
<ol start="124">
<li>SALLY: [CUE] (COUGHING AND SPITTING) Ugh. That’s disgusting.</li>
<li>ANNIE: Forget to close your mouth again, did you?</li>
<li>SALLY: Aw, shut up! I ain’t never gonna git used to sliding through dirt like that.</li>
<li>JIM: I know what you mean. But still, we’re here.</li>
<li>SPEEDING ELK: I don’t hear much.</li>
<li>JIM: I reckon it’ll get loud again once we’re up outta this basement.</li>
<li>SPEEDING ELK: And what do you think this’ll accomplish. We are not able to take the people back out with us.</li>
<li>JIM: True. But we can, hopefully, get some information that might help us figure out what’s going on.</li>
<li>ANNIE: (MOCKING) Alright fearless leader. After you.</li>
<li><span style="text-decoration: underline;">SOUND: FOUR PEOPLE WALKING UP STAIRS. DOOR OPENS AND CLOSES &#8211; LET IT FINISH &#8211; AND FADE IN (WALLA) BIRDS STRIKING THE WOODEN CHURCH (MUFFLED BECAUSE HEARD FROM THE INSIDE).</span></li>
<li>MAN #1: (SHOCKED AND SCARED) Who the hell are&#8230; they got an injun with ‘em. Kill ‘im.</li>
<li><span style="text-decoration: underline;">SOUND: GUNSHOTS (AROUND SEVEN) &#8211; LET IT FINISH.</span></li>
<li>JIM: (TO HIS COMPANIONS) Get down! (SHOUTING) Damnit! Stop with the firing already. We ain’t yer damned enemies!</li>
<li>(TO SPEEDING ELK) You alright?</li>
<li>SPEEDING ELK: These little holes I hardly notice.</li>
<li>JIM: Heh! (BEAT &#8211; TO STRANGERS) I’m going to come out now. We’re armed but we ain’t gonna draw down on anyone who don’t draw down on us. Got it?</li>
<li>MAN #1: Alright, but you come out slow.</li>
<li>JIM: Here I am. I just want to talk. Who’s in charge here?</li>
<li>MAN #2: I guess I am. The name’s Tom Fellowes.</li>
<li>JIM: I’m Jim Wilkes. I was the Sheriff over in Liberty Gulch.</li>
<li>MAN #2: That’s a fair ways from here.</li>
<li>JIM: Ahuh. Me and my posse have been tracking a man who murdered our whole town. He would have come right through here.</li>
<li>MAN #2: Did he bring the birds to your people too?</li>
<li>JIM: No, he didn’t. This is something new.</li>
<li>MAN #1: Ask ‘em how they got in here. We got all the doors and windows barred.</li>
<li>JIM: You wouldn’t believe me.</li>
<li>WOMAN #1: They’s ghosts. I saw em riding into town on lizards and they just kind of faded into the ground.</li>
<li>MAN #2: Don’t mind her. That’s lizzie and everyone round these parts knows she’s as crazy as a bed bug.</li>
<li>WOMAN #1: I ain’t crazy at all. I done warned ye that some’t was a-coming. None o’ yer listened.</li>
<li>JIM: Tell us what happened here?</li>
<li>MAN #2: You don’t seem terribly concerned for your injun friend. We must’ve put a good few bullets into him. We’ve got a few bandages and such if he’s not beyond help.</li>
<li>MAN #1: That’s fer our people Tom.</li>
<li>MAN #2: Hush now!</li>
<li>MAN #1: (MUTTERS TO HIMSELF AND FALLS SILENT)</li>
<li>JIM: Our friend’s fine. I’d be grateful if you’d let us all come out from that doorway though.</li>
<li>MAN #2: Bring ‘em on out. Just no-one make any sudden movements.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS COMING INTO ROOM&#8230; SOME UNEASY SHUFFLING &#8211; LET IT FINISH.</span></li>
<li>JIM: Well, like I asked before, what happened here?</li>
<li>MAN #2: The feller you been following must’ve hit town about middle of the afternoon yesterday.</li>
<li>ANNIE: Was he alone?</li>
<li>MAN #2: Ahuh. At least at first. He was pulling a wagon all on his own, no horses and laughing like a loon. When he got to the middle of town he called out, like he was talking to someone we couldn’t see, and then he just stood there waiting, with a smug grin on his face.</li>
<li>MAN #1: Lizzie came tearing out o’ the post-office yelling at everyone to get off the streets. Trouble is she’s always seeing things’s aint there.</li>
<li>WOMAN #1: That ain’t so!</li>
<li>MAN #1: ‘tis too. That’s why no-one paid you any mind.</li>
<li>MAN #2: And then we heard the sound. It was a great roaring noise like a huge wind and we could see the clouds rolling towards us from all directions.</li>
<li>MAN #1: Only they wasn’t clouds. They was birds.</li>
<li>MAN #2: Everyone panicked. People was running everywhere and birds were attacking everyone and everything except that stranger. He just stood there laughing. A lot of people made it to the saloon&#8230; those as weren’t killed right off anyways. We was cut off and got ourselves into the church building.</li>
<li>MAN #1: That didn’t stop ‘em trying to get us though. The birds were smashing windows and killing ‘emselves to get inside. We’ve boarded up every place we could find they was starting to get in.</li>
<li>JIM: What happened to the stranger?</li>
<li>MAN #2: He just stood there laughing for a while. Then he seemed to wave at someone and began dragging that wagon o’ his outta here&#8230; one step at a time. That was when we heard the injuns&#8230;</li>
<li>MAN #1: It’s why we thought your friend was one of ‘em. They came riding into town from the direction of the silver mine. The birds didn’t bother them none.</li>
<li>MAN #2: One of them seemed to be in charge and had them surround the saloon. He started chanting something and poor Lizzie seemed to have a fit.</li>
<li>WOMAN #1: It weren’t no fit. I was putting up a protective barrier.</li>
<li>SALLY: You what?</li>
<li>WOMAN #1: I put up a barrier. That injun was a medicine man. He was trying to put everyone in town to sleep. I put up a barrier to stop him getting us.</li>
<li>MAN #1: Hmmpf!</li>
<li>SALLY: Did it work?</li>
<li>WOMAN #1: Yeah, it worked, though there’s none here as’ll believe it. Folks started coming out of all the buildings they was hiding in, almost like they was asleep on their feet. (BITTERLY) All except us, that is. The injuns just herded ‘em up and headed ‘em towards the mine. They went as docile as sheep and the birds didn’t attack ‘em no more either.</li>
<li>ANNIE: And you’ve all been here since? All night and much’ve today?</li>
<li>MAN #2: That’s about the sum of it. Now how about you answer some of our questions. How’d you get in here?</li>
<li>JIM: (IGNORING THE QUESTION) We need to go. Speeding Elk, are these birds here because of the visitor or the medicine man.</li>
<li>SPEEDING ELK: Hmmm. More likely the medicine man.</li>
<li>JIM: Then we need to take care of the medicine man if we’re to get the townsfolk back.</li>
<li>SPEEDING ELK: No! We are only a day behind the skin walker now. We must go on.</li>
<li>JIM: Speeding Elk, we can’t just leave these people.</li>
<li>SPEEDING ELK: They tried to kill me because of my skin. Does that count for nothing?</li>
<li>JIM: I won’t deny they’re scared and stupid&#8230; but it doesn’t mean we should leave them to their fate.</li>
<li>SPEEDING ELK:(DISGUSTED) White eyes! You are all the same. (SPITS ON GROUND).</li>
<li>SALLY: (SAD AND PLACATING) Speeding Elk! Don’t. We cain’t do it without you.</li>
<li>SPEEDING ELK: Why should we do it at all?</li>
<li>JIM: Because we’re not him! We’re not monsters like that thing we’re chasing. I won’t leave these folks to their fate.</li>
<li>SPEEDING ELK: And if they were my people instead of yours?</li>
<li>ANNIE: (GENTLY) Do you even need to ask?</li>
<li>SPEEDING ELK: (SIGHS IN DEFEAT) Let’s go.</li>
<li>JIM: (TO THE FOLK SHELTERING IN THE ROOM) Alright, you need to stay here while we try to recover the folk in the mine.</li>
<li>MAN #2: Now hold on. You can’t just leave us here.</li>
<li>JIM: Actually we don’t have any choice. We cain’t take you with us.</li>
<li>MAN #2: But&#8230;</li>
<li>WOMAN #1: It’s true. They cain’t take us. We have to let ‘em go and hope they can do what they’re planning.</li>
<li>MAN #2: How’ll we know if they succeed.</li>
<li>WOMAN #1: The birds’ll leave. (TO JIM) It’s the medicine man you have to deal with. Be careful, he’s probably fairly tired from keeping this spell going this long, but that don’t mean he doesn’t have other things up his sleeve.</li>
<li>JIM: Thanks. We’re going.</li>
<li><span style="text-decoration: underline;">SOUND: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.<br />
</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow’s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TOWNSFOLK:</strong> We&#8217;re deadly afeared.  We was just a normal town before that crazy man arrived dragging his wagon behind him.  Then the birds come and started killing everyone, and the injuns took over the mine.  We&#8217;s all been hiding out where we can, in basements and crawl-spaces.  But we can&#8217;t go on like this forever and the birds ain&#8217;t showing any sign o&#8217; wantin&#8217; to leave.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-rides-through-episode-1-town-smelling-blood/">Where Death Rides Through &#8211; Episode 1 &#8211; A Town Smelling of Blood</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5623</post-id>	</item>
		<item>
		<title>Haunted House (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</title>
		<link>https://weirdworldstudios.com/haunted-house-adventures-into-the-unknown-issue-001/</link>
					<comments>https://weirdworldstudios.com/haunted-house-adventures-into-the-unknown-issue-001/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 27 Jul 2019 14:07:42 +0000</pubDate>
				<category><![CDATA[Adventures into the Unknown]]></category>
		<category><![CDATA[AITU Issue 001]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Comic]]></category>
		<category><![CDATA[adventures into the unknown]]></category>
		<category><![CDATA[comic]]></category>
		<category><![CDATA[haunted house]]></category>
		<category><![CDATA[issue 001]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5516</guid>

					<description><![CDATA[<p>Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics. This issue came out in the fall of 1948 and contained eight stories. This five-page story, Haunted House, is an original story written by Frank Belknap Long, while pencils and inks are credited to Al Ulmer.Characters include Lorna Brent; Fred Eager; Benny [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/haunted-house-adventures-into-the-unknown-issue-001/">Haunted House (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics.  This issue came out in the fall of 1948 and contained eight stories.   This five-page story, Haunted House, is an original story written by Frank Belknap Long, while pencils and inks are credited to Al Ulmer.<br>Characters include Lorna Brent; Fred Eager; Benny Beaver; Fielding and Jones (attorneys at law); Horace Brent (ghost).</p>



<p class="wp-block-paragraph">This work is in the public domain and may be copied, reproduced, adapted, and distributed freely.</p>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="940" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?resize=640%2C940&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 45" class="wp-image-5510" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?resize=697%2C1024&amp;ssl=1 697w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?resize=204%2C300&amp;ssl=1 204w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?resize=768%2C1128&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?resize=600%2C881&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?resize=1120%2C1645&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-45.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 45</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="930" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?resize=640%2C930&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 46" class="wp-image-5511" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?resize=705%2C1024&amp;ssl=1 705w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?resize=768%2C1116&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?resize=600%2C872&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?resize=1120%2C1627&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-46.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 46</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="938" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?resize=640%2C938&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 47" class="wp-image-5512" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?resize=699%2C1024&amp;ssl=1 699w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?resize=205%2C300&amp;ssl=1 205w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?resize=768%2C1125&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?resize=600%2C879&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?resize=1120%2C1641&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-47.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 47</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="935" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?resize=640%2C935&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 48" class="wp-image-5513" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?resize=701%2C1024&amp;ssl=1 701w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?resize=205%2C300&amp;ssl=1 205w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?resize=768%2C1122&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?resize=600%2C877&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?resize=1120%2C1636&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-48.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 48</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="935" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?resize=640%2C935&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 49" class="wp-image-5514" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?resize=701%2C1024&amp;ssl=1 701w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?resize=205%2C300&amp;ssl=1 205w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?resize=768%2C1122&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?resize=600%2C877&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?resize=1120%2C1636&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-49.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 49</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="928" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?resize=640%2C928&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 50" class="wp-image-5515" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?resize=706%2C1024&amp;ssl=1 706w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?resize=768%2C1114&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?resize=600%2C870&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?resize=1120%2C1624&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/07/AITU-001-50.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 50</figcaption></figure>
<p>The post <a href="https://weirdworldstudios.com/haunted-house-adventures-into-the-unknown-issue-001/">Haunted House (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5516</post-id>	</item>
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		<title>Never Trust Your Own Brain – Approaching the final draft of an audio script.</title>
		<link>https://weirdworldstudios.com/beta-readers/</link>
					<comments>https://weirdworldstudios.com/beta-readers/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 12 Jul 2019 21:24:58 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama]]></category>
		<category><![CDATA[beta-readers]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[test-readers]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5504</guid>

					<description><![CDATA[<p>Eventually, as I work towards a final draft, there comes a point where I realize I&#8217;ve re-written as much as I can. I know that &#8220;art is never finished, merely abandoned&#8221; and I think the time has come to walk away from the script I&#8217;ve been pouring my heart and soul into and call it [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/beta-readers/">Never Trust Your Own Brain – Approaching the final draft of an audio script.</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Eventually, as I work towards a final draft, there comes a point where I realize I&#8217;ve re-written as much as I can. I know that &#8220;art is never finished, merely abandoned&#8221; and I think the time has come to walk away from the script I&#8217;ve been pouring my heart and soul into and call it complete.</p>



<p class="wp-block-paragraph">But before I stick that &#8220;final draft&#8221; label upon it and head out for a celebratory drink, I&#8217;ve learned, from bitter experience, that at least one more thing is needed.</p>



<p class="wp-block-paragraph">There may be writers out there who can be 100% objective with regard to their own work – who can spot and fix all the errors etc. in their own material – but I&#8217;m certainly not one of them.</p>



<p class="wp-block-paragraph">When it comes to my writing, I eventually end up too close to it to see the problems, or, worse, I allow myself to deliberately look away from, excuse, or minimize them.</p>



<p class="wp-block-paragraph">What&#8217;s the solution? For me it&#8217;s twofold. Firstly, I need to acknowledge that yes, I&#8217;ve gotten as far as my own poor talent will get me alone and, secondly, I need the help of some beta-readers to get me across the line and help me really finish the damned thing.</p>



<h2 class="wp-block-heading">What are beta-readers?</h2>



<p class="wp-block-paragraph">Beta-readers, also known as test-readers, are readers who are recruited ahead of the production-ready release of a script to give it a final going over and provide notes on any final fixes that need to be made.</p>



<p class="wp-block-paragraph">If you don&#8217;t have access to a professional editor (or you don&#8217;t have the money for a professional editor – since professional editing services can be expensive and audio script-writing is rarely a money-making gig) then volunteer beta-readers are your best bet.</p>



<h2 class="wp-block-heading">Who makes a good beta-reader?</h2>



<p class="wp-block-paragraph">Anyone, really. But you want to aim for diversity where possible. A good balance of male and female readers, differing in age and experience, is a great place to start. If possible, finding some readers who have experience with writing and understand plot structures, pacing, character arcs, etc. is extremely valuable. But they should NOT all be professional (or even amateur) writers. You want some folks who are simply representative of your target audience in there as well.</p>



<p class="wp-block-paragraph">The most important qualification is that they can be honest. Your close friends and family may not be your best option, since they will want to be encouraging and often won&#8217;t want to tell you that this or that plot point or character is weak/boring and needs to be re-written, for fear of offending you.</p>



<h2 class="wp-block-heading">Where can I find beta-readers?</h2>



<p class="wp-block-paragraph">My own experience suggests that you only find beta-readers by asking for volunteers. I try to maintain a pool of folks that provide feedback on my scripts, but as time passes and circumstances change, people come and go; life&#8217;s busy and just recently I&#8217;ve had to put out a call for a new group of readers – my old group having all moved on for various reasons. This isn&#8217;t unusual.</p>



<p class="wp-block-paragraph">It&#8217;s important that we don&#8217;t EVER take our beta-readers for granted. If someone is willing to give up their time to read one of my plays, that&#8217;s a gift (and should never be treated as an entitlement). People can, and do, volunteer to provide feedback but, for whatever reason, end up being unable to deliver. There is no point getting frustrated about this. It just puts a strain on the relationship and, at another time, they may be able to provide the feedback we are looking for.</p>



<p class="wp-block-paragraph">I have a number of friends for whom I act as a beta-reader. It&#8217;s fun and a privilege to do so. I&#8217;m aware of the value of beta-readers for my own work and so, take the role very seriously, but not everyone you approach will… and you have to be okay with that.</p>



<h2 class="wp-block-heading">What should a beta-reader do?</h2>



<p class="wp-block-paragraph">The job of a beta-reader is to give feedback, but what does that entail? <br>If you have a new group of beta-readers, it can be helpful to provide some guidelines (but emphasize that any feedback is great or they might feel intimidated).</p>



<p class="wp-block-paragraph">It is always helpful for a beta-reader to read the script twice – once to get a feel for the initial plot, and then a second time to engage in some analysis. <br>I&#8217;d like to suggest that there are several levels of feedback that can be provided by beta-readers.</p>



<h3 class="wp-block-heading">Basic Feedback</h3>



<p class="wp-block-paragraph">At the most basic level, I want to get an insight into the general reaction of the reader to the work. Was it fun to read? Were the characters engaging? Was the story clear and understandable? Were there any obvious problems? Were there sections that were boring or too slow? Were there sections that were confusing?</p>



<p class="wp-block-paragraph">This is the kind of feedback that anyone can provide, regardless of their level of experience with writing.</p>



<p class="wp-block-paragraph">To get at this kind of feedback, I have three questions that are helpful.</p>



<ul class="wp-block-list"><li>What did you like most?</li><li>What did you like least?</li><li>What would you change?</li></ul>



<p class="wp-block-paragraph">Even a beta-reader who suffers from an extreme lack of confidence can answer those three questions, and it is constantly amazing to me how much these simple questions can unlock.</p>



<h3 class="wp-block-heading">Advanced Feedback</h3>



<p class="wp-block-paragraph">For more advanced readers (with a greater understanding of story-structure etc.), the following guidelines, extracted from the advice I sent my most recent group, can be helpful…</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>I am looking for feedback on the story, not copy-editing. If you notice clunky sentences, examples of egregiously bad grammar and poor spelling, please feel free to let me know about them, but that isn&#8217;t what I am looking for specifically.</p><p>Instead, I am looking for notes on what you liked most, what you liked least, what was confusing, what was boring, what felt too slow or rushed.</p><p>I am looking for those moments where you thought a character seemed to be making random, unmotivated choices, or didn&#8217;t feel authentic.</p><p>I am looking for those times when you felt that the believability of the story was broken, where the rules that were set up earlier in the story regarding how this universe works seemed to be violated, where, for whatever reason, the sense of immersion that accompanies a story was broken for you.</p><p>I want to know whether you found the characters likeable or not, whether their individual stories held your interest, and whether you feel they tied together into a coherent whole.</p><p>I also want to know where you feel I failed to explain something adequately, where I spent too much time explaining things, and where setups were not paid off properly.</p><p>In short, I&#8217;m trying to find any glaring story or dialog problems that I may have missed. I have spent so much time with this story by this stage that it is impossible for me to read it with truly fresh eyes. When I read it, I read it with all of the backstory, character background, and preestablished plot elements in my head. It makes it hard to spot those points where I didn&#8217;t communicate the back-story but needed to etc.</p></blockquote>



<p class="wp-block-paragraph">Btw: the above isn&#8217;t the complete text of my guidelines, there&#8217;s a good deal more that comes before and after this regarding where to send the feedback, the deadlines I am hoping will apply, and of course, expressions of appreciation for the effort that my readers will be going to.</p>



<p class="wp-block-paragraph">One thing I also ask my beta-readers to do that is, oddly, very important – at least to me, is this; I ask them to identify at least one thing they specifically like about the script. I am genuinely interested in the problems in the script and finding those problems is the objective of the exercise. That said, there are always far and away more problems identified by getting feedback than I suspected, and it can be very disheartening to receive the wall of criticism that asking for feedback invites. For this reason I find it helps take the edge off a little if, in the midst of the criticism, there is at least one positive comment from each reader.</p>



<h2 class="wp-block-heading">What should I do with feedback?</h2>



<h3 class="wp-block-heading">Be honest</h3>



<p class="wp-block-paragraph">Once the feedback starts coming in, I need to make sure I&#8217;m in a place to receive it. It is essential that I am honest with myself about the feedback. No matter what anyone tells you, getting critical feedback is both humbling and humiliating. And it&#8217;s important that it should be. If the feedback is overwhelmingly positive, then the feedback process has failed. Discovering the flaws in my writing, and having them pointed out to me, despite how grateful I am for being able to do so, is ALWAYS painful. Developing a thick skin is essential to writing well. But developing a thick skin doesn&#8217;t mean that criticism doesn&#8217;t hurt. It just means that you learn to look past the hurt, for the sake of the art, and seek out and act on it anyway.</p>



<h3 class="wp-block-heading">Feel free to ignore feedback</h3>



<p class="wp-block-paragraph">A second important point to note is that not everything that is fed back to me will necessarily be correct. That unnecessary scene that one of the readers feels should be cut from the script may in fact be an indispensable moment in the character arc, to be paid off much later. As the writer of the story, I get to evaluate the feedback I am given against my goals and decide whether to act on it or not.</p>



<h3 class="wp-block-heading">Don&#8217;t be hasty in judging the feedback (try to implement it, if possible)</h3>



<p class="wp-block-paragraph">That said, however, any problem area must be evaluated carefully. Most people can&#8217;t quite put their finger on why they feel some part of the script is failing (though, of course, some can). As a result they may come up with a strange explanation for why the scene or line of dialog etc. needs to be fixed. Though the explanation for why they feel it is a problem may be, in itself, problematic, the scene that has been wrongly identified as unnecessary, in all likelihood still has a problem. It may be dull, or overwritten, or badly paced, etc. If a problem has been identified, it&#8217;s essential I don&#8217;t dismiss it simply because the reader&#8217;s explanation of the problem isn&#8217;t completely on target.</p>



<p class="wp-block-paragraph">I assume that if an area of the script has been identified as a problem, by a reader, that there is something there that can be improved.</p>



<h3 class="wp-block-heading">Accept that not every problem can be fixed</h3>



<p class="wp-block-paragraph">Sometimes, a reader may identify a problem that exceeds my skills as a writer to fix. This is depressing, but something I have to accept. In such a situation, assuming it requires the learning of something that is complex and will be time consuming, I simply note the problem, add it to my professional development list, and walk away from it. It is something that I will simply have to attempt to gain the skills to fix at another time.</p>



<h3 class="wp-block-heading">Contradictory feedback is a good thing</h3>



<p class="wp-block-paragraph">Something I learned from Stephen King is that diverse and/or contradictory feedback from my test-readers is a good thing. It suggests that my script is just about right. When an issue or section of the script isn&#8217;t coming up multiple times from multiple readers, it suggests that the script is actually pretty close to being done. When the feedback focuses on a bunch of different areas or is contradictory, this, generally, means that the response is largely a matter of taste rather than craft. Reader&#8217;s tastes will vary and that&#8217;s okay.</p>



<h2 class="wp-block-heading">Conclusion</h2>



<p class="wp-block-paragraph">Once the feedback is in, it is time to engage in that one last rewrite. This is the one that I, personally, feel I can walk away from (once it has been completed) as giving me my final draft. Sure, the script can be tweaked forever. Sure it is never perfect. But once this rewrite is done, it provides a point at which the art can be abandoned knowing that there will a significantly diminishing return for any future adjustments.</p>



<p class="wp-block-paragraph">My latest script is currently with my beta-readers, who over the next five weeks will hopefully be providing me with helpful feedback. I am going to collate the feedback, warts and all, and post it here to give folks as accurate a view as possible of my process before looking at getting the script into production ready form (formatting, production notes, casting sheets, SFX and music lists, etc.).</p>



<p class="wp-block-paragraph">Copyright © 2019 Philip Craig Robotham.</p>
<p>The post <a href="https://weirdworldstudios.com/beta-readers/">Never Trust Your Own Brain – Approaching the final draft of an audio script.</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5504</post-id>	</item>
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		<title>The Castle of Otranto (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</title>
		<link>https://weirdworldstudios.com/the-castle-of-otranto-adventures-into-the-unknown-001/</link>
					<comments>https://weirdworldstudios.com/the-castle-of-otranto-adventures-into-the-unknown-001/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 May 2019 19:55:22 +0000</pubDate>
				<category><![CDATA[Adventures into the Unknown]]></category>
		<category><![CDATA[AITU Issue 001]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Comic]]></category>
		<category><![CDATA[adventures into the unknown]]></category>
		<category><![CDATA[comic]]></category>
		<category><![CDATA[issue 001]]></category>
		<category><![CDATA[the castle of otranto]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5488</guid>

					<description><![CDATA[<p>Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics. This issue came out in the fall of 1948 and contained eight stories. This seven-page story, The Castle of Otranto, is an adaptation of the famous tale by Horace Walpole written in 1768. Its script is credited to Frank Belknap Long, while [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-castle-of-otranto-adventures-into-the-unknown-001/">The Castle of Otranto (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics.  This issue came out in the fall of 1948 and contained eight stories.   This seven-page story, The Castle of Otranto, is an adaptation of the famous tale by Horace Walpole written in 1768.   Its script is credited to Frank Belknap Long, while pencils and inks are credited to Al Ulmer.<br>Characters include Alfonso Otranto; Manfred; Isabella; Theodore (heir to Otranto Castle); Justin; Anne.</p>



<p class="wp-block-paragraph">This work is in the public domain and may be copied, reproduced, adapted, and distributed freely.</p>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="927" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?resize=640%2C927&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 35" class="wp-image-5473" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?resize=707%2C1024&amp;ssl=1 707w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?resize=768%2C1112&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?resize=600%2C869&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?resize=1120%2C1622&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-35.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 35</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="934" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?resize=640%2C934&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 36" class="wp-image-5489" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?resize=702%2C1024&amp;ssl=1 702w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?resize=768%2C1121&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?resize=600%2C876&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?resize=1120%2C1634&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-36.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 36</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="938" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?resize=640%2C938&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 37" class="wp-image-5490" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?resize=699%2C1024&amp;ssl=1 699w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?resize=205%2C300&amp;ssl=1 205w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?resize=768%2C1125&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?resize=600%2C879&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?resize=1120%2C1641&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-37.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 37</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="940" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?resize=640%2C940&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 38" class="wp-image-5491" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?resize=697%2C1024&amp;ssl=1 697w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?resize=204%2C300&amp;ssl=1 204w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?resize=768%2C1128&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?resize=600%2C881&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?resize=1120%2C1645&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-38.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 38</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="931" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?resize=640%2C931&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 39" class="wp-image-5477" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?resize=704%2C1024&amp;ssl=1 704w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?resize=768%2C1117&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?resize=600%2C873&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?resize=1120%2C1629&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-39.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 39</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="942" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?resize=640%2C942&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 40" class="wp-image-5478" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?resize=696%2C1024&amp;ssl=1 696w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?resize=204%2C300&amp;ssl=1 204w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?resize=768%2C1130&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?resize=600%2C883&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?resize=1120%2C1648&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-40.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 40</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="930" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?resize=640%2C930&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 41" class="wp-image-5479" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?resize=705%2C1024&amp;ssl=1 705w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?resize=768%2C1116&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?resize=600%2C872&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?resize=1120%2C1628&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-41.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 41</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="944" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?resize=640%2C944&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 34" class="wp-image-5487" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?resize=694%2C1024&amp;ssl=1 694w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?resize=203%2C300&amp;ssl=1 203w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?resize=768%2C1133&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?resize=600%2C885&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?resize=1120%2C1652&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-34.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 34</figcaption></figure>
<p>The post <a href="https://weirdworldstudios.com/the-castle-of-otranto-adventures-into-the-unknown-001/">The Castle of Otranto (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5488</post-id>	</item>
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		<title>Creating Drama (conflict and stakes) and the Dramatic Beat</title>
		<link>https://weirdworldstudios.com/creating-drama-and-the-dramatic-beat/</link>
					<comments>https://weirdworldstudios.com/creating-drama-and-the-dramatic-beat/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 May 2019 19:54:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[beat]]></category>
		<category><![CDATA[character event]]></category>
		<category><![CDATA[Conflict]]></category>
		<category><![CDATA[direct conflict]]></category>
		<category><![CDATA[external conflict]]></category>
		<category><![CDATA[indirect conflict]]></category>
		<category><![CDATA[stakes]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5471</guid>

					<description><![CDATA[<p>Character Conflict Conflict is the essence of drama.&#160; If a character gets up in the morning and achieves everything they want to without encountering a single obstacle, that&#8217;s great for the character, but the audience will be bored to tears.&#160; If, however, they struggle, encounter obstacles, and must fight to achieve their goals, then the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-drama-and-the-dramatic-beat/">Creating Drama (conflict and stakes) and the Dramatic Beat</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">Character Conflict</h2>



<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Conflict is the essence of drama.&nbsp; If a character gets up in the morning and achieves everything they want to without encountering a single obstacle, that&#8217;s great for the character, but the audience will be bored to tears.&nbsp; If, however, they struggle, encounter obstacles, and must fight to achieve their goals, then the audience is usually riveted.</p>



<p class="wp-block-paragraph">Conflict is not, however, simply the presence of fighting, argument, anxiety, or tension.&nbsp; Characters can intensely dislike each other, but they may not necessarily be in conflict.&nbsp; Conflict occurs where there is competition and one character (or character-goal) stands to &#8220;win&#8221; while another stands to &#8220;lose&#8221;.&nbsp; An argument or fight where nothing is at stake is not conflict.</p>



<p class="wp-block-paragraph">There are two types of conflict, external and internal, and these can be further broken up into sub-types.</p>



<p class="wp-block-paragraph"><strong>External conflict</strong> occurs where there is direct or indirect conflict over external resources.</p>



<p class="wp-block-paragraph"><strong>Direct conflict</strong> occurs where characters compete for a limited resource.</p>



<p class="wp-block-paragraph">If two characters want to go skiing and they can both take such a trip there is no conflict – even if they don&#8217;t like each other much.</p>



<p class="wp-block-paragraph">If two characters want a free skiing holiday and only one of them can win it, there is a direct conflict over the one resource – in this case the free skiing holiday.</p>



<p class="wp-block-paragraph"><strong>Indirect conflict</strong> is another kind of conflict.&nbsp; It occurs where characters goals conflict and interfere with each other.</p>



<p class="wp-block-paragraph">All things being equal, if our characters are siblings and one wants to go to university while the other wants to go into the family business, there is no conflict.</p>



<p class="wp-block-paragraph">If, however, one character wants to attend university while the other is unable to run the family business without the ongoing day to day help of the first, then there is indirect conflict.</p>



<p class="wp-block-paragraph">Conflict can occur between characters and inanimate things (forces of nature, etc.) but tend to be more interesting when they involve people.</p>



<p class="wp-block-paragraph"><strong>Internal conflict</strong> occurs where two goals within a character are competing.</p>



<p class="wp-block-paragraph">Let&#8217;s suppose that Bill wants to stay after work and complete a project before tomorrow&#8217;s deadline.&nbsp; Let&#8217;s also suppose that Bill wants to attend an anniversary dinner with his wife tonight.</p>



<p class="wp-block-paragraph">Bill has two competing goals that are creating conflict within him.</p>



<p class="wp-block-paragraph">To demonstrate the conflict we need to reveal the character trying to accomplish each goal, moving first one way, then the other.</p>



<p class="wp-block-paragraph">First, Bill arranges access to the accounting records.</p>



<p class="wp-block-paragraph">Then Bill books the restaurant.</p>



<p class="wp-block-paragraph">Later Bill arranges for secretarial support for his after hours project.</p>



<p class="wp-block-paragraph">Bill also calls his wife and wishes her a happy anniversary.</p>



<p class="wp-block-paragraph">Throughout the day Bill works like crazy at the project but is starting to sweat.&nbsp; The boss asks if everything is on track.&nbsp; Bill says yes.</p>



<p class="wp-block-paragraph">Later Bill&#8217;s wife calls to confirm that all is on track for their dinner.&nbsp; Bill says yes.</p>



<p class="wp-block-paragraph">Bill is in real trouble now and we can clearly see the conflict he is enmeshed in.</p>



<p class="wp-block-paragraph">Generally speaking, the best (most interesting) conflicts are both internal and external.</p>



<h2 class="wp-block-heading">Understanding Stakes</h2>



<p class="wp-block-paragraph">Stakes are what the character has to gain or lose.&nbsp; The higher the stakes the greater will be the level of an audience&#8217;s interest.&nbsp; A competition over a bottle cap has very low stakes.&nbsp; We may be interested, but we probably won&#8217;t be on the edge of our seats.&nbsp; If, however, it is being played to determine which of a pair of suitors will withdraw from pursuing fair maiden, the stakes are higher.&nbsp; The stakes are always raised when a character stands to lose or gain something of special value – such as love.&nbsp; If, to clear the field effectively, each has vowed to commit suicide if he loses, the stakes are about as high as they can get.&nbsp; But they can be raised further if the characters have an emotional connection with one another – say, perhaps, when the antagonists are brothers.</p>



<p class="wp-block-paragraph">It is important to remember, however, that stakes matter only when the character feels a real hope of attaining them (preventing the loss or achieving the gain).</p>



<p class="wp-block-paragraph">If one of the brothers playing the game knows he has no real chance of wooing the girl, then the stakes of a competition over a bottle cap to decide which of the brothers can take a pass at her has little importance.&nbsp; Likewise, if the girl knows nothing of either brother and is unlikely to respond to either, the game is of little consequence.</p>



<p class="wp-block-paragraph">Here is a different example.&nbsp; In this case the conflict is indirect and the stakes are high enough to matter.</p>



<p class="wp-block-paragraph">Jenny loves Bart but John has asked her to marry him.</p>



<p class="wp-block-paragraph">Bart is poor and, while he adores Jenny, he doesn&#8217;t feel worthy of her </p>



<p class="wp-block-paragraph">John can provide for Jenny&#8217;s security but is a long way from being her soul mate.</p>



<p class="wp-block-paragraph">She meets with Bart in the hope that he will propose.</p>



<p class="wp-block-paragraph">Her future hinges on whether Bart will take the initiative or not.</p>



<h2 class="wp-block-heading">The Character Event</h2>



<p class="wp-block-paragraph">There is an element of stage drama referred to as the character event.</p>



<p class="wp-block-paragraph">The event in drama is the realisation by a character that they will or won&#8217;t get what they want, perhaps in accompaniment with a realisation that they didn&#8217;t want it in the first place.</p>



<p class="wp-block-paragraph">It occurs internally (in the character&#8217;s mind) before it is enacted externally by being shown to the audience.</p>



<p class="wp-block-paragraph">The event needs to be brought about by character action (or inaction) but never by a third party (deus ex machina).</p>



<p class="wp-block-paragraph">To illustrate, let&#8217;s return to the most recent example above.&nbsp; We know that Jenny loves Bart and wants him to propose.&nbsp; We know too that Bart adores Jenny but is intimidated by his lack of funds.&nbsp; And we also know that John is waiting in the wings to scoop Jenny up with an offer, already on the table, of financial security through marriage.</p>



<p class="wp-block-paragraph">Bart just needs a day or two and he will have secured a deal that will make it possible for him to pursue Jenny without financial embarrassment.</p>



<p class="wp-block-paragraph">Jenny, however, must give her answer to John tonight.</p>



<p class="wp-block-paragraph">Let&#8217;s imagine, then, that Bart is too focussed on the future and the deal he is about to make to realise he must seize the moment.</p>



<p class="wp-block-paragraph">The event is Jenny&#8217;s realization that he is not going to declare his love and ask her to marry him.&nbsp; This is internal to the character of Jenny (and invisible to the audience).</p>



<p class="wp-block-paragraph">It is revealed (made visible) by Jenny&#8217;s bitter departure.</p>



<h2 class="wp-block-heading">The Story Beat</h2>



<p class="wp-block-paragraph">When characters want something, engage in conflict, and realize that it is or is not in their grasp, we have a basic element of drama, known as the beat.&nbsp; This atomic unit should be repeated throughout the story in such a way that each beat leads to the next.&nbsp; The realization that a want has been met (or not) should give rise to a new want that drives into the conflict of the next beat, and so on.</p>



Copyright © 2019 Philip Craig Robotham &#8211; All rights reserved.



<p class="wp-block-paragraph"></p>
<p>The post <a href="https://weirdworldstudios.com/creating-drama-and-the-dramatic-beat/">Creating Drama (conflict and stakes) and the Dramatic Beat</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5471</post-id>	</item>
		<item>
		<title>It Walked by Night (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</title>
		<link>https://weirdworldstudios.com/it-walked-by-night-adventures-into-the-unknown-issue-001/</link>
					<comments>https://weirdworldstudios.com/it-walked-by-night-adventures-into-the-unknown-issue-001/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 11 May 2019 00:30:32 +0000</pubDate>
				<category><![CDATA[Adventures into the Unknown]]></category>
		<category><![CDATA[AITU Issue 001]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Comic]]></category>
		<category><![CDATA[adventures into the unknown]]></category>
		<category><![CDATA[comic]]></category>
		<category><![CDATA[issue 001]]></category>
		<category><![CDATA[it walked by night]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5468</guid>

					<description><![CDATA[<p>Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics. This issue came out in the fall of 1948 and contained eight stories. This nine-page story, It Walked By Night, narrates the story of the Aram line, cursed by a murdered man seeking vengeance down through the ages. Its script is credited [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/it-walked-by-night-adventures-into-the-unknown-issue-001/">It Walked by Night (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics.  This issue came out in the fall of 1948 and contained eight stories.   This nine-page story, It Walked By Night, narrates the story of the Aram line, cursed by a murdered man seeking vengeance down through the ages.   Its script is credited to Frank Belknap Long, while pencils and inks are credited to Max Elkan.<br>Characters include Squire Aram; Philip; Roger; Sylvia; John Tenant; Ken; Stephen Carew.</p>



<p class="wp-block-paragraph">This work is in the public domain and may be copied, reproduced, adapted, and distributed freely.</p>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="913" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?resize=640%2C913&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 25" class="wp-image-5459" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?resize=718%2C1024&amp;ssl=1 718w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?resize=210%2C300&amp;ssl=1 210w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?resize=768%2C1096&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?resize=600%2C856&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?resize=1120%2C1598&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-25.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 25</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="923" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?resize=640%2C923&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 26" class="wp-image-5460" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?resize=710%2C1024&amp;ssl=1 710w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?resize=768%2C1108&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?resize=600%2C866&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?resize=1120%2C1616&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-26.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 26</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="919" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?resize=640%2C919&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 27" class="wp-image-5461" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?resize=713%2C1024&amp;ssl=1 713w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?resize=209%2C300&amp;ssl=1 209w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?resize=768%2C1103&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?resize=600%2C862&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?resize=1120%2C1609&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-27.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 27</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="924" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?resize=640%2C924&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 28" class="wp-image-5462" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?resize=709%2C1024&amp;ssl=1 709w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?resize=768%2C1109&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?resize=600%2C867&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?resize=1120%2C1617&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-28.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 28</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="920" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?resize=640%2C920&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 29" class="wp-image-5463" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?resize=712%2C1024&amp;ssl=1 712w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?resize=768%2C1105&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?resize=600%2C864&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?resize=1120%2C1612&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-29.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 29</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="918" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?resize=640%2C918&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 30" class="wp-image-5464" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?resize=714%2C1024&amp;ssl=1 714w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?resize=209%2C300&amp;ssl=1 209w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?resize=768%2C1101&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?resize=600%2C861&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?resize=1120%2C1606&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-30.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 30</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="923" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?resize=640%2C923&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 31" class="wp-image-5465" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?resize=710%2C1024&amp;ssl=1 710w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?resize=768%2C1107&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?resize=600%2C865&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?resize=1120%2C1615&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-31.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 31</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="924" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?resize=640%2C924&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 32" class="wp-image-5466" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?resize=709%2C1024&amp;ssl=1 709w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?resize=768%2C1108&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?resize=600%2C866&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?resize=1120%2C1617&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-32.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 32</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="919" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?resize=640%2C919&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 33" class="wp-image-5467" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?resize=713%2C1024&amp;ssl=1 713w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?resize=209%2C300&amp;ssl=1 209w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?resize=768%2C1103&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?resize=600%2C862&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?resize=1120%2C1608&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-33.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 33</figcaption></figure>
<p>The post <a href="https://weirdworldstudios.com/it-walked-by-night-adventures-into-the-unknown-issue-001/">It Walked by Night (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5468</post-id>	</item>
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		<title>Developing Characters for Audio Drama</title>
		<link>https://weirdworldstudios.com/developing-characters-for-audio-drama/</link>
					<comments>https://weirdworldstudios.com/developing-characters-for-audio-drama/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 10 May 2019 23:34:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[desire]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[motivation]]></category>
		<category><![CDATA[subtext]]></category>
		<category><![CDATA[wants]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5457</guid>

					<description><![CDATA[<p>Discovering character I love working on back story and developing mini-biographies for my characters as a step towards finding their voices. But while backstory and biography are useful, they will not necessarily tell me how my characters will act or help me bring them to life on their own. There are some essential decisions that [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/developing-characters-for-audio-drama/">Developing Characters for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h3 class="wp-block-heading">Discovering character </h3>



<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko &copy; 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko &copy; 2013</figcaption></figure></div>



<p class="wp-block-paragraph">I love working on back story and developing mini-biographies for my characters as a step towards finding their voices.  But while backstory and biography are useful, they will not necessarily tell me how my characters will act or help me bring them to life on their own. </p>



<p class="wp-block-paragraph">There are some essential decisions that I need to make in order to develop effective characters. These essentials are as follows&#8230;</p>



<ol class="wp-block-list"><li>Characters have general qualities (bravery, cowardice, ruthlessness, compassion, altruism, selfishness, ambivalence, decisiveness, etc.). It is essential to define these general qualities clearly if I am to design a character that breathes and has a life of their own.</li><li>These qualities generate emotions within the characters (sympathy, contempt, love, greed, generosity, hatred, patience, impatience, excitement, fear, etc.). </li><li>These emotions motivate speech and action. By understanding the general qualities of the character and their emotional states in any given moment, I am better able to authentically predict their reactions to the circumstances they find themselves in.</li></ol>



<p class="wp-block-paragraph">Notice that there is a clear sequence here. If I want to determine how my character is going to speak or act, I need to understand what a character feels, their emotional (in the moment) state. And to understand what a character feels, I need to understand what general qualities give rise to the character&#8217;s feelings.</p>



<p class="wp-block-paragraph">Dialog is action. It is directed towards the achievement of what a character wants (see below) and grows out of the general qualities (nature) of the character and the emotional state of the character in the moment. If the character is belligerent, it will be expressed in a way that corresponds to the character&#8217;s nature and the emotion of the moment. </p>



<p class="wp-block-paragraph">A quiet character, provoked to anger, might simply whisper &#8220;you go too far&#8221;. </p>



<p class="wp-block-paragraph">A flamboyant character, provoked to anger, might loudly cry &#8220;Have at you, pig!&#8221; etc.</p>



<p class="wp-block-paragraph">Backstory and character biographies can help flesh out a character &#8211; I can design what they wear, how they live, their personality quirks and ticks &#8211; but in order to predict my characters&#8217; behavior and bring them to life, the qualities of the character and their emotional states must be determined first.</p>



<h3 class="wp-block-heading">What a Character Wants</h3>



<p class="wp-block-paragraph">&#8220;Did you know that the first Matrix was designed to be a perfect human world, where none suffered? Where everyone would be happy? It was a disaster. No one would accept the program. Entire crops were lost. Some believed we lacked the programming language to describe your perfect world. But I believe that, as a species, human beings define their reality through misery and suffering. The perfect world was a dream that your primitive cerebrum kept trying to wake up from.&#8221;<br>&#8211; Agent Smith – The Matrix</p>



<p class="wp-block-paragraph">Agent Smith&#8217;s quote from The Matrix contains particular relevance for storytelling. Where all needs are satisfied, there is no story.</p>



<p class="wp-block-paragraph">A play in which characters want nothing is a play that will bore an audience.</p>



<p class="wp-block-paragraph">The play opens; Jim sits quietly in contentment, unmoving, happy, needing nothing. Time passes. The play ends and the audience departs. And NO-ONE will have enjoyed the experience. </p>



<p class="wp-block-paragraph">Desire, a goal, or a want (call it what you will) is essential to the telling of a character&#8217;s story.</p>



<p class="wp-block-paragraph">Every character in a story must want something. If they don&#8217;t, then there is no story. But that, in itself, is not enough. Every character must be willing to do something to get what they want and, further, the audience must be able to watch the character pursue that desire.</p>



<p class="wp-block-paragraph">As a general rule, it is better to have characters want something from other characters (but not essentially so). A character may simply want to survive a deadly storm (and that can form the basis of a satisfying story in itself), but, generally, if a character, caught in a deadly storm, seeks shelter from another character who is safely ensconced within a protective sanctuary of some sort, the interest is heightened. </p>



<p class="wp-block-paragraph">Another general (but not essential) rule of thumb, is that interest is greater where a character&#8217;s desire is related to the story&#8217;s theme.</p>



<p class="wp-block-paragraph">Imagine for a moment that the story you wish to tell occurs at a wake (held in honor of the father of three adult sons who has just passed away) and you&#8217;ve decided to explore the theme of how people handle grief. Relating your character&#8217;s desires to this theme will generally strengthen the play.</p>



<p class="wp-block-paragraph">Here are three characters. Bob is the youngest brother. He wants to remember his father fondly, sharing happy memories and avoiding criticism of his old man. The middle brother, Chris wants to avoid dealing with his feelings at all, making his apologies as quickly as possible and getting back to his high-flying job on the other side of the country with as little emotional discomfort as possible. And the eldest brother, Simon, who spent years experiencing the brunt of his father&#8217;s anger and abuse, wants to, at last, tell his story and challenge the apparently respectable reputation his father has built up.</p>



<p class="wp-block-paragraph">The above is far more interesting than using the same setting with unrelated wants. While a good story could be constructed in which the brothers meet at the wake and Bob wants a new car, Chris wants to meet Simon&#8217;s new girlfriend, and Simon wants to find a new job, it would lack the coherence of the first example. </p>



<h3 class="wp-block-heading">Pursuing Wants</h3>



<p class="wp-block-paragraph">It is far better for the audience to learn what a character wants by seeing the character in action rather than being told. If Chris wants to leave the wake as quickly as possible, it is far more interesting to see him trying to politely (or perhaps not so politely) extricate himself from conversations and edge towards the door than it is to have someone say, &#8220;Chris wants to leave&#8221;.</p>



<p class="wp-block-paragraph">In an audio play, one of the roles of words and sound is to help reveal the characters’ desires. The activity and conversation of the characters should make what the characters want clear (whether through exposition or through subtext, foreshadowing, etc.) to the audience. If the audience can&#8217;t figure out what a character wants (something that can occasionally serve a play by making a character seem enigmatic) confusion may result.</p>



<p class="wp-block-paragraph">It is equally (perhaps even more) important that directors and actors understand what a character wants. The sitcom cliché in which an actor asks &#8220;what&#8217;s my motivation?&#8221;, while open to comic exaggeration, is based on a genuine need when constructing a performance.<br>Sides, casting monologues, and casting sheets should, like the play itself, make the goals of a character within a story clear. It is worth asking your beta-readers (the folks you look to for feedback on your draft play before making it available to the world) what they believe each of your characters wants. If it&#8217;s not clear, this usually indicates there is a problem with the script, either because the want has not been identified (by the author), or because the characters&#8217; activities and conversation are not revealing it (to the audience).</p>



<h3 class="wp-block-heading">Character and Subtext</h3>



<p class="wp-block-paragraph">Understanding what a character wants is essential, but it can also be quite complex. Characters can have numerous reasons for what they want (in the form of subordinate and superordinate wants). Subordinate wants are part of the subtext of the story. Surface (or superordinate) wants are text.</p>



<p class="wp-block-paragraph">When writing our plays It is important that the subordinate (explanatory) wants are revealed slowly (creating a sense of mystery).</p>



<p class="wp-block-paragraph">Let&#8217;s imagine for a moment that Mike (the alpha male of the marketing department) and Bill ( a highly competitive newcomer to the firm) are at a work function being held in a local restaurant, back in the days before mobile phones… and Bill wants to make a call. We could unpack his motivations as follows…</p>



<p class="wp-block-paragraph">Example:</p>



<p class="wp-block-paragraph"><strong>Level one: </strong>At a work function, Mike is using the public telephone but Bill wants to use it to invite a date. Why?</p>



<p class="wp-block-paragraph"><strong>Level two: </strong>He wants to ask Mike&#8217;s girlfriend to the function while Mike is otherwise occupied here at the restaurant. Why?</p>



<p class="wp-block-paragraph"><strong>Level three:</strong> He wants to humiliate Mike in front of his workmates. Why?</p>



<p class="wp-block-paragraph"><strong>Level four: </strong>He wants Mike to be distracted during his interview for a promotion tomorrow. Why?</p>



<p class="wp-block-paragraph"><strong>Level five:</strong> He wants the promotion for himself. Why?</p>



<p class="wp-block-paragraph">L<strong>evel six: </strong>He wants the alpha position at work (currently held by Mike).</p>



<p class="wp-block-paragraph">Each level of want is text for a deeper level of subtext that can be used to arouse the curiosity of the audience and provide its own payoff when revealed.</p>



<h3 class="wp-block-heading">Conclusion</h3>



<p class="wp-block-paragraph">Understanding character motivation and desire – knowing the general qualities, emotional situation, and wants of a character are essential to designing characters that are relatable, comprehensible, and will live and breathe in the imaginations of our audiences.</p>



Copyright &copy; 2019 Philip Craig Robotham &#8211; All rights reserved.



<p class="wp-block-paragraph"></p>
<p>The post <a href="https://weirdworldstudios.com/developing-characters-for-audio-drama/">Developing Characters for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Living Ghost (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</title>
		<link>https://weirdworldstudios.com/the-living-ghost-comic-adventures-into-the-unknown-issue-001/</link>
					<comments>https://weirdworldstudios.com/the-living-ghost-comic-adventures-into-the-unknown-issue-001/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 03 May 2019 20:56:00 +0000</pubDate>
				<category><![CDATA[Adventures into the Unknown]]></category>
		<category><![CDATA[AITU Issue 001]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Comic]]></category>
		<category><![CDATA[adventures into the unknown]]></category>
		<category><![CDATA[comic]]></category>
		<category><![CDATA[institute of psychic research]]></category>
		<category><![CDATA[issue 001]]></category>
		<category><![CDATA[the living ghost]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5454</guid>

					<description><![CDATA[<p>Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics. This issue came out in the fall of 1948 and contained eight stories. This twelve-page story, The Living Ghost, narrates the story of Malevo, Satan&#8217;s first lieutenant; a monster in search of a queen. It is also the first appearance of the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-living-ghost-comic-adventures-into-the-unknown-issue-001/">The Living Ghost (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics.  This issue came out in the fall of 1948 and contained eight stories.   This twelve-page story, The Living Ghost, narrates the story of Malevo, Satan&#8217;s first lieutenant; a monster in search of a queen.  It is also the first appearance of the Institute of Psychic Research.  Its script is credited to Frank Belknap Long, while pencils and inks are credited to Fred Guardineer.<br>Characters include Tony Brand; Gail Leslie; Jean; Ned; Dr. VanDyke; Malevo.</p>



<p class="wp-block-paragraph">This work is in the public domain and may be copied, reproduced, adapted, and distributed freely.</p>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="923" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?resize=640%2C923&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 11" class="wp-image-5441" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?resize=710%2C1024&amp;ssl=1 710w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?resize=768%2C1107&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?resize=600%2C865&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?resize=1120%2C1615&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-11.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 11</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="934" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?resize=640%2C934&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 12" class="wp-image-5442" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?resize=702%2C1024&amp;ssl=1 702w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?resize=768%2C1121&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?resize=600%2C876&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?resize=1120%2C1634&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-12.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 12</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="927" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?resize=640%2C927&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 13" class="wp-image-5443" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?resize=707%2C1024&amp;ssl=1 707w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?resize=768%2C1113&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?resize=600%2C870&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?resize=1120%2C1623&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-13.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 13</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="930" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?resize=640%2C930&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 14" class="wp-image-5444" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?resize=705%2C1024&amp;ssl=1 705w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?resize=768%2C1116&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?resize=600%2C872&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?resize=1120%2C1627&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-14.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 14</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="934" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?resize=640%2C934&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 15" class="wp-image-5445" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?resize=702%2C1024&amp;ssl=1 702w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?resize=768%2C1120&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?resize=600%2C875&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?resize=1120%2C1633&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-15.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 15</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="936" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?resize=640%2C936&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 16" class="wp-image-5446" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?resize=700%2C1024&amp;ssl=1 700w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?resize=205%2C300&amp;ssl=1 205w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?resize=768%2C1123&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?resize=600%2C878&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?resize=1120%2C1638&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-16.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 16</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="932" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?resize=640%2C932&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 17" class="wp-image-5447" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?resize=703%2C1024&amp;ssl=1 703w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?resize=768%2C1118&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?resize=600%2C874&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?resize=1120%2C1631&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-17.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 17</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="935" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?resize=640%2C935&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 18" class="wp-image-5448" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?resize=701%2C1024&amp;ssl=1 701w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?resize=205%2C300&amp;ssl=1 205w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?resize=768%2C1122&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?resize=600%2C877&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?resize=1120%2C1636&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-18.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 18</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="928" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?resize=640%2C928&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 19" class="wp-image-5449" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?resize=706%2C1024&amp;ssl=1 706w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?resize=768%2C1114&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?resize=600%2C871&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?resize=1120%2C1625&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-19.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 19</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="930" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?resize=640%2C930&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 20" class="wp-image-5450" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?resize=705%2C1024&amp;ssl=1 705w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?resize=768%2C1115&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?resize=600%2C871&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?resize=1120%2C1626&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-20.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 20</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="934" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?resize=640%2C934&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 21" class="wp-image-5451" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?resize=702%2C1024&amp;ssl=1 702w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?resize=768%2C1120&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?resize=600%2C875&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?resize=1120%2C1633&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-21.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 21</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="928" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?resize=640%2C928&#038;ssl=1" alt="Adventures Into the Unknown - 001 - 22" class="wp-image-5452" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?resize=706%2C1024&amp;ssl=1 706w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?resize=768%2C1114&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?resize=600%2C870&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?resize=1120%2C1624&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/05/AITU-001-22.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures Into the Unknown &#8211; 001 &#8211; 22</figcaption></figure>
<p>The post <a href="https://weirdworldstudios.com/the-living-ghost-comic-adventures-into-the-unknown-issue-001/">The Living Ghost (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5454</post-id>	</item>
		<item>
		<title>The Werewolf Stalks (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</title>
		<link>https://weirdworldstudios.com/adventures-into-the-unknown-issue-001/</link>
					<comments>https://weirdworldstudios.com/adventures-into-the-unknown-issue-001/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 26 Apr 2019 22:12:46 +0000</pubDate>
				<category><![CDATA[Adventures into the Unknown]]></category>
		<category><![CDATA[AITU Issue 001]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Comic]]></category>
		<category><![CDATA[adventures into the unknown]]></category>
		<category><![CDATA[comic]]></category>
		<category><![CDATA[issue 001]]></category>
		<category><![CDATA[the werewolf stalks]]></category>
		<category><![CDATA[werewolf]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5313</guid>

					<description><![CDATA[<p>Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics. This issue came out in the fall of 1948 and contained eight stories. This eight-page story, The Werewolf Stalks, narrates the capture of a timber wolf in the frozen North and the discovery that it is, in fact, a werewolf. Its script [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adventures-into-the-unknown-issue-001/">The Werewolf Stalks (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Adventures into the Unknown was a quarterly comic produced by America&#8217;s Greatest Comics.  This issue came out in the fall of 1948 and contained eight stories.   This eight-page story, The Werewolf Stalks, narrates the capture of a timber wolf in the frozen North and the discovery that it is, in fact, a werewolf.  Its script is credited to Frank Belknap Long, while pencils and inks are credited to Edvard Moritz, and the lettering to Ed Hamilton.<br>Characters include John Wilder; Pierre; Jacques; Barbara; and Monahan.</p>



<p class="wp-block-paragraph">This work is in the public domain and may be copied, reproduced, adapted, and distributed freely.</p>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="926" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?resize=640%2C926&#038;ssl=1" alt="Adventures into the unknown 001 - 03" class="wp-image-5316" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?resize=708%2C1024&amp;ssl=1 708w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?resize=768%2C1110&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?resize=600%2C868&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?resize=1120%2C1619&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-03.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 03</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="930" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?resize=640%2C930&#038;ssl=1" alt="Adventures into the unknown 001 - 04" class="wp-image-5317" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?resize=705%2C1024&amp;ssl=1 705w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?resize=768%2C1116&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?resize=600%2C872&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?resize=1120%2C1627&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-04.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 04</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="924" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?resize=640%2C924&#038;ssl=1" alt="Adventures into the unknown 001 - 05" class="wp-image-5318" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?resize=709%2C1024&amp;ssl=1 709w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?resize=208%2C300&amp;ssl=1 208w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?resize=768%2C1108&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?resize=600%2C866&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?resize=1120%2C1617&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-05.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 05</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="934" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?resize=640%2C934&#038;ssl=1" alt="Adventures into the unknown 001 - 06" class="wp-image-5319" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?resize=702%2C1024&amp;ssl=1 702w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?resize=768%2C1121&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?resize=600%2C876&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?resize=1120%2C1634&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-06.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 06</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="932" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?resize=640%2C932&#038;ssl=1" alt="Adventures into the unknown 001 - 07" class="wp-image-5320" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?resize=703%2C1024&amp;ssl=1 703w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?resize=206%2C300&amp;ssl=1 206w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?resize=768%2C1119&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?resize=600%2C874&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?resize=1120%2C1631&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-07.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 07</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="928" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?resize=640%2C928&#038;ssl=1" alt="Adventures into the unknown 001 - 08" class="wp-image-5321" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?resize=706%2C1024&amp;ssl=1 706w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?resize=207%2C300&amp;ssl=1 207w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?resize=768%2C1114&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?resize=600%2C870&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?resize=1120%2C1624&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-08.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 08</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="946" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?resize=640%2C946&#038;ssl=1" alt="Adventures into the unknown 001 - 09" class="wp-image-5322" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?resize=693%2C1024&amp;ssl=1 693w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?resize=203%2C300&amp;ssl=1 203w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?resize=768%2C1134&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?resize=600%2C886&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?resize=1120%2C1654&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-09.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 09</figcaption></figure>



<figure class="wp-block-image"><img data-recalc-dims="1" loading="lazy" decoding="async" width="640" height="943" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?resize=640%2C943&#038;ssl=1" alt="Adventures into the unknown 001 - 10" class="wp-image-5323" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?resize=695%2C1024&amp;ssl=1 695w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?resize=204%2C300&amp;ssl=1 204w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?resize=768%2C1132&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?resize=600%2C884&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?resize=1120%2C1650&amp;ssl=1 1120w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2019/04/AITU-001-10.jpg?w=1200&amp;ssl=1 1200w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption>Adventures into the unknown 001 &#8211; 10</figcaption></figure>
<p>The post <a href="https://weirdworldstudios.com/adventures-into-the-unknown-issue-001/">The Werewolf Stalks (Comic) &#8211; Adventures into the Unknown &#8211; Issue 001</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5313</post-id>	</item>
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		<title>A Creator’s-Eye View of What Constitutes a Useful Audio Drama Review</title>
		<link>https://weirdworldstudios.com/a-creators-eye-view-of-what-constitutes-a-useful-audio-drama-review/</link>
					<comments>https://weirdworldstudios.com/a-creators-eye-view-of-what-constitutes-a-useful-audio-drama-review/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 22 Feb 2019 22:16:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audience]]></category>
		<category><![CDATA[constructive criticism]]></category>
		<category><![CDATA[discoverability]]></category>
		<category><![CDATA[exposure]]></category>
		<category><![CDATA[opinion]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[story]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5298</guid>

					<description><![CDATA[<p>Reviews of Audio Drama are a great help to audiences but they can also be useful for creators. Creators read reviews for constructive critique. To many folks, reviewers and creators seem like natural enemies, but in reality that’s rarely the case. As creators of audio drama, whether producers, sound designers, actors, composers and musicians, or [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/a-creators-eye-view-of-what-constitutes-a-useful-audio-drama-review/">A Creator’s-Eye View of What Constitutes a Useful Audio Drama Review</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko &copy; 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko &copy; 2013</figcaption></figure></div>



<p class="wp-block-paragraph">Reviews of Audio Drama are a great help to audiences but they can also be useful for creators.  Creators read reviews for constructive critique.</p>



<p class="wp-block-paragraph">To many folks, reviewers and creators seem like natural enemies, but in <g class="gr_ gr_6 gr-alert gr_gramm gr_inline_cards gr_run_anim Punctuation only-ins replaceWithoutSep" id="6" data-gr-id="6">reality</g> that’s rarely the case.  As creators of audio drama, whether producers, sound designers, actors, composers and musicians, or writers, we all love reviews.  They are an essential part of getting our shows and scripts wider exposure, making our shows more discoverable, helping audiences decide whether our shows are for them, etc. </p>



<p class="wp-block-paragraph">Of course, reviews aren’t written to serve creators, but instead for the potential audience.  That is as it should be, but a good review (one that is honest, and constructive – even if negative in its overall verdict) can be enormously valuable to a creator. </p>



<p class="wp-block-paragraph">A reviewer who can explain what worked and didn’t work in the production and why, especially if they can sandwich their negative criticism between some positive comments, is of inestimable value to a creator. </p>



<p class="wp-block-paragraph">Of course, some forms of criticism are never helpful.  Criticism of the “I don’t like science fiction, therefore this story is bad” variety doesn’t constitute, what most people would consider, a useful, fair, or legitimate review.  A show needs to be judged on its own merits and not criticised for being a romance simply because the reviewer prefers courtroom dramas. </p>



<p class="wp-block-paragraph">And, of course, as recipients of reviews, creators are not made of stone.  The action of creating a work and putting it in front of an audience is both terrifying and exhilarating.  We hope others are going to love what we have done and are terrified that they will hate it.  And by putting something in front of an audience, we invite a critical response.  We know we are going to be criticised, and, if we take our craft seriously, we welcome that criticism.  Nevertheless, we are only human, are often learning and experimenting with our craft as we go, are not the artists today that we will be tomorrow, and, no matter how deserving we are of negative criticism, need a little positive encouragement to help us swallow the less palatable news about our work.     <br>   </p>



<p class="wp-block-paragraph">So yes, while all creators want honest criticism… if we are being truthful, a totally negative beating at the hands of a reviewer is rarely appreciated. </p>



<p class="wp-block-paragraph">Which brings me to the last thing creators hope reviewers will come to understand.  As I’m sure you’re aware, a successful reviewer develops their own unique and entertaining voice. It’s how they develop a following and build their appeal.   But in recent years it has become popular to provide non-constructive, snarky and personally devastating reviews for the entertainment of readers. </p>



<p class="wp-block-paragraph">While this is a legitimate choice, of course, the reviewer needs to be aware it adds little of value to audio drama as a whole and creators quickly dismiss reviews that are overwhelmingly negative as useless.  Further, word gets around, and a reviewer who builds a following based on trollish negativity will find a lot of doors closed to them that otherwise would be open.  They won’t be welcome to talk with industry insiders, will find their offers to conduct interviews turned down, and will generally lose respect within the community.  Reviewers who want to take this path should be wary of the pitfalls. </p>



<p class="wp-block-paragraph">Creators really do read reviews – sometimes obsessively.  They do so hoping to discover what audiences and reviewers liked and didn’t like and they also look to discover how they can improve their works.  Below are a series of questions, arranged by topic, that creators commonly hope a reviewer might address in their reviews.  Naturally, they don’t expect every question to be addressed in every review, but nonetheless, reviews that deal with these sorts of questions are among the most useful and sought-after amongst creators. As a creator and consumer of audio drama, these are some of the more useful things, arranged by topic, that I look  for in a review… </p>



<h3 class="wp-block-heading"> <strong>   Promotion </strong></h3>



<ul class="wp-block-list"><li>    What was promised in the show’s promotion? </li><li>    What was delivered in the production itself? </li><li>    What channels can the show be found on? </li><li>    How professional and attractive is the packaging (website, art, transcripts, etc.)? </li><li>    Who are the production team and cast behind the show? </li></ul>



<h3 class="wp-block-heading"><strong>   Story </strong></h3>



<ul class="wp-block-list"><li>   What strengths and weaknesses can be found in the script? </li><li>   What strengths and weaknesses exist in the overall plot? </li><li>   How diverse, effective, and engaging are the Characters? </li><li>   What is the pacing (is it rushed, does it drag)? </li><li>   What is the emotional tone of the work (is it upbeat, tragic, mixed, confusing)? </li><li>   How effectively is conflict created and used (or is the work home to the dreaded Mary Sue and Marty Stu)? </li><li>   Does the story succeed in engaging and moving the audience at an emotional level? </li></ul>



<h3 class="wp-block-heading">
  Production
</h3>



<ul class="wp-block-list"><li>   What strengths and weaknesses were evident in the acting and characterisation? </li><li>   How effective were the sound effects (minimalist, immersive, jarring)? </li><li>   Is music used?  What are its strengths and weaknesses of composition and performance? </li><li>   How well does the production cohere? To what extent do the elements support rather than conflict with one another? </li><li>   Are all the elements of the show clearly audible?  Does the show shout?  Or must you strain to hear elements of it? </li></ul>



<h3 class="wp-block-heading">
  Audience
</h3>



<ul class="wp-block-list"><li>    Who appears to be the intended audience of the show? </li><li>   How well (or otherwise) has the show served that intended audience? </li><li>    What content warnings are provided and what warnings need to be given? </li></ul>



<h3 class="wp-block-heading">
  Opinion
</h3>



<ul class="wp-block-list"><li>   What did the reviewer like most about the production? </li><li>   What did the reviewer like least about the production? </li><li>   Who would enjoy this the most (fans of scifi, romance, adventure, family drama, etc.). </li><li>   What overall verdict would the reviewer provide (star rating etc.)? </li></ul>



<p class="wp-block-paragraph">
  If you have any other suggestions, please leave a comment below.
</p>
<p>The post <a href="https://weirdworldstudios.com/a-creators-eye-view-of-what-constitutes-a-useful-audio-drama-review/">A Creator’s-Eye View of What Constitutes a Useful Audio Drama Review</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5298</post-id>	</item>
		<item>
		<title>Integrating A and B plots in Audio Scripts</title>
		<link>https://weirdworldstudios.com/integrating-a-and-b-plots-in-audio-scripts/</link>
					<comments>https://weirdworldstudios.com/integrating-a-and-b-plots-in-audio-scripts/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Jan 2019 22:59:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[Integrating A and B plots]]></category>
		<category><![CDATA[plot structures]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5285</guid>

					<description><![CDATA[<p>I had the opportunity to look at a script recently that made good use of the A plot &#8211; B plot combination. Integrating A and B Plots is not a technique I&#8217;ve made much use of myself, so it prompted me to do a bit of analysis regarding how this script structure works. For those [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/integrating-a-and-b-plots-in-audio-scripts/">Integrating A and B plots in Audio Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<p class="wp-block-paragraph">   I had the opportunity to look at a script recently that made good use of the A plot &#8211; B plot combination. Integrating A and B Plots is not a technique I&#8217;ve made much use of myself, so it prompted me to do a bit of analysis regarding how this script structure works. For those who may not be familiar with it, it&#8217;s a method used frequently in ensemble shows where two intersecting stories are followed over the length of an episode. For those who are SF fans, Joe Michael Straczynski&#8217;s Babylon 5 made particularly good use of the form. </p>



<p class="wp-block-paragraph">
  Here&#8217;s the basic principle; a script which might otherwise flag during the second act can maintain interest by switching back and forth between two related stories of differing weight.
</p>



<p class="wp-block-paragraph">
  Let&#8217;s say for example that we have the following two stories&#8230;
</p>



<p class="wp-block-paragraph">  <strong> Story 1 (the A plot) </strong>&#8211; An assassin arrives in town in the guise of a seller of antiquities with plans to target the curator of the local museum. </p>



<p class="wp-block-paragraph">   <strong>Story 2 (the B plot) </strong>&#8211; The mayor has an important meeting with some out-of-town executives who are considering locating their factory nearby. </p>



<p class="wp-block-paragraph">
  Fleshed out the two distinct stories might appear as follows&#8230;
</p>



<h3 class="wp-block-heading">
  Story 1
</h3>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>  <strong> Character Goal</strong> &#8211; An assassin arrives in town and wishes to find and kill his target. No picture has been supplied, but the target&#8217;s name and place of work (curator of the museum) is given. </p><p>   <strong>Obstacle</strong> &#8211; The target has taken the day off and the local <g class="gr_ gr_3 gr-alert gr_spell gr_inline_cards gr_run_anim ContextualSpelling ins-del multiReplace" id="3" data-gr-id="3">sherrif</g> is interested in why the assassin is asking questions. </p><p>   <strong>Disaster</strong> &#8211; The assassin is being hunted for a crime committed outside the town and was caught on camera. He wants to complete this job, get paid, and exit the country.  </p><p>   Unfortunately, his picture is now everywhere&#8230; and the Sheriff recognizes him. </p><p> <strong>  Choice </strong>&#8211; The assassin breaks into the Museum and hides to await his target. </p></blockquote>



<h3 class="wp-block-heading">
  Story 2
</h3>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>  <strong> Character Goal</strong> &#8211; The mayor needs to succeed in convincing the investors to establish a factory nearby in order to give her town a badly needed economic boost. </p><p>   Obstacle &#8211; Another town is under consideration as well and one of the investors seems to have already decided in the rival town&#8217;s favor. </p><p>  <strong> Disaster</strong> &#8211; News arrives that an assassin is in town and the mayor tries to keep it quiet. </p><p>   <strong>Choice</strong> &#8211; The mayor decides to showcase the town&#8217;s qualities by taking the investors to the museum for the final negotiations&#8230; and calls in the curator to open the building for her. </p></blockquote>



<p class="wp-block-paragraph">   Rob Patterson, a talented thinker with regard to storytelling, pointed me to a simple storytelling structure used by the writers of South Park.  Employing this method you would alternate between <strong>BUT</strong> and <strong>AND SO</strong> moments in your scenes to work through the elements of a story (eg.  Jim, an off-duty police officer, goes to the local market to buy some milk BUT it is currently being robbed, AND SO he sneaks in through the back, BUT… etc. I&#8217;d like to suggest that when integrating the A and B plot we add <strong>MEANWHILE</strong> to our repertory, e.g&#8230; </p>



<h3 class="wp-block-heading">Example</h3>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>   Protagonist A has a goal <strong>BUT</strong> there is an obstacle. </p><p>   <strong>MEANWHILE</strong> Protagonist B has a goal <strong>BUT </strong>faces a different obstacle. </p><p>   <strong>AND SO</strong> Protagonist A attempts to overcome the obstacle <strong>BUT</strong> a disaster occurs. </p><p>   <strong>MEANWHILE</strong> Protagonist B attempts to overcome the other obstacle <strong>BUT</strong> a different disaster occurs. </p><p>   <strong>AND SO</strong> Protagonist A responds to the disaster by deciding on a course of action (a new goal) <strong>BUT</strong> it is risky and pursuing it will cause the two stories to intersect. </p><p>   <strong>MEANWHILE</strong> Protagonist B responds to the other disaster by deciding on a course of action (a new goal) <strong>BUT</strong> also involves risk and will likewise draw the two stories together. </p><p>   <strong>AND SO</strong> the stories will come together for resolution <strong>BUT.</strong>.. etc.</p></blockquote>



<p class="wp-block-paragraph">   If we think of the A and B story (and this includes the micro-stories of scenes) in terms of goal, obstacle, disaster, and new goal, then <strong>the most dramatically exciting place to cut between them will be immediately following the introduction of BUT</strong> &#8211; that moment which raises a question in the minds of the audience over whether the protagonist can achieve the goal. </p>



<p class="wp-block-paragraph">
  Now, admittedly, different writers may employ other preferred structures in their scene design, but the principle of cutting when a dramatically significant question is raised in the audience&#8217;s mind is, I think, a helpful one.
</p>



<p class="wp-block-paragraph">   However, these <strong>parallel tracks are a bit rigid</strong>.  A further key idea to keep in mind is that of “plot weight” (a notion for which I, again, owe Rob Patterson special thanks).  <strong>The two stories (the A and B plot) are rarely of equal weight</strong>.  Instead of a simple A,B,A,B,A,B,A,B, etc. structure alternating between each story beat in turn, <strong>an A,A,B,A,B,A,B,BA structure is more common (where we spend longer at the beginning on the A plot and BA brings the two plots together for the story climax</strong>). </p>



<p class="wp-block-paragraph">   In practice <strong>the B plot’s introduction is staggered slightly</strong> so that the two stories do not run in sync. When one is having a dramatic valley, the other one is having a peak, and vice versa, adding significantly more structural interest to the overall story. </p>



<h3 class="wp-block-heading">Example</h3>



<p class="wp-block-paragraph">
  By way of example, the A plot and B plot outline (above) could be integrated using our structure as follows…
</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>   An assassin arrives in town and wishes to find and kill his target <strong>BUT</strong> no picture has been supplied. Only the target&#8217;s name and place of work (curator of the museum) is given. Can he find his target? </p><p>   <strong>AND SO</strong>, discovering that the museum is closed for the day, the assassin starts asking questions around town about where to find the curator <strong>BUT</strong> attracts the attention of the local Sheriff. What will he do? </p><p>   <g class="gr_ gr_41 gr-alert gr_spell gr_inline_cards gr_run_anim ContextualSpelling ins-del" id="41" data-gr-id="41"><strong>MEANWHILE</strong></g>, the mayor is informed of the visit of some investors to town. She needs to succeed in convincing them to establish a factory nearby in order to give the town a badly needed economic boost, <strong>BUT</strong> the meeting has been called at very short notice. Can she handle it? </p><p>   <strong>AND SO</strong> the assassin pretends to be a tourist, easing the Sheriff&#8217;s suspicions and decides to keep a lower profile <strong>BUT</strong> federal authorities are aware that the assassin is in the country and his picture is suddenly in newspapers and on tv screens everywhere. The sheriff puts two and two together and calls in a manhunt. How will the assassin evade detection and still complete his contract? </p><p>   <strong><g class="gr_ gr_116 gr-alert gr_gramm gr_inline_cards gr_disable_anim_appear Punctuation only-ins replaceWithoutSep" id="116" data-gr-id="116">MEANWHILE</g></strong> the mayor discovers that another town is under consideration as well and that one of the investors seems to have already decided in the rival town&#8217;s favour. How will she handle this? </p><p>   <strong>AND SO</strong>, feeling that things are getting a little too hot for him to remain on the streets, the assassin breaks into the museum and decides to wait for his target to return to work, <strong>BUT</strong> he has no idea how long that may be. How long will he have to wait and can he remain hidden long enough to do the job and escape? </p><p>   <g class="gr_ gr_57 gr-alert gr_gramm gr_inline_cards gr_run_anim Punctuation only-ins replaceWithoutSep" id="57" data-gr-id="57"><g class="gr_ gr_43 gr-alert gr_spell gr_inline_cards gr_run_anim ContextualSpelling ins-del" id="43" data-gr-id="43"><strong class="">MEANWHILE</strong></g></g> the Mayor is shmoozing the investors with some success <strong>BUT</strong> the Sheriff contacts the mayor with <g class="gr_ gr_56 gr-alert gr_gramm gr_inline_cards gr_run_anim Grammar only-ins replaceWithoutSep" id="56" data-gr-id="56">news</g> that a contract killer is in town. She worries regarding the impact this may have on the investors. Can she keep it under wraps? </p><p>   <strong>AND SO</strong>, the Sherriff does a bit of research and uncovers an old FBI surveillance photo of the museum curator WITH the killer!  She was once a criminal but has been hiding in town under a new identity in Witness Protection. He becomes certain she is the assassin’s target, <strong>BUT</strong> he doesn&#8217;t know where she is. Can he find and protect her in time? </p><p>   <g class="gr_ gr_45 gr-alert gr_gramm gr_inline_cards gr_run_anim Punctuation only-ins replaceWithoutSep" id="45" data-gr-id="45"><g class="gr_ gr_40 gr-alert gr_spell gr_inline_cards gr_run_anim ContextualSpelling ins-del" id="40" data-gr-id="40"><strong>MEANWHILE</strong></g></g> the Mayor decides to try to sell the investors on the history of the town, calling the curator (who is on her day off) to come into town and unlock the museum for a private tour. <strong>BUT</strong>, as we know, the killer is waiting at the museum.  What will happen when curator and killer are both in the same place along with the mayor and her guests? </p></blockquote>



<p class="wp-block-paragraph">   All that&#8217;s needed now is to resolve the two plots at their point of intersection &#8211; Perhaps the mayor saves the curators&#8217; life and gets the needed investment; perhaps the assassin murders the curator and the investors are traumatized; perhaps the assassin is caught but the investors are still traumatized, or perhaps the assassin takes everyone hostage and a new A plot and B plot <g class="gr_ gr_63 gr-alert gr_gramm gr_inline_cards gr_run_anim Grammar multiReplace" id="63" data-gr-id="63">are</g> introduced (one following the hostages and their captor, the other following the local Sherrif and his attempts to resolve the situation) etc.<br></p>



<p class="wp-block-paragraph">This plot structure is great for ongoing serials with ensemble character rosters, but is, perhaps, not so suited to the single protagonist story or serialised novel/mini-series.  It is, however, well worth adding to our repertoire of writing tools and is worth remembering at those times when we are struggling to with a second act lull &#8211; a B plot might be just what is needed to rescue us.</p>



<p class="wp-block-paragraph">This article is © copyright 2018 by Philip Craig Robotham – all rights reserved.</p>



<hr class="wp-block-separator"/>



<p class="wp-block-paragraph">So, do you have any thoughts regarding the A plot, Be plot structure? I’d be very interested to hear from you in the comments below?</p>



<p class="wp-block-paragraph"><br></p>
<p>The post <a href="https://weirdworldstudios.com/integrating-a-and-b-plots-in-audio-scripts/">Integrating A and B plots in Audio Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5285</post-id>	</item>
		<item>
		<title>The Care and Feeding of Creativity (in the face of ageing)</title>
		<link>https://weirdworldstudios.com/the-care-and-feeding-of-creativity-in-the-face-ageing/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 11 Jan 2019 17:26:22 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[ageing]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[creativity]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5271</guid>

					<description><![CDATA[<p>The Problem of Ageing You know how a random thought occasionally strikes you, and then grows over a few weeks until you find yourself giving it quite a bit of attention? Well, that&#8217;s happened to me just recently on the topic of ageing. These are just some things I&#8217;ve been thinking about that others may [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-care-and-feeding-of-creativity-in-the-face-ageing/">The Care and Feeding of Creativity (in the face of ageing)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<h2>The Problem of Ageing</h2>
<p>
  You know how a random thought occasionally strikes you, and then grows over a few weeks until you find yourself giving it quite a bit of attention? Well, that&#8217;s happened to me just recently on the topic of ageing. These are just some things I&#8217;ve been thinking about that others may find interesting or helpful (but if you&#8217;re young and fit and healthy, well, there&#8217;s a chance you won&#8217;t relate too much to this)&#8230;
</p>
<p>
  I&#8217;m getting older. You&#8217;d think I wouldn&#8217;t be so careless with my life as to keep letting it drain away at the rate of twenty four hours per day, but still, it keeps happening. I keep ageing. And time continues to run out.
</p>
<p>
  Jokes aside, I&#8217;m beginning to notice my age. As I get older I feel my mind and body are increasingly at war. I&#8217;ve never really gotten along well with physical activity (I was the last kid picked by the captains of every sporting event ever held in my primary school and I got to watch them fight over which team would get stuck with me on numerous occasions). But it never bothered me particularly. I&#8217;ve always had a pretty sharp mind and so figured my uncooperative and uncoordinated body could go take a flying leap&#8230; so to speak. These days however, my mind is struggling a lot more to stay sharp. Where once I was able to work late into the night, and from early in the morning, on my writing, these days I just don&#8217;t have the energy for it. I actually feel my brain getting foggy and losing its edge. I start recycling stale ideas where once creative ideas just seemed to flow. I get tired. My command of language starts to dip. Fatigue sets in. And I get VERY frustrated by it. After all, there&#8217;s still SO MUCH I want to accomplish. My best hours in each day are devoted to earning a living as a teacher and trying to be a good parent. Having only the next best hours left to devote to my writing has always been a frustration, but never more so than since I&#8217;ve started struggling with fatigue at the end of a long day.
</p>
<h2>Meeting the Needs of the Body</h2>
<p>
  Suddenly, the needs of my body have become significant (in a way they never were when I was younger) for keeping my mind in condition to write. These comments may be &#8220;old-hat&#8221; to those of you who have always taken physical health seriously and haven&#8217;t, like me, taken that physical health for granted, but I&#8217;m going to put them here anyway.
</p>
<p>
  Diet, exercise, and sleep are as important to the brain as they are to the body&#8230; especially as we age. There&#8217;s no reason a human being can&#8217;t function, mentally, at an increasingly high level throughout their lives (alzheimers and dementia etc. notwithstanding). The brain continues to develop as we age and our learning and wisdom continue to increase. But our ability to function efficiently and quickly can certainly deteriorate. When I eat well, exercise, and rest appropriately my ability to write is far superior to those times when I eat poorly, fail to exercise, or burn the candle at both ends. This is far more noticeable now than it has ever been. Even five years ago, my general health and fitness (in terms of diet, exercise, and rest) had almost no impact on my writing. Now, it does. I have to eat well to write well (plenty of greens, low carbs, moderate amounts of protein). When I eat too much fat or sugar (or binge on take-away) my writing suffers measurably. I need to exercise for the sake of energy. And I need to rest to stay sharp. The late night I give myself when caught in the grip of inspiration just isn&#8217;t worth it anymore &#8211; especially if the result is two weeks of inefficiency because I let myself get run down. The price tag for indulging myself (with regard to poor lifestyle choices) is now noticeably high. I just can&#8217;t afford it.
</p>
<h2>Meeting the Needs of the Mind</h2>
<p>
  But it isn&#8217;t just physical exercise I need. I also need mental exercise. I need to read, and soak around in, well-crafted prose. I&#8217;m a huge fan of pulp-era writing. The creativity expressed in these old tales is great &#8211; but the expression? Well, lets just say there are reasons that very few of these writers ever won a literary award. That&#8217;s not to belittle them particularly, but they aren&#8217;t, necessarily, great examples of style. A writer who wants to improve, can&#8217;t get by on a diet of poorly written material, however fun it may be. I have to read widely and deeply if I want to learn. So, I try to fit regular reading from a wide variety of genre&#8217;s into my schedule (classic literature, literary fiction, best sellers, and pulps). My preferred genre for writing is radio fiction, so naturally I read as many plays as I can get my hands on. I read screenplays, stage plays, and, though they are harder to come across, radio plays. I never pass up an opportunity to read the plays of my peers either (there&#8217;s just too much good stuff to learn from with regard to what my peers are writing).
</p>
<p>
  As an aside, it&#8217;s interesting to me, and a little sad, that there is a good deal of contempt shown by younger audio dramatists for the radio dramas of the past (particularly the dramas of the golden age of radio). I get it. Lots of the drama of those days was churned out on a grueling schedule that resulted in large amounts of cheesy serial writing produced at high volume and without a lot of craft &#8211; a kind of fast food entertainment. But to only see that is to miss the point. The sheer volume of material produced resulted in the development of a large body of technique, method, skill, and style, when it came to writing. The better shows, in particular, are a treasure trove of inspiration and education. Gunsmoke stands out as a towering testament to brilliant writing (regardless of how you feel about Westerns as a genre).
</p>
<p>
  As well as the need to maintain a steady diet of high quality reading (from a variety of sources and genres) I also need to practice generating creative ideas. Here are some of the exercises (among many more) I use that form an important part of my writing practice… 
</p>
<p><strong>Brainstorming </strong>(generating as many ideas around a particular theme or question as possible in as short a time as possible &#8211; e.g. how many settings could MacBeth be staged in? &#8211; a kitchen, a school, feudal japan, a galaxy spanning empire, etc.). 
</p>
<p><strong>Part changing</strong> (what if, instead of a scottish lord, Macbeth was an alien invader), adding to existing ideas (what if the events of MacBeth were interrupted by an alien invasion) .
</p>
<p><strong>Three Reasons Why</strong> (come up with three new reasons that motivate a character&#8217;s action and change the trajectory of the story &#8211; e.g. MacBeth plans to murder his wife and so, kills Duncan to appease her and keep her off guard, or MacBeth is actually on the payroll of the King of Norway, or MacBeth is having an affair with Duncan&#8217;s queen). 
</p>
<p><strong>Genre switching </strong>(How would MacBeth look as a Fantasy, Science Fiction, Romance, Family Drama etc.?).
</p>
<p>
  And of course it is important to keep practiced at writing itself. I make it my aim to write every single day (but I don&#8217;t beat yourself up when life intervenes to prevent it). I write letters. I write stories. I write plays. I write non-fiction articles. I write lessons. I write blog posts. And, of course, I write radio drama.
</p>
<h2>Final Keys to Staying Sharp</h2>
<p>
  Probably, the most important thing that I do is I try to keep taking risks. I don&#8217;t want to stagnate as a writer. And I know I will if I am not getting feedback, learning new things, trying out new ideas and changing things up. The minute I start to feel comfortable &#8211; as I have started to do a little just lately &#8211; I know I am at risk. When I get comfortable I start to fear what making changes to my work might mean. Fear is the thing that guarantees my ability as a writer will plateau. The moment I become afraid to modify what I am doing (in case the result is worse than what I have already accomplished) is the moment that I stop learning and stop improving. I may never publish my crazy experiments, but they are essential to my development as a writer. Attempting creative new ways to write (whether by attempting stream of consciousness, playing with the chronology or reversing the order in which the story is told, swapping characters around, stripping out dialog or adding it, attempting to tell a story completely with sound effects and zero dialog, etc., lets me add new tools to my writing tool-box (regardless of how happy I am with the result).
</p>
<p>
  I can’t emphasise enough that experimental writing is not about “success”.  I undertake experiments knowing that they will most likely fail and that I will almost certainly be unhappy with the result.  The aim of an experiment is not to produce a successful piece of writing, but instead to learn something new, to stretch my writing beyond its current limits, and to push myself out beyond my comfort zone for the sake of improving my skills.
</p>
<p>
  The best way to improve at creativity is, like everything else in life that I want to improve at, hard work, persistence, and regular practice.
</p>
<p>
  Lastly, I need to rest, even in my writing. I need the distance that rest allows. Part of the reason I regularly switch between types of writing is that it gives me a chance to get that distance and to engage in effective critique of my own work. I may not be the writer, yet, that I want to be, but I know what good writing is and I have a far greater capacity to analyze my own work and move it incrementally closer to what I want it to be when I deliberately put completed work away in a drawer for a few days before coming back to it to analyze and revise.
</p>
<p>
  If I want to continue to work creatively at my writing until my body, at last, fails me entirely and my heart stops beating (and I can&#8217;t think of a better way to go) then I need to maintain a proper diet, exercise, and rest (both physically and intellectually).
</p>



<p class="wp-block-paragraph">This article is © copyright 2018 by Philip Craig Robotham – all rights reserved.</p>



<hr class="wp-block-separator"/>



<p class="wp-block-paragraph">So, do you have any thoughts regarding maintaining creativity? I’d be very interested to hear from you. Why not comment below?</p>
<p>The post <a href="https://weirdworldstudios.com/the-care-and-feeding-of-creativity-in-the-face-ageing/">The Care and Feeding of Creativity (in the face of ageing)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5271</post-id>	</item>
		<item>
		<title>The Mysterious Audience-Growing Power of Transcripts</title>
		<link>https://weirdworldstudios.com/the-mysterious-audience-growing-power-of-transcripts/</link>
					<comments>https://weirdworldstudios.com/the-mysterious-audience-growing-power-of-transcripts/#comments</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Jan 2019 17:22:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[transcripts]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5264</guid>

					<description><![CDATA[<p>TRANSCRIPTS A Little-Known Secret of Podcast Marketing Success that Audio Dramatists could easily be Implementing (but Rarely Do). NB: Actually, in the twelve months since I wrote this article, the number of audio dramas providing transcripts to accompany their shows has increased dramatically – a great thing in my view. WHY PROVIDE TRANSCRIPTS? Back before [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-mysterious-audience-growing-power-of-transcripts/">The Mysterious Audience-Growing Power of Transcripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko © 2013</figcaption></figure></div>



<h2>TRANSCRIPTS</h2>
<p>
  A Little-Known Secret of Podcast Marketing Success that Audio Dramatists could easily be Implementing (but Rarely Do). 
</p>
<p>
  NB: Actually, in the twelve months since I wrote this article, the number of audio dramas providing transcripts to accompany their shows has increased dramatically – a great thing in my view.
</p><h2>WHY PROVIDE TRANSCRIPTS? </h2>
<p>
  Back before the internet was a thing, archivists, librarians, and other information retrieval specialists regularly used transcripts to help navigate, sort, store, and retrieve content. Today transcripts fulfil the same function in the digital realm by making content more accessible, searchable, shareable, and digestible.
</p>
<p>
  Transcripts make a podcast vastly more discoverable and accessible to search-engines.
</p>
<p>
  Podcasts are meant to be heard and this is their great strength. Music, sound effects, and dialog, all combine to create a great auditory theatre experience. But none of these sounds are &#8220;searchable&#8221; by Google or any of the other search engines. Search engines rely on (digitally) written words. It shouldn&#8217;t come as a big surprise, but if we want our podcasts to be indexed and ranked by search engines then we have to provide words to accompany the link to the audio. And the most search-engine-friendly approach we can take is to post a transcript of the content online with our audio.
</p>
<p>
  I would not be surprised at all to discover that part of Lauren Shippen&#8217;s success with The Bright Sessions (apart from the stellar writing and acting etc.) comes, in part, from the fact that all her episodes are accompanied by a web-page transcript that boosts the discoverability of the show in search engines such as Google.
</p>
<p>
  In 2011, This American Life decided to transcribe all their episodes. This show began in 1995 so that was a major project. They then analysed the effects of adding transcripts to podcasts. Over a 27-month period they used Google Analytics to record the number of unique visitors and page views. They saw an increase of 6.28% in the number of unique visitors finding their content through online searches and gained a 3.89% increase in links back to their website and its content along with measurably higher engagement (visitors were staying on, and exploring, their site for longer periods of time). 
</p>
<p>
  Transcripts also provide a solid anchor for backlinks (an important factor in determining your search engine ranking).
</p>
<p>
  Transcripts aren&#8217;t a particularly saleable commodity. As a script-writer, I have lamented more than once about the fact that people don&#8217;t read scripts (despite all the benefits that accrue from the practice). There&#8217;s no point putting our scripts up for sale behind a pay-wall and jealously guarding them in this way. The market we might attract by selling our scripts is worth far less to us than the boost in discoverability we can achieve by having transcripts available to search-engines on our websites.
</p>
<p>
  Transcripts are amazingly useful to journalists, fans, and reviewers. The transcript is an automatic source of quotes that can be mined to fill out the promotional pieces journalists and reviewers want to write about our shows and they also provide great fodder for fan-based word of mouth&#8230; but only if the transcripts exist and can be accessed.
</p>
<p>
  Transcripts provide a space to deliver extra value to your sponsors. If you include the text of your promotions and advertiser copy in the transcript as well, then you have found a way to give your advertiser extra exposure and a better return on their investment in your show.
</p>
<p>
  Transcripts increase the accessibility of the podcast for disabled audience members. I&#8217;ve written before about how grateful (as a person with a hearing impairment) I am when an audio drama supplies transcripts to accompany their recordings. Deaf people aren&#8217;t, contrary to popular belief, necessarily excluded from enjoying audio drama. I am completely deaf in one ear but my other is mostly okay. Nonetheless, if the occasional word or part of a word falls into the frequency range that I can&#8217;t hear (or if the background sound-bed is a little louder than I can process), it is a huge help to have a transcript I can follow along with. Likewise, non-native speakers, people who are getting older and find it harder to follow rapid-fire conversations, and people who have auditory processing difficulties can still enjoy the production. Dark Adventure Radio Theatre have always made transcripts available with their recordings and, as a result, have kept me as a loyal repeat customer since their very first production.
</p>
<p>
  I personally find it far more disability-friendly for a show to charge for the recordings and make the scripts available for free than for the show to make the recordings free and hide the scripts behind a paywall as special bonus content available to their paying supporters. While producers have every right (and a great need) to generate revenue from every stream available to them, people with disabilities can be forgiven for feeling they are inadvertently being asked to pay extra to get full access to assistive content (by which I mean material like transcripts) that will give them full access to an experience that more able-bodied people get for free. Again, I want to underline the fact that, despite this, I fully support a producers right to monetize any part of their intellectual property that they choose in any fashion they choose.
</p><h2>OBJECTIONS</h2>
<p>
  There are some legitimate objections to be raised that we should also take into account. The protection of intellectual property is a significant issue in this day and age. By releasing transcripts to the world, we increase the chances that someone will come along and try to rip us off &#8211; producing our content or attempting to sell it. I suspect that most of us vastly overestimate the commercial interest the wider community has in scripts, but there is no doubt that, even where we carefully copyright our content, this is a risk.
</p>
<p>
  It is also true that shows which have numerous writers and which license the scripts they have produced may have difficulty getting clearance to make the transcripts public. It needs to be acknowledged that not every show is going to want to, or be able to, make transcripts available. But there are also a large number of shows where the producer/writer is the same person who owns the website and who, as the person who has produced the scripts, is able to release them with minimal effort. Take a look at the website for the Bright Sessions to see a great example of how this has been done with simplicity and elegance.
</p>
<p>
  But there is one mistaken idea that I would like to re-emphasize as part of this little article before I finish. Some folks might be thinking that releasing transcripts of the show for free represents lost revenue in terms of what they could be making from script sales. I get that, and, of course, it is every producers right to determine what and whether they will give away part or all of their content. That said, those of us who have tried to sell scripts to the public can attest to how tiny that &#8220;market&#8221; is and how much more valuable web-traffic is overall. And even if you do release transcripts on your site, you can still attempt to sell the scripts in a nice, bound, dead tree version, if you wish. For those of us who enjoy scripts as a source of reading pleasure, the presence of free online scripts (I can say from experience) is no deterrent to buying them in a nicely organised, bound or e-book form. There is a strong commercial argument to be made for releasing transcripts on the website of a podcast that indicates the increased traffic is far more valuable than the tiny amount of sales revenue that might be generated. 
</p><h2>CONCLUSION</h2>
<p>
  The provision of transcripts on a website alongside the recordings of the show increases the discoverability and ranking of a podcast with search engines, provides anchors for back-links, gives journalists and reviewers (and even fans) a handy source of quotes to assist in promoting the show, provides an extra location for your sponsors message to be highlighted, and increases the accessibility of the content to people with disabilities.
</p>
<p>
  There are a lot of reasons why this is a significant boon to our promotion and marketing, and not many reasons for holding back (especially if we have already produced the scripts as part of the production process in the first place). It really wouldn&#8217;t take much for us to import this particular technique for improving our ROI from the wider podcasting sphere and put it to work in audio drama.
</p>
<p>
  It&#8217;s something to think about, anyway.
</p>



<p class="wp-block-paragraph">This article is © copyright 2018 by Philip Craig Robotham &#8211; all rights reserved.</p>



<hr class="wp-block-separator is-style-wide"/>



<p class="wp-block-paragraph">   So, do you have any thoughts regarding transcripts? I’d be very interested to hear from you.  Why  not comment below?</p>
<p>The post <a href="https://weirdworldstudios.com/the-mysterious-audience-growing-power-of-transcripts/">The Mysterious Audience-Growing Power of Transcripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5264</post-id>	</item>
		<item>
		<title>Crafting Compelling Titles</title>
		<link>https://weirdworldstudios.com/crafting-compelling-titles/</link>
					<comments>https://weirdworldstudios.com/crafting-compelling-titles/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Dec 2018 18:06:12 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[titles]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5262</guid>

					<description><![CDATA[<p>The Importance of Compelling Titles I’m thinking about marketing again, this time specifically about the importance of well-chosen titles. How Consumers Choose Have you thought about how we decide on the audio dramas that we are going to listen to? I’ve got no hard data on this, but I’m willing to bet most of us [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/crafting-compelling-titles/">Crafting Compelling Titles</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">The Importance of Compelling Titles</h2>



<div class="wp-block-image"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko &copy; 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption>microphone by Miyukiko &copy; 2013</figcaption></figure></div>



<p class="wp-block-paragraph">I’m thinking about marketing again, this time specifically about the importance of well-chosen titles. </p>



<h2 class="wp-block-heading">How Consumers Choose</h2>



<p class="wp-block-paragraph">Have you thought about how we decide on the audio dramas that we are going to listen to? I’ve got no hard data on this, but I’m willing to bet most of us use a very similar method (and one that belies the idea that “we shouldn’t judge a book by its cover”. </p>



<p class="wp-block-paragraph">My own process with regard to choosing audio drama is not all that different to book or film shopping. </p>



<p class="wp-block-paragraph"><strong>First</strong> I look for a <strong>genre</strong>. “I’m in the mood for some sci-fi” or “some horror” or “some urban-fantasy” or whatever.
</p>



<p class="wp-block-paragraph"><strong>Then</strong> I look for <strong>a name I trust</strong>. “Narada Theatre Company produced this story”, or “it was written by Tony Sarrechia” (or Jack Ward or Pete Lutz or Mike Murphy or Gregg Taylor or any of several dozen others), or “it’s a Decoder Ring Theatre production” (or a production by Colonial Radio Theatre, or Broken Sea, or Habit Forming Films) etc. And yes, those are the names I personally respond to when I’m looking for something to listen to.
</p>



<p class="wp-block-paragraph"><strong>Next</strong> I’m often attracted by some <strong>cover art and</strong>, of course, <strong>THE TITLE</strong>. The title needs to grab my attention enough to make me consider giving the story a listen.
</p>



<p class="wp-block-paragraph">Of course, if nothing grabs me immediately I might decide to check out an unknown name (that has caught my attention through <g class="gr_ gr_4 gr-alert gr_spell gr_inline_cards gr_run_anim ContextualSpelling multiReplace" id="4" data-gr-id="4">it’s</g> art and title etc.). </p>



<p class="wp-block-paragraph"><strong>When I’m looking for a book I check genre, producer’s/writer’s name, cover-art , title</strong> (roughly in that order). And if I still need convincing then I read the blurb.
</p>



<p class="wp-block-paragraph"><strong>Then</strong>, if I need further convincing, I’ll read any <strong>testimonials</strong>.
</p>



<p class="wp-block-paragraph"><strong>Finally</strong>, I’ll crack open the cover and check out the <strong>table of contents</strong> and perhaps even read the opening page or two. In audio drama this equates to looking at the <strong>list of episode titles</strong> and listening to a sample.
</p>



<p class="wp-block-paragraph">For a long time, I’ve been underestimating the importance of the title as a hook. </p>



<h2 class="wp-block-heading">The Importance of the Gaps Between Content</h2>



<p class="wp-block-paragraph">As an unknown writer, I’ve got to attract the limited attention people are willing to give. </p>



<p class="wp-block-paragraph">And, as an unknown writer, I’ve made peace with the fact that my material will only be examined after people have looked for the trusted name-brand writers and producers currently operating in the audio drama space and go “well, I’ve just finished listening to all of Narada Radio Theatre’s current backlog, I wonder what else I can check out?”. That’s fine. </p>



<p class="wp-block-paragraph">An unknown is always going to be the next choice when folks can’t find what they are looking for right away. Horror writer’s who aren’t Stephen King <g class="gr_ gr_5 gr-alert gr_gramm gr_inline_cards gr_run_anim Grammar multiReplace" id="5" data-gr-id="5">depend</g> upon the gaps between his releases in order to sell. They rely on the customer saying “Stephen King hasn’t put out a new book yet and I’ve read all the others, I wonder what else I can try?” </p>



<p class="wp-block-paragraph">It’s the nature of the animal, that unknowns get the leavings of those who are better known&#8230; but they become a name in their own right when they can attract the eye of consumers who are, in that moment, looking for something new to try. </p>



<p class="wp-block-paragraph">And there are always folks on the lookout for something new (in their chosen genre). Therein lies a very encouraging truth. </p>



<h2 class="wp-block-heading">The Title Matters</h2>



<p class="wp-block-paragraph"><strong>One of the most important keys</strong> to grabbing the attention of those who are, because it is the right psychological moment, looking to try something new, <strong>is the title</strong>.
</p>



<p class="wp-block-paragraph">A great deal of the marketing advice I have been reading lately deals with the importance of gaining attention. If potential customers and audience members pass over, ignore, or otherwise miss what we’ve got on offer&#8230; well, then all they will do is remain potential customers and potential audience members and we’ll never see any growth. </p>



<p class="wp-block-paragraph">According to most marketers the purpose of a title is to gain attention and get people to read the next sentence.  </p>



<p class="wp-block-paragraph">And the next sentence (and the sentence that follows etc.) exists to get the reader to the call to action.  </p>



<p class="wp-block-paragraph">And the call to action exists to turn the prospective customer or audience member into an actual customer or audience member. </p>



<p class="wp-block-paragraph">If we ignore the importance of our titles then we ignore one of the chief tools available to us for building an audience. </p>



<h2 class="wp-block-heading">So what makes a compelling title?</h2>



<p class="wp-block-paragraph"><strong>Firstly</strong>, compelling titles <strong>grab attention</strong>. They want the passer-by to notice them. They have personality. And they shout. As such they are surprising, or emotional, or familiar, or intriguing, or all of the above.
</p>



<p class="wp-block-paragraph"><strong>Secondly</strong>, they are <strong>easy to remember</strong>. They need to stick in the memory while the prospect is glancing around at the other titles nearby and as they talk to friends about what they are reading or listening to. If the title doesn’t stay in the memory it won’t be in the running when the prospect goes to make their final decision. Good titles often create a picture in the memory for just this reason. If you can picture it easily you can remember it. They are also relatively short.
</p>



<p class="wp-block-paragraph"><strong>Thirdly</strong>, they are <strong>informative.</strong> Good titles communicate. They let the prospect know what the story is about and invite them to read or listen. They have a specific target audience in mind and emphasise their uniqueness (make the story stand out from the crowd).
</p>



<p class="wp-block-paragraph"><strong>Finally</strong>, they are <strong>easy to say and non-embarrassing</strong>, again, so that they can be passed around via word of mouth. We want people to notice, remember and share my title with others.
</p>



<p class="wp-block-paragraph">An example of a title that succeeds wonderfully at this is “We’re alive – a zombie podcast”. To be honest, I didn’t like this title at first, though I enjoyed the show a great deal. But, I have since come to realise, it does everything a title should – and it does it well. </p>



<p class="wp-block-paragraph"><strong>It demands attention</strong>. It is literally a shout, a cry both desperate and triumphant, and it arouses curiosity. It implies a threat that the characters have survived. It makes us curious to know what that threat is/was and how it was overcome.
</p>



<p class="wp-block-paragraph"><strong>It’s memorable</strong>. It is short, and carries a tonne of emotional freight and this makes it memorable. It’s not the most visual of titles, but it succeeds in being memorable nonetheless.
</p>



<p class="wp-block-paragraph"><strong>It communicates</strong>. You know the story is about survival just by reading it. And &#8211; part of the real genius of the title &#8211; it has a tagline that situates the story in its genre. We know it is about zombies from the outset. The audience is identified in the title (and its tagline). The story is for those who like survival stories (specifically survival horror within the zombie apocalypse genre).
</p>



<p class="wp-block-paragraph">Lastly, <strong>the title is easy to say and talk about</strong> with others. </p>



<h2 class="wp-block-heading">Episode and Chapter Titles</h2>



<p class="wp-block-paragraph">And what about the episode titles? In my view, the episode titles in “We’re Alive” are some of the best in the biz. They remind me of the evocative titles that J.M. Straczynski gave to his Babylon 5 episodes. A quick glance at We’re Alive’s episode titles reveals titles like “Blood, Sweat and Fears”, “Where do you go when you go to Sleep?”, “The Road to Living Death”, “Separate Dying Embers”, “Mark of the Beast”, “The Harder they Fall”, “Last Dying Breath”, “Red Winter”, “Scorched Earth”, “Eye of the Storm”, “Chasing Ghosts”, “The Darkness Ahead”, and “Distorted Truths”. The titles in the episode-listing draw me in and make me want to listen. </p>



<p class="wp-block-paragraph">All in all, show and episode titles should be created to draw an audience in. A well-designed title is a key feature of audience building – the delivery mechanism of our first invitation to our prospective audience members to give us their valuable time.  As such we shouldn’t underestimate their importance or cut corners on the thought that should be given to them.   </p>



<p class="wp-block-paragraph">This article is © copyright 2018 by Philip Craig Robotham &#8211; all rights reserved.</p>



<hr class="wp-block-separator is-style-wide"/>



<p class="wp-block-paragraph">
  So, do you have any tips regarding titles? I’d be very interested to hear from you.
</p>
<p>The post <a href="https://weirdworldstudios.com/crafting-compelling-titles/">Crafting Compelling Titles</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5262</post-id>	</item>
		<item>
		<title>How to Write a Simple yet Powerful Elevator Pitch, Logline, Promo, or Blurb that helps Catch the Attention of your Audience (with 5 Simple Examples)</title>
		<link>https://weirdworldstudios.com/how-to-write-a-simple-yet-powerful-elevator-pitch-logline-promo-or-blurb-that-helps-catch-the-attention-of-your-audience-with-5-simple-examples/</link>
					<comments>https://weirdworldstudios.com/how-to-write-a-simple-yet-powerful-elevator-pitch-logline-promo-or-blurb-that-helps-catch-the-attention-of-your-audience-with-5-simple-examples/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 21 Dec 2018 21:48:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[elevator pitch]]></category>
		<category><![CDATA[logline]]></category>
		<category><![CDATA[promo]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5228</guid>

					<description><![CDATA[<p>I’ve been thinking about marketing and how it intersects with writing scripts lately and thought this might be worth sharing. Here’s a strategy I use to create “the logline or blurb” that goes with my stories (also known as the elevator pitch, logline, or promo). The aim of the blurb is, of course, to try [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-write-a-simple-yet-powerful-elevator-pitch-logline-promo-or-blurb-that-helps-catch-the-attention-of-your-audience-with-5-simple-examples/">How to Write a Simple yet Powerful Elevator Pitch, Logline, Promo, or Blurb that helps Catch the Attention of your Audience (with 5 Simple Examples)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-image"><figure class="alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?ssl=1"><img data-recalc-dims="1" decoding="async" width="130" height="200" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" class="wp-image-3498" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /></a><figcaption><a href="https://weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png"></a> microphone by Miyukiko © 2013</figcaption></figure></div>



<p>
  I’ve been thinking about marketing and how it intersects with writing scripts lately and thought this might be worth sharing. Here’s a strategy I use to create “the logline or blurb” that goes with my stories (also known as the elevator pitch, logline, or promo). The aim of the blurb is, of course, to try and entice someone into giving the plays a read. It’s a form of elevator pitch aimed at giving folks a super-quick overall picture of the story in a way that invites curiosity and creates a desire to read it.
</p>
<p>
  All of the landing pages for my plays over at <a href="https://weirdworldstudios.com" target="_blank">www.weirdworldstudios.com</a> present visitors with a short “blurb”, “promo”, &#8220;logline&#8221; or “elevator pitch”. I have experienced how attaching these bits of text has increased the click-through rate on my site (and they are now attached to the top of each of the plays themselves).
</p>
<p>
  This technique didn’t originate with me. I learned it from Alex White, the author of “The Gearheart”, a great little fantasy steam-punk adventure (audio book) over at <a href="http://www.thegearheart.com/" target="_blank">http://www.thegearheart.com/</a>.
</p>
<p>
  The technique is made up of four parts; the carry, the crossover, the complication, and the call to action.
</p><h3>The Carry</h3>
<p>
  The Carry is what takes us (carries us) into the world of the story. It is the place in which I describe the ordinary world in which my protagonist(s) live. This “ordinary” world can’t be dull, however, so I also introduce the character’s basic conflict (or source of conflict) in that world.
  <br>
  Here are five example “carry” lines from some of my plays&#8230;
</p><h3>From The Alligator Menace&#8230;</h3>
<p>
  Trent Stone and Tess Carter are in Star City to participate as junior members in the League of Adventure Seekers’ annual dinner.
</p><h3>From Predator’s Row</h3>
<p>
  Reporter for the Star City Tribune, Claire Templeton, uncovers a pattern of grisly murders that look like the work of a strange new predator and presents her findings to Detective Tony Wells.
</p>
<p>
  c) From The Visitor from the Gloria Scott
</p>
<p>
  The case that sets Sherlock Holmes on the path that will forever dominate and define his life occurs while holidaying with a friend during his final year at university.
</p>
<p>
  d) From Graduation Day
</p>
<p>
  Sarah Tanner and Jeff Chase are top of their graduating class in the Solar Patrol.
</p>
<p>
  e) From The Girl in the Ivy Gate
</p>
<p>
  Jess is an ordinary girl at the very exclusive Seareach Boarding School. Most days all she has to contend with are the sneers of the trust-fund girls who want to look down on her for being a scholarship student.
</p><h2>2) The Crossover</h2>
<p>
  The Crossover refers to the events that take my protagonists into the second act of the story. It establishes the protagonist’s goals and the general trajectory they are pursuing. Here’s where I try to reveal the key conflict of the story and perhaps even the antagonist.
  <br>
  Here are five example “crossover” lines from some of my plays&#8230; 
</p><h3>From The Alligator Menace&#8230;</h3>
<p>
  However, when the dinner (and a number of other key events throughout the city) is broken up by a horde of remotely controlled albino sewer alligators, Trent and Tess are launched into a dangerous game of cat and mouse with an insane genius bent on controlling the city’s underworld.
</p><h3>From Predator’s Row</h3>
<p>
  When Tony finds a seven year old witness to one of the murders, her unbelievable story sets him on a path that will shake his hard boiled certainty about the nature of reality to its core.
</p><h3>From The Visitor from the Gloria Scott</h3>
<p>
  When his holiday-companion’s dog is killed under mysterious circumstances, Holmes begins an investigation that will pit him against the very forces of darkness.
</p><h3>From Graduation Day</h3>
<p>
  When the graduation ceremony itself is interrupted by a sudden sneak attack from space pirates, Sarah and Jeff are launched into a dangerous game of cat and mouse with the Galaxy’s most dangerous foe. 
</p><h3>From The Girl in the Ivy Gate</h3>
<p>
  But when her best friend is killed in a dog attack at the full moon, just in time to make way for a new and unsettling female student to become enrolled, she finds herself teaming up with the nosiest girl in school to investigate a deepening mystery with some decidedly weird complications.
</p><h2>The Complication</h2>
<p>
  The complication is where I introduce the surprising twist and major selling point of my story. It is where I try to showcase what is unique in my story and give the potential audience a taste of what they are likely to encounter in it that is surprising, unpredictable, and interesting.
  <br>
  Here are five example “complication” lines from some of my plays&#8230;
</p><h3>From The Alligator Menace&#8230;</h3>
<p>
  In order to overcome this villain our heroes must navigate a dangerous world of organised crime bosses, gang war, exploding alligators, and weird science.
</p><h3>From Predator’s Row</h3>
<p>
  Caught in a web of intrigue between faery courts, a nightmare world where Trolls fight for scraps beneath the bridges of the modern world, and a magical sword that has an agenda all it’s own, Wells must work to uncover a murderer in order to prevent a war among the immortals from spilling over into the mundane realm.
</p><h3>From The Visitor from the Gloria Scott</h3>
<p>
  With the help of Martha Hudson, Holmes sets out to uncover the true nature of the evil that has settled in “Donnithorpe”. On the way he encounters spectral possession, evil enchantment, and a hidden sorcerer of immense power.
</p><h3>From Graduation Day</h3>
<p>
  In order to overcome this villain our heroes must locate and infiltrate the Pirate’s mobile base, survive capture, recruit the aid of numerous alien species, and return to earth with the secrets of the pirate’s alien technology.
</p><h3>From The Girl in the Ivy Gate</h3>
<p>
  Mysterious books, howls in the night, strangers meeting in the nearby woods, and a misdirected attempt at blackmail leads her through an adventure that could very well cost her more than her O-levels.
</p><h2>4) The Call to Action</h2>
<p>
  The call to action is where I ask people to give the story a try. I raise a question in the mind of my potential audience, and I invite the audience to find the answer to that question by completing an action (usually reading the play, or watching it, or listening to it). A simple clear call to action adds just the extra imperative that people need in order to take the final step of actually reading the play (or listening to it, or watching it) etc.
  <br>
  Here are five example “call to action” lines from some of my plays&#8230;
</p><h3>From The Alligator Menace&#8230;</h3>
<p>
  Can they locate the villain before his plans reach their fruition? Tune in to “The Alligator Menace” and experience this exciting adventure for yourself.
</p><h3>From Predator’s Row</h3>
<p>
  Can he solve this mystery in time before the world of nightmares becomes a reality for all humanity? Tune in to “Predator’s Row” and marvel at a world of magic and intrigue that lies just beneath the surface of the world you know.
</p><h3>From The Visitor from the Gloria Scott</h3>
<p>
  Will Holmes’ deductive abilities and expertise in folklore carry the day? Tune in to “The visitor from the Gloria Scott” and uncover the terrifying truth for yourself.
</p><h3>From Graduation Day</h3>
<p>
  Can they locate the base before another devastating attack on the Earth is launched? Tune in to “Graduation Day” and experience this exciting adventure for yourself.
</p><h3>From The Girl in the Ivy Gate</h3>
<p>
  Will she be able to uncover the secrets hiding within Seareach before the body count rises to include her own? Tune in to “The Girl in the Ivy Gate” and thrill as the investigation progresses towards its startling conclusion.
</p>
<p>
  These may not be the best written “blurbs” or “pitches” in the world, but I have proven in my own experience that my work gets a larger audience with these “blurbs” than without.
</p><h2>FIVE COMPLETE BLURBS</h2>
<p>
  Here are the above five example “blurbs” with all the elements (from the examples) put together.
</p><h3>From The Alligator Menace&#8230;</h3>
<p>
  Trent Stone and Tess Carter are in Star City to participate as junior members in the League of Adventure Seekers’ annual dinner. However, when the dinner (and a number of other key events throughout the city) is broken up by a horde of remotely controlled albino sewer alligators, Trent and Tess are launched into a dangerous game of cat and mouse with an insane genius bent on controlling the city’s underworld. In order to overcome this villain our heroes must navigate a dangerous world of organised crime bosses, gang war, exploding alligators, and weird science. Can they locate the villain before his plans reach their fruition? Tune in to “The Alligator Menace” and experience this exciting adventure for yourself.
</p><h3>From Predator’s Row&#8230;</h3>
<p>
  Reporter for the Star City Tribune, Claire Templeton, uncovers a pattern of grisly murders that look like the work of a strange new predator and presents her findings to Detective Tony Wells. When Tony finds a seven year old witness to one of the murders, her unbelievable story sets him on a path that will shake his hard boiled certainty about the nature of reality to its core. Caught in a web of intrigue between faery courts, a nightmare world where Trolls fight for scraps beneath the bridges of the modern world, and a magical sword that has an agenda all it’s own, Wells must work to uncover a murderer in order to prevent a war among the immortals from spilling over into the mundane realm. Can he solve this mystery in time before the world of nightmares becomes a reality for all humanity? Tune in to “Predator’s Row” and marvel at a world of magic and intrigue that lies just beneath the surface of the world you know.
</p><h3>From The Visitor from the Gloria Scott&#8230;</h3>
<p>
  The case that sets Sherlock Holmes on the path that will forever dominate and define his life occurs while holidaying with a friend during his final year at university. When his holiday-companion’s dog is killed under mysterious circumstances, Holmes begins an investigation that will pit him against the very forces of darkness. With the help of Martha Hudson, Holmes sets out to uncover the true nature of the evil that has settled in “Donnithorpe”. On the way he encounters spectral possession, evil enchantment, and a hidden sorcerer of immense power. Will Holmes’ deductive abilities and expertise in folklore carry the day? Tune in to “The visitor from the Gloria Scott” and uncover the terrifying truth for yourself.
</p><h3>From Graduation Day&#8230;</h3>
<p>
  Sarah Tanner and Jeff Chase are top of their graduating class in the Solar Patrol. When the graduation ceremony itself is interrupted by a sudden sneak attack from space pirates, Sarah and Jeff are launched into a dangerous game of cat and mouse with the Galaxy’s most dangerous foe. In order to overcome this villain our heroes must locate and infiltrate the Pirate’s mobile base, survive capture, recruit the aid of numerous alien species, and return to earth with the secrets of the pirate’s alien technology. Can they locate the base before another devastating attack on the Earth is launched? Tune in to “Graduation Day” and experience this exciting adventure for yourself.
</p><h3>From The Girl in the Ivy Gate</h3>
<p>
  Jess is an ordinary girl at the very exclusive Seareach Boarding School. Most days all she has to contend with are the sneers of the trust-fund girls who want to look down on her for being a scholarship student. But when her best friend is killed in a dog attack at the full moon, just in time to make way for a new and unsettling female student to become enrolled, she finds herself teaming up with the nosiest girl in school to investigate a deepening mystery with some decidedly weird complications. Mysterious books, howls in the night, strangers meeting in the nearby woods, and a misdirected attempt at blackmail leads her through an adventure that could very well cost her more than her O-levels. Will she be able to uncover the secrets hiding within Seareach before the body count rises to include her own? Tune in to “The Girl in the Ivy Gate” and thrill as the investigation progresses towards its startling conclusion.
</p>
<p>
  Do you have a method or technique you find particularly helpful? Please share it on the thread.
</p>
<p>This article is © 2018 by Philip Craig Robotham – all rights reserved.</p>
<hr>
<p>So, what&#8217;s your opinion on loglines and how they should be used?&nbsp; Do you agree with our point of view?&nbsp; Do you disagree?&nbsp; Let us know in the comments below.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-write-a-simple-yet-powerful-elevator-pitch-logline-promo-or-blurb-that-helps-catch-the-attention-of-your-audience-with-5-simple-examples/">How to Write a Simple yet Powerful Elevator Pitch, Logline, Promo, or Blurb that helps Catch the Attention of your Audience (with 5 Simple Examples)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Art of the Recap</title>
		<link>https://weirdworldstudios.com/the-art-of-the-recap/</link>
					<comments>https://weirdworldstudios.com/the-art-of-the-recap/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 14 Dec 2018 23:50:22 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[pastiche]]></category>
		<category><![CDATA[recap]]></category>
		<category><![CDATA[recaps]]></category>
		<category><![CDATA[replay]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5150</guid>

					<description><![CDATA[<p>Complex and involved stories with many plot threads can quickly become confusing for the audience. The deeper the story gets, the more likely it is that the audience will get lost. Some producers like to provide a quick opening recap to bring their audience up to speed. And while not everyone goes down this path, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-art-of-the-recap/">The Art of the Recap</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /></a><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Complex and involved stories with many plot threads can quickly become confusing for the audience. The deeper the story gets, the more likely it is that the audience will get lost. Some producers like to provide a quick opening recap to bring their audience up to speed. And while not everyone goes down this path, there are some good reasons to do so (and some methods that are far better to use than others).</p>
<p>The older we get the more difficult it is to remember things and in a world that overloads us with information on a regular basis, it can take even young audience members a few moments to reorient themselves to where a particular story and story-world is up to. You can help the members of your audience plug directly into the story at the point an episode takes it up again by doing a little of the heavy lifting (in terms of remembering where everything is up to) for them.</p>
<p>Okay, so it&#8217;s probably a good idea to provide a recap, but how should it be done?<br />
That&#8217;s a valid question. Especially in light of the following fact: Recaps are BORING.<br />
While it is no bad thing to help your audience out with an occasional (or even a regular) recap, it is essential to make sure the recap is short! Five-sentences-or-fewer short, if possible. And there are some specific beats to hit that are worth keeping in mind.</p>
<h3>A suggested content model</h3>
<p>Here&#8217;s a simple 4-part model for what needs to be included in a recap.</p>
<ol>
<li>Start by <strong>identifying the protagonists&#8217; current goal</strong> and the reason for it.</li>
<li>Have you noticed that TV shows never say &#8220;last episode on [[show name]]&#8221;, but instead say &#8220;previously&#8221;? As stories have grown more complex, knowing what happened in the last episode is simply not enough. <strong>The audience needs to be brought up to speed on all the important things that impact the current episode</strong> from the past.<br />
It&#8217;s also okay (while not recommended where you can avoid it) to throw in the occasional outright lie. You might be amazed to discover just how common it is in television to add things to the recap that didn&#8217;t actually happen (or juxtapose things in such a way that they lead the audience to a conclusion that was never there in the previous episodes that are being referred to &#8211; Farscape was notorious for it. <strong>Recap whatever is needed to make sense of the story</strong>.</li>
<li><strong>Outline the major beats from the most recent episode</strong>. Make sure you identify key character moments as well as plot events.</li>
<li>Lastly, <strong>transition into the current episode</strong> (whether by segueing into the titles or via a short connective narration).</li>
</ol>
<h3>Some recap techniques</h3>
<p>There aren&#8217;t that many techniques used to provide a recap. Here are four that are particularly common.</p>
<p>Firstly, the recap can be provided by a <strong>flashback pastiche</strong>, a series of connected soundbites from previous episodes that bring the audience up to date. This can be a very effective technique, but can also be very inefficient. It is REALLY important not to let the pastiche drag on. Pick the lines you want to borrow from past episodes very carefully&#8230; and make sure they communicate what you want to say. It may be necessary to record some new lines that make your intention clear.</p>
<p>A second common technique is to simply <strong>use the </strong>dialog<strong> from one of your characters</strong> to introduce the episode. This also can be an inefficient form of delivery. It can be hard to put the words needed for a recap into the mouth of your characters and keep it sounding natural.</p>
<p>A third common technique is to <strong>supply the recap through a narration</strong>. This can be as simple as scripting the five lines from the model. I prefer it for its simplicity, but it isn&#8217;t the most fashionable technique in use.</p>
<p>Lastly, in the days of Old Time Radio it was fairly common for a serial to replay the last scene of the previous episode at the beginning of each new episode as a means of keeping audience members oriented to where the story was up to.</p>
<h3>An example narration</h3>
<p>Let&#8217;s imagine our show (The Heights) is about a mother (Karen) trying to find her son in a post-apocalyptic world (referred to as the Heights because the lowlands are too radioactive to be safe). Lets further imagine she works as a mercenary in order to have the freedom of movement needed to search for her son and that the show has a recurring villain, a kidnapper of children, who is about to rear her head once more in the current episode. Let&#8217;s assume our villain uses kids as slave labor but her labor force has been decimated by some kind of new disease. The current episode will concern itself with the villain&#8217;s attempt to kidnap the community&#8217;s doctor in order to deal with the outbreak.</p>
<p>We would need to <strong>establish in the first paragraph the setting, who our protagonist is, and what she wants.</strong></p>
<blockquote>
<p style="text-align: left;"><strong>NARRATOR:</strong> The human world has been reduced to a wasteland of swirling radioactive particles in the aftermath of a war (referred to as &#8220;the burning times&#8221;) most survivors never even knew was coming. Small groups of humans scrape out a hand to mouth existence in highland areas that were less affected by the global calamity. Karen Ross, a mercenary, uses her skills to stay mobile and search for her son among the scattered communities.</p>
</blockquote>
<p>We would need to <strong>remind viewers of the last run-in between Karen and the villain</strong> (and the villain&#8217;s aims and activities and any reason she feels particular animosity towards Karen).</p>
<blockquote><p><strong>NARRATOR:</strong> Two years ago Karen and her team came across a raiding party that was kidnapping children from survivor communities, brutalizing them and turning them into child soldiers to be sold to the highest bidder. They destroyed the gang&#8217;s training facilities, earning the ongoing enmity of the gang&#8217;s leader, Tanya Small.</p></blockquote>
<p>We would need to <strong>remind viewers of any key character moments and plot moments that have an impact on the current episode</strong> (Karen&#8217;s unrequited attraction to the community&#8217;s doctor for example, and how rare and prized individuals with medical training are among the survivor community).</p>
<blockquote><p><strong>NARRATOR:</strong> Dr. Jim Cameron has been part of her team for 18 months. He&#8217;s a skilled medic, one of the few to survive &#8220;the burning times&#8221; and, despite their growing attraction, Jim has been reticent about forming any sort of ongoing attachment with Karen.</p></blockquote>
<p>We would need to <strong>bring to mind the events of the most recent episode</strong>.</p>
<blockquote><p><strong>NARRATOR:</strong> In the last episode Tanya and her team took part in an attack on a group of nomadic bandits that had been raiding outlying settlements and threatening the community&#8217;s food stores for the coming winter. The food supplies were successfully secured but her Lieutenant, Terry Smith, was badly injured and is now recovering (leaving her slightly short-handed).</p></blockquote>
<p>We would need to <strong>add any information that had not been previously revealed that is necessary for understanding the current story</strong>.</p>
<blockquote><p><strong>NARRATOR:</strong> Tanya Small has begun raiding again and recently killed a doctor who had been showing a little too much sympathy towards her young prisoners by attempting to smuggle them out of her camp. She is now starting to feel the lack of medical expertise within her community&#8230;</p></blockquote>
<p>And we would need to <strong>transition into the story</strong> (perhaps with a teaser scene).</p>
<blockquote><p><strong>TEASER:</strong> Tanya&#8217;s camp.</p></blockquote>
<p>At 260 words the above (when all put together) is a two-minute long introduction to the current episode (and therefore, <strong>too long</strong>).</p>
<h3><strong>A Better, More Succinct Version</strong></h3>
<p><strong>Here&#8217;s an edited down version.</strong></p>
<blockquote><p><strong>NARRATOR:</strong> The human world has been reduced to a wasteland of radioactivity. Karen Ross, a mercenary, uses her skills to stay mobile and search for her son among the scattered survivor communities. Two years ago her team destroyed the training facilities of a gang of child abductors who were selling child soldiers on the black market. In the last episode, despite the way her growing attraction to Dr. Jim Cameron is complicating her life, her team secured the community&#8217;s food supplies against bandits, but now the leader of the child-abduction-gang is back, in search of a doctor to fill out her ranks&#8230;</p></blockquote>
<p>This version clocks in at a much more reasonable 45 seconds and still hits all the required beats.</p>
<h3>A Pastiche Example</h3>
<p>Pastiche (stringing together a series of clips and scenes from past episodes, perhaps with a sound transition between each, can be an effective alternative to narration as a means of providing a recap&#8230;</p>
<blockquote><p><strong>NARRATOR:</strong> Previously on ‘The Heights’&#8230;</p>
<p><strong>COLONEL JIMINEZ:</strong> No-one even remembers what the world was like before it was blanketed in radiation.</p>
<p><u><strong>SOUND:</strong> SCENE BREAK (WHOOSH)</u></p>
<p><strong>KAREN ROSS:</strong> I&#8217;m Karen Ross. This is my team. We&#8217;re mercs for hire. We&#8217;ll do whatever job you&#8217;ve got!</p>
<p><u><strong>SOUND:</strong> SCENE BREAK (WHOOSH)</u></p>
<p><strong>JOHNNY ANGLE:</strong> That&#8217;s Karen Ross. She&#8217;s spent the last few years searching for her son. She&#8217;s never given up, despite everything. She never lets up. You sure you want to join her team, doc?</p>
<p><strong>DR. JIM CAMERON:</strong> I&#8217;ve got my own reasons, but yeah. This is the team I want to be part of.</p>
<p><strong>ROSS:</strong> So, you&#8217;re a doctor are you Cameron? Welcome to the team.</p>
<p><u><strong>SOUND:</strong> SCENE BREAK (WHOOSH)</u></p>
<p><strong>MOTHER:</strong> (TEARFUL) They took our children. They make soldiers out of kids and sell them to monsters.</p>
<p><strong>ANGLE:</strong> If we destroy that training camp, we&#8217;ll only have destroyed an arm of the monster, not the head. And we&#8217;ll have made a powerful enemy.</p>
<p><strong>ROSS:</strong> I don&#8217;t care. Tanya Small&#8217;s stealing kids. She&#8217;s going to pay.</p>
<p><u><strong>SOUND:</strong> SCENE BREAK (WHOOSH)</u></p>
<p><u><strong>SFX:</strong> Explosions</u></p>
<p><strong>TANYA SMALL:</strong> Who&#8217;s responsible for this.</p>
<p><strong>LIEUTENANT:</strong> Ma&#8217;am, the word is this was Karen Ross&#8217;s team.</p>
<p><strong>SMALL:</strong> She&#8217;s cost us all of our profits and then some.</p>
<p><strong>LIEUTENANT:</strong> She&#8217;s long gone, Ma&#8217;am.</p>
<p><strong>SMALL:</strong> Yeah, well. I won&#8217;t forget this.</p>
<p><strong>SOUND:</strong> SCENE BREAK (WHOOSH)</p>
<p><strong>LIEUTENANT:</strong> Ma&#8217;am. Somethings happening in the compound. The kids. They&#8217;re sick.</p>
<p><strong>SMALL:</strong> How sick?</p>
<p><strong>LIEUTENANT:</strong> Real sick. Too sick. One died last night, and another this morning.</p>
<p><strong>SMALL:</strong> Damnit. I&#8217;m not losing my investment. We need to find ourselves a doctor.</p>
<p><strong>LIEUTENANT:</strong> That&#8217;s not going to be easy.</p>
<p><strong>SMALL:</strong> Easier than you think. And it might earn me a little revenge at the same time.</p>
<p><u><strong>MUSIC:</strong> OPENING THEME &#8211; LET IT FINISH.</u></p></blockquote>
<p>This example is also approximately 2 minutes long and made up of pieces put together from previous episodes (separated by quick transition effects &#8211; in this case, a whooshing sound). Because it is a <strong>pastiche</strong> of dialog, it <strong>can get away with being longer than a standard introductory narration.</strong></p>
<h3>A Dialog Example (using Character Exposition)</h3>
<p>A scripted scene is a third technique that can be used to provide a recap.</p>
<blockquote><p><u><strong>SOUND:</strong> OUTDOOR AMBIANCE &#8211; BREEZE, BIRDS ETC. &#8211; ESTABLISH AND UNDER.</u></p>
<p><strong>GRUNT#1:</strong> It&#8217;s not going to work.</p>
<p><strong>GRUNT#2:</strong> You tell her that</p>
<p><strong>GRUNT#1:</strong> No way. You think I want to end up like the Doc.</p>
<p><strong>GRUNT#2:</strong> (SARCASTIC) What? You got an objection to getting your brains splattered all over the floor? (BEAT) Besides, he had it coming. Trying to smuggle those kids outta the camp right under Small&#8217;s nose was stupid.</p>
<p><strong>GRUNT#1:</strong> A lot of good killing him as a punishment did her, though. We&#8217;ve got a major epidemic in the camp. It&#8217;s cutting into her profits. And now she wants to raid Ross&#8217; team to nab their doctor? It ain&#8217;t gonna work, I tell ya.</p>
<p><strong>GRUNT#2:</strong> You always say that, but Tanya Small&#8217;s no dope. She&#8217;s thought this through and they&#8217;ll never know what hit &#8217;em. (BEAT) Besides, she&#8217;s been aching for an opportunity to hit back at that bitch, Ross, since her team blew up our training compound.</p>
<p><strong>GRUNT#1:</strong> Yeah, I heard they didn&#8217;t even get paid for that one. That makes it personal.</p>
<p><strong>GRUNT#2:</strong> Yeah, well. We missed out on plenty of paydays when we couldn&#8217;t sell any more of those kids to the warlords. Small&#8217;s got a good thing going here, training kid soldiers. It&#8217;s taken us a long time to get back on our feet. Ross&#8217; got no call messing with our business.</p>
<p><strong>GRUNT#1:</strong> Which one&#8217;s Ross?</p>
<p><strong>GRUNT#2:</strong> See down there by the hospital hut? The tall blonde standing just a little too close to the doctor? Another one of her team&#8217;s in there.</p>
<p><strong>GRUNT#1:</strong> Yeah, I see her. So that&#8217;s why Small picked a doctor so far from home. She wants to hurt Ross.</p>
<p><strong>GRUNT#2:</strong> That&#8217;s about the sum of it.</p>
<p><strong>GRUNT#1:</strong> They say she&#8217;s got a soft spot for kids too. Spends all her time trying to find her missing boy.</p>
<p><strong>GRUNT#2:</strong> That just shows she&#8217;s nuts. The boy&#8217;s dead alongside the million or so other corpses created by the war. He died down in the low lands of radiation poisoning like everyone else.</p>
<p><strong>GRUNT#1:</strong> Yeah. You got that right. (BEAT) Why do you think they&#8217;re looking so relaxed down there?</p>
<p><strong>GRUNT#2:</strong> Everyone&#8217;s been celebrating. Ross&#8217;s team just got back from securing their winter food supplies. (BEAT) You ask me, that&#8217;ll be one of the first places that Small hits on her way here.</p>
<p><strong>GRUNT#1:</strong> C&#8217;mon, let&#8217;s get outta here. We gotta report back.</p>
<p><strong>GRUNT#2:</strong> Had enough reconnaissance have you? (BEAT) Yeah, I guess it&#8217;s time.</p>
<p><u><strong>MUSIC:</strong> OPENING THEME &#8211; LET IT FINISH.</u></p></blockquote>
<p>This introduction comes in at just under 3 minutes. It&#8217;s <strong>longer than the other two</strong> (and a little clumsy, since it’s just a hastily thrown together example) but it <strong>draws the audience into the drama</strong>, and hits all the beats, by enacting them. Unfortunately, it can be difficult to hit all the beats necessary to bring new (and old) audience members up to speed without it sounding overly expositional and clunky. Audiences tend to be more forgiving of a quickly completed introductory narration than they are of ham-fisted dialog.</p>
<h3>Replay the Last Scene of the Previous Episode</h3>
<p>One last technique worth mentioning is the replay. A common choice in the days of old time radio was for a serial to replay the last scene of the previous episode at the beginning of each new episode. While this may be enough to help your regular audience members get back into the story it does nothing to connect them with important developments from episodes prior to the last one and introduce new listeners to the story. That said, it can still be helpful from time to time.</p>
<h3>My Own Preference</h3>
<p>Generally speaking, I want to get to the meat of the story as quickly as possible. The old rule of &#8220;start the story at the most interesting point possible&#8221; is a good one. A quick couple of lines of narration can let me hit the beats of a recap with as much economy as possible and then, having got it out of the way, move on to what matters most (at least to me). As a result, a short piece of narration tends to be my first preference, but there&#8217;s absolutely nothing wrong with the other recap techniques, and lots of producers make very effective use of them.</p>
<p>When, however, producers of ongoing serials don&#8217;t make use of recaps in some form &#8211; especially if the story they are trying to tell is complex and layered &#8211; they make it much more difficult to keep their audience up to date and ease new listeners into their world.<br />
What do you think is essential to include in a &#8220;recap&#8221; and what are your preferred techniques for recapping the content of your serial episodes? Let me know in the comments.</p>
<p>This article is © 2018 by Philip Craig Robotham – all rights reserved.</p>
<hr />
<p>So, what&#8217;s your opinion on recaps and how they should be used?  Do you agree with our point of view?  Do you disagree?  Let us know in the comments below.</p>
<p>The post <a href="https://weirdworldstudios.com/the-art-of-the-recap/">The Art of the Recap</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5150</post-id>	</item>
		<item>
		<title>In Defense of (limited) Narration</title>
		<link>https://weirdworldstudios.com/defense-of-limited-narration/</link>
					<comments>https://weirdworldstudios.com/defense-of-limited-narration/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 07 Dec 2018 22:19:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[narration]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5142</guid>

					<description><![CDATA[<p>Every tool has its purpose, and when it is being used in the right way (to accomplish that purpose), there’s no problem&#8230; but&#8230; where it is being used inexpertly, or for a purpose that it was not designed to meet, it creates more problems than it solves. I can’t help feeling that a lot of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/defense-of-limited-narration/">In Defense of (limited) Narration</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /></a><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Every tool has its purpose, and when it is being used in the right way (to accomplish that purpose), there’s no problem&#8230; but&#8230; where it is being used inexpertly, or for a purpose that it was not designed to meet, it creates more problems than it solves.</p>
<p>I can’t help feeling that <strong>a lot of the popular hate levelled at narration amongst modern audio-dramatists arises from its misuse</strong> (or from its inexpert use) rather than from a genuine problem inherent in narration itself.</p>
<p>I grew up listening to old time radio. Narration was a constant feature of those stories (and I am very used to it, so perhaps I am conditioned to not notice it as much). In my view, <strong>it can be a very efficient tool in the audio-dramatist&#8217;s tool-box</strong>. A moment or two of narration can introduce a story, set a scene, and/or shift a scene very quickly&#8230; and where brevity matters (and it almost always does), that can be helpful. It can also clarify a soundscape that would otherwise be ambiguous or difficult for the audience to decode.</p>
<h3>THE REASON FOR NARRATION’S BAD REPUTATION</h3>
<p>For some modern listeners, it has to be admitted, <strong>narration can break the fourth wall unnecessarily</strong> and destroys their sense of immersion, but, delivered quickly, in a single sentence or two, it can achieve its intended effect with barely any notice being taken. When delivered with immediacy (in the present tense) and via a character (either in dialog or voice-over) it can be even less intrusive.</p>
<p>More often than not, I believe, narration gets its bad name from being done badly. <strong>Bad narration takes a megaphone and draws attention to itself</strong> (breaking the sense of immersion created by the story). Usually, this is a function of length (too many words) or overloading (too many details).</p>
<p><strong>For narration to work it must be brief and evoke rather than describe.</strong></p>
<h3>EFFECTIVE NARRATION</h3>
<p>Audio drama can&#8217;t spend a lot of time painting scenes in the minds of its audience. It needs to get underway quickly and hook its listeners fast. We can, in our writing, <strong>rely on the audience&#8217;s imaginations</strong> to help us create our scenes, so few words are needed.</p>
<p>The words &#8220;in an office downtown&#8230;&#8221; are sufficient to bring a detailed downtown office to life in the minds of our listeners. These four words of narration can <strong>evoke</strong> the office, <strong>without describing</strong> it, and move us on to the action of the scene quickly. If the narration is short and the action starts right away, the audience will have forgotten the preceding narration before it has time to consciously register it (but it will have still accomplished its scene-setting purpose).</p>
<p>As noted earlier, this can be really helpful where time is a factor in our storytelling.</p>
<p>We could also set the scene through sound and dialog, of course (showing rather than telling), but it will usually take longer. There&#8217;s nothing wrong with this, but there is a trade-off at work and we need to understand that, <strong>when we avoid narration, we often sacrifice pace in order to supply the same information in a different way</strong>.</p>
<p><strong>Badly handled narration</strong>, however, is far more problematic than poorly executed or slow-paced drama. Describing the decor, and the way the light filters through the begrimed window, and the fly that buzzes nearby the overhead fan, while evocative in its own way, is more likely to intrude in a drama and <strong>draws attention to itself as prose</strong> and away from the story.</p>
<p>Poor narration, clearly, has many problems, but I don&#8217;t want to throw the baby out with the bath water. Narration can still be used very effectively as a tool for scene setting, clarifying action, and pacing (so long as brevity is emphasised). If you narrate no more than is strictly essential to your purpose, and if you use it to quickly focus attention on the drama, it can be helpful. <strong>Overuse narration, or indulge in long detail-laden monologues, and it will distract from the story it is trying to serve.</strong></p>
<h3>THE UNIQUE NEEDS AND LIMITATIONS OF AUDIO DRAMA</h3>
<p>On the issue of &#8220;show, don&#8217;t tell&#8221;, I had a long discussion with a novelist friend of mine not long ago. In the novel, description is helpful, but you want to reveal detail through action (character interaction etc.) wherever possible. This is equally true of audio-drama. However, <strong>audio-drama has a number of unique features and challenges that the novel does not.</strong> Likewise, it differs significantly from live theatre and film/television in some unique ways.</p>
<p>The <strong>audio drama</strong>, regardless of its reach, <strong>has an audience of one</strong>. The action plays out behind the audience member&#8217;s eyes, on the viewscreen of their imagination. In this regard, it is much more like a book than it is like a play or tv performance. We don&#8217;t get the benefit of crowd psychology (the engagement that occurs when viewing something with a crowd around us), <strong>but the writer doesn’t need to do as much work setting scenes </strong>either.</p>
<p>The fact that we tell our stories to single audience members rather than groups means we don’t have to command attention in the same way as public performances do. We don’t have to signal that it is time to begin listening. We can just begin. And we don’t have to dress our sets with rich detail and spend time describing them in order to convince our audience members that they are real – <strong>the audience member builds our sets for us</strong>.</p>
<p><strong>We</strong> do, however, <strong>have to make the action clear without the aid of the visual sense.</strong> Sometimes, therefore, showing is necessarily a function of description &#8211; and that description can be fairly artificial &#8211; after all, no-one in real life says &#8220;Look out, Pam. Charlie&#8217;s got a gun&#8221;. In real-life (or on the silver screen) its apparent to everyone that Charlie has a gun and the event requires no such pronouncements. For this reason <strong>characters in an audio drama often verbalize actions that would never be spoken aloud in the real world</strong> or that would simply be shown on screen.</p>
<p>Likewise, <strong>the audio-dramatist needs to provide narrative cues for those sounds that are ambiguous</strong>. And many sounds are ambiguous. Crackling cellophane can be used both to indicate a fire, and a thundershower. What makes the difference? The listener’s imagination, prodded by the scriptwriter!</p>
<p>Ambiguous sounds require “stage-setting” or guidance from the writer. This <strong>stage-setting should generally occur before the sound is introduced</strong> to prevent confusion. If the listener is thinking “conveyor-belt” before the sound is identified as a “waterfall”, then confusion will result.</p>
<p>Generally, the identification of a sound is made through dialogue or narration, but occasionally through other sounds. It doesn’t need to be explicit; an <strong>implied identification is often all that is required</strong>.</p>
<p>In many cases, <strong>sounds become clear through context</strong> (through the plot itself), via perfectly natural references in dialogue and narration.</p>
<p>Sounds which always need identification include rain, a waterfall, a river, manufacturing noises, thunder, an automobile, and an aeroplane.</p>
<p>Despite the surface similarity to the novel that arises as a result of the “audience of one” phenomena, <strong>the immediacy of audio drama results in a faster pace</strong>. Long scene building introductions, physical descriptions, and verbal explorations of emotion and inner life, are not merely unnecessary but tend to turn our audiences off.</p>
<p>The reader of a novel can skip about and control the pace of the work themselves (skipping boring sections entirely, if they so choose). This is not true of (or at least much harder for) <strong>the listener to an audio-drama</strong>. They <strong>must follow the story at the pace it is presented</strong> (and for this reason, t<strong>he pace of drama is necessarily much faster than that of the novel</strong>).</p>
<p>The story contained in a novel that takes twelve hours to read, can be dramatized in less than one-third of that time. A<strong> dramatization is expected to present the action with </strong>economy and to not waste its listeners’ time. If the pacing is clunky, audience members will abandon the story rather than skip forward. As such the action must be continually moving forward with economy (even in a contemplative work).</p>
<p>Narration<strong> that slows the pace</strong> unnecessarily (and there are times when slowing the pace is necessary) and draws attention to itself rather than moving the story forward, <strong>is our enemy</strong>. But where it moves the story forward, clarifies the action, is delivered with brevity (without an unnecessary word) and harnesses the imagination of the audience to quickly evoke details, mood etc., it is our friend.</p>
<h3>USING NARRATION WELL</h3>
<p>There are at least three places where narration can be helpful. It is not essential to use narration in these locations, but short <strong>narration can be a good fit here</strong>.</p>
<ol>
<li>
<h4>The Opening of the Story.</h4>
<p>A typical audio drama needs to establish who, where, and when as quickly as possible. A quick narration is among the most economical ways of dealing with the opening. The introductory narration may be carried by one or more voices or it may be dramatized, but there’s no denying that <strong>two or three lines of narration can establish the opening faster than a dramatic </strong>dialog.</p>
<p><strong>NARRATOR:</strong> Deep in the Kentucky Woods, two men creep from room to room in the darkened Westerley mansion, unaware of the dark presence that haunts its halls&#8230;</li>
<li>
<h4>The Opening of a Scene and its Transition.</h4>
<p>While rarely necessary, <strong>a narrated transition between scenes can save time</strong>, establishing the new scene (time, place, mood etc.) in a sentence or two without feeling like clunky character exposition, essentially moving the story forward more quickly than would occur if the scene had to be established through dialog alone.</p>
<p><strong>NARRATOR:</strong> Meanwhile, Sam returns to his down-at-heel rented office in search of a fresh shirt and a bottle of rye&#8230;</li>
<li>
<h4>The Closing of the Story.</h4>
<p>Once the climax of the story has been reached, there is often little in the denouement to keep the audience’s attention. For the story to feel complete, of course, there must be <strong>a denouement</strong> (an opportunity to see our characters enjoying the fruits of their victories). This <strong>can be dramatized, but, for the sake of brevity, can also be covered quickly via a few lines of narration.</strong> The clear advantage of this is that it allows the listener to quickly exit the story after the moment of highest dramatic interest, maintaining the climax as the focus of the story.</p>
<p><strong>NARRATOR:</strong> A few days later, Alice and Jim sit on the balcony overlooking the park and toasting the memory of the friends they lost to the monster of sixth street&#8230;</li>
</ol>
<p>In each case above, narration<strong> is useful as a means of establishing context and then getting out of the way of the key elements of the dramatic presentation</strong>. It is effectively a time-saving way to get to the most interesting (from an audience’s point of view) moments in the story by compressing the least interesting (descriptive) elements. Where time is not a factor, a more leisurely approach is of course quite legitimate and the scene setting, transition, and closure can all be handled with sound and dramatic dialog. But, even here, it is no crime to opt for brevity through narration. After all, our audiences are hardly likely to object if we use the tools available to us to quickly focus their attention on the most interesting dramatic moments in the story and minimize the time spent on less important things.</p>
<h3>CONCLUSION</h3>
<p>Does narration destroy the illusion of immersion? Sometimes, but often no more than a clunky piece of scene-setting dramatic dialog, or a difficult to interpret soundscape. The extent to which immersion is broken varies from listener to listener as well. Perhaps I’ll leave the last word to Erik Barnouw, who wrote, back in 1947, &#8230;</p>
<blockquote>
<p style="text-align: left;">Some producers feel that a narrator injected into the middle of the program “spoils the illusion.” This is doubtful. An illusion, after all, is not something foisted on the listener against his will.</p>
</blockquote>
<p>Some debates are, simply, never-ending. As a writer, I feel its best to choose the tool that I feel is right for the job and wield it with as much expertise as I can, without discarding it simply because it has been used badly in the past.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<hr />
<p>What&#8217;s your view on narration?  Do you agree?  Do you disagree?  Let me know in the comments below.</p>
<p>The post <a href="https://weirdworldstudios.com/defense-of-limited-narration/">In Defense of (limited) Narration</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5142</post-id>	</item>
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		<title>Staying Professional in the Face of Criticism</title>
		<link>https://weirdworldstudios.com/staying-professional-in-the-face-of-criticism/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 16 Nov 2018 20:31:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[audio drama education]]></category>
		<category><![CDATA[criticism]]></category>
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		<category><![CDATA[learning opportunity]]></category>
		<category><![CDATA[professional]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5130</guid>

					<description><![CDATA[<p>FORMULATING A PROFESSIONAL RESPONSE TO CRITICISM It happens to all of us who create things that we then launch out into the world in the hopes of finding an audience. We sweat and bleed for our art, struggle with the fact that nothing we ever do achieves the perfection we want it to, and then [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/staying-professional-in-the-face-of-criticism/">Staying Professional in the Face of Criticism</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>FORMULATING A PROFESSIONAL RESPONSE TO CRITICISM</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /></a><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>It happens to all of us who create things that we then launch out into the world in the hopes of finding an audience. We sweat and bleed for our art, struggle with the fact that nothing we ever do achieves the perfection we want it to, and then wait, trembling, for the verdict of our public&#8230; and our public can be HARSH!</p>
<p>And <strong>when the harsh or unfair criticism comes our way, it hurts like hell</strong> &#8211; don’t let anyone tell you otherwise. Especially if the criticism is particularly stupid and unfair, or, worse, provided by a professional troll that gets their kicks from providing “joke” reviews of other people’s work.</p>
<p>No amount of telling yourself “this is what I signed up for” makes it any easier to take. Most of the time, as creators, we are met with a discouraging wall of silence. We’re left wondering “Do people like what I’m doing?”, “Do they even know?”, “Yep, I’m getting plenty of downloads. But what does it mean?”. And then we’ll finally see someone’s added something in the comments or reviews. But our excitement turns to shock when they criticise our post-apocalyptic story for its poor characterisation of artificial intelligence when we’ve NEVER actually included an artificial intelligence in our story.</p>
<p><strong>The temptation is to set the story straight</strong>, to correct the misapprehension or misrepresentation about our work, to mock and belittle the poster for their obvious stupidity, and perhaps even publicly shame them – after all, they came after our work publicly, didn’t they? Yep, the temptation can be really strong.</p>
<p>There are a thousand reasons why we’d be justified in doing just that, but <strong>there is one overriding reason why we NEVER should; it’s NEVER EVER a good look</strong>.</p>
<p>Seriously, going after our fans, criticising them for the long silences, explaining our intentions whenever we have been misunderstood, defending ourselves against false comments, berating our audience for a perceived lack of support (financial or otherwise), and/or any of the above (and many more besides), only ever makes US look bad.</p>
<p><strong>When we respond defensively to criticism (even unfair criticism) we only ever lose</strong>. We look like whingers and sooks. We look thin-skinned. We look petty. And, dare I say it, we look unprofessional.</p>
<p>Yes, it’s completely unfair. But that doesn’t change how it looks.</p>
<p>I’ve had some utterly horrible comments and emails from “fans” over time. I’ve had some nice comments as well, and plenty of constructive criticism too, but such messages are rarely as memorable as the horrible ones. Some have been so egregiously unfair as to leave me wondering if the scripts were actually even read before the comments were posted. I have been accused of being a “social justice warrior and apologist for the left”, a “culture warrior and crypto-fascist apologist for the right”, a “misogynist”, a “feminazi”, an “example of politically correct culture run amok”, and an “enemy of disabled people everywhere”. And all while telling, what I thought, were fairly innocuous little stories about giant albino alligators, pulp adventurers, occult detectives, goblins, ghosts, zombie cowboys, and alien warfare. Despite this I have managed, thus far, to avoid responding in anger.</p>
<p>Here are some of the things I keep in mind regarding my work&#8230;</p>
<h3>Silence is support</h3>
<p>At the very least, <strong>silence is not negative</strong>. If people are visiting my content and downloading it, that’s not nothing. Most people who enjoy a piece of entertainment (the vast majority in fact) don’t stop and drop the author a line to encourage them. If they like it they come back (<strong>repeat visits and downloads are the best guides to popularity</strong>). Silence should never be viewed negatively.</p>
<h3>Criticism represents one opinion only</h3>
<p>A critical comment represents the thoughts of just one (and only one) person in your audience. That isn’t to say that other audience members may not feel the same way (they might) but the only evidence you have of that is <strong>the comment in front of you</strong> and that comment <strong>only gives you access to the thoughts of one individual</strong>. Anything else is just speculation.</p>
<h3>Criticism ALWAYS presents us with a learning opportunity</h3>
<p>Even the craziest <strong>criticisms</strong> I have ever received <strong>provide a learning opportunity</strong> for me, if only in so far as they force me to evaluate what I’m doing once more. I have to actively force myself to ask the question “is there something here that I need to hear?” It can be way too easy to dismiss even the “knucklehead” stuff because my feelings have been hurt. The act of thinking about the criticism and forcing myself to take it seriously (even when it’s, on first blush, nuts) is valuable even when I ultimately reject it. Why? Because, <strong>by thinking it through, I get a stronger sense of the real merits (or otherwise) of my work</strong>. If the criticism is unfounded, I at least know why and feel secure in rejecting it. If the criticism has merit, then I’ve learned something and my writing profits by it.</p>
<h3>Always thank the detractors</h3>
<p>I know this sounds totally counter-intuitive, but I learned it from the example of the late Harlan Ellison. I’m not a huge fan of Mr Ellison’s real-life escapades but I have to hand it to him regarding this. A few years back he was giving a talk at a science fiction convention. An older couple in the back was finding the content a little confronting and chose to walk out. Ellison’s response? “Thanks for visiting. I’m sorry it wasn’t what you were looking for”.</p>
<p>That response was all class. It’s hard to imagine how you could possibly make a bad impression responding like that. We’d all look much more professional if we did likewise.</p>
<p>There are always going to be those to whom our work doesn’t appeal. Some of them, because we didn’t write a family drama, a romance, a thriller, or whatever type of story appeals to them personally, will think our work is necessarily bad. That’s going to happen. Some people won’t like our work and will provide the oddest of reasons for it. Some people will be civil. Some won’t. We won’t always be liked and some people will be quite vocal about why. Hurtful as it is, that’s ultimately their right. <strong>We cannot control what other people do or think or communicate about our work. We can only control how we respond</strong>&#8230;</p>
<p>And some responses are far more professional than others.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/staying-professional-in-the-face-of-criticism/">Staying Professional in the Face of Criticism</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>How to shout down your insecurities and keep on writing</title>
		<link>https://weirdworldstudios.com/how-to-shout-down-your-insecurities-and-keep-on-writing/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 22 Sep 2018 23:09:48 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[beating insecurity]]></category>
		<category><![CDATA[fear]]></category>
		<category><![CDATA[imposter syndrome]]></category>
		<category><![CDATA[perfectionism]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
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					<description><![CDATA[<p>Beating Insecurity Am I an artist? A question on a facebook page recently got me thinking &#8211; “Do you think of yourself as an artist?” It’s a pretty simple question and it should have an easy answer. But it doesn’t. That’s because answering it out loud (that is, publicly) gives reign to all manner of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-shout-down-your-insecurities-and-keep-on-writing/">How to shout down your insecurities and keep on writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h1>Beating Insecurity</h1>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3>Am I an artist?</h3>
<p>A question on a facebook page recently got me thinking &#8211; “Do you think of yourself as an artist?”</p>
<p>It’s a pretty simple question and it should have an easy answer. But it doesn’t.</p>
<p>That’s because answering it out loud (that is, publicly) gives reign to all manner of insecurities.</p>
<p>If I say “yes”, will I be seen as arrogant?</p>
<p>If I say “yes”, and people think my art is bad, what does that make me? Deluded?</p>
<p>If I say “yes”, and I think my art isn’t up to scratch, am I being a fraud?</p>
<p>Who am I fooling, if I say “yes”. Myself? Others? Anyone?</p>
<p>And can I call what I do art anyway?</p>
<p>This little essay isn’t about what makes a person an artist (though I am going to provide a definition, probably in the next paragraph, so that we are all on the same page – at least regarding what I mean be the term) but instead, is about the psychological baggage many of us carry around that makes answering the question hard.</p>
<p>Here’s my definition… An artist is someone who makes art. That’s it. In this definition the art doesn’t have to be good or bad… it just has to exist – and whoever makes it is, by definition, an artist. Whether the art was made by Og the Caveman scrawling on a cave wall, or Leonardo DaVinci, if the product is art, then its maker is an artist.</p>
<p>So if I make art, then I am an artist.</p>
<p>See what I did there? Did you notice? I still didn’t come out and say it. I added that little “if” in there – a little wriggle room to back out of categorising myself. I think I better close up the loopholes a little.</p>
<p>Here’s my definition of art… Art is any creative product (in digital or physical form) that can be shared with others – a painting, a sculpture, a play, a film, a piece of music, an audio drama, a television shows – that find its origin in the human imagination and is made open to perception by human effort.</p>
<p>As a definition it probably has limits (I’m hedging again) but it will do for this discussion.</p>
<p>So here goes… I write plays, therefore I am an artist.</p>
<p>There, I said it. And my stomach sank as I did so. Right now I want to step back and qualify that statement in about a thousand ways with comments like “and, yes, I know some folks don’t think my plays are very good”, and “I’m still learning” and “there are plenty of folks who are better at writing plays than I am” and “it’s still true that some folks think I’m a hack (and I half agree)” etc. Why?</p>
<p>Well, the simple answer is that most of the time I feel like an imposter, and that feeling, apparently, is VERY common. So common that it has a name: Imposter syndrome.</p>
<h3>Imposter Syndrome</h3>
<p>“Imposter syndrome” is a term that was coined in the late seventies by a pair of clinical psychologists (Pauline Clance and Suzanne Imes). It describes the feeling of just not measuring up, that secret fear that, if you dare to label yourself competent, someone is going to expose you. It is the secret belief that you are a fraud and that someone could expose you as a fraud any minute. And worse, it is the fear that, once exposed, you’d have to agree with the judgment. Essentially, it is insecurity writ LARGE!</p>
<p>Not everyone feels like an imposter. In fact there is a psychological effect (the Dunning-Kruger effect that describes those who OVER-estimate their own abilities) but, it is suggested, imposter syndrome effects about 40% of the population (so 1 in five people &#8211; a fairly sizable minority).</p>
<p>There are some personality traits that are closely related to the experience of imposter syndrome.</p>
<p><strong>Perfectionism –</strong> Perfectionism is a curse. You always know you could do better – that what you’ve achieved isn’t quite there yet – and so, you feel like a fraud.</p>
<p><strong>Fear of failure –</strong> Fear of failure is crippling. It encourages us to just give up. It causes us to plateau in our abilities. And, like perfectionism, leaves us painfully aware that we are not yet all that we would like to be.</p>
<p><strong>Overwork (workaholism) –</strong> Folks who overwork, obsess over the details, over-prepare, etc. can sometimes do so out of fear that, if they don’t, someone is going to “realise” they aren’t really all that good at what they do.</p>
<p><strong>Minimising accomplishments –</strong> A function of old-fashioned insecurity, sometimes perceived as false-modesty, can also be driven by the fear that you might be exposed as a fraud.</p>
<p>The common thread in all of this is, of course, <strong>insecurity –</strong> an unjustifiably low opinion of ourselves coupled with an unreasonable fear of the opinions of others. And artists are particularly prone to it.</p>
<h3>The vulnerable artist</h3>
<p>The artist has a great deal to fear. Art is something the artist creates for others to appreciate. Conceivably, art can be created for our own enjoyment. It can be locked away, true. But for most artists there is a tiny spark of ego at work that drives us to put our work in front of an audience. This invites judgment and we can be powerfully afraid of those judgments. No matter how welcome a favourable judgement from an audience member is, the fear of an unfavourable judgement is also very real.</p>
<p>This is further complicated when our identity and self-worth is tied up with producing our art. It is true to say that every artist puts a piece of themselves into every work they create, and that having done so, every harsh word about that work can be difficult to distinguish from a personal attack.</p>
<p>I sometimes wonder if reviewers have any real idea of just how devastating their judgments can be. In recent years I’ve noticed a trend away from objective reviewing of material towards a self-aggrandizing personality based form of review that judges its success on the basis of how entertainingly they can mock the targets of their reviews. That’s not to say that reviews can’t be entertaining to be good, only that when a review serves the ego of the writer and not the audience through an objective evaluation of the pros and cons of the work, it has left the path of wisdom… but that’s another topic for another day.</p>
<p>The point I’m making is that artist’s make themselves vulnerable to the opinions of others and often have a lot at stake because a certain amount of their identity is wrapped up in the works they produce.</p>
<p>This is both a strength and a weakness. The personal investment of the artist adds power to their work, but makes them vulnerable to fear.</p>
<h3>Fear is the enemy of the artist</h3>
<p>One of the most revolutionary insights I have ever been granted came from the book “Art and Fear” by David Bayles and Ted Orland. I’ve written elsewhere about how perfectionism and fear of failure hold us back from developing as artists, so rather than repeat myself here, I’ll let just include this wonderful anecdote from the book…</p>
<p style="padding-left: 30px;">“The ceramics teacher announced on opening day that he was dividing the class into two groups. All those on the left side of the studio, he said, would be graded solely on the quantity of work they produced, all those on the right solely on its quality.</p>
<p style="padding-left: 30px;">His procedure was simple: on the final day of class he would bring in his bathroom scales and weigh the work of the “quantity” group: fifty pound of pots rated an “A”, forty pounds a “B”, and so on. Those being graded on “quality”, however, needed to produce only one pot – albeit a perfect one – to get an “A”.</p>
<p style="padding-left: 30px;">Well, came grading time and a curious fact emerged: the works of highest quality were all produced by the group being graded for quantity. It seems that while the “quantity” group was busily churning out piles of work – and learning from their mistakes – the “quality” group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay.”</p>
<p>And this quote clarifying its meaning…</p>
<p style="padding-left: 30px;">“To require perfection is to invite paralysis. The pattern is predictable: as you see error in what you have done, you steer your work toward what you imagine you can do perfectly. Your cling ever more tightly to what you already know you can do, away from risk and exploration, and possibly further from the work of your heart. You find reasons to procrastinate, since to not work is to not make mistakes.”</p>
<p>But I promised to talk about defeating insecurity in order to keep on writing, didn’t I? So, what helps us do this?</p>
<p>Before I suggest some helpful strategies, there is one more point I need to cover (so I hope you’ll hang in there with me just a little bit longer).</p>
<p>We’ve looked at some of the sources of insecurity (fear, self-doubt etc.) and some of the ways that insecurity manifests itself (perfectionism, avoidance, workaholism etc.) but it’s also important to discuss a little about the way the brain deals with these things.</p>
<h3>Giving the brain a good talking to</h3>
<p>A lot of us have a very erroneous and damaging belief about our feelings. We think they are triggered by events. If I were to diagram the common perception it would look something like this…</p>
<p>EVENT &#8211;&gt; EMOTION</p>
<p>I know this looks like common sense, but it is actually quite wrong. Let me explain.</p>
<p>I’m a teacher and as such I spend, at least, some of my time supervising kids in the play ground. Imagine for a moment that I am crossing the school yard when a ball comes flying out of nowhere and strikes me in the back of the head. That’s a triggering event, right? One that could conceivably result in an emotion (anger, embarrassment, etc.).</p>
<p>But lets look at it a bit more closely. If I turn around and see a terrified primary school child looking apologetic and horrified that they accidentally kicked the ball and it hit me, am I likely to feel anger? Of course not. But if I turn around and see a kid sniggering and pointing at me to his friends so that I believe the kick was on purpose, well, anger is a very likely result.</p>
<p>You see, events don’t lead inexorably to emotional responses. The interpretation we place on those events and the thoughts we have about them do. A more correct diagram would look like this…</p>
<p>EVENT &#8211;&gt; THOUGHT &#8211;&gt; EMOTION</p>
<p>And this is the final understanding needed to begin talking about dealing with insecurity as an artist.</p>
<h3>Beating insecurity – Seven key techniques</h3>
<ol>
<li><strong>Understand where your insecurity comes from and how it manifests.</strong></li>
</ol>
<p>“Know yourself” is always good advice. If you know your insecurity comes from fear of the opinions of others, or low self-esteem, you are already well on your way to addressing the issue, even more so if you know that your insecurity manifests itself in an inability to accept praise or a crippling perfectionism etc.</p>
<ol>
<li><strong>Test your understanding of reality</strong></li>
</ol>
<p>Unrealistic beliefs about ourselves and our work are counterproductive. Our emotions follow our thoughts and beliefs, so it is important that we be objective in our understanding of ourselves and our art. Apply the “reasonablesness” test to your thoughts. Is it reasonable to expect perfection? Is it reasonable to discount your achievements because of the flaws you are aware of? Is it reasonable to tear up that manuscript because it didn’t achieve <strong>everything</strong> you were aiming for?</p>
<ol>
<li><strong>Adopt a new perspective</strong></li>
</ol>
<p>When you uncover unreasonable perspectives. Replace them with realistic ones. “Yes, I can always do better, but given the time available I have done a good job”. “Yes, it isn’t perfect, but it never will be and each piece I produce brings me closer to the perfection I’m seeking”.</p>
<ol>
<li><strong>Challenge negative thoughts</strong></li>
</ol>
<p>Our negative self-talk is a major obstacle to our ability to see the world (and our own work) clearly. Often our self-talk has become a habit, entrenched through long years of repetition. “You’re no good”. “You’re a fraud”. “You’re not a real writer” etc. These thoughts must be challenged and replaced… and it will take some effort and practice – particularly if the negative thoughts have been established by long habit – and it may be a slow process.</p>
<p>Have you ever been feeling low and had someone try to cheer you up? Have you ever wondered why most people find it incredibly annoying when someone, with the best of intentions, tries to do that?</p>
<p>As human beings we are addicted to strong emotions. We often don’t care that the emotion is a negative one. If it is strong enough, we are content to enjoy it and wallow in it.</p>
<p>As a result, it often isn’t easy to challenge negative thoughts and emotions when we have been captured by them in the moment.</p>
<p>For this reason, it is important to practice positive self-talk when things are quiet and going well. Think of it like practicing a fire drill. You don’t wait for a crisis in order to practice the drill. You do it over and over when things are safe so that when the crisis occurs you can reach for the strategies you have been practicing without panic and survive.</p>
<ol>
<li><strong>Embrace your identity</strong></li>
</ol>
<p>Practice voicing your identity. I create art, therefore I am an artist. I write plays therefore I am a writer. Tell yourself these things. They are objectively true. Try not to shy away from them.</p>
<ol>
<li><strong>Seek out challenges (and never stop being a student)</strong></li>
</ol>
<p>One of the key things that I have had to learn about myself (and come to accept) is that I will never be the writer I want to be. There is always more to learn. And the only way I will ever learn the skills I have yet to master is if I seek them out. I need to seek out challenges, criticism, feedback and (dare I say it) opportunities for failure, if I am to improve. It’s how learning takes place, so I must resign myself to failure as a necessary tool and teacher. It takes courage, but if you can celebrate your failures as milestones (and even look forward to them for what you will learn) on the road to greater mastery of the craft of writing, rather than as a source of shame and self-loathing, your skills will grow faster and faster.</p>
<ol>
<li><strong>Make more art</strong></li>
</ol>
<p>And of course, make more art. The person who never succeeds is always the person who stops trying. Keep making art, and with every piece you will grow into your self-understanding as an artist.</p>
<h3>Conclusion</h3>
<p>The simple question that opened this piece “Do you think of yourself as an artist?” does in fact have a simple answer – but one that required a lot of unpacking. I am an artist, and so are you if you have courage enough to put pen to paper and make the result known.</p>
<p>Insecurity is your enemy, but it can be vanquished with healthy doses of reality and a determination to press forward to become better and better at your craft.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-shout-down-your-insecurities-and-keep-on-writing/">How to shout down your insecurities and keep on writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5074</post-id>	</item>
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		<title>Getting Feedback and Conclusion to the GM&#8217;s Guide &#8211; Chapter 7 &#038; 8 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</title>
		<link>https://weirdworldstudios.com/chapter-7-8-getting-feedback-and-conclusion/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 Aug 2018 22:38:02 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[conclusion]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
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					<description><![CDATA[<p>Chapter 7. Getting Feedback Ok, we all like to get feedback from time to time. We all like to know how we are doing. And the skills we employ as a GM, like all skills, must be learned and developed. As such we like to find out how we are progressing. Anyone who has been [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-7-8-getting-feedback-and-conclusion/">Getting Feedback and Conclusion to the GM&#8217;s Guide &#8211; Chapter 7 &#038; 8 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h2><a id="_Toc394174921"></a>Chapter 7. Getting Feedback</h2>
<p>Ok, we all like to get feedback from time to time. We all like to know how we are doing. And the skills we employ as a GM, like all skills, must be learned and developed. As such we like to find out how we are progressing.</p>
<p>Anyone who has been running games for a while will tell you that feedback is essential to helping you grow as a GM. They will then tell you that feedback is impossible to get (it is actually quite hard to come by) and usually not all that helpful (unless you are looking for the right type of feedback). There are <strong>two questions</strong> that will help you get good feedback; <strong>what did you like most</strong> about the session?; and <strong>what did you like least</strong>?</p>
<p>These two questions, asked regularly, and in a positive way (by email is my preferred mode) will get you the best feedback you can find. Player’s want to have fun. The fun they are having is reflected in their answer to the “like most” question. Things that stop your players having fun are identified in the answer to the “like least” question.</p>
<p>Generally, avoid asking “why?” and “what can be done to improve/fix it?” The fact is most of us are actually quite lousy at analyzing why we are having fun and why we are not. It is much better to identify what was and wasn’t fun and then look for ways to maximize one and minimize the other. Collect suggestions, by all means. Just don’t solicit solutions.</p>
<p>And <strong>when you gather feedback</strong>, NEVER explain, defend, or rationalize your decisions to the feedback provider. Just <strong>thank them</strong> (ALWAYS thank them) and turn your attention to how to <strong>build on the things they like most</strong> while minimizing or trying to <strong>eliminate the things they like least</strong>.</p>
<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h2><a id="_Toc394174922"></a>Chapter 8. Conclusions</h2>
<p>If you have been working through this book systematically then you will be aware that it has presented the skills of running games in an ordered manner.</p>
<p>It talked about what a GM is and does, what players look for in a game, how to start a game from scratch and how to run your very first session.</p>
<p>It introduced you to the basic interaction of the game (asking players what they want to do and explaining the results &#8211; sometimes with the assistance of dice).</p>
<p>Next, it identified, and discussed in general terms, the three major (and essential) skills that the GM employs (narration of the situation, querying the players, and adjudication of the results of player actions).</p>
<p>Finally, it talked in detail about the complex process of running a game; (opening a game, narrating situations, roleplaying the world, querying player actions, adjudicating the results, resolving actions and their consequences, concluding scenes, transitioning between scenes, concluding sessions, and concluding storylines. It also looked at the advanced skills of managing the mini-games, maintaining pace and tone, and improvising in response to unanticipated player actions.</p>
<p>These skills should equip you pretty well for the job of running your own games and providing your players with fun and memorable adventures.</p>
<p>In the next section of this volume, we will explore the design and construction of games, providing you with the tools and skills needed to build your own adventures &#8211; from scene to scenario, to sandbox, to campaign.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills – Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills – Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-7-8-getting-feedback-and-conclusion/">Getting Feedback and Conclusion to the GM&#8217;s Guide &#8211; Chapter 7 &#038; 8 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Improvising &#8211; Chapter 6 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</title>
		<link>https://weirdworldstudios.com/chapter-6-improvising/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 Aug 2018 22:22:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[improvisation]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[story]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5018</guid>

					<description><![CDATA[<p>IMPROVISING RULES Two kinds of improvisation pop up within games, and always in response to player actions. The first is where a player asks a question about whether they can accomplish a particular task. “Can I use my fire magic to set the pond alight?”. “Can I throw my knife to smash the broach that [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-6-improvising/">Improvising &#8211; Chapter 6 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h3>IMPROVISING RULES</h3>
<p>Two kinds of improvisation pop up within games, and always in response to player actions. The first is where a player asks a question about whether they can accomplish a particular task. “Can I use my fire magic to set the pond alight?”. “Can I throw my knife to smash the broach that we now know is being used to inflict mind-control on the countess?” In such cases, where there is no clear rule to apply, you need to improvise to arrive at a ruling. Remember, the rules are all optional. They are tools to help you run a good game. As such, you can make and add your own rules to supplement or even replace the existing rules as written. Just remember that once you decide that the situation should be handled a particular way, you should be bound to continue handling the situation that way until the situation is altered or a story-driven reason to do otherwise emerges.</p>
<p>When you create a new rule to govern your players&#8217; actions you need to assess how often it is likely to be needed, how often the players will want to take advantage of it, and how NPCs and monsters might take advantage of it. You can create major problems for yourself if you introduce a rule that unbalances the game by giving the players (or their enemies) an unfair advantage. If the rule will only be called upon rarely, then it won’t necessarily be a problem.</p>
<p>Likewise, when creating a rule you need to consider how well the rule fits into the world you are playing in. Is the action believable/possible? Does it violate the laws of physics (and/or magic) that apply in this world? Is there a good reason to believe this action would be impossible? Is it prohibitively difficult to accomplish?</p>
<p>Lastly, consider how it feels. Sometimes the action the player wants to undertake is possible (within the framework provided by the world), and doesn’t create unfair outcomes (with regard to the balance of the rules), but is tonally wrong. A player in your realistic police procedural game may decide to attempt to play soccer with the head of an enemy. If that feels wrong to you, then you should probably trust your instincts and veto the action (or warn of some really significant negative consequences that will follow &#8211; perhaps being taken into custody for psychological evaluation, for example).</p>
<p>Sometimes these three things will all line up (tone, balance, realism) but sometimes they won’t. Where you encounter a conflict you will have to decide which is most important for yourself.</p>
<p><strong>Tip: </strong>Always record your rulings. The ruling you improvise today creates a precedent for your rulings tomorrow. In order to maintain the consistency of your world you need to write down the rules you add to it and keep them for future reference.</p>
<h3><a id="_Toc394174919"></a>IMPROVISING STORY</h3>
<p>The second kind of improvisation occurs where the players want to interact with an element of the story that hasn’t been invented (an NPC for whom you don’t have notes, a location or scene that hasn’t yet been defined, an object or prop that was originally just ornamentation but a player suddenly wishes to use).</p>
<p>When you improvise these elements of a story, you are engaged in design. You need to prepare all of the things that the game designer would prepare as part of the design process, only at the table while under extreme time pressure. As such you need to identify the minimum key requirements of the design of each thing.</p>
<p>An NPC must have their own goals and reasons for cooperating/resisting cooperating with the player characters as well as an attitude, look, and any props. The NPC also has to have resources, information, and/or clues that may be useful to the players</p>
<p>A scene must either be a space to explore (with items of interest scattered about it), or it must have a clear goal with an obstacle or obstacles to overcome. All improvised scenes must have exits that lead back into the game. The scene must also contribute something valuable to the rhythm of the narrative (convey information, provide a moment of tension and excitement, or allow an emotional reaction).</p>
<p>A prop or object must have a use/purpose and a means of operation as well as a look/description.</p>
<p>When you improvise, you must make sure that the things you produce have a purpose and contribute something to the story. This means you MUST know your story, and your world, well enough to make a judgment about how to integrate your improvisation into it.</p>
<p>You must also beware of introducing anything to the game that will invalidate or mess with the planned elements of the story. Work to make sure your improvisation will serve the story rather than sabotage it.</p>
<p><strong>Tip:</strong> Just as with rulings, record everything you improvise for the story. You never know when this location, character or object may come in handy further down the track. Once you have created a story element it becomes a persistent part of the world and, regardless of whether you would ever have reason to return to it, your players will remember it and will want to know it is still there should they decide they need to access it again.</p>
<p><strong>Tip:</strong> Keep tools and aides on hand to help you with things you aren’t good at. If you struggle to come up with names, be sure to have a pre-generated name list on hand for those times when you create a new character for the players to interact with. If you don’t draw maps well on the fly, then have some pre-generated generic maps on hand Likewise, if you need some generic stat blocks and abilities to give some thugs you just created to kick down a door, keep some lists handy.</p>
<h3><a id="_Toc394174920"></a>DONT WORRY ABOUT THE QUALITY OF YOUR IDEAS WHEN IMPROVISING</h3>
<p>An improvised scene only becomes necessary where the players have wandered off the edges of the map prescribed by the planned adventure. As such it will rarely be the case that what you are generating on the fly will have more than a minor impact on the plot. As such, don’t obsess over the quality of the ideas you are coming up with. The fact is, when you are improvising, the okay idea you can make use of in-the-moment is more important (and more essential) than the great idea you might come up with next week.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills – Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills – Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-6-improvising/">Improvising &#8211; Chapter 6 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5018</post-id>	</item>
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		<title>Maintaining Pace and Tone &#8211; Chapter 5 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</title>
		<link>https://weirdworldstudios.com/chapter-5-maintaining-pace-and-tone/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 Aug 2018 22:00:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[improvisation]]></category>
		<category><![CDATA[pace]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[tone]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5015</guid>

					<description><![CDATA[<p>Unlike film, where the pace is controlled by cutting material together in a carefully chosen order, roleplaying takes place “live” at the table. Scenes of high action and excitement, scenes with loads of tension and uncertainty, demand fast pace and fast resolution. Scenes that involve exposition, drama, emotion, and emphasis require a slowing of the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-5-maintaining-pace-and-tone/">Maintaining Pace and Tone &#8211; Chapter 5 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<p>Unlike film, where the pace is controlled by cutting material together in a carefully chosen order, <strong>roleplaying takes place “live” at the table</strong>.</p>
<p>Scenes of high action and excitement, scenes with loads of tension and uncertainty, demand fast pace and fast resolution. Scenes that involve exposition, drama, emotion, and emphasis require a slowing of the pace. Unfortunately, the rules of roleplaying games (particularly the rules involved in the mini-games) tend to slam the brakes on right at the point that you, as the GM, want to ramp up the speed at which things are happening. It is actually far quicker to deliver an expositional scene than it is to resolve a combat scene.</p>
<p><strong>The pace in a roleplaying game is controlled by the presentation of choices</strong>. Each time the narrative stops so you can ask “what do you do?”, the flow of the narrative is interrupted and the pace is brought to a halt. This is also true of each time a dice is rolled, each time the game is halted to consult a rule-book, each time the players or GM gets distracted, and each time you break into a mini-game within the larger narrative. To keep the illusion of pace going these <strong>“breaks” must be kept to a minimum and, ideally, need to occur only at meaningful points in the game where meaningful choices are being made</strong>.</p>
<p>The making of meaningful choices within a world while playing a character is the heart and soul of role-playing. As such, the <strong>players’ sense of pace is directly tied to how meaningfully they are presented with choices</strong> and to what extent meaningless choices are excluded from the game.</p>
<p>The most obvious and easy way to keep the flow of the game going is to skip empty time. Empty time should never be experienced by the players. Choices presented in empty time are not choices at all. They are the role-playing equivalent of “hit this button to continue”. If the players, while in their hotel room, indicate they want to visit the old house at the top of the hill, you want to avoid having an exchange like the following…</p>
<blockquote><p>GM: You walk out of your hotel room. A corridor leads to other rooms on this floor and some stairs going down. What do you do now?</p>
<p>Player: We take the stairs.</p>
<p>GM: You enter the lobby, the front door leads outside, there are doors leading to the kitchen, and an administrative office, along with a set of stairs leading up to the guest rooms. What do you do now?</p>
<p>Player: We go outside.</p>
<p>GM: The street leads north up hill towards an old mansion. To the south it leads down into the centre of town. What do you do?</p>
<p>Player: We head north.</p>
<p>GM: You come to a crossroads. The East and West branches lead over some hills to neighbouring farms. What do you do?</p>
<p>Player: We continue north.</p>
<p>Etc.</p></blockquote>
<p>As you can see this is boring. None of the decisions are meaningful. The time spent playing this out is “dead” time. The choice to continue in the direction the players have already stated they wish to go is a non-choice.</p>
<p>Far better to say “You walk out of the hotel and up the hill to the mansion. It is long abandoned and surrounded by weeds and tangled shrubbery. You stand on the somewhat rotted front porch. The door appears barred and planks have been nailed over most of the first-floor windows. What do you do?”</p>
<p>If you wish to present a decision before the players’ reach the destination made clear by their stated goal, only do so if they are encountering a meaningful obstacle or interruption.</p>
<p>You could have your players walk straight into Doc Halloway’s consulting rooms if that is where they wish to go, but if the Doctor is out on a house call you might have them stall at the door to the doctor’s office. This would be a (very minor) obstacle to their intention. The road leading to the offices being washed out might be another. Stopping to overcome an obstacle is a meaningful decision point in the narrative. Likewise having Jane West run-up to the characters and beg them to come and help her husband who just broke through and fell into an underground cavern while trying to dig a new well, constitutes a meaningful interruption of the players’ intent.</p>
<p>Unless and obstacle or interruption get’s in the way of the players’ intent, however,<strong> the empty time before the presentation of the next meaningful decision should always be skipped</strong>.</p>
<h3><a id="_Toc394174912"></a>MANAGING EXITS</h3>
<p>We noted that, from time to time, you will need to motivate your players to seek out an exit from the current scene. The most common reason will be to keep the pacing or flow of the story moving. <strong>It is far better to provide reasons to exit that pull the characters forward rather than try to push them</strong>. Characters who are pushed tend to resist. When chased by a monster, the characters tend to want to stop and fight it. When told that the Prince has a well-guarded secret library containing all the blackmail information he uses to maintain control of his Kingdom, the players tend to want to go and find it.</p>
<h3><a id="_Toc394174913"></a>TIME</h3>
<p>There are three kinds of time in a role-playing game; slow time, real-time, and elided time. The most obvious is <strong>real tim</strong>e, where decisions are being made and acted upon in the present. <strong>Slow time</strong> is the time taken to play through a mini-game; the few seconds of real-time that a combat would take broken down into multiple actions and dice rolls. <strong>Elided time</strong> is time skipped to avoid “dead” time. “Three days later you arrive at…” etc.</p>
<p>Slow time has a very obvious impact on the pace of the game (as the action heats up, the game slows down &#8211; a far from ideal situation and one that is unique to role-playing games), but so long as the choices players make are meaningful and interesting, the impact on the pace will not be negative. This is one of the key reasons that transitions between actions in a mini-game are important.</p>
<p>The combat mini-game, for example, is quite dull if it is not narrated.</p>
<blockquote><p>GM:What do you do?</p>
<p>Player #1: I attack the wolf.</p>
<p>&lt;&lt;Dice are rolled&gt;&gt;</p>
<p>GM: You do 3 wounds of damage. Player 2, what do you do?</p>
<p>Player #2: I attack the wolf as well.</p>
<p>&lt;&lt;Dice are rolled&gt;&gt;</p>
<p>GM: You do 3 wounds of damage to the wolf as well. The wolf now attacks player #1.</p>
<p>&lt;&lt;Dice are rolled&gt;&gt;</p>
<p>GM: And you take 2 wounds of damage. What do you do?</p>
<p>Player #1: I attack the wolf.</p>
<p>&lt;&lt;Dice are rolled&gt;&gt;</p>
<p>GM: You kill the wolf.</p></blockquote>
<p><strong>Narration helps make the choices in the mini-game become meaningful and therefore gives the mini-game its sense of pace</strong>. When the outcome of a mini-game has been determined (it is no longer uncertain) then feel free to end the mini-game at that point. There is never a need to play it through to the end if the outcome is no longer in question.</p>
<p>Real-time is the most unpredictable time in the game. It is the time characters spend taking actions to achieve their goals. This time is highly variable. Again, the <strong>time should only be spent on achieving player goals</strong>. Once it is known whether or not the players can achieve their objectives, it is time to move on.</p>
<p>Elided time is the mechanism by which time, that would otherwise be spent without meaningful choices arising, is skipped. It is expressed through phrases such as “Two weeks later…”, “You walk into the next room…”, “After a short half hour’s rest…” etc.</p>
<p>When do you pick up the story again after eliding time? Usually, this is obvious. It is always at the next point that presents the players with a meaningful decision. This point is introduced by setting (or resetting) the scene (see Narrating Situations above) and querying the players regarding the actions they wish to take next.</p>
<h3><a id="_Toc394174914"></a>VARYING THE PACE</h3>
<p>Pacing is the speed at which things happen within a scene. The GM has a great deal of control over the pace of scenes via the narration, via an appropriate focus on the most urgent and attention-grabbing elements of the scene, via management of external interruptions to the game (dice rolls, distractions, consultation of the rules, etc.), and via the control of time. But the question remains; to what end should this control be exercised?</p>
<p>For a story to be satisfying you will want to vary the pace. Place your fast scenes between slow scenes. Provide relief from the tension created by exciting scenes by alternating them with scenes that focus on information and scenes that focus on emotion.</p>
<p>A useful pattern is to <strong>alternate scenes so that an informational scene leads to an action scene that leads to an emotional (reaction scene) that leads to another informational scene and so on</strong>.</p>
<p>The information discovered in the first scene should lead to the action in the second. The players then react and explore the emotional consequences of the action prior to going in search of further information. Information scenes, action scenes, and emotional (reaction) scenes tend to take up about one-third of the story each.</p>
<p>Players will become fatigued if all they encounter are action scenes. They need to rest and think and explore and react as well. Slow scenes give them this opportunity. Most players have an intuitive grasp of this. They will themselves stop, regroup, and discuss things if they feel the need for some respite from the action. A drawn-out transition is no substitute for this and you should not try to short-circuit this process if you notice it is happening.</p>
<p>Likewise, if all the scenes are contemplative exploration scenes that provide no sense of jeopardy, the players will become bored and start itching for a fight (even if it’s only with one another). If the players are bogged down in an endless spiral of naval gazing inactivity, feel free to have some ninjas kick down the door in order to get things moving again.</p>
<p><strong>If you are using a pre-published module,</strong> it can be hard to vary scenes on the fly. The best solution is to <strong>improvise the scenes you need in order to keep the pace varied</strong>. The section below on improvising explains how you can do this (but be aware that this is an extremely advanced skill to master and will probably require a fair bit of practice before you have it perfected).</p>
<h3>THE IMPACT OF PACE</h3>
<p>Fast scenes tend to invite us to disengage our brains, engage our emotions (usually just one strong emotion at a time &#8211; fear, anger, joy, etc.), raise our anxiety, excite us, and make our hearts beat faster. Slow scenes, by contrast, engage our brains and invite us to pay attention to the details.</p>
<p>The main way we control the pacing of the scene is through the narration and its focus. If we slow down our exposition, start to get wordy and descriptive, focus on lots of details, and a leisurely sense of urgency (wherein the players feel they have time to explore and think without pressure) we are presenting a slow scene. If our sentences are short, concise, to the point, and care little for extraneous details, with a focus on things that demand the urgent attention of the players (and we impress on the players the time critical nature of their choices such that they realise opportunities to act are slipping through their fingers) we are presenting a fast scene.</p>
<p><strong>By always skipping to interesting and meaningful decisions, recognizing the purpose of the scene (information, action, emotional reaction), adapting the narration to that purpose, and by varying the type of scene that the players encounter, you will maintain an effective pace</strong>.</p>
<h3>TONE</h3>
<p>A game’s tone is established in terms of what does and does not “feel” right within it. It is the emotional comfort the GM (and players) have with the activity taking place in the story. A hard science fiction world has a different tone to a world in which cartoonish physics is commonplace. <strong>If you violate the tone</strong> of your game it achieves two things. Firstly <strong>it breaks your players (and your own) willing suspension of disbelief</strong> &#8211; immersion is lessened &#8211; and <strong>it makes it harder for players to predict the consequences of the actions they take</strong> within the world. Since decision making is severely impacted by this and meaningful decisions cannot occur where players are unable to predict how their choices will be handled, the second impact is by far the more serious.</p>
<p>The tone of a game can shift to allow comic relief or to increase the drama, but it must do so within fairly narrow limits and in a way that is consistent with the basic rules of the world. Magic must behave the same way today, tomorrow, and forever, and should not vary wildly because you found a way to milk it for a joke in one situation only to treat it like a form of rules-bound trigonometry in another. Likewise, the physics of your world must be tonally consistent. The ability to leap fifty feet into the air and balance on a twig floating on a lake may be appropriate in a Wuxia style story, but it won’t work if suddenly introduced to a gritty hard-boiled detective story. <strong>It is important, for pacing reasons, that the tone of your game shift a little from scene to scene, but wild swings in tone are always a bad idea</strong> and should not be entertained without a strong story-based justification, one that introduces a consistent change to the way the world works.</p>
<p>It’s part of your job to <strong>police the tone of your game</strong>. Trust your gut at those times when a player in your gritty detective-noir world decides they want to be known as Jake Poo-Poo-Splat-Bing the Third. Veto those things which mess with the tone.</p>
<p>Improvisation is an advanced GMing skill that you have to learn and develop from the very beginning. This is horribly unfair, but also unavoidable. Regardless of how well constructed a pre-published module (or your own game preparation) might be, <strong>at some point in the game you are going to be called on to improvise</strong> because, at some point in the game, the players are going to do something you don’t expect. They will try to perform an action that you haven’t considered before and need to figure out if it is possible, or they will go somewhere and talk to someone that the module didn’t anticipate. Sometimes you will find that, for pacing and tonal purposes, you need to insert an action, information, or an emotional (reaction) scene. In any of these cases, you are being called upon to improvise.</p>
<p>Why is improvisation an advanced skill? After all, the GM is just roleplaying the world. In many ways, it differs little from what the players are doing constantly, except that it involves you responding to player choices on the basis of your knowledge of the entire world rather than (as is the case for players) your knowledge of a single character you are playing. Well, while this is true, the added complexity should be obvious and, where you are called upon to create new scenes, you face the pressure of becoming a game designer (with a super-tight deadline and extremely high, in-the-moment, pressure to perform.</p>
<p>Don’t make the mistake of thinking improvisation is simply making things up on the fly. This is a personal observation, but as I approach nearly 40 years of sitting at tables playing in RPGs I shudder to think of how many GMs I’ve known who have taken pride in coming to the table unprepared, and of how many hours of my time have been wasted playing games that were mediocre simply because preparation wasn’t taken seriously. As I get older, time becomes much more precious to me, and the waste of time involved in sitting at the table with a lazy GM who hasn’t prepared adequately and, worse still, takes pride in their lack of preparation (“oh, I never prepare &#8211; I just improvise great games”) results in a LOT of resentment on my part &#8211; and I’m not alone in feeling that way. Playing an RPG is a time-intensive pursuit. I don’t get to game as often as I once did, and arriving at the table to find the GM hasn’t prepared and that the party spends one third or more of game time wandering around without a goal or focus because the GM “just wants to go with the flow and see what happens” is an insulting waste of my time.</p>
<p><strong>Improvisation</strong> (done properly and well) <strong>requires</strong> all the <strong>planning</strong> and effort that goes into good module design, only <strong>it has to happen in-the-moment</strong>, and under great time pressure. As a result, and before we get into how you go about it, we need to talk about when it should happen and the risks that it exposes your game to.</p>
<p><strong>Never improvise when you don’t have to</strong>. Snap decisions have a tendency to result in unpredictable consequences. These consequences can break the predictability of your world by accidentally introducing anachronistic and inconsistent elements to your game. The world you plan is more likely to be consistent and predictable (and players require predictability/consistency in order to make meaningful choices) than the world you construct on the fly. Anachronism has a tendency to break the willing suspension of disbelief your players bring to the table and you really don’t want the players to start questioning how much the world makes sense. You can guarantee that if they are, they have pretty much stopped having fun.</p>
<p><strong>Secondly</strong>, if you do have to improvise, do so as minimally as possible. That is, <strong>do the minimum of improvisation necessary</strong> to respond to the players&#8217; actions while continuing with the game as planned.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills – Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills – Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-5-maintaining-pace-and-tone/">Maintaining Pace and Tone &#8211; Chapter 5 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Managing the Mini-Games &#8211; Chapter 4 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</title>
		<link>https://weirdworldstudios.com/chapter-4-managing-the-mini-games/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 12 Aug 2018 06:43:06 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[chases]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[minigame]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[social actions]]></category>
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					<description><![CDATA[<p>We’re going to digress for a moment to let you in on one of the best-kept secrets in gaming; the rules of the mini-games (such as combat, chases, social conflict, and vehicular combat) within a roleplaying game are all completely optional. They provide a helpful way to keep score and determine when certain types of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-4-managing-the-mini-games/">Managing the Mini-Games &#8211; Chapter 4 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<p>We’re going to digress for a moment to let you in on one of the best-kept secrets in gaming; the rules of the mini-games (such as combat, chases, social conflict, and vehicular combat) within a roleplaying game are all completely optional. They provide a helpful way to keep score and determine when certain types of interaction have ended, but they aren’t essential and should be dropped whenever you have a good reason to do so.</p>
<p>Combat, a chase, a social conflict, or a bi-plane dogfight high in the sky are all simply means used by the players to achieve an objective. Combat etc. occurs when the players (or the NPCs) attempt to achieve their goals through violence. <strong>You can</strong> always <strong>resolve the situations dealt with in the mini-games by using the standard query, adjudicate, resolve pattern</strong> above. The mini-games themselves could, in this way, be dispensed with entirely.</p>
<p>So why are the mini-games included? <strong>They provide a scoring mechanism</strong> and <strong>a means to model certain actions at a higher level of abstraction</strong>. In short, they provide a useful administrative tool for the GM, one that identifies the conditions of success and failure in a way that is seen to be both clear and fair by most players.</p>
<p>The mini-games also, however, represent a speed-bump in your game. <strong>They slow things down substantially</strong>, usually breaking what would, in real-world terms, be a fairly quick exchange into something that takes considerably longer to play out at the table.</p>
<p>For this reason you, want to ensure that you are always aware of the following; even <strong>within a mini-game players are simply declaring and resolving actions</strong>, the rules are optional, and reference to the rules should be avoided wherever possible (don’t slow things down further by opening the rulebook to look things up unless you absolutely have to).</p>
<p>Further, you want to ensure that you <strong>transition into and out of each player’s turn with narration</strong> while you are in the mini-game.</p>
<p>Because narrative is what drives the game forward, you need to ensure that each player’s turn in the mini-game begins and ends with narrative. You need to <strong>move the focus of attention from player to player, turn by turn, using short narrative transitions.</strong></p>
<p>These <strong>transitions should only be about a sentence long</strong> but should accomplish the same things that they do when moving between player actions within a scene.</p>
<p><strong>The narration at the beginning of a players turn must locate the player in relation to what is happening around them</strong> (either establishing the situation or recapping the current circumstances) and <strong>acquaint them with those things that are clamoring for their attention</strong> with the greatest urgency.</p>
<p style="padding-left: 30px;">“To your left and right your companions are locked in desperate hand to hand combat with the pirates. One large, burly pirate with a red sash is charging towards you swinging his cutlass, and it appears that another is attempting to swing one of the cannons around to point at your group. What do you do?”</p>
<p style="padding-left: 30px;">“The mayor appears to be considering your arguments carefully, but there is still doubt in his eyes, and you can also see the growing impatience of his secretary as she watches the clock tick ever closer to his next appointment. What do you do?”</p>
<p>After the action has been declared (remember that even in the mini-games you need to identify both what the player wants to do and how they want to do it) and resolved, you need to <strong>reset the scene and narrate the outcome and consequences</strong>.</p>
<p style="padding-left: 30px;">“You stab the charging pirate in the stomach, neatly sidestepping his lunge and sending him, lifeless, to the deck. Your companions are all still occupied with attacking pirates, and the cannon is now aimed directly at you. Worse, it looks like one of the pirates, not currently engaged in the fight, is about to touch off the powder.”</p>
<p style="padding-left: 30px;">“Commenting on how the bandits have negatively affected the tourist trade, causes the mayor’s brow to furrow with frustration. He has heard this many times from different townsfolk. He’s not interested further analysis. He needs solutions.”</p>
<p>Lastly, you need to <strong>transition to the next player’s turn</strong>.</p>
<p><strong>“Sally, you see all this but are currently grappling with a swarthy pirate of your own &#8211; one who is pressing in and trying to grapple with you for control of your pistol. What do you do?”</strong></p>
<p><strong>“Sally, you see the mayor’s increased frustration and sense his need for a solution. What do you do?”</strong></p>
<p>This process of transitioning into and out of each turn within the mini-games (whether the game concerns combat, social interaction, or a chase etc.) is one of the keys to keeping the game flowing.</p>
<p>You <strong>create a sense of urgency by emphasizing the greatest threats within the current location and by demanding that players state their actions quickly in order to avoid losing their actions</strong> because they are being indecisive.</p>
<h3>Chases</h3>
<p>Chases, like combat and other scenes, can be improved with planning. In a pinch, rolling obstacles on a randomized table will work fine, but a little bit of preparation will go a long way towards increasing the enjoyment provided by the scene.</p>
<p>To begin with, <strong>determine what sparks the chase</strong>. What prompts the chasers to pursue the chasee? Are they looking to assassinate their quarry? Did the quarry take something they want? Have they been given a grievous insult? Be sure of what the chase is trying to achieve. In most cases, the chaser is trying to catch or kill the chasee, but in some, the chase is about recovering an object from the chasee or something else. As for the chasee, they are usually trying to escape. But ask yourself where to, and whether they are leading the chasers into a trap or away from something else etc. <strong>Be clear what the objective is for both parties and what, if anything, would cause them to abandon the chase</strong>.</p>
<p><strong>Specify the conditions that end the chase</strong>. The combat board has a chase track on it. Perhaps your chase ends with the quarry being lost after 8 spaces on the board have been traversed. Perhaps you need to make the track shorter. Perhaps another circumstance triggers the end (such as discarding the golden idol the heroes are carrying). Be clear about when the chase will finish.</p>
<p>Okay, now <strong>treat it as a scene where obstacles arise in series to interfere with the players&#8217; chances of achieving their goals</strong>. As noted before, you can randomly determine the obstacles, but if you have time it is almost always better to plan them out to suit your specific scene.</p>
<p>Lastly, <strong>prepare your resolution</strong>. What happens if the heroes are caught? What if they escape? What if the bad guy escapes? What happens if the police get involved, etc.? If you know the answers to these questions you won’t have any trouble running your chase scene.</p>
<h3>Combat</h3>
<p>Designing a fun combat experience is an art form. The key to it lies in the design of the environment. Wherever possible <strong>populate the environment with things the players can use</strong>. If the battlefield is a garden, then make sure there are abandoned rakes, pruning shears, wheelbarrows, sacks of horse manure etc. around that the combatants might make use of. If it’s a cave fill the space with dangling roots, stalagmites, and stalactites, mud pools, shards of crystal etc. Add obstacles that both hinder and help the heroes. Be creative. You can even impact the mood of a scene by your placement of objects and enemies. If the heroes are standing on a ridge looking down at the enemy, the mood is quite different from one in which they stand at a low elevation looking up at a cliff wall bristling with spears.</p>
<p>Your selection of opponents is the next thing to consider after the environment. In order to keep things balanced, we have some general guidelines to apply when throwing opponents at your heroes.</p>
<p><strong>Henchmen are the weakest level of opponent</strong>. They are usually intended to function as the hapless fools who rush our heroes guns and get mowed down in droves. Essentially they make our heroes feel heroic and competent.by not providing too great a challenge. They tend to be used exclusively in the first half of any given adventure.</p>
<p>Henchmen are represented by a wound pool. Don’t think of them as a group of individuals so much as a swarm that tries to lay some smack down on each of the heroes every turn. Every successful attack by the heroes results in a kill (or a bad guy being put out of the fight if the heroes are trying to be non-lethal). When the pool of wound points reaches zero the bad guys have fled or died.</p>
<p><strong>Henchmen need not be humans</strong>. They can be anything that the plot calls for (alligators, psychic squid monsters from another dimension, gangsters, mutated chimpanzees, etc.). The important point to note is that they are relatively weak but plentiful.</p>
<p><strong>Give them a generic description</strong> (one that will bring them to life) but don’t bother differentiating them from one another too much (or at all).</p>
<p>If you want a balanced fight, <strong>give the henchman a pool of wounds equal to the total wounds belonging to your group of heroes</strong>. This will keep things pretty even during the fight. But, <strong>DO NOT FOR A MINUTE THINK YOU MUST BALANCE FIGHTS</strong>. It is perfectly acceptable, in a world full of obstacles of varying strength, to hit your heroes with an occasional bunch of weak opponents.</p>
<p>Set the NPC modifier to novice (-2) or standard (0). Generally, henchmen do not undertake targeted attacks. They either fight using standard or frenzied attacks.</p>
<p><strong>Named Servants are significantly tougher (and fewer) than henchmen</strong>. They tend to appear in the second half of an adventure when the stakes are starting to rise. When adding Named Servants your <strong>descriptions will want to be more personalized.</strong> Differentiate them from each other, the henchmen and the boss villain.</p>
<p>Let’s say you are throwing a tribe of intelligent alligators at your heroes. The general horde (of henchmen) should be virtually indistinguishable “green, scaly, ranging in length from 5 to 9 feet, with sharp claws and gleaming teeth through which they huff their fetid breath”. The lieutenants of the horde (named servant) are three in number. All are 15 feet long. One has a large scar over one eye, another has a hump, and the last is unmarked but unusually quick.</p>
<p>To give them wounds, take the total of the heroes’ wounds and divide them in half. Apply the number to each of the named villains in the adventure. Each of the named villains gets that many wound points each. Because this generally puts a lone named villain at a disadvantage, field them in groups or singly but in combination with a horde of henchmen.</p>
<p>A well-armed group of heroes will usually make short work of a lone villain, regardless of how strong, unless the villain can do multiple attacks each phase. By adding more villains or giving the villain more attacks you even the odds.</p>
<p>Named servants should be given NPC modifiers of skilled (+2) or expert (+5) and, don’t forget, they can earn action points by using the environment in their actions just like the heroes can. They can also use targeted attacks, trying to strategically damage weapons or disable characters.</p>
<p><strong>Villains are the big bosses of the adventure.</strong> There is usually only one (though there is no reason the villain could not be a cabal of sorcerers if you so choose). B<strong>e sure to give the boss extra attacks (or supporting numbers) to keep the fight a challenge.</strong> Your villain should have wounds equal to twice the total of your team of heroes. <strong>Give your villain the best description you can.</strong> “The chief of the alligator tribe is twice the size of the others. and 6 feet wide. It is old (possibly one thousand years) and shares more in common with its dinosaur ancestors than its more recent offspring. One eye gleams redly with predatory intelligence while the other is milky. Its bellow is enough to cause rockslides on the distant hills and cause flocks of birds to take to the air. Armored hide and foot long razor sharp teeth grin wickedly at you as it positions itself for combat with frightening speed.”</p>
<p>Villains should always have expert NPC modifiers (+5) applied, can make targeted actions, and can earn action points by making use of the environment in their actions.</p>
<p>Just as it is perfectly acceptable to hit the heroes with a weak opponent from time to time, it doesn’t hurt to remind them that the world is full of things far stronger than they are as well. If you do throw certain death at them, however, make sure you telegraph that the fight will not be survivable. Players are often poor judges of when it is time to run away so be sure to give them plenty of warning (coming across the corpses of the uber-marines who kicked their butts in the practice ring yesterday or something similar is a good signal).</p>
<p>If you do construct your own opponents then give a little bit of thought to how they might coordinate (or not). A team of soldiers might try to hold the entrance while runners go for reinforcements or raise the alarm. A group of sandworms might strike and attempt to down and drag away victims to eat leaving their compatriots to the fight.</p>
<p>When vehicles are involved don’t forget to apply the damage to the vehicle’s armor before applying it to any occupants. The occupants can only be hit after the armor has been dealt with. Likewise, targeted actions cannot be used to blow the gas-tank while armor still protects the vehicle.</p>
<h3>Are social actions different?</h3>
<p>The simple answer is no. Player actions and GM adjudication is no different when a social interaction takes place than when any other interaction is occurring. The player wants to achieve something, they attempt to achieve it in a particular way, and the GM is called upon to adjudicate the outcome.</p>
<p>A character may wish to get information from the witness to a brutal murder. That is the thing they wish to achieve. They then may choose a number of means of achieving that end. They may threaten, persuade, bribe, etc.</p>
<p>The complicating factor with regard to social actions is that, unlike a door or wall, the acted upon can react in a broader number of ways in return. Determining whether the action is likely to achieve a desired result, figuring out whether to roll the dice and adjudicating the outcome can seem complicated as a result&#8230; but they aren’t.</p>
<p>To adjudicate this kind of action you need to <strong>know whether the NPC is favourably disposed towards the player characters,</strong> <strong>whether there is a reason for them to withhold their aid, and what that reason is, whether they can be influenced one way or the other, and what sorts of actions will likely move them in one direction or the other, and, significantly from a dramatic point of view, what’s at stake in the outcome.</strong></p>
<p>Armed with this knowledge you are able to adjudicate the situation easily.</p>
<p>For example, in the case of our murder witness, if we decide he or she is basically an upstanding citizen who sees the players positively and wants to do the right thing but is terrified that by speaking out his/her loved ones will be put at risk, you can more or less adjudicate the outcome fairly easily. <strong>All the elements for an interesting scene are present</strong>.</p>
<p><strong>The characters have an aim:</strong> they wish to gather information from the witness.</p>
<p><strong>There is a conflict:</strong> The witness is afraid and does not wish to provide that information.</p>
<p><strong>There is an obstacle:</strong> The level of fear the witness has regarding the safety of his/her family.</p>
<p>If the players approach with threats, the NPC might respond by stubbornly clamming up, or maybe they are timid enough to capitulate (that’s up to you), but the threat will need to be pretty strong if it is going to overcome the fear they are already experiencing. The NPC may be extreme enough in their responses to make the outcome an easy decision (no dice rolls), or you may call for a skill test (intimidate perhaps). Regardless of how you choose to respond, the NPC is likely to no longer be positively disposed towards the characters.</p>
<p>If the players approach with persuasion, the NPC might be won over (no dice roll required) or maybe it doesn’t seem so clear (roll the dice). Perhaps the NPC is persuaded but still won’t help until the characters provide some guarantees regarding the safety of the NPCs loved ones.</p>
<p>If the players approach with the offer of a reward, or witness protection, etc. it may be that these will entice the NPC into providing the information they are looking for.</p>
<p>With or without a dice roll (and whether to roll depends on how certain you feel the NPCs response will be) you can tell fairly easily whether a player’s actions are likely to overcome or strengthen the obstacle between them and cooperation. It may take some teasing out to uncover the player’s aim in an interaction (don’t be afraid to ask) and see what is taking place. It may be helpful to think of the action as being encapsulated in the conversation fragment that reveals the aim and method of the action.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills – Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills – Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-4-managing-the-mini-games/">Managing the Mini-Games &#8211; Chapter 4 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Script Analysis #1 &#8211; Bud and Lou go Hunting</title>
		<link>https://weirdworldstudios.com/script-analysis-1/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 10 Aug 2018 23:57:28 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[bud and lou go hunting]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[humour]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[structure]]></category>
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					<description><![CDATA[<p>This is the first in a series of scripts from the age of Old Time Radio that I have been studying as a means of learning more about the craft of radio scriptwriting.  You will find the script (or transcript, if you prefer) at the beginning of this post followed by a general commentary/analysis of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/script-analysis-1/">Script Analysis #1 &#8211; Bud and Lou go Hunting</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>This is the first in a series of scripts from the age of Old Time Radio that I have been studying as a means of learning more about the craft of radio scriptwriting.  You will find the script (or transcript, if you prefer) at the beginning of this post followed by a general commentary/analysis of the way it works, and lastly, an analysis of the story structure and takeaways (things that I&#8217;ve learned from the exercise).</p>
<h2>Bud and Lou Go Hunting [a.k.a. &#8220;Lion Hunting&#8221;]</h2>
<p>Originally broadcast: December 12, 1946</p>
<p><figure id="attachment_4437" aria-describedby="caption-attachment-4437" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/12/WRT001Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4437" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/12/WRT001Sml.png?resize=200%2C283&#038;ssl=1" alt="On Writing Audio Drama" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/12/WRT001Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/12/WRT001Sml.png?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/12/WRT001Sml.png?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/12/WRT001Sml.png?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-4437" class="wp-caption-text">On Writing Audio Drama</figcaption></figure></p>
<p>This script is copyright to its original writers as an unpublished work. It is provided here, under reasonable use provisions of the copyright act as an educational resource for those who wish to learn radio scriptwriting (for their study and dissection).<br />
The subsequent analysis is copyright © Philip Craig Robotham 2017 and © Weirdworldstudios 2017.</p>
<h3>CHIEF DRAMATIS PERSONAE</h3>
<p>ANNOUNCER: PROMOTER OF CAMEL CIGARETTES</p>
<p>SECOND ANNOUNCER: PROMOTER OF CAMEL CIGARETTES</p>
<p>PRINCE ALBERT ANNOUNCER: PROMOTER OF PRINCE ALBERT TOBACCO</p>
<p>BUD ABBOTT: STRAIGHT MAN</p>
<p>LOUS COSTELLO: FOIL</p>
<p>THE FOUR HITS MALE SINGING QUARTET</p>
<p>MARILYN MAXWELL SINGER AND STARLET</p>
<p>SKINNAY ENNIS SINGER</p>
<p>GAME WARDEN GAME WARDEN</p>
<p>VOICES NEBRASKA FOOTBALL TEAM</p>
<p>MALE VOICE PORCUPINE</p>
<p>FEMALE VOICE PORCUPINE</p>
<p>NANCE VOICE HERMIT DRESSED IN LION SKIN</p>
<p>SFX ARTIST (MIN 1 REQUIRED) SFX ARTIST</p>
<h2>Bud and Lou Go Hunting [a.k.a. &#8220;Lion Hunting&#8221;]</h2>
<h2>ACT 1</h2>
<h3>SCENE 1: (INT) STUDIO (ANNOUNCER, BUD ABBOTT, LOU COSTELLO)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: THE FOUR HITS (singing): C-A-M-E-L-S!</span></li>
<li>ANNOUNCER: That&#8217;s right, folks!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL STING</span></li>
<li>ANNOUNCER: C for comedy!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL STING</span></li>
<li>ANNOUNCER: A for Abbott!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL STING</span></li>
<li>ANNOUNCER: M for Maxwell!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL STING</span></li>
<li>ANNOUNCER: E for Ennis!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL STING</span></li>
<li>ANNOUNCER: L for Lou Costello!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL STING</span></li>
<li>ANNOUNCER: Yes, they spell &#8220;Camels&#8221; &#8212; your taste will tell you about Camels&#8217; rich full flavor! Your throat will welcome Camels&#8217; cool mildness. So draw up a chair for tonight&#8217;s show starring Bud Abbott and Lou Costello!</li>
<li><span style="text-decoration: underline;">SOUND: APPLAUSE, MUSIC</span></li>
<li>BUD: Hey, Costello! Costello! Costello!</li>
<li><span style="text-decoration: underline;">SOUND: APPLAUSE, LAUGHTER</span></li>
<li>BUD: Will you listen to me, please? Did you go hunting with your Uncle Artie Stebbins last Saturday?</li>
<li>LOU: What&#8217;d you say?</li>
<li>BUD: I say, did you go hunting with your uncle Artie Stebbins last Saturday?</li>
<li>LOU: Yeah and a terrible thing happened. A great big bear sneaked up behind us, grabbed Uncle Artie&#8217;s gun out of his hands and stuck it in his back.</li>
<li>BUD: What did Uncle Artie do?</li>
<li>LOU: What could he do? He married the bear&#8217;s daughter.</li>
<li>BUD: Eh-?</li>
<li>SOUND: LAUGHTER</li>
<li>BUD: Never mind that. Did you see any big game?</li>
<li>LOU: I saw a giraffe but I didn&#8217;t shoot him. He had a sore throat.</li>
<li>BUD: Well, there&#8217;s nothing worse than a giraffe with a sore throat.</li>
<li>LOU: Oh, yes there is.</li>
<li>BUD: What?</li>
<li>LOU: A centipede with corns.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: You dummy. I’ve never heard that you went hunting in your life&#8230; and I don&#8217;t believe you did. I bet you haven&#8217;t even got a hunting license.</li>
<li>LOU: I have, too. Here it is.</li>
<li>BUD: Wait a minute, wait a minute. This is no hunting license. This is a picture of Hedy Lamarr.</li>
<li>LOU: You hunt what you like and I&#8217;ll hunt what I like.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: You a hunter! Why that&#8217;s ridiculous.</li>
<li>LOU: Oh, yeah? My brother-in-law used to hunt alligators.</li>
<li>BUD: Alligators?</li>
<li>LOU: Yeah. One time an alligator was just about to attack my brother-in-law. I fired off both barrels of my trusty rifle.</li>
<li>BUD: Did you kill the alligator?</li>
<li>LOU: See this wallet?</li>
<li>BUD: Genuine alligator?</li>
<li>LOU: No. Genuine brother-in-law.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Talk sense! Come here, look at this. You see this picture? Now, I caught all these rabbits last winter. Now, how many would you say there are?</li>
<li>LOU: (QUICKLY) Eight hundred and seventy-six.</li>
<li>BUD: (AMAZED) That&#8217;s exactly right. Wait a minute. How did you guess it?</li>
<li>LOU: Oh, I just count the legs and divide by four.</li>
<li>BUD: I&#8211;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello, have you ever been in Africa on safari?</li>
<li>LOU: No, but I&#8217;ve been in New York on safari.</li>
<li>BUD: Eh&#8211;? A safari in New York?</li>
<li>LOU: Yeah, the Staten Island Sa-Ferry.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: And also the Hoboken Sa-Ferry.</li>
<li>BUD: Aw, now, come on, that&#8217;s ridiculous.</li>
<li>LOU: There&#8217;s lots of safaris around there.</li>
<li>BUD: Hey, listen to me, though. You should have been with me on my elephant hunt. Oh, there I was, surrounded by elephants. One big bull elephant started towards me. I said to myself, &#8220;I&#8217;m trapped! Abbott, you&#8217;re trapped! Should I run or stand here and shoot the bull?&#8221;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Well, I shot him. The elephant fell and broke a tusk.</li>
<li>LOU: Broke a what?</li>
<li>BUD: A tusk, tusk.</li>
<li>LOU: Tusk, tusk to you, too, and a couple o&#8217; pooh-poohs!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: A tusk is valuable. We use fifty thousand elephants a year just to make billiard balls.</li>
<li>LOU: Wow! How do they train ‘em to do such delicate work?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: I can see you know nothing about elephants.</li>
<li>LOU: I once hunted elephants in India &#8212; with an old acquaintance of mine. And an elephant sat on him. Someday I gotta go back there.</li>
<li>BUD: Why?</li>
<li>LOU: To scrape up an old acquaintance.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Hey, Abbott, hey, Abbott, did you ever shoot a zebra?</li>
<li>BUD: Yes, I did.</li>
<li>LOU: Could I have that zebra skin?</li>
<li>BUD: Aw, what do you want with a zebra skin?</li>
<li>LOU: My Aunt Minnie is in Alcatraz and she needs a new fur coat.</li>
<li>BUD: Aw&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: That&#8217;s silly, Costello. However, I have a stuffed rhinoceros you can have. Course, you know what a rhinoceros is, don&#8217;t you?</li>
<li>LOU: Oh, sure. That&#8217;s a hippopotamus with a radiator cap.</li>
<li>BUD: Naw&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello, this is the last week of the big game hunting season. Now, tomorrow I&#8217;m going hunting in the High Sierras and I&#8217;d like you to come along with me.</li>
<li>LOU: Oh, gee, thanks, Abbott. Say, you&#8217;ve done a lot of huntin&#8217;. What do they call those little flies that buzz around the animals?</li>
<li>BUD: Gnats.</li>
<li>LOU: I asked you a civil question.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: What do they call those little flies?</li>
<li>BUD: Gnats. Gnats.</li>
<li>LOU: Gnats to you, too, brother!</li>
<li>BUD: No, no, no, you dummy, gnats are the flies that annoy the animals. Of course, some of them have ticks.</li>
<li>LOU: Why don&#8217;t they take the ticks and give those flies a good thrashing?</li>
<li>BUD: I didn&#8217;t say &#8220;sticks,&#8221; I said &#8220;ticks&#8221;! For instance, there&#8217;s deer&#8217;s ticks.</li>
<li>LOU: The deer ticks?</li>
<li>BUD: Uh, certainly, deer ticks.</li>
<li>LOU: Who wound &#8217;em up?</li>
<li>BUD: Aw, nobody wound &#8217;em up.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Then what makes &#8217;em tick? (TO THE AUDIENCE) Somebody must&#8217;ve slipped a grume in his gruel.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello&#8230; Listen to me, please. When I say &#8220;deer ticks&#8221; I don&#8217;t mean the deer ticks. I mean, deer ticks.</li>
<li>LOU: Abbott, let me smell your breath.</li>
<li>BUD: Aw, come on, please, talk sense.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: The deer has ticks and the ticks bother the deer.</li>
<li>LOU: They used to bother me when I went to school.</li>
<li>BUD: Ticks bothered you in school?</li>
<li>LOU: Yeah. Arithme-tics &#8230; Mathema-tics&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: And, one time, a tick got me in trouble with the teacher.</li>
<li>BUD: Aw, now, wait a minute, how could a tick get you in trouble with the teacher?</li>
<li>LOU: (IN A CHILD’S VOICE) I ticked my tongue out at the teacher and she twounced the tweat of my twousers with a twap! Now&#8230;?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello&#8230; Look, Lou, I&#8217;m talking about animal ticks. Hundreds of animals in the woods have ticks.</li>
<li>LOU: That must be a pretty sound &#8230; when hundreds of animals get together and they all start tickin&#8217; at once.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Naw, no, listen, Costello, listen to me. Deer have ticks. Elks have ticks. And, one time, my father shot a moose with ticks. Now, do you know what I&#8217;m talking about?</li>
<li>LOU: Sure, your father&#8217;s moose ticks!</li>
<li>BUD: Aw, now&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello, you&#8217;re getting more stupid every day. I don&#8217;t know what to do with you. I don&#8217;t know what to say to you. I&#8217;ve tried and I&#8217;ve tried to improve your mind but I just can&#8217;t seem to get anywhere.</li>
<li>LOU: Why don&#8217;t you face it, Abbott? You&#8217;re a failure.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER AND APPLAUSE</span></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 2: (EXT) OUTSIDE THE STUDIO (ANNOUNCER, BUD, LOU, SKINNAY)</h3>
<ol start="128">
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN</span></li>
<li>ANNOUNCER: And here, for Camel cigarettes, is Skinnay Ennis and the boys with</li>
<li><span style="text-decoration: underline;">MUSIC: &#8220;For Sentimental Reasons&#8221; &#8212; </span>Skinnay<span style="text-decoration: underline;"> on the vocal – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: APPLAUSE</span></li>
<li>ANNOUNCER: The pages of American history are illumined by the names of doctors who worked unceasingly to overcome disease and to make life happier and more secure for humanity. The makers of Camels are pardonably proud of the standing of this cigarette among doctors. A nationwide survey of doctors&#8217; cigarette preferences was recently made. Three leading independent research organizations asked this question of one hundred thirteen thousand five hundred and ninety-seven doctors &#8212; doctors in every field of medicine: &#8220;What cigarette do you smoke, Doctor?&#8221; The brand named most was Camel. Yes &#8230; (FILTERED VOICE) according to a recent nationwide survey, more doctors smoke Camels than any other cigarette.</li>
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN AND OUT</span></li>
<li>LOU: Well, here I am, Abbott. And I&#8217;m all ready to go hunting with you up in the mountains.</li>
<li>BUD: Ah, that&#8217;s fine, Costello. How is your hunting equipment?</li>
<li>LOU: I got the best, Abbott. Look, Cornel Wilde&#8217;s old address book.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello, hunting is a serious sport. Now, suppose you came face to face with a big bruin. What would you do?</li>
<li>LOU: Ask him for a ticket to the Rose Bowl game.</li>
<li>BUD: Aww&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: You know, Marilyn Maxwell and Skinnay Ennis are going to meet us at the hunting lodge. And I hope you brought something along.</li>
<li>LOU: I did. I brought a quart of bourbon in case somebody gets the chills. What are you bringing, Abbott?</li>
<li>BUD: Mmm&#8230; the chills.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Costello, did you bring a gun?</li>
<li>LOU: Why, yes. Here it is. This is my sawed-off shotgun.</li>
<li>BUD: Wait a minute. Where is the handle?</li>
<li>LOU: How do you like that? I sawed off the wrong end.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Well, come on, Costello, Marilyn and Skinnay are waiting for us at the hunting lodge in the mountains, let&#8217;s go.</li>
<li><span style="text-decoration: underline;">MUSIC: MUSICAL BRIDGE</span></li>
</ol>
<h3>SCENE 3: (EXT) AT THE HUNTING LODGE (SKINNAY, BUD, LOU, MARILYN, GAME WARDEN, VOICES, MALE VOICE, FEMALE VOICE)</h3>
<ol start="153">
<li>SKINNAY: (WITH A SOUTHERN DRAWL) Hiya, Fat, Flabby, and Flat-Headed!</li>
<li>BUD: Aw, now, wait a minute. Don&#8217;t insult Costello, Skinnay. Don&#8217;t be a pill.</li>
<li>LOU: Skinnay ain&#8217;t no pill. He&#8217;s too long and narrow.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>SKINNAY: Well, thank you, Costello.</li>
<li>LOU: You&#8217;re a capsule!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: You&#8217;re a funny-lookin&#8217; hunter, Skinnay. Do you know anything about guns?</li>
<li>SKINNAY: I know guns inside and out. Why, man, when I was a kid with the circus, they used to shoot me out of an air rifle.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>SKINNAY: What do you know about huntin&#8217;, Costello?</li>
<li>LOU: Have you seen that big bear rug in my living room?</li>
<li>SKINNAY: Sure.</li>
<li>LOU: Well, I shot that bear myself. What a battle! It was either me or the bear.</li>
<li>SKINNAY: Well, I&#8217;m glad it was the bear. You&#8217;d make an awful lumpy rug.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Hey, look, Costello, here comes Marilyn Maxwell.</li>
<li>MARILYN: Hiya, boys!</li>
<li><span style="text-decoration: underline;">SOUND: WOLF WHISTLE</span></li>
<li>MARILYN: And hello Louis, honey, my chubby little chucklin&#8217; chipmunk.</li>
<li>LOU: Aw, Marilyn, my sugar-coated sharpshooter. Plug me with the buckshot of your kisses.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Awww. Louis, honey, how do you like my hunting outfit? Saks Fifth Avenue.</li>
<li>LOU: Get a load of mine. Army Surplus.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Aw, Louis, it&#8217;s gonna be fun hunting with you. What&#8217;s your favorite wild game?</li>
<li>LOU: Post Office?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Louis! Louis, Post Office isn&#8217;t a wild game.</li>
<li>LOU: It is the way I play it.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Aw, Louis, my little snow man. Come melt in my arms.</li>
<li>LOU: Gee, Marilyn, when I&#8217;m close to you like this I just can&#8217;t seem to break away.</li>
<li>MARILYN: Why not?</li>
<li>LOU: My nose is caught in the trigger of your shotgun.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Well, Louis, if you&#8217;ll excuse me, I&#8217;ll go up to the hunting lodge and freshen up. As they say in Spanish, &#8220;Mañana [o ya] noches&#8221; to you.</li>
<li>LOU: And your mama&#8217;s own nightshirt to you, too.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Hey, Costello, Costello. Look up on that mountaintop. Now, there&#8217;s a mother stork and two little storks.</li>
<li>LOU: Yeah, Abbott. Can I ask you a question?</li>
<li>BUD: Well, certainly.</li>
<li>LOU: When the mama stork talks things over with the little storks, who does she say brings the babies?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>SKINNAY: (AT A DISTANCE) Help! Help!</li>
<li>GAME WARDEN: Beg pardon, pardners. Is there a skinny hombre in your party?</li>
<li>BUD: Uh, yes, there is. Why?</li>
<li>WARDEN: Well, you&#8217;d better go over thar and get him. A gopher just dragged him down into its hole.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Uh, who are you, stranger?</li>
<li>WARDEN: I&#8217;m the game warden.</li>
<li>LOU: Yeah? What&#8217;s your game, Warden?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>WARDEN: You want to know mah game, partner? I&#8217;ll yell ya! It&#8217;s parchesi!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>WARDEN: But bein&#8217; up here in the wild country so much, I trained three little skunks to play bridge with me.</li>
<li>LOU: Is it a steep game?</li>
<li>WARDEN: No, we only play for a tenth of a (s)cent. Huh haah!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Uh, Warden, we&#8217;re after some big game. Have you seen any hereabouts?</li>
<li>LOU: Hereabouts? Abbott, I thought we came up here to shoot deer. I wouldn&#8217;t shoot a poor little hereabouts for anything in the world.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Anybody that would shoot a little hereabouts and make a widow out of a she-abouts ought to be ashamed of themselves.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Oh, shut up, you idiot. Uh, how about it, Warden? Is there any big game around here?</li>
<li>WARDEN: Well, there&#8217;s a ferocious mountain lion that has been terrorizin&#8217; the countryside. He&#8217;s been killin&#8217; the farmers&#8217; chickens and he&#8217;s even been stealin&#8217; eggs.</li>
<li>LOU: At the price, eggs are now, I don&#8217;t blame him.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>WARDEN: There&#8217;s a reward of a thousand dollars to the man that gets that mountain lion. One of you boys ought to trap him.</li>
<li>LOU: Which one of us would you suggest?</li>
<li>WARDEN: Why don&#8217;t you try, Tubby? You&#8217;ve got the biggest trap. Huh haah!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>VOICES HOWLING IN PAIN: Ooooh! Ow! Oooh! Don&#8217;t beat us anymore! Oh, no! Don&#8217;t beat us anymore, please! Please, don&#8217;t beat us anymore!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Hey, who are those guys?</li>
<li>WARDEN: That&#8217;s the Nebraska football team!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER AND APPLAUSE</span></li>
<li>[Under coach Bernie Masterson, the University of Nebraska Cornhuskers football team went 5-13-0 (.278) in 1946-47.]</li>
<li>WARDEN: Now, remember, if you shoot that lion, I&#8217;ll give you a thousand dollars for his skin. I need it to make stockings.</li>
<li>LOU: What kind of stockings can you make out of lion&#8217;s skin?</li>
<li>WARDEN: Ny-lion stockings! Huh haah!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>WARDEN: So long, Lard Head!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li><span style="text-decoration: underline;">SOUND: GROWLING SOUNDS</span></li>
<li>SKINNAY: Hey! Hey, you hear that, fellas? The lion&#8217;s just north of us.</li>
<li>LOU: Which way&#8217;s south?</li>
<li>BUD: Eh&#8211;!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Come here, you coward. You&#8217;re not afraid to take a chance, are you?</li>
<li>LOU: Yeah.</li>
<li>BUD: Now, take this cane. You see it?</li>
<li>LOU: Yeah.</li>
<li>BUD: The lion won&#8217;t bite you if you&#8217;re carrying a cane.</li>
<li>LOU: Yeah, but how fast do I have to be carryin&#8217; the cane?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: I ain&#8217;t monkeyin&#8217; around with no lions, Abbott. The last time I saw a lion was in the Adirondack Mountains.</li>
<li>BUD: What happened?</li>
<li>LOU: I snapped at the lion. Then the lion snapped at me. And then somethin&#8217; whizzed past.</li>
<li>SKINNAY: What was it?</li>
<li>LOU: Kansas City.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: Shh. Quiet. I hear something. Listen.</li>
<li>MALE VOICE: I love you, ouch!</li>
<li>FEMALE VOICE: I love you, ouch!</li>
<li>MALE VOICE: I love you, ouch!</li>
<li>FEMALE VOICE: I love you, ouch!</li>
<li>BUD: Costello, what was that?</li>
<li>LOU: Two porcupines necking.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER AND APPLAUSE</span></li>
</ol>
<h3>ACT 3</h3>
<h3>SCENE 4: (EXT) OUTSIDE LION’S CAVE (ANNOUNCER, MARILYN, BUD, LOU, SKINNAY)</h3>
<ol start="263">
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN</span></li>
<li>ANNOUNCER: Camel cigarettes bring you the lovely Marilyn Maxwell from M-G-M, producers of their Academy Award contender, &#8220;The Yearling.&#8221; Accompanied by the Four Hits, Marilyn sings &#8220;Blue Skies&#8221;:</li>
<li>MARILYN: (SINGS) “Blue Skies”</li>
<li><span style="text-decoration: underline;">SOUND: APPLAUSE, MUSIC OUT</span></li>
<li>ANNOUNCER: When you take your first puff from a Camel cigarette, there&#8217;s a delighted response from your T-Zone. That&#8217;s T for Taste and T for Throat, the proving ground for any cigarette. Your taste and your throat tell you you&#8217;ve made a wise selection. See how choice tobaccos, superbly blended and properly aged, give Camels a rich, mellow flavor that&#8217;s extra delightful to your taste. See if Camels own cool mildness isn&#8217;t exactly what you&#8217;ve always wanted to suit your throat. Yes, millions say, &#8220;Camels suit my T-Zone to a tee.&#8221; You know a nationwide survey of doctors&#8217; cigarette preferences was recently made. Three leading independent research organizations asked this question of one hundred thirteen thousand five hundred and ninety-seven doctors: &#8220;What cigarette do you smoke, Doctor?&#8221; The brand named most was Camel. Yes &#8230;(FILTERED VOICE) according to a recent nationwide survey, more doctors smoke Camels than any other cigarette.</li>
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN AND OUT</span></li>
<li><span style="text-decoration: underline;">SOUND: GROWLING NOISES</span></li>
<li>BUD: All right, Costello. All right, now, take it easy, kid, I&#8217;m right in back of ya. Don&#8217;t worry about me. Here&#8217;s the mouth of the cave. Now, go in there. That&#8217;s a pal for ya. I let you go in and get the lion, didn&#8217;t I?</li>
<li>LOU: You want me to go in and get the lion?</li>
<li>BUD: Certainly, I&#8217;m your friend.</li>
<li>LOU: Why don&#8217;t you go in and get the lion?</li>
<li>BUD: Aw, what do you mean? You want me to go in? I have a family.</li>
<li>LOU: Oh. What’ve I got?</li>
<li>BUD: Never mind what you&#8217;ve got. You go ahead in and get that lion.</li>
<li>LOU: Okay.</li>
<li>SKINNAY: Hey, what&#8217;s the matter? You scared? Look at you. Your knees are knockin&#8217;.</li>
<li>LOU: I always knock before I enter a cave.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li><span style="text-decoration: underline;">SOUND: GROWLING</span></li>
<li>BUD: Take it easy. Buck up, Costello. And, remember, make the lion believe you&#8217;re not afraid of him.</li>
<li>LOU: I couldn&#8217;t be that deceitful.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>BUD: You&#8217;ve got to think of those poor people who&#8217;ve lost their cattle and their chickens and their eggs on account of that lion. How can you face them, Costello? Think of it! How can you face them &#8230; when they may be starving?</li>
<li>LOU: How can I face that lion? He may be starving, too.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Oh, there you are, Louis, honey. Oh, I&#8217;m so proud of you. I know you&#8217;re going in that cave and kill that lion just for me.</li>
<li>LOU: I am?</li>
<li>MARILYN: Yes. And, Louis, honey, I&#8217;d do anything for you. Why, I&#8217;d climb the highest mountain. I&#8217;d swim the deepest river.</li>
<li>LOU: How do you like that? Here I am facing death and this dame is gonna go out climbing and swimming.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Okay. I&#8217;ll go in. But if that lion runs out, don&#8217;t nobody shoot at him.</li>
<li>BUD: Why not?</li>
<li>LOU: I may be inside of him.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
</ol>
<h3>SCENE 5: (INT) INSIDE THE CAVE (LOU, NANCE)</h3>
<ol start="297">
<li><span style="text-decoration: underline;">MUSICAL BRIDGE: WHO&#8217;S AFRAID OF THE BIG BAD WOLF?</span></li>
<li><span style="text-decoration: underline;">SOUND FX: A SLIGHT ECHO ON THE VOICES TO INDICATE CAVE INTERIOR</span></li>
<li>LOU: Gee, it&#8217;s certainly dark in this lion&#8217;s cave.</li>
<li>NANCE VOICE: Why don&#8217;t you light a match?</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Who said that?</li>
<li>NANCE VOICE: It&#8217;s me. The lion.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: What do you know? A talkin&#8217; lion. I gotta tell Abbott, Skinnay, and Marilyn about this.</li>
<li>NANCE: Oh, no, no, you must never tell anyone. I&#8217;m a hermit and I just hate people.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>NANCE: I wear this lion skin to scare them away. I live in this cave all alone.</li>
<li>LOU: How&#8217;d you find this cave with all the housing shortage?</li>
<li>NANCE: I subleased it from a bear that went on the road with a skating act.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: You must get lonesome here all alone. Why don&#8217;t you get a roommate?</li>
<li>NANCE: I had a roommate. An elk. And then the meat shortage came along &#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: You mean that, uh, &#8230;?</li>
<li>NANCE: You see this tooth hanging on this watch chain?</li>
<li>LOU: Yeah.</li>
<li>NANCE: Well, it ain&#8217;t mine!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Look, Mr. Hermit, my girl is outside. I promised her I&#8217;d bring out the lion. Give me that lion skin and I&#8217;ll take it out there and everybody&#8217;ll think you&#8217;re dead and nobody will bother you anymore.</li>
<li>NANCE: Here, take the skin. Oh, goody, goody! Now, I can be a real hermit and then I won&#8217;t be bothered by Lucille Ball, Betty Grable, or Marilyn Maxwell.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Gee, do they call you?</li>
<li>NANCE: No! That&#8217;s what bothers me!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li><span style="text-decoration: underline;">SOUND: ECHO OUT</span></li>
</ol>
<h3>SCENE 6: (EXT) OUTSIDE THE CAVE (BUD, MARILYN, THE FOUR HITS, LOU)</h3>
<ol start="327">
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN</span></li>
<li>BUD: Say, look! Here comes Costello out of the cave.</li>
<li>MARILYN: Oh, my hero! Look, he has the lion&#8217;s skin!</li>
<li>THE FOUR HITS: (SINGING) Who is the greatest hunter of them all?</li>
<li>&#8220;Bring &#8216;Em Back Alive&#8221; Costello!</li>
<li>MARILYN: (SINGS) When there is danger, who&#8217;s the one they call?</li>
<li>&#8220;Bring &#8216;Em Back Alive&#8221; Costello!</li>
<li>LOU: (SINGS) Once I found a baby leopard &#8211; with milk I filled his tummy</li>
<li>And then in some Egyptian tomb I helped him find his mummy</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>THE FOUR HITS: (SINGING) He taught Tarzan everything he knows</li>
<li>When in danger, he&#8217;s not yellow</li>
<li>MARILYN: (SINGS) Who looks dapper in his hunting clothes?</li>
<li>No one but my handsome fellow.</li>
<li>LOU: (SINGS) One day I caught a tiger &#8211; I wasn&#8217;t even tryin&#8217;</li>
<li>And in the movie house, I caught a Metro-Goldwyn lion</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>THE FOUR HITS: (SINGING) Brave, yes, indeedy &#8211; a threat to Clyde Beatty</li>
<li>The greatest hunter of them all</li>
<li><span style="text-decoration: underline;">MUSIC: THE MUSIC PAUSES</span></li>
<li>BUD: Costello.</li>
<li>LOU: Yeah?</li>
<li>BUD: You&#8217;ve hunted a lot of big game. Tell me, did you ever hunt bear?</li>
<li>LOU: I can&#8217;t, Abbott. The bushes tickle me.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: Once I saw a mink, though. I saw a mink playin&#8217; in the woods&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN</span></li>
<li>LOU: I picked &#8216;im up and I said to him&#8230;</li>
<li>(SINGS, TO THE TUNE OF &#8220;Laugh, Clown, Laugh&#8221;)</li>
<li>Though you&#8217;ll be a coat for Lana Turner</li>
<li>Laugh, mink, laugh</li>
<li>Though you&#8217;ll be a lovely hat for Myrna</li>
<li>Laugh, mink, laaaaaaaaaaaaaugh!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: (SINGS)At Cyril&#8217;s you&#8217;ll have the best table</li>
<li>Think of those cold nights with Bettyyyyyyy &#8230; Shapiro!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU (SINGS): When you&#8217;re on display at Bullock&#8217;s Wilshire</li>
<li>Giggle, mink, giggle</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: (SINGS) All your cares will vanish if your tail will</li>
<li>Wiggle, mink, wigglllllllle, minnnnnnnk!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: (SINGS): And don&#8217;t be depressed &#8211; keep your skin up</li>
<li>When you see Frank Buck, just laaaaaaugh</li>
<li>Ha ha ha ha ha ha!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: (SINGS)Laaaaaugh!</li>
<li>Ha ha ha ha ha ha!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>LOU: (SINGS HIGHT NOTE) Laaaaaugh!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER, SONG ENDS, APPLAUSE</span></li>
<li>MARILYN: Aw, Louis, honey, my brave adventurer. Some day you must take me hunting with you.</li>
<li>LOU: I will, Marilyn, my love. And you can ride on my papa jackass.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: A papa jackass? Well, how do you know he&#8217;s married?</li>
<li>LOU: All jackasses are married.</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>MARILYN: Oh, my hero. Let&#8217;s celebrate tonight. We&#8217;ll go to the smartest restaurant for dinner, see the best show in town, and then visit all the swanky nightclubs.</li>
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN</span></li>
<li>MARILYN: Then, I&#8217;ll kiss you good night and &#8230;</li>
<li>LOU: (SQUEALS WITH DELIGHT) Oooohh.</li>
<li>MARILYN: (SINGS &#8220;After You&#8217;ve Gone&#8221;) After you&#8217;ve gone and left me cryin&#8217;</li>
<li>After you&#8217;ve gone, there&#8217;s no denyin&#8217;</li>
<li>How lonesome I&#8217;ll be</li>
<li>There&#8217;s no one I&#8217;ll see &#8230;</li>
<li>LOU: (SINGS) Until she finds another sucker like me!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>THE FOUR HITS: (SINGING) Who knows his jungles better than a book?</li>
<li>&#8220;Bring &#8216;Em Back Alive&#8221; Costello!</li>
<li>MARILYN: (SINGS) Who&#8217;ll charm a snake with one hypnotic look?</li>
<li>&#8220;Bring &#8216;Em Back Alive&#8221; Costello!</li>
<li>LOU: (SINGS)I caught a baby penguin &#8211; he looked so awful cute</li>
<li>I haven&#8217;t got the penguin but I&#8217;m wearing his dress suit!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>THE FOUR HITS: (SINGING) Who makes the wildest trapper look so tame?</li>
<li>No one else but Lou Costello</li>
<li>MARILYN: (SINGS)He makes the others hang their heads in shame</li>
<li>He&#8217;s so groovy, he&#8217;s so mellow!</li>
<li>LOU: (SINGS)I&#8217;ve captured famous animals from every living herd</li>
<li>I even caught a De-troit Tiger sliding into third!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER</span></li>
<li>THE FOUR HITS: (SINGING) Brave, yes, indeedy &#8211; a threat to Clyde Beatty</li>
<li>The greatest hunter of them all</li>
<li>LOU: Heyyy, Abbooooooott!</li>
<li>THE FOUR HITS: (SINGING) The greatest hunter of them all</li>
<li>SONG ENDS, PROLONGED APPLAUSE</li>
</ol>
<h1>Act 4</h1>
<h3>SCENE 7 (EXT) OUTSIDE CAVE (LOU BUD, ANNOUNCER, SECOND ANNOUNCER)</h3>
<ol start="414">
<li>LOU: Oh, boy. What a tough battle. But I won. Hey, Abbott, there is the lion&#8217;s skin.</li>
<li>BUD: Wait a minute, Costello. There&#8217;s something phony about this. Turn that skin over. Ah ha! I thought so! There&#8217;s a label on that lion&#8217;s skin, Costello. Come on, read it!</li>
<li>LOU: Eastern Columbia, Broadway at Night!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER, APPLAUSE, MUSIC IN AND OUT</span></li>
<li>ANNOUNCER: Abbott and Costello will be back in just a moment for Camel cigarettes.</li>
<li>2ND ANNOUNCER: During the war, the makers of Camel cigarettes sent a total of more than one hundred and fifty million free Camels to our fighting men overseas. Now, free Camels are sent to servicemen&#8217;s hospitals instead. This week the Camels go to Veteran&#8217;s Hospital, Atlanta, Georgia; U.S. Army Valley Forge General Hospital, Phoenixville, Pennsylvania; U.S. Naval Hospital, Newport, Rhode Island; U.S. Marine Hospital, Staten Island, New York; and Veteran&#8217;s Hospital, San Fernando, California.</li>
</ol>
<h3>SCENE 8 (INT) INSIDE THE STUDIO (ANNOUNCER, BUD, LOU, 2<sup>nd</sup> ANNOUNCER, PRINCE ALBERT ANNOUNCER, THE FOUR HITS)</h3>
<ol start="420">
<li>ANNOUNCER: Camel broadcasts go out to the United States three times a week, are re-broadcast to practically every area in the world where our men are still stationed, and to our good neighbors in Central and South America. And here are Abbott and Costello with a final word.</li>
<li>BUD: By the way, Costello, the December tenth issue of Look Magazine has printed the pictures of your big barbecue party for the kids.</li>
<li>LOU: Yes, did you see it, Abbott?</li>
<li>BUD: (ANGRY) I did! I saw your picture, your wife&#8217;s picture, your kids&#8217; pictures, and my picture! But I didn&#8217;t see my wife Betty&#8217;s picture! And I know they took Betty&#8217;s picture! Now, where&#8217;s my wife&#8217;s picture? Why wasn&#8217;t it in there?</li>
<li>LOU: Well, the fella that took your wife&#8217;s picture couldn&#8217;t develop it.</li>
<li>BUD: Why not?</li>
<li>LOU: He was afraid to go into the dark room with it alone!</li>
<li>BUD: Aw, good night, folks!</li>
<li>LOU: Nyaaah!</li>
<li><span style="text-decoration: underline;">SOUND: LAUGHTER, APPLAUSE, MUSIC IN AND OUT</span></li>
<li>PRINCE ALBERT ANNOUNCER: More pipes smoke Prince Albert than any other smoking tobacco. And that&#8217;s a perfect guide to your choice of a Christmas gift for any pipe smoker. Prince Albert, naturally. Prince Albert&#8217;s rich, full-bodied flavor and cool mildness spell Christmas joy because they spell lasting smoking joy. Trim-cut to burn cool and even, specially treated to ensure against tongue bite. That&#8217;s Prince Albert. Give the big pound package of Prince Albert with its special Christmas wrapping to all the pipe smokers on your list. Be sure to hear Prince Albert&#8217;s &#8220;Grand Ole Opry&#8221; Saturday night. Red Foley, the new singing sensation, sings American folk songs in a way that&#8217;ll make your heart beat faster. Remember, Saturday night on NBC, &#8220;Grand Ole Opry&#8221; with Red Foley, the Duke of Paducah, and Minnie Pearl!</li>
<li><span style="text-decoration: underline;">MUSIC: MUSIC IN</span></li>
<li>ANNOUNCER: Be sure to tune in next week for another great Abbott and Costello show brought to you by Camel cigarettes. And, remember, try Camels in your T-Zone. See if they don&#8217;t suit your taste, your throat to a tee. And, remember, too, that giving a carton of Camels is a specially warm-hearted way to say &#8220;Merry Christmas&#8221; to all smokers on your gift list.</li>
<li>THE FOUR HITS (singing): C-A-M-E-L-S!</li>
<li>ANNOUNCER: This is Jim Doyle in Hollywood wishing you all a pleasant good night for Camels. Thursday night is another all-star night on NBC. Stay tuned for &#8220;The Eddie Cantor Show&#8221; which follows immediately over most of these stations.</li>
<li><span style="text-decoration: underline;">SOUND: APPLAUSE</span></li>
<li>NETWORK ANNOUNCER: This is NBC, the National Broadcasting Company.</li>
<li><span style="text-decoration: underline;">MUSIC: MUSIC OUT</span></li>
</ol>
<h2>ANALYSIS</h2>
<p>The overt cigarette advertising on a family show creates a certain amount (A LOT) of discomfort.</p>
<p>The show had a standard format (varying a little over time) in which it would showcase the comedy as a series of sketches, to begin with culminating in one of the duo’s signature “who’s on first” dialogs. Followed by a story or narrative that would be used to develop a series of jokes. The show also needed to fit a number by each of its two musical stars (Skinnay Ennis, and Marilyn Maxwell) into the program.</p>
<p>The first section of the show is a series of gags linked around the show’s topic (hunting).</p>
<p>The repetition of the question at the beginning captures audience concentration and helps focus them on the gags – an old vaudeville trick from their time on stage.</p>
<p>A great deal of Abbott and Costello’s humor is based on unexpected observations, ambiguous language, wordplay, misunderstanding, and subversion of expectations. Costello’s amiable fool character is essential as the foil for all the misunderstandings that take place.</p>
<p>Abbott and Costello don’t use the setup, punch, topper, second topper joke structure much at all. Instead, they group a series of distinct gags around their topic moving from one to another in sequence. They use the laughs as a form of curtain that allows them to switch topic at need. They then add transitional phrases to segue into each new gag (usually in the form of mild insults).</p>
<p>Two types of dialog gags are regularly in use here – the story (where one comedian supplies the setup and punchline in the form of a story with the other prompting the story with questions ) and the exchange (where one comedian supplies the setup while the other supplies the punchline).</p>
<p>Abbott is usually the straight man, putting the setup in place or prompting the story with questions while Costello delivers the punch. These are great examples of jokes as dialog.</p>
<p>Their most famous (signature) gag structure is showcased here as well (typified by the famous “who’s on first” gag). It is an extended dialog based around the ambiguity of language. Costello’s amiable fool finds numerous ways to misunderstand Abbott and the exchange ends with an insult (but one based on a misunderstanding as well). It is the comedic climax of the show before switching to a comic narrative structure. This sequence is as close to the setup-punchline, topper, second topper pattern as this comedy duo come&#8230; but they extend it into one long laugh.</p>
<p>The second half of the show is built around a loose narrative structure. The scene setting is incredibly economic (a single line of narrative, delivered in character, does the job in each case).</p>
<p>The story is merely an excuse to tie the gags together, but it is a solid story structure nonetheless.</p>
<h2>STORY STRUCTURE</h2>
<p><strong>Inciting incident</strong> – In line 87 Bud invites Lou to go hunting.</p>
<p><strong>Characters introduced</strong> &#8211; In line 134 we are told that Skinnay and Marilyn will also be going.</p>
<p><strong>Problem introduced (call to adventure)</strong> &#8211; In line 218 the warden arrives and informs the group of the presence of a dangerous mountain lion and offers a reward for shooting it. At line 237 they find the lion’s cave.</p>
<p><strong>Resisting the call</strong> &#8211; In line 248, Lou resists tackling the problem. Of course, in the end, Lou is coerced into tackling the problem (line 292) and agrees to enter the cave.</p>
<p><strong>Embracing the call</strong> &#8211; Inside the cave, Lou discovers that the lion is, in fact, a hermit in disguise.</p>
<p><strong>Problem transformed &#8211; </strong>Cleverly, the problem (facing a lion) is transformed inside the cave into one of how to appear to be brave, save face, and protect the hermit’s privacy (line 319).</p>
<p><strong>Problem solved &#8211;</strong> Lou solves the problem and emerges with the lion skin in line 328.</p>
<p><strong>Denouement &#8211;</strong> Lou’s success is celebrated by a silly song (which didn’t really grab me at all) in which he is lionized (pardon the pun) as a hunter, but subverts the praise he is given each time he adds a line of his own about his prowess. In line 366 he receives the reward for his bravery (a night on the town with Marilyn).</p>
<p><strong>Twist</strong> &#8211; In line 386 the twist occurs, revealing his cowardice to Bud – but of course, as audience members, we already know Lou’s bravery is a lie.</p>
<h2>TAKEAWAYS</h2>
<p>The setup, punchline, topper, second topper structure isn’t the only way to do comedy.</p>
<p>Story structure matters, and is present, even in a simple narrative.</p>
<p>Even in a simple story, a redirection can add surprise and interest to an otherwise okay narrative.</p>
<p>A single line or phrase is all the setup most scenes require.</p>
<p>This script contained in this article is copyright to its original writers as an unpublished work. It is provided here, under reasonable use provisions of the copyright act as an educational resource for those who wish to learn radio scriptwriting (for their study and dissection).</p>
<p>The subsequent analysis is copyright © Philip Craig Robotham 2017 and © Weirdworldstudios 2017.</p>
<p>The post <a href="https://weirdworldstudios.com/script-analysis-1/">Script Analysis #1 &#8211; Bud and Lou go Hunting</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Advanced Play &#8211; Part 3 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</title>
		<link>https://weirdworldstudios.com/chapter-3---part-3/</link>
					<comments>https://weirdworldstudios.com/chapter-3---part-3/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 10 Aug 2018 23:37:57 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[advanced play]]></category>
		<category><![CDATA[concluding]]></category>
		<category><![CDATA[death traps]]></category>
		<category><![CDATA[environmental hazards]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[managing tropes]]></category>
		<category><![CDATA[pregame preparation]]></category>
		<category><![CDATA[puzzles]]></category>
		<category><![CDATA[recaps]]></category>
		<category><![CDATA[resolving actions]]></category>
		<category><![CDATA[role playing game]]></category>
		<category><![CDATA[rolling dice]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[transitioning]]></category>
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					<description><![CDATA[<p>ROLLING THE DICE Once you have queried the player, figured out what the player wants to do, how they want to do it, whether it is possible, what consequences are attendant upon it, how many steps are required to achieve it, how difficult it is to accomplish, and what skill should be used, it is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-3---part-3/">Advanced Play &#8211; Part 3 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h3>ROLLING THE DICE</h3>
<p>Once you have queried the player, figured out what the player wants to do, how they want to do it, whether it is possible, what consequences are attendant upon it, how many steps are required to achieve it, how difficult it is to accomplish, and what skill should be used, it is now time to call for a dice roll.</p>
<p>The player will roll the dice. <strong>Add any modifiers supplied by their level of skill and subtract any modifiers that apply because of the degree of difficulty.</strong></p>
<p><strong>If the player rolls a twelve or higher (after all the modifiers have been added and subtracted) that means the action the player wanted to take has been successful.</strong></p>
<p><strong>If the player rolls an eleven or lower (after all the modifiers have been added and subtracted) the action has been unsuccessful.</strong></p>
<p>We’ve already noted that rolling the dice determines a simple failure or success state (rolling a twelve is as good as rolling a twenty for the purpose of determining a success and rolling a one is as good as rolling an eleven for the purpose of determining a failure) and that <strong>you might want to call for a consequence roll</strong> to determine the extent of that failure or success.</p>
<p>In interpreting the outcome of a player’s action, the dice roll represents the sum of all factors influencing player success; skill, knowledge, dumb luck, the interference of active and passive elements of the environment (things and people), the strength of any obstacles, and the emotional state of the character. This allows a deal of room for GM creativity to be employed. It may be that the character simply failed because they weren’t good enough at performing the action… but it also might be that other significant factors intervened. You may decide that the failure of the dice roll means that the player simply wasn’t good enough at climbing to get up the rocks beside the waterfall, or you may decide that the rocks are too slick with moisture to provide effective purchase for climbing. In this way, the dice roll can rewrite the world to an extent.</p>
<p>At first blush, this has big implications for whether you will allow repeated attempts at actions. But remember, <strong>if you are rolling the dice at all, you should already have established consequences for failure such that repeated rolls are unnecessary</strong>. If the player could simply try again and again until successful, then the actions should have been declared an automatic success.</p>
<h3>RESOLVING ACTIONS</h3>
<p>Now that you have the result of the dice roll, it is time to return to narration. Here you communicate the result and the consequences to the players.</p>
<p>First, <strong>tell the player whether the action succeeded or failed and why</strong>. Add the consequence that follows from this. Provide any exposition the scene may require. Reset the scene. And lastly, query whether there are any other actions the players wish to undertake.</p>
<p>For players to effectively make actions within the world of the game, they need to be able to predict and understand the outcomes of their choices. For this reason, it is important that you tell players, not only that they succeeded or failed in an action they have attempted, but also why they failed or succeeded. This information assists players in making future decisions and is therefore essential.</p>
<p>You should always <strong>try to include the consequences (including long-term consequences) that follow from the players&#8217; actions</strong> in your resolution description. It is the simplest and easiest means at your disposal for letting the players know how their decisions affect the world around them. Withholding this information short-changes players in terms of the immersion they can experience within the world and minimizes one of the key rewards of role-playing (to have a meaningful and significant impact on the game world through our choices).</p>
<p>As part of the resolution, you may need to provide the players with some exposition by which you <strong>explain what they have discovered</strong> or role-play the reveal of information to the players. Make sure that all relevant and important information is communicated.</p>
<p><strong>Always reset the scene</strong>. This is accomplished by highlighting any changes that have occurred as a result of the action attempt, describing again where the players are and what they are doing. Be sure to state whether the dramatic question of the scene is still open or not. This is an invaluable prompt that helps players refocus their attention and determine whether the scene is over or not, prior to asking them what they wish to do next.</p>
<p>Once the scene is reset we <strong>return to querying what the players wish to do next</strong>. As before we are concerned with discovering the players’ goals and the methods they wish to employ in pursuing them. This process (querying the players, adjudicating their choices, communicating the result) is repeated until the scene is concluded and it is time to transition out of the scene.</p>
<p>Don’t try to pre-empt player choices. The players may choose to rest, or ask more questions, or attempt to placate the angry shop owner or make some purchases. Simply present the situation anew and let the players state their intentions once more.</p>
<p>“You attempt to climb the moisture slicked rock-face but it is too slippery to find adequate purchase <strong>(attempt-result and reason)</strong>. The sound of pursuit is drawing ever closer and it does not appear you can escape the canyon using your current method <strong>(consequence)</strong>. You still stand at the base of a waterfall that blocks the end of the canyon you have been fleeing down. The hunters that have been pursuing you are now much closer to your position <strong>(reset of </strong>scene<strong>)</strong>. What do you do now? <strong>(query)</strong>”</p>
<p>“You threaten the shopkeeper and, fearing for his safety, he quickly hands over his ledger, showing you what Mr. Smith bought in the shop <strong>(attempt-result and reason)</strong>. The shopkeeper is a popular man in town and you can see from the bitter set of his mouth that he is likely to make trouble for you in the town from this point on <strong>(consequence)</strong>. The shop has quickly emptied of patrons leaving you facing the shopkeeper alone. You have the ledger before you. It reveals that Mr. Smith has ordered (and paid cash up front for) a new piece of lab-equipment, specifically a centrifuge used to separate chemical components <strong>(exposition)</strong>. Having obtained what you asked for, the door to the street stands open behind you and a rear exit can be seen behind the counter <strong>(reset of </strong>scene<strong>)</strong>. What do you do next? (query)”</p>
<h3>MANAGING TROPES</h3>
<p>Adventure tropes are not generally lethal in nature. They are exciting, common, features of adventure tales, that, while potentially harming our heroes, rarely result in their deaths. Instead, they add flavor. They are great as the stuff of cliff-hangers so always be ready to end a play session at the point where the heroes crash their car in a chase, or land in the death trap or the bridge snaps beneath them. Such moments are great opportunities to create that Old-Time-Serial feel.</p>
<p>Now some readers may be thinking, “where’s the challenge in non-lethal tropes?”. It’s a fair question, and look, if you really feel it is important to make the tropes you employ in your game genuinely lethal, go ahead and do so. But making them non-lethal doesn’t mean they can’t be meaningful and involve real consequences for the players. Make sure there is always something at stake, some obstacle to overcome, and some consequence for success or failure. The consequence doesn’t have to be instant death in order to be serious and worth avoiding.</p>
<h5>Death-traps</h5>
<p>Here’s a little-known secret regarding death traps. Ready? You don’t have to design them with a way out. All you really need to know about death traps is (and don’t ever let your players know this) that <strong>death traps don’t work</strong>. Listen to any radio play, read any pulp novel, or watch any action/adventure movie and it will become quickly apparent to you that death traps don’t work.</p>
<p>Death traps serve a purpose in games but almost never as a means of killing off the players. They are a way of signaling that the story is moving into the third act. They serve as a means of allowing the villain to gloat over the players and give away his super-secret plan in a ridiculously short-sighted monologue. They serve as a way of upping the tension. But they DO NOT serve as an opportunity to kill the players.</p>
<p>Knowing this saves you from having to come up with a fatal flaw in your death trap that the players can exploit to escape.</p>
<p>Huh? How does not having a way out of the death trap make it easy for the players to escape?</p>
<p>Well, it doesn’t make it easy, but it does stop the death trap from being tied to the discovery of that one thing you planned that will make the death trap fail. Instead, almost anything the players come up with will work (so long as it is at least a little plausible). But how do you stop it becoming so easy that the death trap never seems like a threat?</p>
<p>Easy, you alternate between these two simple pieces of advice, using the first on one occasion and the second on the next, back and forth as often as is required.</p>
<p><strong>Instance 1:</strong> The second useful idea the players come up with works and defeats the death trap.</p>
<p><strong>Instance 2:</strong> The first thing they try works but they must add something to the action to complete it.</p>
<p>You can spring escapable death-traps on your players for years without them ever realizing that it isn’t their own cleverness that has been saving the day.</p>
<p>By the way, this doesn’t mean that death-traps can’t hurt you. They most certainly can. <strong>Characters are almost certainly going to be injured by the trap</strong>. It’s just that t<strong>he trap won’t kill them so long as they make a reasonable effort to get out of it</strong>.</p>
<p>Be sure to <strong>make the event meaningful</strong> as well. Escaping the trap should have consequences and real jeopardy.</p>
<p>Remember a death trap is still a scene. What is the player goal (beyond mere survival)? What obstacles stand in the way? What happens if they succeed quickly/slowly/loudly/quietly/etc.? What is the resolution?</p>
<h5>Environmental Hazards</h5>
<p><strong>Environmental hazards</strong> are another staple of radio adventure; boiling mud pools, rivers of lava, quicksand, sandstorms, rickety rope bridges over gaping chasms, landslides, earthquakes. Treat them in much the same way you would a death trap &#8211; as <strong>an obstacle to slow or hurt the players</strong>, but generally not to kill them.</p>
<p>Falling from a rope bridge into a chasm is generally going to kill a player. When the rope bridge snaps, make sure the player has the opportunity to grab onto something and swing into the wall. They’ll take damage but they won’t be killed. Likewise, getting thrown through the cockpit window of a plane. If a fall does happen then determine whether it is a lethal fall or not. <strong>A non-lethal fall (say from a second-floor window) is going to do damage but not kill</strong>. Treat non-lethal falling damage as the equivalent of club or rock damage (2 wounds). <strong>If a lethal fall occurs, then a player may need to cash in their opportunity to cheat the odds</strong>, landing in a fortunate haystack or a cushioning bog that leaves them injured (see above) but alive.</p>
<p>It is a good idea to <strong>have a few “safety nets” planned</strong> for such exigencies. Guide ropes hanging from the bottom of the balloon or Zeppelin may be a good way to save the life of an otherwise doomed character. Some passing driftwood, when dumped in the ocean, may likewise. If the lava is about to overwhelm the player standing on the rock, have the rock break loose and allow the player to surf it to safety (scorched and burned (4 wounds) by the experience.</p>
<p>Again treat the hazard as a scene and make it meaningful. Generally, hazards are obstacles. What do the players want that is driving them to cross the lake of lava? What obstacles lie in their way (the hull of their vessel is melting; geysers explode up around them showering them in boiling magma etc.)? What consequences are attendant on their success (they find fresh tracks and realize they are approaching the place of sacrifice)? What happens if they are forced to turn back (it will take two days to skirt the lake and their quarry may be lost)?</p>
<h4>Capture and the villain monologue</h4>
<p>“Argh! You shot me, right in the monologue.”</p>
<p>A near-universal feature of radio adventure is the <strong>villain monologue</strong>. It is a good idea, from the outset, to impress on players the fact that it is no bad thing to be captured and hear the villain out before escaping and spoiling his fun. It is often in the midst of capture that the heroes finally uncover the villain’s plan. At that moment when the villain feels he has triumphed and now has the characters at his mercy, our bad guy, stupidly overconfident, prepares to reveal all&#8230; and then one of the players shoots him.</p>
<p>Incredible as it may seem, <strong>one or more of your players are highly likely to value getting a clear shot at the bad guy over finding out all the important information you’ve buried in the monologue</strong>, especially if you decided the bad guys were too incompetent to search the characters and remove their weapons before the encounter. There are a few common ways around this (and you should try to plan things so the monologue can be delivered safely). You can always have the bad guy address the players through a loudspeaker from a control room behind bulletproof glass etc. But eventually, you will be caught out. The best thing to do is <strong>ensure there are other sources for the information you were hoping to share</strong>; the villain’s journal, an as yet unsent communique to the villain’s henchmen, and/or a fellow prisoner who can fill the heroes in.</p>
<p>The &#8220;villain monologue&#8221; is a form of scene resolution, but don’t be surprised if your players turn it into a scene and prove to be their own worst obstacles. The section on preparing mysteries below will give you more on the importance of redundant sources of information.</p>
<h4>Puzzles</h4>
<p>Puzzles are another common feature of radio serials. <strong>Resist the temptation to use the characters’ passive abilities to determine the answer to puzzles</strong>. Puzzles are part of the challenge of a roleplaying game. If the players can’t uncover the solution then let the consequences of failure follow. But <strong>don’t substitute a dice roll for player smarts</strong>. Yes, the player may be representing a character with a brain the size of a planet. And yes the character’s ability to decrypt alien languages may have revealed the puzzle. But the players should be the ones to solve it (or not as the case may be).</p>
<h3>CONCLUDING SCENES</h3>
<p>Remember we said earlier that when you set the scene you should identify the dramatic question that needs to be resolved? The dramatic question is your guide to when a scene has been concluded and it is time to move on. While the dramatic question remains unanswered the scene has tension and excitement. Once the question has been clearly answered the excitement of the scene disappears. It is the sign that the scene is complete and a new scene needs to begin. Never continue a scene after the dramatic question has been answered. This will only bore your players.</p>
<p><strong>The final decision point in every scene</strong> is the moment you ask the players what they wish to do once they have decisively achieved, or failed to achieve, the objective within that scene. Be on the lookout for the markers that indicate the scene is over: <strong>the dramatic question has been answered</strong>, <strong>the available options have been reduced to zero</strong>, and/or <strong>the conflicts in the scene have all been decisively resolved.</strong></p>
<p>The players understand the scene has concluded when they respond to the “what do you want to do next question” by choosing an exit out of the scene.</p>
<p>Don’t be afraid of your players coming up with a unique, fast, and unanticipated means of answering the scene’s dramatic question. If you are doing your job properly you present the players with a situation and leave it up to them to attempt to get through it using any actions that they choose. If you pre-judge that they need to get through a particular scene by engaging in a fight you are failing in your job. The players might decide to drug the wolves that are on their trail rather than fight them. If you don’t have any preconceived notions about how the players are supposed to achieve their objectives, you will manage the scene more effectively and respond more flexibly to your players’ actions.</p>
<p>As the players progress towards their objectives, the number of choices available to them diminish until either the objective is achieved or the opportunity to achieve the objective has been missed. Unfortunately, players (and GMs) sometimes fail to realize that the number of available answers to the question “what do you do next?” has been reduced to none.</p>
<p>This occurs most frequently in situations of social conflict. The players are trying to convince a shopkeeper to help them but have accidentally insulted her to the point that there is no way she will ever give them assistance. The scene is over, but the players fail to realize this and keep on trying to find ways to get the shopkeeper’s cooperation.</p>
<p>In such circumstances, it can be helpful to have an explicit scoreboard to refer to (see mini-games below). Combat, for example, uses wounds to keep score. When a participant has had enough wounds inflicted upon them, they lose the combat. The presence of a scoring mechanism is very useful as something to point to in order to make it clear that the dramatic question of the scene has been answered.</p>
<p>That said, there will be times when the fact that the scene’s question has been answered is lost on the players. Here you will need to be explicit and spell things out for them.</p>
<p>The following may prove to be <strong>a helpful model</strong> to follow when ending a scene. Once you realize that the action that ends the overall scene has been undertaken and resolved (with consequences), <strong>re-state the objective</strong> of the scene, <strong>recap the main action that has taken place</strong>, and <strong>explicitly state that the objective has been met or missed.</strong> You then <strong>highlight some of the exits out of the scene</strong> and <strong>ask the players what they intend to do now</strong>. Give the players a chance to rest, loot the bodies, do some minor book-keeping (give out experience if you think it is worthwhile), heal and dress wounds etc. , and then <strong>transition to the next scene</strong>.</p>
<p>“You set out to clear a path to the three doorways on the opposite side of the chamber. After a short but ferocious battle, the giant spiders which blocked your path now lie dead at your feet &#8211; what do you do now?”</p>
<p>“You came into the shop hoping to win the shopkeeper’s assistance. After an involved conversation, a number of unintended insults have led her to conclude she will NEVER cooperate with you. The exit to her shop beckons and it is clear she is only a moment or two away from calling for the assistance of the constabulary &#8211; what do you do now?”</p>
<p>Normally there are multiple exit points from a scene. But if all the decision points within a scene have been used up and only one option remains (namely, leave the scene through the only available exit), you should quickly narrate the exit. Don’t present players with artificial choices where the only choice is obvious.</p>
<p>“When you entered this room your intention was to clear a path to the lone doorway on the opposite side of the chamber and now the giant rats that blocked your path lie dead at your feet. A quick search of the room reveals nothing but a few gnawed bones (birds and bats most likely). You make your way through the exit”.</p>
<p>Once the exit from the scene has been communicated, be sure to take a moment or two to finalize things. Explicitly give the players a chance to dress any wounds, etc., and also seize the opportunity to award any experience points or loot etc.</p>
<p>Now it’s almost time to introduce the new scene and begin the process all over again. But before we do that we need to manage the transition between the current scene and what is coming up.</p>
<h3>TRANSITIONING</h3>
<p>A transition is just a phrase or couple of quick sentences that mark the movement from one scene to another. A transitional phrase can be as simple as “You walk into the next room”. It doesn’t have to involve a new location though. It could introduce some new action in the same location. “The door bursts open and six ninjas pour into the room”. It can also be used to pass over time. “Three days later you arrive in Paris.”</p>
<p><strong>A good transition</strong> will <strong>acknowledge the end of the previous scene</strong>, <strong>the players’ choice of exit</strong>, and <strong>indicate the change</strong> from that scene to a new scene. “Having killed the spiders you choose the exit on the left and walk through”.</p>
<p>The transition is preceded by the conclusion of the previous scene and the players’ choice of an exit to take and is followed immediately by the narration required by setting the next scene.</p>
<p>The intention behind a transition is to move the players to the next meaningful scene. A meaningful scene is one which presents the players with choices that matter. “Do you keep traveling?” is not a meaningful choice. Always transition to the next point of meaningful decision (locations or events that present players’ with decisions that have consequences for their story). When the next scene has been set, the question “what do you do now?” needs to have an interesting answer.</p>
<h3>CONCLUDING THE SESSION</h3>
<p>More often than not, your adventure will take more than one session to complete. This means you will want to manage the ending of the session carefully. You could just finish when your time runs out, but that is, frankly, one of the least satisfying ways to end your gaming session. <strong>Where possible you want to end on a major story beat</strong> &#8211; that is, a significant story moment that has some significance for the plot.</p>
<p>Make sure you can see the time during your session. <strong>Have a clock handy</strong>, or a watch, or another timepiece <strong>so that you can see when the end of your session is approaching</strong>.</p>
<p><strong>Never run over time.</strong> In fact, aim to always finish early. It is always better to leave players wanting more than it is to leave them tired and wondering when the game is ever going to end.</p>
<p>When you see the end of the session approaching, you will want to <strong>start looking for an appropriate place to end</strong>. As stated above, some places in the story make better endpoints than others.</p>
<p><strong>Good story-beats</strong> to end on include <strong>after a major success</strong> (where a significant goal has been accomplished), <strong>after a major reversal</strong> (where a significant disaster has struck &#8211; often presented as a cliff-hanger), and just <strong>after a new goal has been introduced</strong> (another form of cliff-hanger).</p>
<p>If the adventure itself ends, that is a special case, discussed below. But if the session ends with the adventure unfinished, look for one of these moments to end on, <strong>provide a quick summary of what has been achieved and learned during the session and bring the game to a halt.</strong> “And that’s the end of our session” is all the transition out of the game that you need. Pack up, thank your guests for coming and show them out.</p>
<p>Your work doesn&#8217;t end there, though. You need to <strong>make a record of the events of the session </strong>while they are fresh in your mind. You also need to <strong>make a record of any experience points earned during play</strong> (again while the events of the game are fresh in your mind.</p>
<p><strong>Experience points should be awarded for the achievement of objectives, moments of heroism, and the solving of puzzles</strong>. Generally, you do not want to award more than 10 points per player in any given adventure (10 points being sufficient to earn a journal cover representing the publication of the adventure in the Journal of the League of Adventure Seekers).</p>
<h3>CONCLUDING THE GAME</h3>
<p>When a game comes to an end (that is when the objective of the game has been achieved or missed), a final bit of narration is required.</p>
<p>If the game ends in a victory for the characters, those who survive need to be given the aftermath of the story. As usual, you don’t want this to be long (just a few sentences) but <strong>the story has to have a resolution in which all the loose ends are tied up</strong>.</p>
<p>The players must <strong>return</strong> to the place where the call to action (where the goal of the game) was communicated to them. They must <strong>receive, or be reminded of the rewards</strong> they have won. And they must <strong>learn about the consequences</strong> that flow from the conclusion of the adventure.</p>
<p>If the game ends in defeat, the content of the final narration is a little different but the broad pattern is the same. The surviving players must return to their starting point. They receive any rewards they have earned and must be reminded of the rewards they failed to get. And they must learn of the consequences that flow from their failure.</p>
<p>Lastly, <strong>if the game ends in the players’ total destruction</strong> (as can happen from time to time), <strong>the final narration should simply inform them of the consequences that result from their failure.</strong></p>
<blockquote><p>Eg. If the kidnappers are defeated: “You return safely to the township of Harper’s end (return). The town fete’s you for several days and your fame is spread far and wide (rewards). The kidnapped children, a little thin, but otherwise unharmed, are returned to their relieved parents). The kidnapping ring is destroyed, and while it will take some time for the children’s nightmares to end, the townsfolk can sleep secure in the knowledge that this threat has been permanently removed (consequences).”</p>
<p>Eg. If the kidnappers escape: “You return safely to the township of Harper’s end. There are no parades in your honor resulting from this adventure. The townsfolk stare at you with grief-stricken and disappointed eyes. The kidnapped children are never seen again and few will ever sleep easily in their beds here ever again.”</p>
<p>Eg. If the players are destroyed: “You die, lost in the secret lair of the kidnappers. The kidnapped children are never seen again and the evil kidnapping ring continues its reign of terror, preying upon the innocent, enriching itself on the misery and grief of simple farming folk. Your own disappearances are left unremarked &#8211; strangers lost to strange happenings in a time of great sorrow.”</p></blockquote>
<h3>FUTURE SESSIONS &#8211; PREGAME</h3>
<p>Pregame there are a number of things you want to make room for. You need to provide room for people to have a bit of a catchup &#8211; this is a social experience after all, and friends want to have time for a quick chat and catch up on the week’s news. When the preliminary schmoozing is done you want to take care of any book-keeping that is required. <strong>Hand out any experience points from the previous session and healing etc. earned by the players. Give them a chance to advance their characters if they wish</strong>. You want to do all this at the start of the current session (not at the end of the previous session) if at all possible. Then it is time to <strong>transition into the game itself with a recap</strong>.</p>
<h4>RECAPS</h4>
<p>In an ongoing game, the recap at the beginning is an important element that you need to get right. It is also rather dull (being exposition). That said, there are ways to make this chore easier.</p>
<p>The reason recaps are important is two-fold. Firstly the recap is a chance for you (given your knowledge of where the game is going) to emphasize the important information from previous sessions that will be relevant in the current session. Player memories are notoriously poor (even about the sessions you have felt were astonishingly gripping and memorable). They also, perhaps even often, latch on to elements that are less than essential to the plot. <strong>The recap is your chance to emphasize what is important</strong>.</p>
<p>Secondly, <strong>the recap helps players transition into the game</strong>. It signals that the game is beginning and helps players move out of the “Hi everyone, let&#8217;s catch up” mode they are in when they arrive and enter the “hi everyone, “I’m in character and ready to participate” mode of the game itself.</p>
<p>Don’t skip over that unstructured social time at the beginning of the game. We all participate to be social and catch up with friends. That time is necessary. But when it’s time to start playing, the recap helps us make the transition.</p>
<p>Good recaps take preparation. Preparation for your recap begins at the end of the previous session (or as close to it as possible). <strong>You MUST make a habit of jotting down notes regarding what took place in each session of your game as soon as possible</strong>. You simply can’t rely on your memory for this. Write down a list (dot points are fine) of the things that happened during the game and keep that list on file for future reference. Your recaps will require you to be in command, not just of what happened during the last session, but also all the sessions that came before it. As such, that reference material will be invaluable.</p>
<p>Be sure you don’t just record the game events from your sessions. Also, <strong>include any big reveals (especially as they pertain to the characters)</strong>. The spontaneous events and revelations concerning the player-characters in the game are just as important as the plotted events and revelations of the game, so make sure you record them too.</p>
<p>In a long-running series of sessions, it is not uncommon for seemingly unimportant elements of the early sessions to take on a larger significance later. This is why <strong>recaps</strong> don’t necessarily just relate to the last session you ran but <strong>relate to the entire history of your game</strong>.</p>
<p>Your recap, like the introduction to your opening scene, must <strong>begin with the current goal and motivation for the current game</strong>. Are the players trying to determine who murdered the head of the Corleone crime family because they want to prevent a full-scale mob war from breaking out? Then remind them of this straight away.</p>
<p>Now r<strong>emind your players of the important information from previous sessions</strong>. The important clues that have brought them this far, the clues they haven’t followed up yet, the major obstacles that are standing in their way, the resources and allies available to them, the progress they have made towards their goal, and any important environmental conditions affecting their situation. Note, this is not about giving the players a comprehensive history of their game. You want to keep the recap short (because, as stated earlier, recaps are important but boring). Leave out EVERYTHING that is not important. Just emphasize those things that are important for the current session.</p>
<p>It’s also important, having communicated the important features of past sessions, that you <strong>provide a quick summary of what took place in the immediately previous session</strong>. Here you include the big victories, defeats, story beats, and character revelations that happened last time.</p>
<p>Finally, <strong>conclude your recap by informing the players of their current location and what options lie in front of them</strong>.</p>
<p><strong>Tip:</strong> Part of your job is to make sure the players have the relevant information necessary to properly participate in the current session of play. The poor memories of your players are your friend here. If, during actual play (back in a previous session), they found but ignored the important clue that will become important in today’s session, simply pretend they didn’t and include it in the recap. Is this bending things a little? Yes, but if TV shows can do this (and they do) in order to keep the story moving forward, so can you. Remember, it’s your game. Try not to mess with your own continuity too much, but don’t be afraid to place a metaphorical thumb on the scales of your backstory from time to time if you feel that is what is needed.</p>
<p><strong>Tip:</strong> Some dot points under the headings “Goals and motivation”, “previously”, “last session”, and “current location and options” can be helpful to have on hand to guide your recap as you begin your session of play.</p>
<p>E.g.</p>
<blockquote><p><strong>Goal and Motivation:</strong> You are investigating the murder of Don Corleone, head of the Corleone crime family, murdered in his central city penthouse three nights ago, and you are trying to uncover who’s actually behind the attack before an all-out mob war starts in reprisal.</p>
<p><strong>Previously:</strong> Your investigation of the scene indicates he was killed with a high powered rifle fired from the rooftop of a neighboring building. The rounds are of a kind not seen in the city before, suggesting the shooter may be an outsider (perhaps a contract killer from out of town). The current theory (held by the police and by the Corleone’s themselves) is that this is an attempt by one of the established crime families to muscle in on Corleone turf. The main suspects are the Cordova and the Ingliss families (who stand to gain most by the break-up and absorption of the Corleone territories). However, some cryptic references in Corleone’s private journal suggest there may actually be a new criminal organization maneuvering things in the background.</p>
<p><strong>Last Session:</strong> Last session you were warned off the case by some thugs claiming to be members of the Cordova family and had an uncomfortable interview with the mayor (who seems to be trying to micro-manage your investigation) that suggests she is in the pocket of at least one crime family, maybe more. Following up some leads of your own, you were shot at while interviewing a contact in the black market about how and where unique guns and ammunition might be smuggled into the city. Your contact was killed, but not before identifying Pier four at the city docks, controlled by the Cordova clan, as the main place that weapons enter the city. After a short chase, the shooter escapes into the city’s sewer system.</p>
<p><strong>Current Location and options:</strong> You’ve decided to visit pier four and now stand at the gate. It is only an hour until the curfew that local police are enforcing as they prepare for the expected mob war.</p>
<p>There are numerous armed guards patrolling the dock and two large, surly, armed, and somewhat twitchy thugs who are manning the gate have just finished asking you what business you have on pier four. You need to give them an answer…</p></blockquote>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills – Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills – Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-3---part-3/">Advanced Play &#8211; Part 3 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Advanced Play &#8211; Part 2 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 10 Aug 2018 22:49:53 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[actions]]></category>
		<category><![CDATA[adjudicating]]></category>
		<category><![CDATA[advanced skills]]></category>
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		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[passive skills]]></category>
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					<description><![CDATA[<p>QUERYING YOUR PLAYERS When you have presented the scene to the players it is time to find out what they want to do next (query them). The easiest way is to simply ask. “What do you want to do?” is a perfectly satisfactory way to begin eliciting the actions your players want to carry out. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-3---part-2/">Advanced Play &#8211; Part 2 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h3>QUERYING YOUR PLAYERS</h3>
<p>When you have presented the scene to the players it is time to find out what they want to do next (query them). The easiest way is to simply ask. “What do you want to do?” is a perfectly satisfactory way to begin eliciting the actions your players want to carry out. You are interested in two things in particular and, until you have them, you may need to ask a few clarifying questions.</p>
<p><strong>Firstly you are interested in what the player wants to achieve</strong> &#8211; “get over the fence” &#8211; “convince the mayor to release the prisoners” &#8211; “smash the mind control device”.</p>
<p><strong>Secondly, you are interested in how the player aims to achieve this</strong> &#8211; “using a rope and grappling hook” &#8211; “using threats and intimidation” &#8211; “hitting it with a hammer”.</p>
<p>Without both of these bits of information, it is impossible to adjudicate the outcome. Without both pieces of information, you will not be able to determine how to adjudicate the outcome.</p>
<p>You have to know how the player is going to attempt to get over a fence before you can call for the appropriate dice roll (or even decide if a dice roll is necessary). You have to know what the player is going to use the hammer for before you can decide whether the action is successful or not.</p>
<p>If the player is being ambiguous, keep asking questions until you are confident you know what they want to do and how they are going to go about doing it.</p>
<p>Don’t allow players to simply call for a skill check (e.g. “I want to roll my psychology skill”). Always explore further and determine what they hope to achieve and how they hope to achieve (e.g. “I want to determine if the Mayor is lying by closely watching his body language”). The players tell you what it is they want to do and how, but it is up to you to determine what skill check(s) may be involved.</p>
<p>There’s no hard and fast rule about who gets to go first declaring their actions in a game. You can simply go round the circle asking players to state their actions one at a time, or you can ask them according to some kind of marching order. You can deal with one group of players first, and then another. You can let players volunteer their actions on a first come &#8211; first served basis. In combat, the order is determined on the basis of an initiative roll. So long as everyone gets their say, it really doesn’t matter.</p>
<p>Don’t worry if players start to modify their actions in light of what the other players are doing, even after they have told you what they wish to do. No action is ever really set in concrete until the dice are rolled or you declare a result. Just keep going until everyone is satisfied that what they wish to achieve and how they wish to achieve it has been communicated and understood.</p>
<p>Generally speaking, you will want to resolve actions as soon as they are clearly identified rather than waiting for everyone at the table to state their actions before beginning adjudication.</p>
<h3>ADJUDICATING ACTIONS</h3>
<h4>IS IT POSSIBLE?</h4>
<p><strong>Is the outcome that the player is looking for possible?</strong> The first thing to work out is whether, given the result of your query, the constraints of the world you are playing in, the action the player wishes to undertake is even possible. A lot of things impact this. Generally, you will want to err on the side of treating most actions as possible. The world of radio drama is (and I am aware of the irony of using this term) cinematic. This means that the action is heightened for greater excitement. Players can crash through glass windows without being cut to ribbons. They can swing on chandeliers without the apparatus giving way under their weight. They can smash a chair or bottle over the head of an opponent. All these things are actually fairly implausible in the real world but are commonplace in cinema and radio drama. Be careful to be consistent in the way you bring your world to life. If you decide magical fire can be put out, be consistent and don’t arbitrarily decide on another occasion that magical fire is magical and therefore can’t be put out.</p>
<p>Next, <strong>determine whether the method the player wishes to use could actually work.</strong> It might be possible to get across the chasm, but it may not be possible to simply jump it (a rope, bridge or other means may be required). If it is clear that the action being attempted, or the method the player chooses to use to attempt it, can’t possibly succeed then the action fails.</p>
<p>When an action the player is attempting is impossible, there is good reason to believe that a misunderstanding has occurred.</p>
<blockquote><p>“I want to leap over the edge and attack the spear throwers in the riverbed.”</p>
<p>“You leap over the edge and are killed by the fall”.</p>
<p>“Wait, what? How big a drop is it?”</p>
<p>“Two hundred feet”.</p>
<p>“But I thought it was just a low embankment”.</p></blockquote>
<p>Don’t let situations like the above happen. If a player attempts an impossible action, probe a bit further to make sure they understand why the situation is impossible.</p>
<blockquote><p>“I want to leap over the edge and attack the spear throwers in the riverbed.”</p>
<p>“The embankment you are standing on is nearly 200 feet above them. Are you sure that’s what you want to do?</p>
<p>“What, no. I thought it was just a low embankment. I get my rifle out and sight it at one of the spear throwers who looks in charge”.</p></blockquote>
<p>Sometimes a simple clarification is enough.</p>
<blockquote><p>“I try to jump the chasm.”</p>
<p>“You can see that the chasm is too wide for that to be possible. You’ll need to find another way over”.</p></blockquote>
<p>Sometimes the player doesn’t know an action is impossible because they have encountered something new. In such cases it is fine to play out the consequences, just make sure you explain the reason to the player.</p>
<blockquote><p>“I try to put out the magical fire by smothering it with a blanket”.</p>
<p>“You try to smother the fire, but, try as you might, it keeps burning. The magical nature of the fire makes it impossible to smother.”</p></blockquote>
<p>Regardless, <strong>if the goal or the method used to achieve it are impossible then the action fails</strong>.</p>
<h4>CAN IT FAIL WITH CONSEQUENCE?</h4>
<p>If the action that the player wishes to undertake (the result of your query) is possible, then you need to <strong>decide if there is a chance it can fail or not</strong>. Actions that are possible without any chance of failure just happen.</p>
<p>Actions which can be repeated indefinitely until they succeed (even if there is a chance of failure in any given attempt) also just happen. The exception to this is where the action that is repeated is likely to draw attention that will interrupt further attempts or where there is a specific time limit (ticking clock) in place.</p>
<p>For example, there is no reason you should ask players to continually attempt to open a door if there is nothing to stop them from eventually succeeding in opening it after repeated tries. In such a case the attempt should simply succeed. If however, a regular guard patrol is likely to interrupt them if they don’t succeed quickly, or if their chosen method of opening the door (say, breaking it down with an axe) is likely to attract unwanted attention, then there is a good reason to treat the attempt at the action (opening the door) as uncertain.</p>
<p>Once you know whether the action is uncertain and failure could occur, you need to <strong>determine whether there are significant consequences that follow from the failure</strong>. For example, leaping a pit that opens onto a 30-foot drop onto razor-sharp spikes has a significant consequence if the player fails. A leap across a pit that is only two feet deep and can be simply climbed out of on the other side with ease, has no significant consequence attached to it, even if the leap itself might prove unsuccessful.</p>
<p>Don’t call for a dice roll where there is no chance of failure, where repeated attempts can be undertaken freely without interruption, or where the failure is inconsequential. In any of these cases, the action should automatically succeed.</p>
<h5>CONSEQUENCES</h5>
<p>It’s only worth calling for a dice roll when there are consequences, so it is essential you <strong>have a clear idea of what those consequences will be</strong> before you call for a roll.</p>
<p>Sometimes the consequences of success and failure are obvious. “You negotiate for a good price on the shotgun and manage to get it for way under cost.” “You fire your rifle at the villain and miss”.</p>
<p>At other times you will want to have consequences that are dependent on the extent of the success or failure. In this game, this is determined by the use of a consequence roll. The consequence roll for a success is the difference between uncovering all the information you were looking for and getting some nice hints. The consequence of a failure is the difference between simply being unable to open the door, and tripping the silent alarm, or bringing the automated countermeasures online. Beware, however, of ridiculous consequences. Remember that, in as much as the guideline is important for player actions and reactions, it is equally important when considering the behavior of a piece of the world (a non-player character, item, or element within your world) that you determine whether the action being taken is possible. You may be tempted to treat a catastrophic consequence roll in such a way that it results in a particularly humorous or ludicrous result, but, if the result you determine is impossible, it will break the verisimilitude of your world. Don’t do this.</p>
<p>The consequences of an action, whether successful or not, alter the world in some significant way. They can be immediate or long term with regard to how the players experience them.</p>
<p>Consequences are usually attendant on the method used by the players to achieve the goal. Smashing a door down, rather than picking the lock, is noisy and may alert guards or the inhabitants of the room being entered etc. (an immediate consequence). Threatening a well-liked shopkeeper to get information might result in the animosity of the town’s entire Chamber of Commerce, making future interactions very difficult (a longer term consequence).</p>
<p>Successful actions can have negative consequences and failures can be beneficial. Threatening the shopkeeper can gather the information being sought but makes it more difficult to gain cooperation elsewhere in town. Failing to pick the lock may mean the guards remain unaware of the players’ presence in the complex.</p>
<p>The important thing is that you have decided on the consequences and that they flow from the method used by the players to achieve their goals.</p>
<p><strong>Tip:</strong> It can be useful to think of outcomes in terms of, what some people refer to as, a hierarchy of consequences;</p>
<ul>
<li>Yes, and: the action succeeds and a positive consequence applies.</li>
<li>Yes, but: the action succeeds and a negative consequence applies.</li>
<li>No, and : the action fails and a negative consequence applies.</li>
<li>No, but : the action fails and a positive consequence applies.</li>
</ul>
<h4>DOES THE ACTION NEED TO BE BROKEN DOWN INTO SUB-ACTIONS?</h4>
<p>Actions are generally simple &#8211; fire a gun, jump a crevice, climb a wall, throw a punch. As such they don’t take much time. In combat, this is built into the system. Sometimes, however, it is tempting to break the action down into a number of dice rolls. While this is perfectly allowable, I would recommend against it most of the time. If the player expresses what they want to achieve and how they want to achieve it, you should only need a single dice roll to resolve it. However, if you feel the action being attempted is complex you can break it down into multiple actions.</p>
<p>For example, the player might say they wish to fire on the enemy from the cover of a nearby cliff. It would be perfectly reasonable to ask how they wish to reach that cover (as an action) before resolving the shot (in the next round if reaching the cliff is successful).</p>
<p>When a declared action is more of a process made up of smaller actions, work backward from the goal to arrive at each of the steps;</p>
<p>Fire on the enemy &lt;— Get behind cover &lt;— Climb to the ledge &lt;— Run to the cliff wall.</p>
<p>Clearly<strong> communicate the steps you believe must be completed to achieve the goal</strong> to the player. It is possible they expected the action to be much simpler and may wish to alter their declaration accordingly. That is fine and the player should be allowed to change their action. No action is set in stone until the dice are rolled. And no player should ever be forced to undertake an action that was not genuinely their intent.</p>
<p>Successes here count as progress towards the goal. Failures interrupt that progress and demand that the player adjust either the method they are using or the goal itself.</p>
<p><strong>Remember there should be consequences attendant on success or failure, otherwise, the step should be treated as an automatic success (or possibly shouldn’t exist at all)</strong>.</p>
<p>If the player who wishes to do fire from the cliff-face is setting up an ambush and there are no opponents or other reasons why they are likely to be interrupted, then the process of getting into position on the ledge should probably be treated as a simple action with an automatic success. If, however, there are obstacles in the way or the scene is dynamic and changing in such a way that new factors are constantly intruding upon the action (lava is flowing across the floor, or a pitched battle is occurring in the space the player must cross), or the enemy is approaching such that getting into position is a race against time, then treating the action as a process requiring multiple dice rolls with consequences attendant on each success or failure is totally appropriate.</p>
<h4>HOW HARD IS THE ACTION?</h4>
<p>Generally speaking, most attempted actions can be assumed to be easy. That is, while it is possible to fail at them, they can be attempted and completed by anyone.</p>
<p>Player characters within the world of radio are considered to be exceptional by default and so they attempt most actions with their action-bonuses unaffected.</p>
<p>Despite this, even actions deemed possible by the GM can vary in terms of their difficulty. Difficult actions are harder to complete and attract a penalty to dice rolls (applied after any other bonuses have been added).</p>
<p>There are a total of 11 grades of difficulty that can be applied to actions. Most of the time, actions are standard and require little effort to identify, but sometimes you may want to <strong>think a bit more deeply about the level of challenge that the action your players wish to undertake presents</strong>.</p>
<p>Below is a chart that can be used as a guide to the penalties to be applied for different levels of challenge.</p>
<p>The chart isn’t exhaustive, but merely a guide. You will have to estimate the amount of challenge that different activities present &#8211; BUT if you define the majority of challenges as easy, then you won’t go too far wrong.</p>
<p><strong>Easy:</strong> This action can be completed by anyone (running, playing chess etc.): no penalty.</p>
<p><strong>Standard:</strong> A typical physical or mental challenge (outrunning pursuit, solving a logic puzzle): &#8211; 1 to dice rolls.</p>
<p><strong>Difficult:</strong> All difficult physical or mental challenges (winning a championship sprint, beating a chess champion): -2 to dice rolls.</p>
<p><strong>Challenging:</strong> Some very difficult physical or mental challenges (placing in an Olympic sprint, achieving grandmaster rank in chess) : -3 to dice rolls.</p>
<p><strong>Very Difficult (levels 1 to 3):</strong> All very difficult physical or mental challenges (winning an Olympic sprint, beating the world champion at chess): from -4 to -6 to dice rolls.</p>
<p><strong>Extreme (levels 1 to 3):</strong> Some extreme physical or mental challenges (winning an Olympic sprint by half the length of the field, beating the world champion at chess in the minimum possible moves while blindfolded): from -7 to -9 to dice rolls.</p>
<p><strong>Titanic:</strong> All extreme physical or mental challenges (outrunning, on foot, a car full of Tommy-gun wielding gangsters while snatching bullets out of the air with your bare hands, beating 5 grandmasters at chess while blindfolded and at the same time deciphering an alien language): -10 to dice rolls.</p>
<h4>PASSIVE SKILLS</h4>
<p>One class of skills requires some special explanation. These have come to be known as passive skills and relate to things the characters passively know already rather than actively learn. The characters that the players assume for the purposes of the game often know things the players themselves do not. A player might play a chemist with a grasp of six languages and the ability to differentiate seventeen different types of tobacco ash even though in the real world he or she never engages in science, can barely speak the mother tongue, and doesn’t smoke. When such a player encounters a letter written in French it is typical to ask for a skill roll to determine if it can be read. However, you might want to handle it quite differently. You wouldn’t ask players to roll the dice to determine if they can read their mother tongue (it is assumed they can), neither does it make sense to call for a roll of the dice to determine whether they know things they have already learned as part and parcel of gaining a particular skill &#8211; and a dice roll always impedes the flow of the story. Instead, you might rather assign the knowledge a specific difficulty (from 0 to 10 based on how common or archaic the dialect etc.). On the basis of the character’s skill in French, as represented by the number of dots they have put into the skill, you can determine whether they can read the letter simply be comparing their skill with that of the difficulty you have assigned to it. So long as you have the characters’ ability scores written down in front of you, there is no need to roll the dice.</p>
<p>Likewise, on entering a location, you could call for a perception roll to uncover anything the players notice that is out of the ordinary. Alternatively, you could simply compare the players’ perception skill to a predetermined difficulty score in order to determine what they see. What they see could then be incorporated into the scene setting exposition without the need for a dice roll.</p>
<h4>WHAT SKILL WILL THE PLAYER NEED TO EMPLOY TO COMPLETE THE ACTION?</h4>
<p>You should make sure you <strong>have a list of the players’ skills and abilities in front of you throughout the game</strong>. Because players invent their own skills (if you are not using pre-generated characters) it is essential you know what they are and how they work. It is also important that you have discussed them (and their limitations) with your players prior to play.</p>
<p>Most of the time, the skill needed to accomplish an action will be fairly obvious. In fact, characters in a game set in the world of radio drama are assumed to be able to do most things unless they require specialist training, even if they haven’t listed those things as specific skills. All characters can, for example, try to pick a lock, hot-wire a car, or improvise a bow and arrow. If they haven’t listed such a skill then simply assume they can attempt it as if they have a single dot in it.</p>
<p>Skills that require specific and lengthy training need to be listed specifically if they are to be attempted. While anyone can be expected to know how to maintain a car, and while heroes in the world of radio drama can be expected to be able to conduct basic repairs (at one dot), they probably can’t build a car from the ground up using parts found at the scrap yard without a suitable skill being explicitly listed on their character sheet.</p>
<p>Part of determining whether the action is possible is figuring out whether the character wanting to take the action actually has the skill to accomplish it. You should already know if the action is possible, if the skill is one the character can use, and, where the skill is not part of the character’s explicit skill list, how difficult it is.</p>
<p>But what if there is more than one relevant skill to choose from? In this case, choose the skill that will give the player the highest chance of success. In deciding to call for a dice roll you should always err in the character’s favor.</p>
<p>Sometimes a player will suggest a skill they wish to use. This is okay, in so far as it goes, but ultimately it is your role as the GM to decide which skill is the most appropriate to be used to achieve a specific goal via a specific method. If the player says “can I make a perception check to see if there are any hidden compartments in the cupboard?” they’ve indicated the goal (find hidden compartments) but not really a method of achieving the goal. By asking what method the player wants to use (“I smash it open with an ax”) you can assess whether the dice roll they wish to use is appropriate or not &#8211; “Okay, I don’t think perception is what you want here, roll the dice using your ax-manship skill”.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 1 &#8211; Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills &#8211; Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills &#8211; Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills &#8211; Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules &#8211; for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 2 &#8211; Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-3---part-2/">Advanced Play &#8211; Part 2 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Advanced Play &#8211; Part 1 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 29 Jul 2018 00:24:35 +0000</pubDate>
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					<description><![CDATA[<p>Advanced Play &#8211; Part 1 Preparing for the Game Being prepared (preparing) is the key to running a good game. Select a game that is appropriate for your group. Is your group made up of seasoned adventurers who are committed to long-term gaming? You may want to open a campaign. Is your group made up [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-3-advanced-play/">Advanced Play &#8211; Part 1 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>Advanced Play &#8211; Part 1</h3>
<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h3>Preparing for the Game</h3>
<p>Being prepared (preparing) is the key to running a good game.</p>
<p>Select a game that is appropriate for your group. Is your group made up of seasoned adventurers who are committed to long-term gaming? You may want to open a campaign. Is your group made up of newcomers who are just learning how to play for the first time? You may want to select a “dungeon crawl” style of game to get things going. Are your gamers hard pressed to find time for gaming? You may want to choose one-shot episodic games that people can plug themselves into as their schedules allow. Remember, your job is to provide a fun experience for your players, so choose with them in mind.</p>
<p>Be sure you have carefully read over your game notes (even if it is the sample game that came with this book). You will certainly be forced to think on your feet at times during the game and knowing your notes well is what will get you through those moments. Ensure you have any maps, handouts, and reference sheets ready before your players arrive.</p>
<p>Make sure you have a space ready for the game; table, chairs to comfortably seat your players, paper and pencils, dice (if your players don’t have their own), and, if running a game for the first time, some pre-generated characters for them to choose from.</p>
<p>It’s also helpful to have some drinks and nibbles (chips, chocolates, what have you) on hand to help break the ice.</p>
<p>Don’t be too quick to start the game (especially if the group is new). Allow people a bit of time to get to know one another, catch up on news, and generally chat.  When your newest player is making jokes and looking relaxed, that’s when you are ready to start the game.</p>
<p>If it is your first game together, have everyone go around the table and introduce their characters. Start with the most experienced players and ask each to briefly introduce their character’s name and a little bit about themselves.</p>
<blockquote><p>Eg. “I’m &#8216;Texas&#8217; Tim Hampton, and I’m a two-fisted archaeology professor who likes to solve problems with his fists, whip, and six-shooter” or “I’m Professor Thadeus Observer, an elderly inventor who would prefer to spend all my time in my library if it weren’t for the fact that I am constantly being called on to participate in various adventures” etc.</p></blockquote>
<p>Now it’s time to start. Set the scene and let the fun begin.</p>
<h3>INTRODUCING THE GAME &#8211; THE OPENING SCENE</h3>
<p>Let&#8217;s start by looking at the skill of introducing a game to your players. You’ve gathered a group of players at your table, given out or generated some characters, and made sure you know the scenario/module that you wish to run. What next?</p>
<p>Well, now you have to begin the story and that means you need to narrate the opening scene.</p>
<p>According to the very brilliant Scott Rehm (one of the go-to people in gaming for advice on running games), the opening scene has to accomplish four things.</p>
<ol>
<li>It has to gather the adventurers together.</li>
<li>It has to provide the goal of the adventure.</li>
<li>It has to provide a reason for pursuing that goal.</li>
<li>And it has to provide the players with some clearly marked exits out of the scene and into whatever scenes come next.</li>
</ol>
<h4>Gathering the adventurers</h4>
<p>This is only necessary the very first time a group of characters comes together. In future games, they will have a history, but in the first game, they need to be introduced to one another. If you have engaged in character generation via the rules in our Players’ Guide then the characters will already know each other and have an imagined history in the world. Let the players introduce themselves to each other (a sentence or two, that describes the character and their connection to the group will do). Now they must be provided with a reason to meet. That reason tends to be one of only a handful that is commonly presented.</p>
<p>The players are presented with the adventure at the request of a third party &#8211; they are hired to complete a mission, they are given a mission by an authority that they can’t or generally won’t refuse, a bystander requests that they complete the mission &#8211; or the mission is requested by a member of the group &#8211; a member of the group has asked everyone to gather to help accomplish a particular goal.</p>
<p>Regardless of the reason chosen for gathering the players, the scene begins with that gathering, and the reason for it needs to be communicated (quick and to the point is best). Once the characters know that they have been gathered by the League of Adventure Seekers in order to take on a special mission, or that the mayor has requested a meeting with them, or that Wild Bill Buckshot (a member of their team) needs some assistance, it’s time to tell them the goal.</p>
<p>It&#8217;s worth pointing out, here, that in the setting we have built for this game, we suggest that all player characters should be members of the League of Adventure Seekers.  The League is committed to saving the world from all manner of threats (mundane, supernatural, or even alien) and provides a great in-world means for assigning missions to your team.</p>
<h4>The adventure’s goal</h4>
<p>The goal of the adventure is the measurement that the players will use to know whether they have “won” or not. When the players can say “I know we’ll have succeeded when…” and can complete that sentence, then they know what the adventure’s goal is. If they have no clear idea of when the adventure will be over, then they don’t understand the adventure’s goal. Again, quick and to the point is best.</p>
<blockquote><p>“The mayor informs you that his daughter has been kidnapped and asks that you rescue her.” “The League has received solid information that the Sky Pirates of Languedoc intend to reign fiery death upon the city of Paris and must be stopped.”</p>
<p>“Wild Bill Buckshot has come into possession of a treasure map and wants your help in recovering the valuables.”</p>
<p>“General Wexford offers you $5000.00 each if you will travel to an Amazonian plateau and return with a live Pterodactyl.” Etc.</p></blockquote>
<p>In each of these cases, the goal identifies a victory and defeat condition for the game.</p>
<p>To win the mayor’s daughter must be returned safely, Paris must not be destroyed, the treasure must be recovered, or a Pterodactyl must be captured and returned to civilization. To lose the group must simply fail to rescue the mayor’s daughter, Paris must burn, the treasure must be lost, or the expedition must return empty-handed.</p>
<p>It’s okay for the initial goal of the adventure to change later on as the story develops. But for now, in order to get the game underway properly, a goal (even a temporary one) MUST be communicated.</p>
<h4>Motivations</h4>
<p>The opening scene needs to provide motivation for the characters. There are two sets of motivation that you need to be concerned with when beginning the adventure; the motivation of the characters, and the motivation of the players. Of the two, the players&#8217; motivations are the more important. Players will always drag their characters along with an adventure if they find the adventure motivating regardless of how motivating (or otherwise) they feel the adventure is for their characters. As such the opening scene needs to present the players and their characters with both a reason why the characters would want to pursue the goal and why the players would want to play the pursuit of the goal. This reason is always the thing that is most cool about the adventure, the promise regarding what the adventure will give the players and their characters.</p>
<p>Characters are motivated by three things; external rewards, ideals, and internal rewards. External rewards are things like money, treasures, fame, artifacts, etc. Ideals are abstract notions such as justice, kindness, fair play, world peace, etc. Internal rewards are concerned with self-actualization &#8211; becoming the world’s greatest swordsman, or mastering a skill etc.</p>
<p>Generally speaking, it is better to observe what a player (and by extension the character being played) does during play than listen to what a player says about what motivates them.</p>
<p>Players tend to be motivated by challenge, discovery, immersion, story, and clear (achievable) objectives.</p>
<p><strong>Challenge</strong> refers to difficulty. Some players are never so happy as when they are facing difficulties, solving problems, or defeating challenges.</p>
<p><strong>Discovery</strong> is provided through a sense of mystery and the presentation of the unknown.</p>
<p><strong>Immersion</strong> occurs when players can enter into the world of the game, in character, and make meaningful choices within it.</p>
<p>A <strong>story</strong> is motivating when it is well structured with a clear and satisfying beginning, middle, and end.</p>
<p>And of course, the presence of clear and <strong>achievable objectives</strong> also motivates the players.</p>
<p>The last three motivations (immersion, story, and clear and achievable objectives) are part of the natural promise of a role-playing game and don’t need to be labored particularly.</p>
<p>You also don’t need to present players and their characters with every type of motivation in the opening scene of your game, but you do need to present and emphasize the major motivating factors.</p>
<blockquote><p>The Sky Pirates of Languedoc are a challenging foe (challenge) who threaten the peace and safety of the world (ideals).</p>
<p>The hunt for the Pterodactyl requires an expedition into the unknown (discovery) in order to bring back a prize (external reward).</p>
<p>The recovery of the mayor’s daughter will require the solving of the mystery of her disappearance <span style="font-size: 1.125em;">(discovery) </span>and the honing of the group&#8217;s investigative abilities (internal reward).</p>
<p>The treasure hunt promises riches (external reward) but another unscrupulous expedition has already set out to recover it (challenge).</p></blockquote>
<p>Try to remember that your sales pitch for the game (and that is what the motivation is &#8211; a sales pitch) doesn’t have to be long. A sentence or two is fine.</p>
<h4>Exits</h4>
<p>Once the players know what they are trying to achieve and why they are trying to achieve it, you need to give them some clearly marked exits out of the scene and into the game proper. Essentially, when the scene is over the players should know what their options are regarding where to go next. These options will, by their nature, not be exhaustive, but they should, regardless, be obvious and clearly communicated.</p>
<blockquote><p>“General Wexford has chartered a boat to take you up the Amazon, leaving early tomorrow morning. You now have eight hours to engage in any research you feel is necessary or gather any equipment you wish to take along before meeting at the docks at 7.00 am.”</p>
<p>“The mayor offers you direct access to the crime scene and explains that the files of the investigating police officers are at your disposal”</p>
<p>“The informant who contacted the League about the sky-pirates is a member of a black market smuggling ring with contacts in the underworld. In particular, she may be able to point you to anarchists and bomb makers who are supplying the pirates with their explosives.”</p>
<p>“The treasure map suggests there are clues to be found to the treasure’s exact location at the Castle of Greymalkin, and at a ring of standing stones located in Sherwood Forest.”</p></blockquote>
<h4>In conclusion…</h4>
<p>The opening scene, as a scene, can also pull “double duty” allowing exploration, interaction, exposition etc. (see later). The scene can be framed as an action scene, or as a mission briefing, or as a mystery or as a dramatic scene containing character choices etc. The important thing, however, is that the scene explicitly and clearly accomplishes the four goals listed above and that it is short and to the point so that players can get on with the fun stuff of playing the game.</p>
<p><strong>Tip: </strong>When you are preparing the opening of your game, jot down the reason for gathering, goal, motivation, and exits related to the first scene. If you are using a published module and it is missing any of these elements, invent and record them.</p>
<p>Eg.</p>
<blockquote><p>Reason for gathering &#8211; General Wexford has invited you to his club in order to make a business proposal.</p>
<p>Goal &#8211; He is offering $5000.00 each as a reward for traveling to an Amazonian plateau and capturing a live Pterodactyl.</p>
<p>Motivation &#8211; If you go you will be the first to explore this mysterious region. Fame, fortune, and adventure will be yours. It is not without challenge, however, as a rival expedition has already set out.</p>
<p>Exits &#8211; Wexford is placing his personal library at your disposal for the undertaking of any research you might desire, but points out that he has chartered a boat to leave at 7.00 am tomorrow morning. You may now engage in research, gather equipment you wish to take on the journey, or simply get a good night’s sleep, so long as you are on the dock at 7.00 am sharp.</p></blockquote>
<h3>NARRATION</h3>
<p>As noted earlier, narration (telling your players about stuff) is one of the essential skills of being a Game Master.  Essentially narration, while playing a role in setting the mood, tone, and pace of a scene, concerns itself with communicating important information to the players.</p>
<h4>INFORMATION CATEGORIES</h4>
<p>There are a number of different types of information that you will want to take note of in your preparation, broken into two categories.</p>
<p><strong>Obvious information</strong> &#8211; by obvious information, we mean, things that players and their characters would notice as a matter of course; things which have not been deliberately hidden from view.</p>
<p><strong>Hidden information</strong> &#8211; this is information that is either deliberately or incidentally hidden from view. Deliberately hidden information may be behind a secret door, under a floorboard, or within a secret compartment. Incidentally, hidden information may simply be inside a box or cupboard. Hidden information can be found when someone looks for or examines the items in which it is contained.</p>
<h4>EXPOSITION</h4>
<p>Exposition is the basic means used by the GM to tell players the information that is available to them in the scene.</p>
<p>This information could be essential for the completing the adventure, or details within the scene, or backstory, or perhaps even information that foreshadows later parts of the story. As noted above the information may be obvious or hidden.</p>
<p>There are generally two points at which you are engaged in exposition. When setting the scene, and when describing what the characters find in response to exploration, investigation, and examination.</p>
<p>Generally speaking, when you are engaged in exposition you want to communicate the information that the players cannot be allowed to miss. You must provide everything they need to know. To do this you have to understand the nature of the information in the scene. Some published materials break this down for you nicely, but many don’t.</p>
<h4>SCENE SETTING</h4>
<p>Scene setting is something that can cause even the most attentive of players to lose concentration and drift off. As such it must concern itself with concise, clear, and economical communication of information.</p>
<p>Aim to be brief, don’t use complex language and keep the details provided to no more than three or four.</p>
<p>The imagination of your players is your ally in this. You don’t have to provide a great amount of detail because your players cooperate with you in constructing the world. When the GM says that “upon a hill stood a tall fir tree” the players fill in all that is absent. They don’t merely imagine the tree and hill but the sky and the surrounding atmosphere, clouds, time of day, shadows, grass, dirt, etc.</p>
<p>Narration is used to set the scene, transition from one scene to another, and provide exposition.</p>
<p>When setting the scene you need to provide the players with the scene’s goal, the obstacle(s) in the scene, and information about any exits and objects within the scene to be investigated. Ideally, you should aim to accomplish this in just a handful of sentences.</p>
<p>Start with the <strong>general location</strong>. Be brief and leave plenty of room for the players’ imaginations. Add a <strong>detail or two that help establish the mood</strong> and then identify any <strong>exits/ways to leave, goals, and obstacle</strong>s that are part of the scene. It is best to FINISH with <strong>the element of the scene that demands the most urgent attention</strong>. Players have a tendency to stop listening once presented with a serious challenge, so it is always best to finish with the most urgent matter (in order to make sure it isn’t lost on your group).</p>
<p>Every scene (even an exploratory one) should have a clearly identified <strong>dramatic question</strong> associated with it. This is a question that motivates the players&#8217; interaction with the scene. In general terms, it is the question “can the players achieve their immediate objective?”</p>
<p>In each scene, this takes a different specific form.</p>
<blockquote><p>“Can the players find any useful information in the ransacked room?”</p>
<p>“Can the players sneak past the guardian robots?”</p>
<p>“Can the players defeat the wolves that are attacking them?”</p></blockquote>
<p>Sometimes there are further complicating factors as well.</p>
<blockquote><p>“Can the players open the door before the room fills entirely with water?”</p>
<p>“Can the players expose the villain while keeping their own identities secret?”</p></blockquote>
<p>Regardless, the dramatic question is always the players’ immediate objective rephrased as a yes/no question.</p>
<p>The dramatic question that drives the scene is important to know and to communicate to the players as <strong>it is your key benchmark for determining when a scene is over</strong>. Be aware also, that the dramatic question may not be immediately evident during the setting of the scene. Sometimes it won’t solidify until you have asked the players what it is they are attempting to do, why, and how.</p>
<p>Scene setting is a call to action so be sure the problem to be solved is clearly communicated.</p>
<p>Here’s a quick model.</p>
<ol>
<li>General description (A twilit lounge room in an abandoned house)</li>
<li>Incidental details (Heavy dust, and faded and torn wallpaper,)</li>
<li>Exits (A door leading to a hallway)</li>
<li>Goal (A door leading to the stairs leading to the attic)</li>
<li>Items of interest (A locked desk, a lop-sided painting, a rug with a corner turned up, and a walk-in-cupboard &#8211; currently closed)</li>
<li>Closing emergency/obstacle/dramatic question (An angry specter materializes)</li>
</ol>
<p><strong>TIP:</strong> Use these headings to organize what you are going to say when you introduce a new scene.</p>
<p><strong>TIP:</strong> Try to use words in your descriptions that activate at least three senses (sight, sound, smell, touch, even taste if appropriate). These can help your players become immersed in the setting.</p>
<blockquote><p>E.g. You enter a twilit lounge room, the floor-boards creaking (sound) under your weight. It is covered in heavy dust and has the musty odor (smell) of a place long abandoned. The rough (touch) patterned wallpaper (once vibrant and full of color) has faded (sight) and is peeling away in jagged (touch) strips.</p></blockquote>
<p><strong>TIP:</strong> While it is generally important for a scene to contain an obstacle to be overcome, not every location in a game needs to be a scene in that sense. Locations can provide a point in which the players can rest and take a breath. Try to avoid providing too many general purpose locations, though.</p>
<h3>EXPLORATION</h3>
<p>Exploration reveals hidden information that can then be revealed to the players. The list of ingredients for a potion that is hidden within a cardboard box lying in the corner of the room can’t be revealed until a player deliberately chooses to examine the box. All information revealed through exploration is intrinsically missable.</p>
<p>If a module has not been designed well, it is occasionally the case that essential information has been hidden from the players. In such cases, you will need to identify that information and place it where it can be revealed as part of the exposition. For example, if the construction of the chemical compound is essential to the solution of the game, but the recipe has been hidden in a cupboard that could easily be missed by the players, you may want to include the list of ingredients as part of the scene’s exposition. Simply change its location so that when the players enter the room they are told they can see a list of chemical ingredients lying on the desk nearby.</p>
<h3>INFORMATION TYPES</h3>
<p>There are several types of information to be managed within the game</p>
<p><strong>Mandatory information</strong> &#8211; this is the information that is essential to the running of the game; a clear picture of the goal of the game, the motivation the characters have for taking part, the obvious exits from any given scene, and any obvious information that helps explain the game or things within it. This information should never be hidden from players. Players must also learn the objectives they must meet along the way in order to achieve their goal and the means required to achieve them. Unlike initial scene setting information (that appears at the start of the game), this is information that is seeded throughout the game itself and should be communicated as each relevant scene is introduced.</p>
<p><strong>Assistive information</strong> &#8211; this is (optional) information that aids in the completion of the game’s objectives. The information can be obvious or hidden but isn’t essential (at least not in any one place). This kind of information is usually seeded throughout the game in the form of clues. A good game will usually scatter (at a minimum) three clues for every conclusion the players are expected to reach. The players are usually called upon to assemble the clues in order to find the right answer. For example, a room might contain three doors above which may be affixed three plaques covered in writing in a strange language. All are locked, two lead to certain death, and one leads to safety. Elsewhere in the complex is an alphabet (the key to understanding the writing), a key to the door leading to safety, and a device that reveals danger. When the device is used the deadly doors glow a cold blue. The key only opens the safe door (and shocks the user if applied to the others). And the Alphabet deciphers the plaques to reveal which is the exit. It is not necessary to find any of these clued (since breaking down each of the doors will reveal the exit) but the clues will make finding the exit far easier.</p>
<p><strong>Background information</strong> &#8211; this is information that reveals about the events, location, or characters involved in the story. They include things such as the police report on the victims of a crime, the Who’s Who extract concerning a particular politician, the engraving on the temple wall that explains how and why it was built, etc.</p>
<p><strong>Foreshadowing information</strong> &#8211; information that hints at or tells of a future event that the characters may encounter. It may not be relevant to the game at hand, but it can help set up future scenes and games.</p>
<p><strong>TIP:</strong> While you can write out the information in a scene under the headings above, it might be simpler to highlight or underline the information using different colored highlighters or pens to indicate the different information types.</p>
<h3>ROLEPLAYING</h3>
<p>Acting is not roleplaying. It’ can be an optional part of roleplaying. But it should never be mistaken for an essential part.</p>
<p><strong>Roleplaying</strong> is putting yourself in the place of a character and trying to act and react as they would to the situations you are presented with. The GM has to be a role player because the GM stands in for every non-player character in the player’s world.</p>
<p><strong>Acting</strong> is a unique talent involving a specific set of skills. Some GMs have them. Some don’t. If you don’t, that’s fine. You don’t have to act to role-play. It really doesn’t matter if you can speak for the characters you play in the first person or the third person. So long as you can imagine what a specific character would do in a specific situation and can communicate that to your players accurately, the lack of acting skill won’t matter.</p>
<p><strong>Clarity is more important than acting</strong>.</p>
<p>That said, it is helpful to learn to speak in character and out of character. Some of your players will do this (eg. “I walk up to the bar. Can I have a pint of ale, bartender?”) and some will simply describe what they are doing (e.g.. “I walk up to the bar and ask for a pint of ale.”) and some will alternate between the two.</p>
<p>If you can master this particular ability you will be able to respond to your players in the same mode that they seek to interact with you.</p>
<p>Be natural, even when playing a role. Use the non-player characters that you are running to ask questions of the players when things seem unclear. Use your non-player characters to provide the players with information that can help them. Don’t be afraid to throw in a few leading questions that might lead the players to the next step in their quest etc. If your players throw a question or comment at you that leaves you uncertain how to respond, let your character react as you would. Take a moment to think, stroke your chin, scratch your head, say “hmmm” etc. Just do it in the way your character might.</p>
<p><strong>Tip:</strong> To bring your characters to life it can be helpful to write short descriptions of your non-player characters to help guide your performance.</p>
<p>Make sure you <strong>know the non-player character’s goal</strong> in any scene they are a part of. That goal can be “to get home quickly after a grueling day in the market” or it can be “to kill as many people as possible”. But a goal is needed in order to guide your actions.</p>
<p>You should also <strong>give the character a disposition</strong> (a reason why the character would want to cooperate with the players and a reason that they would not want to cooperate). For example, the barfly might “want to see the murderer of Katie Blossom brought to justice” but might also “mistrust anyone who won’t have a drink with him”.</p>
<p><strong>Identify a word or phrase that describes their personality</strong> (surly, obsequious, fawning, cheerful, brave, stupid, etc.)</p>
<p><strong>Describe one or two distinctive features of their appearance</strong> (short, tall, thin, fat, a scar over one eye, a taste for the latest fashions, covered in ashes, etc.)</p>
<p><strong>Give the character a posture or expression</strong>. Stooped, straight-backed, nose up, a squint, leering, frowning etc. When you adopt the posture it will help remind you to stay in character.</p>
<p><strong>Give the character a quirk</strong> &#8211; some kind of habitual physical behavior or twitch. They might always lean in conspiratorially when talking with a player. Their eyes might dart around, constantly looking for danger. They might steeple their hands or fiddle nervously with their hair, etc.</p>
<p>Also <strong>give the character a good pause behaviour</strong> (to indicate they are in thought), like turning their head to gaze away, looking up and to the left while saying “indeed”, etc. (handy for dealing with those moments where the players ask a question and you need time to think before you respond).</p>
<p><strong>Tip:</strong> You can fit all these details on an index card.</p>
<p>Eg.</p>
<blockquote><p><strong>Name:</strong> “Thieving” Nigel Skrat</p>
<p><strong>Goal:</strong> To get home after a hard day of picking pockets.</p>
<p><strong>Disposition:</strong> Willing to help when there is something in it for him. Generally doesn’t want to get involved in situations.</p>
<p><strong>Personality:</strong> Snide, cowardly</p>
<p><strong>Posture:</strong> Stooped, furtive, frowning</p>
<p><strong>Quirk:</strong> Quick movements, darting eyes, says “yeah” before answering each question (even when the answer is “no”.</p>
<p><strong>Appearance:</strong> Ratlike, tatty grey clothes, crumpled hat</p>
<p><strong>Pause indicator:</strong> Clicks tongue and eyes dart to upper right.</p></blockquote>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 1 &#8211; Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills &#8211; Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills &#8211; Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills &#8211; Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules &#8211; for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 2 &#8211; Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-3-advanced-play/">Advanced Play &#8211; Part 1 &#8211; Chapter 3 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>FUNDAMENTALS &#8211; CHAPTER 2 &#8211; HYOOTRD RPG GMs GUIDE</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 28 Jul 2018 12:40:24 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[adjudication]]></category>
		<category><![CDATA[communicating results]]></category>
		<category><![CDATA[concluding]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[improvisation]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[pacing]]></category>
		<category><![CDATA[querying]]></category>
		<category><![CDATA[roleplaying]]></category>
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					<description><![CDATA[<p>Three Key Skills There are three basic skills (fundamentals if you will) that every beginning GM must have… 1. Narration &#8211; the ability to set the scene, roleplay the world, report the results and consequences of actions, and transition to new scenes. 2. Querying &#8211; the ability to draw out of players their goals and [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-2-preliminaries/">FUNDAMENTALS &#8211; CHAPTER 2 &#8211; HYOOTRD RPG GMs GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-5030 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h3>Three Key Skills</h3>
<p>There are three basic skills (fundamentals if you will) that every beginning GM must have…</p>
<p>1. <strong>Narration</strong> &#8211; the ability to set the scene, roleplay the world, report the results and consequences of actions, and transition to new scenes.</p>
<p>2. <strong>Querying</strong> &#8211; the ability to draw out of players their goals and the means by which they are attempting to achieve them when they set out to declare actions.</p>
<p>3. <strong>Adjudication</strong> &#8211; the ability to determine the difficulty, skill to be employed, and the result of an attempted action and the consequences that follow from success or failure.</p>
<p>These skills must be mastered to run a game and, thankfully, they are pretty easy to learn. They basically require you to explain the current situation to the players, ask the players for their actions (and roll dice if necessary), and explain the results of those actions to the players – that basic exchange again. Not hard at all (especially if you have a pre-published module with all this information readily at hand). The more you practice this basic exchange the better you will become at it. The remaining skills (discussed in the remainder of this section of the guide) explain and build on these foundational skills to help you become a better GM.</p>
<h3>Game Fundamentals</h3>
<p>The fundamentals of running a game are fairly straightforward. The key skills are <strong>narration</strong> (including <strong>roleplaying</strong>), <strong>adjudication</strong>, and <strong>pacing</strong> (and a bunch of special cases such as i<strong>ntroducing scenes</strong>, <strong>transitioning scenes</strong>, <strong>concluding scenes</strong>, and <strong>communicating the results of actions</strong>). A further skill is that of <strong>improvisation</strong> &#8211; an essential though advanced skill for managing those moments where the players depart radically from the game you had planned. Each of these skills is considered in detail in future sections of this volume. For now, it is enough to master the basic game interaction…</p>
<p>Tell the players why and where they are. Start at the first scene of the game and describe what happens (<strong>Introduce</strong>, <strong>Narrate</strong>, and <strong>Role-play</strong>).</p>
<p>Ask the players what they wish to do (<strong>Query</strong>). Make sure you understand what they are intending to accomplish and how.</p>
<p>Figure out the results (<strong>Adjudicate</strong>) and communicate what happens to the players (<strong>Resolve</strong>).</p>
<p>Describe the new scene that results (<strong>Transition</strong>) and keep doing this over and over (<strong>Maintain the pace and tone</strong>).</p>
<p>When the game reaches its conclusion (the players have achieved what they set out to &#8211; or failed) sum up what has happened, thank everyone for coming, and bring the game to a close (<strong>Conclude</strong>).</p>
<h3>Your very First Session</h3>
<p>If you are a brand new GM, then this section is specifically for you.</p>
<p>Without meaning to discourage you inordinately, you need to understand from the outset that you will run a bad game to start with. This is perfectly normal and should take most of the pressure you are feeling off you. The first time you ride a bike it is wobbly and you have a high chance of crashing. The first time you run a roleplaying game, it is likely to be bad (at least by comparison to the games run by people with experience). The good news is that your players will probably have a good time anyway. Most players are highly forgiving of someone sitting down in the GM’s chair for the first time.</p>
<p>To make your first game manageable, <strong>give it a limited duration</strong> &#8211; a single session (of three to four hours) with an endpoint that you are not going to go beyond &#8211; and tell your players.</p>
<p>Provide the players with <strong>pre-generated characters</strong>. For your first game, you don’t want to be looking up rules relating to character abilities on the fly. By using pre-generated characters you avoid this frustration and can concentrate on running the game for characters whose abilities you understand and have had time to prepare. The process of creating a handful of characters can also be a good way to introduce yourself to the rules and how they work. It also helps the players keep from getting attached to the characters (making it easier to limit the game to a single session).</p>
<p>Lastly, <strong>use a pre-published module or scenario</strong> (like “The Temple of the Vetalla” included in this volume) for your first game. If you’re a new GM you want to make it easy to concentrate on learning the fundamentals of running a gaming session. The design of a game from the ground up is an advanced skill that you don’t want to be distracted with, the first time you sit down to run a game. And a pre-published module lets you do this. Players are also more likely to blame the module for the quality of the game than they are to hold you accountable. And it will be easier to say “no” when players deviate too far from what you can manage during the game.</p>
<p>Make sure you communicate all of this to your players (limited time, pre-generated characters, and pre-published module) so that they are committed to playing the same game you are going to run.</p>
<p>The next point is obvious. Get to <strong>know the rules of the game</strong> and get to <strong>know the module you are planning to run</strong>. Understand the rules in their basic form, but also revise a few areas in detail. Specifically, revise the section on getting things done, combat, and magic.</p>
<p>Be sure to <strong>read the module</strong> through in detail. Read it all the way through at least once and be sure to skim it as near to the game’s start as you can. You’ll know you’ve read it enough if you can explain to yourself, out loud, the basic run-down of what happens in the module during play.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 1 &#8211; Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills &#8211; Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills &#8211; Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills &#8211; Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules &#8211; for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 2 &#8211; Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-2-preliminaries/">FUNDAMENTALS &#8211; CHAPTER 2 &#8211; HYOOTRD RPG GMs GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>THE JOB OF THE GM: PROVIDE FUN &#8211; CHAPTER 1 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</title>
		<link>https://weirdworldstudios.com/chapter-1-the-job-of-the-gm/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 28 Jul 2018 06:48:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[ensuring fun]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[game master]]></category>
		<category><![CDATA[game master's guide]]></category>
		<category><![CDATA[gathering a table]]></category>
		<category><![CDATA[gm]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[player types]]></category>
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		<guid isPermaLink="false">https://weirdworldstudios.com/?p=4994</guid>

					<description><![CDATA[<p>Welcome to a world of fun adventure. Whether you are new to roleplaying games or are an old hand this manual will give you everything you need to get started as a Game Master (GM), running games to play with your friends. Chapter 1: The Job of the GM The primary responsibility and characteristics of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-1-the-job-of-the-gm/">THE JOB OF THE GM: PROVIDE FUN &#8211; CHAPTER 1 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Welcome to a world of fun adventure. Whether you are new to roleplaying games or are an old hand this manual will give you everything you need to get started as a Game Master (GM), running games to play with your friends.</p>
<h3>Chapter 1: The Job of the GM</h3>
<p><figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-5030 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure></p>
<h3>The primary responsibility and characteristics of the GM</h3>
<p>In the introduction to our player’s guide (an essential resource that you should read before attempting this volume), we mentioned that Role Playing Games are a form of dialog. Remember the fundamental exchange we quoted;</p>
<blockquote><p>GM: What do you want to do?</p>
<p>Player: I want to do X.</p>
<p>GM: When you attempt that &lt;&lt;often requiring dice rolls&gt;&gt;, this happens&#8230; What do you want to do?</p></blockquote>
<p>Well, where our player’s guide was aimed at helping players understand and engage in the player portion of the conversation, this GM’s guide is intended as a guide to Game Masters.</p>
<p><strong>What is a game master</strong>, you ask?</p>
<p>A game master is responsible for everything that happens in response to player actions. Where players are responsible for the characters they play, the GM is responsible for everyone else the players encounter, as well as being responsible for bringing the world to life for the players, and adjudicating the rules and dice rolls that make the game possible.</p>
<p>But even beyond these things, the GM has one MAJOR responsibility, and that is to <strong>ensure everyone at the table has fun</strong>.</p>
<p>Understood in this way, the GM&#8217;s role is utterly pivotal to the success of the game. Not only is the GM responsible for bringing the story to life, but also acts as referee, guardian of fairness, smoother-over of ruffled player feelings, and maintainer of a positive table.</p>
<p>Daunting isn’t it?</p>
<p>Still, it is also incredibly rewarding. Seeing your group of players have fun and leave the table talking about the great game they had (possibly for years to come if you “knock one out of the park”), watching your idea for a story come to life, or seeing that off-the-cuff character you invented to meet an unexpected game circumstance take on flesh and blood, all these things are hugely rewarding and creative endeavours.</p>
<p>They are also a lot of work, and being a good GM requires commitment and lots of practice.</p>
<p>But, right now, we want to focus on some fundamentals. The primary characteristic of a good GM, beyond creativity, and a willingness to work hard, is&#8230; unselfishness.  If you are primarily concerned with how the GM&#8217;s role meets your own needs, you are going to fail to run an effective game at the table.  Below are some common mistakes, beginning GMs make by misunderstanding this key point.</p>
<p>If you see the role of the GM as a competition between yourself and the players, your players will NOT enjoy the experience and you will have failed in your primary responsibility. It&#8217;s an easy trap to fall into, particularly if you are a competitive sort- seeing yourself as being in competition with the team of players at the table and seeing it as your job to &#8220;beat&#8221; them &#8211; but the GM&#8217;s job is not to &#8220;beat&#8221; the players.  It is to be the facilitator and impartial referee of an unfolding story.  If you turn the game into a competition in which you set out to be the winner, then you might be thoroughly enjoying yourself, but no-one else will be.  The power to shape events inherent in the GM&#8217;s role far outweighs that of any group of players.  If the GM is adversarial in his/her approach then the players don&#8217;t have a chance (and will find the experience miserable).</p>
<p>Creative types can be selfish too.  If you see the role of GM as a means of showing off your creativity by telling your carefully crafted stories in such a way that you corral your player’s choices to the point they are merely the passive audience for your genius, your players will NOT enjoy the experience and you will have failed in your primary responsibility. Players want to take part in the story, shaping it through their actions and making it their own via their own choices.  If you are determined to be the sole creative force in the game, then you will stifle and limit the choices made by your players for the sake of your own vision of what direction the events should follow.  This will frustrate your players (who will feel like they are not contributing anything meaningful to the experience and, regardless of how good a story you are telling, will feel (rightly) that they are not being allowed to participate.  A roleplaying game is a game and not a book.  Interaction and participation is key.  If you limit interaction for the sake of your vision of the story, you might be thoroughly enjoying yourself but no one else will be.</p>
<p>Watch out for the desire to be in charge as well.  Being a GM does require a fair degree of people management skill.  You are responsible for getting the game happening, keeping the players focused, etc.  It can be a heady feeling to be in charge.  But if you indulge in the role just to be in charge and fail to put in the work necessary to entertain your players, you will quickly gain a reputation for running a joyless table.  If you see the role of GM as primarily one of being in charge, and you are unwilling to put in the work necessary to provide a great experience for your players, your players will NOT enjoy the experience and you will have failed in your primary responsibility. You might be thoroughly enjoying yourself but no one else will be.</p>
<p>If however, you look beyond yourself and see the role of the GM as hard work, true, but a creatively rewarding task aimed at <strong>ensuring everyone at the table has fun</strong>, then your players will love coming to your table, and you will have met your primary responsibility&#8230; and by choosing the path of unselfish GMing you will have found the key to your own enjoyment as well.</p>
<p>If you want to help your players enjoy themselves at your table, then this book is for you.</p>
<h3>Getting a game together</h3>
<p>Old hands at role-playing games generally have an established network of players to draw from (and should feel free to skip over this section) but if you are new to RPGs this section may be helpful in gathering your first table.</p>
<p>Typically role-players are awful at explaining their hobby to others without sounding like they are from Mars. You’ll want to avoid doing a bad job of this, if at all possible.</p>
<p>Let&#8217;s assume you have some friends that you want to invite to your table for a game (four to six players works best). There are definitely some things you want to avoid doing.  Don’t start explaining the rules (your listeners will be lost after 10 seconds), don’t explain why it’s fun (people can figure that out for themselves), and don’t monologue (whatever their interest level you will turn them off with a monologue). Instead, following the advice of Scott Rehm (the Angry GM &#8211; who developed these questions) present a really quick pitch and give them the opportunity to ask questions.</p>
<blockquote><p>“Hey, I’ve got this great new game I want to try out. In it, you are like Indiana Jones or those folks from the Mummy movies and you have a mystery/adventure to solve or quest to complete (like “find the kidnapped heiress” or “prevent the sacrifice from going ahead on Skull Island” or “discover the lost treasure of Ubar”). Are you interested?”</p></blockquote>
<p>Then allow them to ask questions.</p>
<p>Make sure your answers are short and to the point (avoid explaining the rules in detail, explaining why it’s fun, and monologuing as before) and say just enough to prompt more questions.</p>
<p><strong>Q: So how do you play?</strong></p>
<blockquote><p><strong>A:</strong> It’s pretty straightforward. All the players (except one) choose or create a heroic character that they are going to represent. The remaining player is the game master and takes responsibility for running the game. The game master will explain where you are and what’s happening. For example, the game master might say “You’ve entered a wide cavern which is dotted with the mud huts of a colony of lizard people. There are plenty of stalagmites around the edge of the cavern that could provide cover and you can see a tunnel that leads out the other side. Suddenly a scaly lizard creature steps in front of you brandishing a spear, what do you do?” You then explain how you respond. Maybe you run for it, maybe you draw your gun and shoot the creature, or maybe you try to talk to it. The options and variations are up to your imagination. The game master will then determine how that works out (usually with the help of dice) and explain how the situation has changed giving you a new opportunity to act.</p></blockquote>
<p><strong>Q: So what’s the point of the game?</strong></p>
<blockquote><p><strong>A:</strong> To complete the adventure (you know, explore the caverns, rescue the fair maiden, defeat the bad guy, find the missing treasure, or solve the mystery).</p></blockquote>
<p><strong>Q: How do you win?</strong></p>
<blockquote><p><strong>A:</strong> If you complete the adventure you win, if you die or the villain gets away, etc. you don’t.</p></blockquote>
<p><strong>Q: How do you die?</strong></p>
<blockquote><p><strong>A:</strong> At the start of the game you have a number of wound points. Every time you are injured you lose some. If they go below zero you die. You can heal them back up during the game as well.</p></blockquote>
<p><strong>Q: How do I know what I can do?</strong></p>
<blockquote><p><strong>A:</strong> You can do anything you think of (that fits with your character). If you’re a pilot, for example, you can fly a plane. You can also do any ordinary things you can think of (run, jump, fight, swim etc.). Often you have a specific set of skills that you are good at and you roll a dice to see if you succeed at them.</p></blockquote>
<p><strong>Q: Is it complicated to play?</strong></p>
<blockquote><p><strong>A:</strong> There are a lot of rules, but players don’t have to know many of them. It’s the game master’s job to know the rules and figure out what is happening. Players just need to use their imaginations and work together to accomplish the goal of the game.</p></blockquote>
<p><strong>Q: How does the Game Master know what happens?</strong></p>
<blockquote><p><strong>A:</strong> The game master has a set of notes to guide the story (telling him or her what challenges are that you will face etc) and the game master also has a set of rules to use to determine how your attempted actions will work out (usually by rolling dice).</p></blockquote>
<p><strong>Q: Is the Game Master the bad guy?</strong></p>
<blockquote><p><strong>A:</strong> No. The game master is responsible for the details of the game, creating the challenges etc. But the game master isn’t the bad guy. He ensures everyone has fun and that the challenges are fair, but doesn’t try to kill you.</p></blockquote>
<p><strong>Q: That sounds fun. When can I play?</strong></p>
<blockquote><p><strong>A:</strong> How about coming over Thursday for a game, say around seven o’clock.</p></blockquote>
<p>Don’t feel you have to answer all those questions. They are just examples. Just remember to be short and to the point, and the moment the person you’re talking with indicates the idea might be fun, give them the invitation.</p>
<h3>Understanding player needs</h3>
<p>Believe it or not, different types of players get different things out of role-playing. If you are just starting out, you may not have much of an idea what kinds of gamers you have in your group. They may be a homogenous bunch or they may be really diverse. Regardless, over time you will need to get to know what drives them and what you need to do in order to ensure the game is enjoyable for them.</p>
<p>Here are some typical player types (from a list developed by Robin Laws in his book &#8220;Robin&#8217;s Laws of Good Game Mastering&#8221;)&#8230;</p>
<p><strong>Soldiers:</strong> Some players love combat, dice rolls, and stats. They need at least one good fight in every game in order to stay engaged.</p>
<p><strong>Treasure Hunters:</strong> Other gamers are all about “really good loot”. If they don’t feel like they are building up their personal stockpile of wealth and cool gadgets, they feel the game is somehow flawed.</p>
<p><strong>Specialists:</strong> Some players are all about building the most awesome character they can, specializing in the powers and abilities of their archetype and specialization in order to become (in game terms) famous and world-renowned. If they can’t increase their abilities they feel thwarted.</p>
<p><strong>Character Actors:</strong> Some players play in order to get inside their character’s heads. They want to live the adventure, feel the drama, face choices that have significance for them personally and spend some time in the spotlight with regard to the plot (having it connect directly with their character’s lives).</p>
<p><strong>Tacticians:</strong> Still other players look for tactical challenges, a chance to sneak their way through things and outwit their opponents. If they never have the chance to feel clever, they find little else to satisfy them in a game.</p>
<p><strong>Storytellers:</strong> Some players are at your table for the story. They want a beginning, middle and end (even if it is only on an episode by episode basis) and grow bored with long meandering “open worlds” and “sandboxes”. They love twists and sub-plots and intriguing characters. They love huge story arcs and intimate little subtexts.</p>
<p><strong>Social gamers:</strong> Then there are some for whom the game is actually secondary and the game is just an excuse to get together with friends. For these folks, the pre and post-game catch-up is the most rewarding part of gaming.</p>
<p>There are probably more than these few types and they certainly overlap to an extent. You probably fit into one or more of these broad categories yourself and some of them have a tendency to conflict.</p>
<p>Players who are into story and character tend to feel irritated by players who are focused on the mechanics of character building and loot acquisition (and vice versa). Players who love a good fight tend to find themselves irritating the players who like to get tactical and sneak around the combat opportunities. And the social player is just there to chat and laugh (irritating the more serious players who want to just get on with things).</p>
<p>As the GM it is your job to see that everyone has fun. This means, when designing games, that you need to share the spotlight around, focusing on the story here, a character there, having a good fight here, beating a tactical challenge there, presenting a puzzle here, providing opportunities to increase abilities there, and find cool loot here, while making it a fun social occasion to play.</p>
<p>It sounds pretty complicated, but in practice, most games will deliver this variety without too much effort.</p>
<p>Gamers also differ with regard to the kinds of things they enjoy in games.</p>
<p>Some gamers enjoy having access to really nice playing materials and props, others enjoy the sense of immersion the game provides, some enjoy the story the game creates, others enjoy overcoming obstacles, while still others enjoy the social opportunities the game provides. Some players enjoy learning new things (about the world, their characters etc., sometimes even the rules), others like the chance to be creative (in expressing the character they are playing and solving problems), while still others enjoy playing for the distraction it provides from everyday life.</p>
<p>None of these sources of enjoyment are necessarily exclusive either. They all overlap and can appear to different degrees in different people. It is helpful to know this, both for understanding the needs of your players and for helping to recognize that there are lots of reasons a particular game may not be delivering the specific brand of “fun” that a player is looking for. Not everyone wants what a role-playing game delivers and so there is no reason to necessarily decide that their departure from a game is your fault.</p>
<p>Remember the most important part of being a GM. You are there to try to ensure everyone at the table has fun. Knowing your player’s preferences will help you. Try to run a well-rounded game with lots of general appeal, but don’t beat yourself up too much if your game doesn’t deliver for everyone equally.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 1 &#8211; Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills &#8211; Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills &#8211; Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills &#8211; Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules &#8211; for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game &#8211; Game Master&#8217;s Guide &#8211; Part 2 &#8211; Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-1-the-job-of-the-gm/">THE JOB OF THE GM: PROVIDE FUN &#8211; CHAPTER 1 &#8211; HYOOTRD RPG GM&#8217;s GUIDE</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Read Scripts to improve your Writing</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 17 Feb 2018 00:10:03 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[reading for audio writers]]></category>
		<category><![CDATA[scriptwriting]]></category>
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					<description><![CDATA[<p>Read Scripts to Become a Better Audio Drama Writer &#8211; and Have Fun While you do it Why Reading matters Good writers read. It’s a commonplace truth in the world of prose fiction and non-fiction writing that to be a good writer you need to immerse yourself in the written word of your fellow writers [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/read-scripts-to-improve-your-writing/">Read Scripts to improve your Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h1 style="margin-bottom: 22.5px;">Read Scripts to Become a Better Audio Drama Writer &#8211; and Have Fun While you do it</h1>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h2>Why Reading matters</h2>
<p><strong>Good writers read</strong>. It’s a commonplace truth in the world of prose fiction and non-fiction writing that to be a good writer you need to immerse yourself in the written word of your fellow writers (both past and present). All writers read, for pleasure and for profit, yet lots of audio script writers fail to recognize that <strong>reading has a critical place in the writer’s tool-box</strong>.</p>
<p>No novelist would denigrate the importance of reading novels for their craft. Stephen King reads other horror writers. Peter F Hamilton reads other scifi writers. Romance and adventure writers read each other avidly.</p>
<p>But <strong>audio script-writers can occasionally be heard to boast about how they don’t listen to or read the works of other producers</strong> (particularly producers from the past). This may simply be a feature of the immaturity of the craft in the face of its modern day revival, but it, nonetheless, indicates a significant misunderstanding regarding the value of reading scripts. Lots of folks are coming to the art of audio drama script writing as if it is being invented brand new from whole cloth (rather than as the product of a long history of practice, experimentation, and industry knowledge). Hopefully, they will learn better quickly.</p>
<p>By way of illustration, there was a (rather hit and miss) TV comedy I saw a few years back called “Garth Marengi’s Dark Place” about a fictional writer who attempted to adapt his stories for television. It was a great illustration of the mistake involved in avoiding reading. The show was produced in the form of a mockumentary series with lots of interviews with the fictional author etc. One comment stood out to me in particular. Garth announced proudly to the camera that “I’m one of the few writers who’ve written more books than I’ve read.” This comment was obviously intended to highlight to the audience just how ignorant an individual the character was. But in audio drama, it happens from time to time that someone will make a similar statement without any sense of irony.</p>
<p><strong>If you’re a script writer who doesn’t read scripts&#8230; well, you’re missing out on one of the primary means at your disposal to improve your craft.</strong></p>
<p>“If you don’t have time to read, you don’t have the time (or the tools) to write.</p>
<p>Simple as that.” – Stephen King</p>
<p>“The person who won&#8217;t read has no advantage over the one who can&#8217;t read.” — Mark Twain.</p>
<p>“Read, read, read. Read everything—trash, classics, good and bad, and see how they do it. Just like a carpenter who works as an apprentice and studies the master. Read! You’ll absorb it.” – William Faulkner</p>
<p>“You can learn from textbooks about the writing craft, but there’s no substitute for discovering for yourself how a writer pulls off a trick.” – Roz Morris</p>
<p>Reading and writing are two sides of the same coin. Writing relies on reading for it’s impetus, improvement, and inspiration.</p>
<h2>Why Reading Scripts Makes Us Better Writers</h2>
<p><strong>Reading is the writer’s primary means of self-education.</strong> Reading is the means by which we come to absorb the power of words. By immersing ourselves in the written word <strong>we provide our brain with the fuel </strong>it requires to learn and master new techniques, improve style, and generate new ideas. Aside from multiplying the connections in our brains, <strong>reading shows us how good writing (and bad) is done</strong>.</p>
<p><strong>We absorb a vast amount of what we read unconsciously.</strong> Rules of spelling and grammar, while still requiring conscious effort to be consciously recalled, are absorbed and become part of us through reading.</p>
<p>Via reading <strong>our understanding of vocabulary, our critical appreciation of what constitutes good and poor quality writing, and our intuition of the nuances of language improves</strong>.</p>
<h2>The Benefits of Reading Other People’s Scripts</h2>
<p><strong>By reading we gain inspiration</strong>. Creativity is as much a feature of being exposed to a variety of ideas and approaches as it is a matter of locking ourselves in a room and brainstorming. New thoughts inspire new thoughts, and exposure to a new idea, technique, or experience can prompt a veritable storm of new thoughts. Reading is a window onto new experiences and ideas from which our own unique ideas can be born. Exploring the world from a variety of perspectives and approaches makes us better problem solvers and more creative individuals.</p>
<p><strong>By reading we gain insight</strong>. If you want to become a master of characterization, and a genius at exposing the inner workings of personality through your writing then you need to give yourself as many opportunities as possible to develop a deep understanding of people. By reading the portrayal and actions of as wide a variety of characters in written work as you can, you gain greater empathy, insight, and understanding of what makes people tick and how they behave.</p>
<p><strong>By reading we improve our technique</strong>. The more we read the richer our knowledge base becomes. We learn from the tips, techniques, and tragic mistakes of others. If we tap into the experience of others, there is no need for us to make the mistakes that have been made in the past. All of this and more is available to us through reading.</p>
<p>And lets not forget that <strong>reading is fun</strong>. Very few areas of human endeavour are as enjoyable to learn as writing. Why? Because the primary and easiest means of learning the craft of writing comes from a practice that is inherently enjoyable and entertaining; reading.</p>
<h2>Why Reading a Wide Variety of Scripts is Important</h2>
<p>As writers we tend to reflect what we read. <strong>The influences we absorb come back out unconsciously in the things we write</strong>.</p>
<p>As a result <strong>it is important to read widely</strong>. If we read lots of textbooks our writing will be economical and informative. If we read history and biography our writing will be analytical and personal. If we read poetry our writing will be lyrical and fluid. If we read novels and stories of adventure our writing will be fast paced and action oriented. If we read thrillers our writing will be tense and suspenseful. If we read best-sellers our writing will have a contemporary feel. If we read classics our writing will have a mature feel and one with a strong sense of style and mastery of language. <strong>By reading from a wide variety of genres and styles we absorb a wide range of skills and styles</strong> that are then integrated into our own repertoire.</p>
<p>If you are a horror writer, or a scifi writer, then, by all-means, read within your chosen genre. Learn from the masters in your chosen field. But always remember that reading outside your chosen genre <strong>diversifies and expands your skills</strong> and <strong>allows you to bring new techniques and methods into your writing</strong>. It also <strong>helps to keep you from becoming stale and formulaic</strong>.</p>
<h2>A Characteristic of the Successful Writer</h2>
<p>If you intend to master the writing of audio plays, <strong>you can’t afford to ignore the huge resource available to you</strong> in the scripts provided by your forebears and contemporaries.</p>
<p><strong>Scripts can show us how to achieve all manner of effects</strong>; technical, narrative, and emotional. We can analyse them to break down specific techniques and tricks. We can see how the limitations and strengths of the medium are exploited by a variety of writers to create great stories.</p>
<p>Most of us learn by example and <strong>audio scripts are full of examples we can learn from</strong> (both those we wish to follow and those we wish to avoid).</p>
<p>Many producers of audio drama already share their scripts with the world. <strong>A huge library of material from the past and present can also be found online</strong>. As much as we should be listening to a wide range of audio drama in order to improve our craft, we should also be reading as much as we can (from the past and present). If we wish to develop as audio writers we should be building a library of scripts that we read regularly, from a wide variety of times, styles and genres.</p>
<p><strong>Don’t count yourself among those who mistakenly believe the work of others is of little value</strong>. There will always be egotists who believe their uniqueness requires that they keep themselves unsullied from the influence of others. Laugh at them if you must, but don’t follow their example. Allow them to go ahead and repeatedly make all the mistakes that others have made before them. Allow them to stagnate within the narrow confines of their limited experience. But don’t be that kind of writer, yourself. Give yourself permission to learn, and room to grow, by seeking out masters and mentors for yourself from the written work of those around you (past and present).</p>
<p>Given that the reading of scripts is so obviously helpful to audio writers, it is a huge surprise that there are still audio-dramatists who refuse to invest much time in doing it.</p>
<p><strong>One of the most important characteristics of the successful writer is a commitment to continuing improvement</strong>. Read scripts to improve your writing practice. Seek them out, absorb them, immerse yourself in them, analyse them, and take them seriously as a means of self-improvement. In the process you’ll discover just how much fun there is to be had in growing your skills and ability.</p>
<blockquote>
<h2>Great Free-To-Read Script Resources</h2>
<h3>100+ Great Free Audio Drama Scripts</h3>
<p>This collection of great free entertainment includes genres such as Pulp Adventure, Gaslamp Mystery, Fantasy Noir, Space Opera, Tales with Twists, and other imaginative entertainment – all at the click of a button – and with many more on the way.<br />
<a href="http://www.weirdworldstudios.com/scripts/">http://www.weirdworldstudios.com/scripts/</a></p>
<h3>BBC’s Script Library (Comedy)</h3>
<p><a href="http://www.bbc.co.uk/writersroom/scripts/search?genre=comedy&amp;platform=radio&amp;orderby=recent">http://www.bbc.co.uk/writersroom/scripts/search?genre=comedy&amp;platform=radio&amp;orderby=recent</a></p>
<h3>BBC’s Script Library (Drama)</h3>
<p><a href="http://www.bbc.co.uk/writersroom/scripts/search?genre=drama&amp;platform=radio&amp;orderby=recent">http://www.bbc.co.uk/writersroom/scripts/search?genre=drama&amp;platform=radio&amp;orderby=recent</a></p>
<h3>Simply Scripts (OTR Script Resource)</h3>
<p><a href="http://www.simplyscripts.com/radio_all.html">http://www.simplyscripts.com/radio_all.html</a></p>
<h3>Miscellaneous OTR Scripts</h3>
<p><a href="http://emruf.webs.com/">http://emruf.webs.com/</a></p>
<p><a href="http://www.oocities.org/emruf6/">http://www.oocities.org/emruf6/</a></p>
<p><a href="http://www.oocities.org/emruf7/">http://www.oocities.org/emruf7/</a></p>
<p><a href="http://www.oocities.org/emruf8/">http://www.oocities.org/emruf8/</a></p>
<p><a href="http://www.silentuniverse.com/">http://www.silentuniverse.com/</a></p>
<p><a href="http://www.quietplease.org/index.php?section=listepisodes">http://www.quietplease.org/index.php?section=listepisodes</a></p>
<p><a href="http://otrsite.com/jackmann/scriptpage.html">http://otrsite.com/jackmann/scriptpage.html</a></p>
<p><a href="http://www.oocities.org/daggerofthemind2000/Radio/CairoScriptLibrary.html">http://www.oocities.org/daggerofthemind2000/Radio/CairoScriptLibrary.html</a></p>
<p><a href="https://sites.google.com/site/microphoneplays/home">https://sites.google.com/site/microphoneplays/home</a></p>
<p><a href="http://www.icon.co.za/~whyle/RejoiceWS4.htm">http://www.icon.co.za/~whyle/RejoiceWS4.htm</a></p>
<p><a href="http://www.radiowork.com/?page_id=89">http://www.radiowork.com/?page_id=89</a></p>
<h3>Scripts from Radio’s Black Legacy</h3>
<p><a href="http://www.jfredmacdonald.com/rddf/index.htm">http://www.jfredmacdonald.com/rddf/index.htm</a></p></blockquote>
<p>The post <a href="https://weirdworldstudios.com/read-scripts-to-improve-your-writing/">Read Scripts to improve your Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Likes to Ride &#8211; Episode 3 &#8211; Most Ferocious Steeds</title>
		<link>https://weirdworldstudios.com/where-death-likes-to-ride-episode-3-most-ferocious-steeds/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 16 Feb 2018 23:02:38 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Likes to Ride]]></category>
		<category><![CDATA[most ferocious steeds]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death likes to ride]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Most Ferocious Steeds&#8221;, episode 3 of our new Weird Western serial; Where Death Likes to Ride. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-likes-to-ride-episode-3-most-ferocious-steeds/">Where Death Likes to Ride &#8211; Episode 3 &#8211; Most Ferocious Steeds</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Most Ferocious Steeds&#8221;, episode 3 of our new Weird Western serial; Where Death Likes to Ride. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4666" aria-describedby="caption-attachment-4666" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4666" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=200%2C283&#038;ssl=1" alt="Weird Western - WW002 - Where Death Likes to Ride" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-4666" class="wp-caption-text">Weird Western &#8211; WW002 &#8211;<br />Where Death Likes to Ride</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>WHERE DEATH LIKES TO RIDE</h2>
<h3>EPISODE #3 – MOST FEROCIOUS STEEDS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Where Death Likes to Ride</strong></p>
<p>Jim Wilkes, former Sherriff of Liberty Gulch, wakes up to find he is dead, murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world. He, along with Annie Deemes, Sally Turner, and Speeding Elk, are now spirit walkers returned to the world of the living by the powerful magic of Speeding Elk’s tribe. They must band together to track down the mayor and put an end to his attempts to tear open the barrier between this world and the dark realm from which the thing inside him originates. In order to do this, they will need to find mounts willing to carry them, overcome the fear and distrust of the living, survive the challenges of a valley full of dinosaurs, and learn to use and control their new undead powers. Can they overcome these obstacles in time to thwart Wilson’s evil schemes? Tune in and thrill to the excitement of &#8220;Where Death Likes to Ride&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>MOST FEROCIOUS STEEDS</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SPEEDING ELK</strong>: Dead Indian</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p><strong>PRIEST: </strong>Religious leader of the surviving descendants of the builders of the lost city</p>
<p><strong>VILLAGERS: </strong>Surviving descendants of the builders of the lost city</p>
<p><strong>CROW&#8217;S SHADOW: </strong>Tribal Shaman/Medicine man</p>
<p><strong>TRIBAL COUNCIL: </strong>Members of the council of the indian tribe that has resurrected the heroes</p>
<h2>ACT 3</h2>
<h3>SCENE 10: EXT &#8211; INSIDE THE NETS &#8211; LATER (JIM, SPEEDING ELK, VILLAGERS, PRIEST, ANNIE, SALLY)</h3>
<ol start="491">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH<br />
</span></li>
<li>NARRATOR: Murdered by the shapeshifting mayor of Liberty Gulch, our four undead heroes (Jim Wilkes, Annie Deemes, Speeding Elk, and Sally Turner) have been taken captive by the survivors or a lost civilization deep in a hidden valley full of dinosaurs.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) SQUEAKING OF PULLIES &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: How long have we been carried along in these nets?</li>
<li>SPEEDING ELK: You white eyes have no patience.</li>
<li>JIM: And you redskins can&#8217;t tell the time.</li>
<li>SPEEDING ELK: Then why did you ask?</li>
<li>JIM: For something to say, I guess.</li>
<li>SPEEDING ELK: You talk too much too.</li>
<li>JIM: I&#8217;m pretty sure no-one ever accused me o&#8217; that before. Hey, is that a fence coming up?</li>
<li>SPEEDING ELK: Mmmm! We will pass over it shortly. It is made from thick logs. Sturdy.</li>
<li>JIM: Yeah. And with plenty of sharp points facing outward. Probably to keep the lizards out.</li>
<li><span style="text-decoration: underline;">SOUND: FADE IN SOUND OF VILLAGE &#8211; ESTABLISH AND UNDER. SQUEAKING STOPS.</span></li>
<li>JIM: Hold on. I think we&#8217;re going to be dropped&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WHOOSH THUNK OF BODIES FALLING TO EARTH &#8211; LET IT FINISH.</span></li>
<li>JIM AND SPEEDING ELK: (GRUNTS) Ugh!</li>
<li>VILLAGERS: LOTS OF ANGRY JABBERING</li>
<li>JIM: Alright, alright. We&#8217;re getting up.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>VILLAGERS: SOUNDS OF AWE. REPETITION OF WORSHIPFUL WORDS.</li>
<li>JIM: What the? Is it this pendant? It means something to you?</li>
<li>SPEEDING ELK: Perhaps they think you are a god?</li>
<li>JIM: Well, that could be useful. Take yours out as well. Let them see it.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>VILLAGERS: RENEWED WORSHIPFUL REPETITION AND CHANTING.</li>
<li>PRIEST: ANGRY JABBERING</li>
<li>VILLAGERS: SOUNDS OF CONFUSION</li>
<li>JIM: Looks like that one&#8217;s not impressed. Let&#8217;s show &#8217;em the dirt trick.</li>
<li>SPEEDING ELK: As you wish.</li>
<li><span style="text-decoration: underline;">SOUND: TWO MAGICAL CHIMES (ALMOST SIMULTANEOUS) &#8211; LET IT FINISH.</span></li>
<li>VILLAGERS: SOUNDS OF FEAR AND CONFUSION.</li>
<li><span style="text-decoration: underline;">SOUND: TWO MAGICAL CHIMES (ALMOST SIMULTANEOUS) &#8211; LET IT FINISH.</span></li>
<li>PRIEST : JABBERING IN FEAR.</li>
<li>VILLAGERS AND PRIEST: ALL JOIN IN WORSHIPFUL CHANTING.</li>
<li>JIM: Ain&#8217;t superstition grand?</li>
<li>SPEEDING ELK: What superstition. We really are doing magic.</li>
<li>JIM: (EMBARRASED COUGH) Ahem. I guess you&#8217;re right. Where are the ladies?</li>
<li>ANNIE: (AT A DISTANCE) Over here, you Jackass. They&#8217;ve got us locked in this here bamboo cage.</li>
<li>JIM: I guess we better go let them out.</li>
<li>SPEEDING ELK: You could always leave them in there. Life would be quieter.</li>
<li>JIM: It&#8217;s tempting, but there&#8217;d be hell to pay sooner or later.</li>
<li>SPEEDING ELK: (GRUNTS NON-COMMITTALLY) Hmmpf.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: EXT &#8211; THE VILLAGE SQUARE &#8211; LATER (SALLY, ANNIE, JIM, PRIEST, SPEEDING ELK)</h3>
<ol start="534">
<li>SALLY: (SIMPERING) Ain&#8217;t these folks just the friendliest? Giving us all these lovely little trinkets and gifts!</li>
<li>ANNIE: And the fact that most of them are solid gold don&#8217;t make no difference to you at all?</li>
<li>SALLY: Now don&#8217;t you go sullying their generosity by bringing material value into it.</li>
<li>JIM: I doubt this stuff has much value here. They seem to make everything from plates to toys out of it.</li>
<li>SALLY: That just means they&#8217;ve got plenty to spare. (TO A VILLAGER &#8211; SIMPERING) Why thankyou. That&#8217;s lovely!</li>
<li>JIM: You know you cain&#8217;t keep any of it.</li>
<li>SALLY: (HORRIFIED) What?!!</li>
<li>JIM: I told you before. This ain&#8217;t a treasure hunt. We need to have found some mounts and gotten out of this crater by sundown tomorrow or we&#8217;re gonna be permanently dead. We&#8217;ve no time to figure out how to pack all this gold out of here.</li>
<li>SALLY: But&#8230; But&#8230; Look at it all. And they want us to have it!</li>
<li>ANNIE: Sally, you&#8217;re covered in so much finery you can barely walk. It&#8217;s time you got your act together.</li>
<li>SALLY: Just cause you&#8217;ve always been rich, little miss &#8220;General Store Owner&#8221;. That don&#8217;t mean others cain&#8217;t aim for something equivalent.</li>
<li>ANNIE: Ha! You&#8217;re a gambler. I&#8217;m guessing more money&#8217;s passed through your hands than I&#8217;ve ever seen. Just cause I&#8217;ve had to work for a living&#8230;</li>
<li>JIM: Ladies, Ladies. As glad as I am to see you back to your old animosity (not least cause it seems to take your minds off of my shortcomings) we&#8217;ve got business to attend to. (BEAT) Hey, you! The priest! Yeah, that&#8217;s right. We need to talk.</li>
<li>PRIEST: SYCOPHANTIC BABBLING &#8211; LET IT FINISH.</li>
<li>JIM: Um. Right. (BEAT) Well it&#8217;s like this we need to (EPHASIS) hunt&#8230; some er lizards&#8230; you know Rar! Rar!&#8230; out there.</li>
<li>SPEEDING ELK: You white eyes always think you can be understood if only you&#8230; speak&#8230; slowly&#8230; enough.</li>
<li>JIM: (EMBARRASSED) Um, right. Maybe if I draw a picture.</li>
<li><span style="text-decoration: underline;">SOUND: SCRAPING NOISE OF PICTURE BEING DRAWN &#8211; LET IT FINISH.</span></li>
<li>JIM: Now here&#8217;s the four of us and&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SCRAPING NOISE OF PICTURE BEING DRAWN &#8211; LET IT FINISH.</span></li>
<li>JIM: Here&#8217;s four of the big lizards&#8230; and&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SCRAPING NOISE OF PICTURE BEING DRAWN &#8211; LET IT FINISH.</span></li>
<li>JIM: Here&#8217;s us riding the lizards.</li>
<li>SALLY: Is that supposed to be me?</li>
<li>JIM: What?</li>
<li>SALLY: I said, is that supposed to be me?</li>
<li>JIM: It&#8217;s just a &#8230;</li>
<li>SALLY: &#8217;cause I&#8217;ve got curly hair and her hair is lifeless and flat.</li>
<li>JIM: Just hush now. The priest looks like he&#8217;s starting to get the message. (BEAT) Can&#8230; you&#8230; help&#8230; us?</li>
<li>PRIEST: EXCITED JABBERING IN ASSENT.</li>
<li>JIM: (PLEASED) I think we got through. Gather up what you need&#8230; and Sally, leave behind everything that&#8217;ll slow you down&#8230; we&#8217;re going hunting!</li>
<li>SALLY: (BEAT) Can I at least take the earrings? (BEAT) (ALL INNOCENSE) What?</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: EXT &#8211; JUNGLE &#8211; LATER (SALLY, SPEEDING ELK, SALLY, JIM, PRIEST)</h3>
<ol start="567">
<li><span style="text-decoration: underline;">SOUND: TRUDGING FEET, BRUSHING THROUGH UNDERGROWTH, OCCASIONAL BIRD &#8211; ESTABLISH AND UNDER.</span></li>
<li>SALLY: Do these savages even know what they’re doing?</li>
<li>SPEEDING ELK: They are following the signs of the lizards&#8217; passing.</li>
<li>SALLY: How can you tell?</li>
<li>SPEEDING ELK: I see it in the bent twig, the indentation of the ground. Even a child of my people could read this. How is it you cannot?</li>
<li>SALLY: Are you calling me stupid?</li>
<li>SPEEDING ELK: Only a fool calls savage those skills they do not possess for themselves.</li>
<li>JIM: Enough! We don&#8217;t have time for another fight. Besides I think we&#8217;re coming up on something.</li>
<li><span style="text-decoration: underline;">SOUND: FADE IN SQUAWKING ROARS AND GRUNTS OF A DINOSAUR PACK CONSUMING ITS PREY &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: TRUDGING COMES TO A HALT &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Now would you look at that?</li>
<li>JIM: Well, there&#8217;s four of &#8217;em at least, and all of about rideable size.</li>
<li>ANNIE: Yeah, but I don&#8217;t like the look of their teeth&#8230; or those claws. Besides they&#8217;re moving about on their hind legs. Wouldn&#8217;t something on four legs be better?</li>
<li>JIM: Perhaps. But beggars cain&#8217;t be choosers. What do you think, Speeding Elk?</li>
<li>SPEEDING ELK: I think time is short.</li>
<li>SALLY: Does anyone care what I think?</li>
<li>ANNIE: Not really.</li>
<li>SALLY: Hey!</li>
<li>JIM: Shhh! Be quiet. We&#8217;re down wind so they cain&#8217;t smell us. But I&#8217;d like to avoid scaring em off with that hollering.</li>
<li>SALLY: Like those things have got anything to be afraid of.</li>
<li><span style="text-decoration: underline;">SOUND: THUNDEROUS ROAR IN THE DISTANCE &#8211; LET IT FINISH.</span></li>
<li>SALLY: Then again&#8230;</li>
<li>PRIEST: (WHISPERRED JABBERING).</li>
<li>JIM: I think he&#8217;s telling us we need to get a move on.</li>
<li>SALLY: What? Ain&#8217;t they gonna catch em for us?</li>
<li>JIM: Doesn&#8217;t look like it.</li>
<li>ANNIE: What&#8217;s a matter Princess? Cain&#8217;t you do your own hunting?</li>
<li>SALLY: Hmmmpf.</li>
<li>JIM: Better keep your guns handy. C&#8217;mon and let&#8217;s see what these here necklaces can do.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS APPROACH THE DINOSAURS &#8211; GRUNTS AND SQUAWKS FADE UP.</span></li>
<li>JIM: Easy&#8230; easy now&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: HARSH WARNING SQUAWK &#8211; LET IT FINISH.</span></li>
<li>JIM: Whoah there.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME FADE UP.</span></li>
<li>ANNIE: Hey, do you feel that?</li>
<li>JIM: Yeah. It&#8217;s almost like I can&#8230;</li>
<li>SPEEDING ELK: I can feel its mind, see what it sees. The amulet lets me control it.</li>
<li>SALLY: I don&#8217;t know. Mine don&#8217;t seem very inclined to be controlled.</li>
<li>SPEEDING ELK: It can tell you are afraid. Show it no fear. Show it that you are in control.</li>
<li>SALLY: Alright. Here goes&#8230; (SHRIEKS) Aaaah!</li>
<li><span style="text-decoration: underline;">SOUND: HEAVY FEET. BODY STRIKING THE GROUND &#8211; LET IT FINISH.</span></li>
<li>SALLY: Ow! Kick me will you?</li>
<li><span style="text-decoration: underline;">SOUND: WHIMPER FROM DINOSAUR AS IF STRUCK &#8211; LET IT FINISH.</span></li>
<li>SALLY: That&#8217;s better. Now I just have to climb up&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WHOOSH THUNK OF SPEAR STRIKING NEARBY &#8211; LET IT FINISH.</span></li>
<li>SALLY: What the?</li>
<li>PRIEST: ANGRY WAR CRY &#8211; LET IT FINISH.</li>
<li>VILLAGERS: MANY ANGRY CRIES AND YELLS &#8211; FADE UP.</li>
<li><span style="text-decoration: underline;">SOUND: LOTS OF SPEARS STRIKING NEARBY &#8211; LET IT FINISH.</span></li>
<li>JIM: Quick. Watch out for them spears. Up on the animals. We need to get out of here, now.</li>
<li>ANNIE: Yah! Yah!</li>
<li>SALLY: Yip!</li>
<li><span style="text-decoration: underline;">SOUND: TWO LEGGED GALLOP OF DINOSAURS &#8211; FADE AWAY.</span></li>
<li>SPEEDING ELK: Hup!</li>
<li>JIM: Hah. Go! Go!</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAURS GALLOP OFF. YELLS OF VILLAGERS AND SPEAR STRIKES FADE.</span></li>
<li>MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</li>
</ol>
<h3>SCENE 13: EXT &#8211; JUNGLE &#8211; SOME TIME LATER, SOME PLACE FURTHER ON (SALLY, ANNIE, JIM, SPEEDING ELK)</h3>
<ol start="624">
<li>SALLY: What was that all about? I thought they believed we was gods.</li>
<li>ANNIE: Maybe watching you get kicked onto your keister gave &#8217;em a crisis of faith.</li>
<li>SALLY: If you ain&#8217;t gonna say anything sensible&#8230;</li>
<li>JIM: Actually, that may be closer to the truth than you think.</li>
<li>ANNIE: Heh!</li>
<li>JIM: No really. They were almost cheering for us before Sally got knocked over. Perhaps any sign of weakness was gonna disillusion them. (TO SALLY) You did let out a pretty loud yell when you fell.</li>
<li>SALLY: Yeah, but it wasn&#8217;t like it hurt me none. It was more just outta habit. We don&#8217;t really feel pain any more.</li>
<li>SPEEDING ELK: True. Annie has an arrow sticking out of shoulder.</li>
<li>ANNIE: What?</li>
<li>SPEEDING ELK: Your shoulder. It has an arrow sticking out of the back.</li>
<li>ANNIE: Well damn! I guess that illustrates Sally&#8217;s point.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF ARROW BEING PULLED OUT AND SNAPPED &#8211; LET IT FINISH.</span></li>
<li>SALLY: So what you&#8217;re saying is we cain&#8217;t go back to the village for any o&#8217; that gold&#8230; and it&#8217;s all my fault?</li>
<li>JIM: (AMUSED) More or less.</li>
<li>SALLY: (SIGHS) What now?</li>
<li>JIM: Time&#8217;s short. I think we need to get outta here. And I&#8217;m pretty sure that those villagers could track us pretty easily if we don&#8217;t skedaddle pronto.</li>
<li><span style="text-decoration: underline;">SOUND: LOUD ROAR IN THE DISTANCE &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: SKITTISH MEWLING SOUNDS FROM MOUNTS, SKITTISH HEAVY STEPS AS DINOSAURS EXPRESS THEIR NERVOUSNESS &#8211; LET IT FINISH.</span></li>
<li>JIM: And besides one of the big one&#8217;s is nearby and these fellas seem much harder to control when they&#8217;re afraid.</li>
<li>SALLY: Mine&#8217;s a girl.</li>
<li>JIM: What?</li>
<li>ANNIE: Cain&#8217;t you tell? Sally&#8217;s is way more dangerous and aggressive than the others. Yip!</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAUR CANTERS OFF &#8211; FADE UNDER.</span></li>
<li>JIM: (MUTTERING) Why don&#8217;t that surprise me any? (BEAT) Hyah!</li>
<li><span style="text-decoration: underline;">SOUND: DINOSAURS FOLLOW ANNIE &#8211; FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 14: EXT &#8211; THE CRATER&#8217;S EDGE &#8211; SUNDOWN (SALLY, ANNIE, JIM, SPEEDING ELK)</h3>
<ol start="650">
<li><span style="text-decoration: underline;">SOUND: (WALLA) NIGHT SCREECHES AND SOUNDS &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: LOUD ROAR AT A DISTANCE &#8211; LET IT FINISH.</span></li>
<li>SALLY: Damn but if that thing hasn&#8217;t been tracking our scent since we passed the city wall.</li>
<li>ANNIE: It&#8217;s just a shame we couldn&#8217;t get these things to ride on through it instead of going around. But even they seem to be too afraid o&#8217; the snakes.</li>
<li>JIM: Well, we&#8217;re back at the crater&#8217;s edge now. It shouldn&#8217;t take too long to get out of here. Assuming the tribe is still waiting for us atop the crater&#8217;s edge.</li>
<li>ANNIE: And assuming they can lift these creatures out. They must weigh as much as a train carriage a-piece.</li>
<li>SALLY: What was the signal to let em know we&#8217;s ready to come back up.</li>
<li>SPEEDING ELK: I will tug on the ropes three times and three times again. This will let them know we are here. Then we must harness the lizards. They will go up ahead of us.</li>
<li>SALLY: What, you expect us to travel separately? How on earth are we gonna manage that? Once they&#8217;re out of range of the amulets they&#8217;re gonna panic. If they actually make it to the top without pulling everyone down with them, they&#8217;ll make a fine dinner outta the folks that are waiting up there.</li>
<li>SPEEDING ELK: We will put them to sleep.</li>
<li>ANNIE: How?</li>
<li>SPEEDING ELK: We are in their minds. Tell them to sleep and they will. Watch.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME. HEAVY THUMP OF DINOSAUR BODY COLLAPSING. HEAVY BREATHING OF SLEEPING DINOSAUR &#8211; ESTABLISH AND UNDER.</span></li>
<li>ANNIE: Well I&#8217;ll be&#8230;</li>
<li>JIM: Okay, let&#8217;s put the others down. Sleep!</li>
<li>ANNIE: Sleep!</li>
<li>SALLY: Off you go honey!</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIMES FOLLOWED BY HEAVY THUMPS OF DINOSAUR BODIES COLLAPSING. HEAVY BREATHING OF SLEEPING DINOSAURS FOLLOWS &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Well let&#8217;s rig up these harnesses then.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 15: EXT &#8211; SAME LOCATION &#8211; LATER (JIM, SALLY, ANNIE, SPEEDING ELK)</h3>
<ol start="670">
<li><span style="text-decoration: underline;">SOUND: (WALLA) SQUEAK OF ROPE PULLING UPWARDS &#8211; GRADUALLY FADE OUT,</span></li>
<li>JIM: There goes the last of them. Now we just have to wait for the ropes to come back down.</li>
<li><span style="text-decoration: underline;">SOUND: LOUD ROAR OF LARGE DINOSAUR APPROACHING (BUT STILL AT A DISTANCE) &#8211; LET IT FINISH.</span></li>
<li>SALLY: I hope they&#8217;re quick cause that one that&#8217;s been hunting us is getting closer by the minute.</li>
<li>JIM: We&#8217;ll be fine. It sounds like it still hasn&#8217;t figured out where we&#8217;ve gone. We&#8217;ve still got plenty of time. What could possibly go wrong?</li>
<li><span style="text-decoration: underline;">SOUND: LOUD ROAR. LUMBERING FOOTSTEPS. NEARBY BUSHES BEING SHAKEN. LOUD ROAR OF RECOGNITION.</span></li>
<li>ANNIE: You had to go and ask, didn&#8217;t you?</li>
<li>JIM: Aw hell! And it had to be such a big feller too, didn&#8217;t it?</li>
<li>SPEEDING ELK: Fight or run?</li>
<li>SALLY: What?</li>
<li>SPEEDING ELK: (URGENTLY) No time. Fight or run?</li>
<li>ANNIE: I say fight. If we try to sink into the ground now it&#8217;ll have us out before we&#8217;ve got down three feet.</li>
<li>JIM: Alright, aim for its eyes.</li>
<li><span style="text-decoration: underline;">SOUND: GUNS FIRING. DINOSAUR LET&#8217;S OUT A SHRIEK. PAINED ROARS ENSUE &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Good shot Annie. You&#8217;ve taken out its left eye.</li>
<li>ANNIE: Maybe so, but I think that&#8217;s only made it mad.</li>
<li>SPEEDING ELK: Use the amulets. Maybe we can control it.</li>
<li>JIM: It doesn&#8217;t feel right. I don&#8217;t think we&#8217;ll be able to put it to sleep while it&#8217;s in so much pain.</li>
<li>ANNIE: What if we suggest to it that we&#8217;ve run into the undergrowth. Maybe get it to chase after a ghost or two?</li>
<li>JIM: Can you get its other eye? I don&#8217;t think the amulet&#8217;s gonna fool it while it can see us.</li>
<li>SPEEDING ELK: Leave this to me.</li>
<li>ANNIE: What? No. Speeding Elk! Come back!</li>
<li>SALLY: He&#8217;s leapt onto its back and run up its neck.</li>
<li>ANNIE: Dang. Look at it trying to throw him off.</li>
<li><span style="text-decoration: underline;">SOUND: DAGGER STABBED INTO EYEBALL OF DINOSAUR. RENEWED ROAR OF PAIN &#8211; LET IT FINISH.</span></li>
<li>ANNIE: He got it!. Look out. He&#8217;s been thrown clear.</li>
<li>SOUND: PAINED ROARS AND FOOTSTOMPS OF DINOSAUR &#8211; ESTABLISH AND UNDER</li>
<li>JIM: But the monster&#8217;s crashing about blindly. Use the amulets before it crushes Speeding Elk.</li>
<li><span style="text-decoration: underline;">SOUND: THREE MAGICAL CHIMES &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CONFUSED ROAR OF DINOSAUR &#8211; ANOTHER BIG ROAR &#8211; SOUND OF DINOSAUR FOOTFALLS RETREATING THROUGH BRUSH &#8211; FADE OUT.</span></li>
<li>ANNIE: It worked. Thank heaven for that!</li>
<li>JIM: Speeding Elk! Are you okay.</li>
<li>SPEEDING ELK: Fine.</li>
<li><span style="text-decoration: underline;">SOUND: COIL OF ROPE LANDING &#8211; LET IT FINISH.</span></li>
<li>SALLY: The rope&#8217;s come back down. I think it&#8217;s time we high-tailed it outta here, don&#8217;t you.</li>
<li>JIM: Damn straight! Come on then. Ladies first.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 16: EXT &#8211; ATOP THE CRATER &#8211; MIDNIGHT (JIM, ANNIE, CROW&#8217;S SHADOW, SALLY)</h3>
<ol start="707">
<li><span style="text-decoration: underline;">SOUND: (WALLA) WIND &#8211; OCCASIONAL NIGHT BIRDS &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: (GRUNTS) Ugh. Much slower coming up than down. Yes-sir, that was some climb!</li>
<li>ANNIE: Here. Let me help you onto your feet.</li>
<li>JIM: It looks like the whole tribe has been waiting for us.</li>
<li>ANNIE: No. Just the tribal council. (BEAT) Here comes Crow&#8217;s Shadow.</li>
<li>CROW&#8217;S SHADOW: Welcome spirit walkers. You have succeeded beyond our expectations.</li>
<li>JIM: Thank you Crow&#8217;s Shadow. May we now begin our journey in pursuit of Liberty&#8217;s murdering mayor.</li>
<li>CROW&#8217;S SHADOW: Shortly. We have a duty to perform first. You are now members of the tribe and require true names.<br />
(TO SPEEDING ELK) You are SPEEDING ELK, this was your name when you lived and is reinstated in your death.<br />
(TO SALLY) You were once known as Sally. Now you are “Words Like the Grass”.</li>
<li>SALLY: I&#8217;m not sure that&#8217;s a compliment.</li>
<li>CROW&#8217;S SHADOW: (TO ANNIE) You were once known as Annie. Now you are “Clever Raven”.</li>
<li>JIM: And me?</li>
<li>CROW&#8217;S SHADOW: (TO JIM) You are easy. Before you were Jim and Sheriff. Now you are “Silver Star”.<br />
(TO ALL) You have earned a place in the tribe and we welcome you.</li>
<li><span style="text-decoration: underline;">SOUND: GROUP SHOUT OF WELCOME FROM THE COUNCIL.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA)DRUMS AND CHANTING BEGINS &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: (STAGE WHISPER) I don&#8217;t mean to cut things short but we need to get going as soon as possible.</li>
<li>CROW&#8217;S SHADOW: I know. And perhaps it is for the best. Speeding Elk has missed his place in the tribe and now feels he has been restored. It would not be good for him to discover how shallow the regard of his people is.</li>
<li>JIM: What do you mean?</li>
<li>CROW&#8217;S SHADOW: The people are going through the motions&#8230; welcoming you to the tribe&#8230; but many are uncomfortable with the notion of accepting the dead into our camp. Even now I believe our chief is regretting his bargain. (BEAT) Yes. I think your plan is best. Go soon. Now, if you can.</li>
<li>JIM: I will. (LOUDLY TO THE GROUP) Members of the People, we thank you for this welcome (BEAT) but our duty weighs heavily upon us and we must leave to pursue the Skin Walker who has slain so many.</li>
<li>You have aided us by granting us life and the chance to be revenged upon the one who took our lives away. We cannot repay this gift by waiting any longer. Our quest begins!</li>
<li>TRIBE: SHOUTS, YELLS, WAR CRIES ETC. ESTABLISH AND UNDER.</li>
<li>SALLY: Well&#8230; that was inspiring.</li>
<li><span style="text-decoration: underline;">SOUND: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow’s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>CROW’S SHADOW:</strong> I am a shaman &#8211; a medicine man. I have power, but I respect and fear it. I can work great medicine but I do not do so lightly. I perform dances for my people, to cure sickness, to bring rain, and to protect our lands from the nagloshi and other spirits from beyond.</p>
<p><strong>TRIBAL COUNCIL MEMBERS:</strong> We are here because Crow&#8217;s Shadow wills it and we respect him. But these outsiders he has raised from the dead? He asks much of us, that we should accept and aid them. They are our tools. Our puppets. Why should we give them honour?</p>
<p><strong>VILLAGERS:</strong> We were once a great nation, a powerful and educated people. That was before our city was invaded by giant snakes. Now we are a superstitious and frightened group, fallen far from the glories of our past. We are easily awed, but equally easily angered.</p>
<p><strong>PRIEST:</strong> I am the priest of my people. It has been a long time since suitable sacrifices have fallen into my hands. The God’s demand the blood of our enemies. But how can we worship the old gods if we cannot find suitable sacrifices? And how can the old gods show us their favor if we no longer have the means to placate them?</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-likes-to-ride-episode-3-most-ferocious-steeds/">Where Death Likes to Ride &#8211; Episode 3 &#8211; Most Ferocious Steeds</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Likes to Ride &#8211; Episode 2 &#8211; City of the Dead</title>
		<link>https://weirdworldstudios.com/where-death-likes-to-ride-episode-2-city-of-the-dead/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 09 Feb 2018 21:13:04 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Likes to Ride]]></category>
		<category><![CDATA[city of the dead]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death likes to ride]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;City of the Dead&#8221;, episode 2 of our new Weird Western serial; Where Death Likes to Ride. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-likes-to-ride-episode-2-city-of-the-dead/">Where Death Likes to Ride &#8211; Episode 2 &#8211; City of the Dead</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;City of the Dead&#8221;, episode 2 of our new Weird Western serial; Where Death Likes to Ride. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4666" aria-describedby="caption-attachment-4666" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4666" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=200%2C283&#038;ssl=1" alt="Weird Western - WW002 - Where Death Likes to Ride" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-4666" class="wp-caption-text">Weird Western &#8211; WW002 &#8211;<br />Where Death Likes to Ride</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>WHERE DEATH LIKES TO RIDE</h2>
<h3>EPISODE #2 – CITY OF THE DEAD</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Where Death Wants to Ride</strong></p>
<p>Jim Wilkes, former Sherriff of Liberty Gulch, wakes up to find he is dead, murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world. He, along with Annie Deemes, Sally Turner, and Speeding Elk, are now spirit walkers returned to the world of the living by the powerful magic of Speeding Elk’s tribe. They must band together to track down the mayor and put an end to his attempts to tear open the barrier between this world and the dark realm from which the thing inside him originates. In order to do this, they will need to find mounts willing to carry them, overcome the fear and distrust of the living, survive the challenges of a valley full of dinosaurs, and learn to use and control their new undead powers. Can they overcome these obstacles in time to thwart Wilson’s evil schemes? Tune in and thrill to the excitement of &#8220;Where Death Likes to Ride&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CITY OF THE DEAD</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SPEEDING ELK</strong>: Dead Indian</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p>&nbsp;</p>
<h3>SCENE 6: EXT &#8211; MARCHING THROUGH THICK BUSH &#8211; MORNING (SALLY, ANNIE, JIM, SPEEDING ELK)</h3>
<ol start="205">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH</span></li>
<li>NARRATOR: Raised from death by a local Indian tribe, Sheriff Jim Wilkes finds himself the final member of a team of four undead, recruited to hunt down the possessed form of Mayor Dan Wilson, mass murderer. The first order of business for the new team has been the finding of mounts able to carry their undead frames without fear. To this end they have been taken to a hidden valley containing “thunder lizards”. In order to get through the night, our heroes have been introduced to a new ability – the ability to sink into the soft earth and await the new dawn.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) BIRDSONG INDICATING MORNING &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: FOUR MAGICAL CHIMES (UNEVEN) AS CHARACTERS RESURFACE FROM THEIR UNDERGROUND REST.</span></li>
<li>SALLY: I sure hope we don&#8217;t gotta do that again. The ability to slide into the ground for the night is impressive in theory, but I cain&#8217;t remember ever being so bored.</li>
<li>ANNIE: Must&#8217;ve been a total torment for you&#8230; having to keep your mouth shut for so long like that.</li>
<li>SALLY: (THREATENING) Maybe you wanta step into some o them bushes and discuss this a little.</li>
<li>JIM: Easy ladies. No need to get riled quite so early in the day. There&#8217;ll be plenty of time for petty squabbling as the sun rises.</li>
<li>SPEEDING ELK: This way. Into the trees.</li>
<li>JIM: What? No Coffee?</li>
<li>SPEEDING ELK: Hmmpf!</li>
<li>JIM: I just knew I was gonna hate this trip.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) TRUDGING FOOTSTEPS &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Are the creatures we&#8217;re huntin&#8217; nocturnal, Speeding Elk? (BEAT) I mean do they sleep during the day?</li>
<li>SPEEDING ELK: No.</li>
<li>JIM: (BEAT) Are you going to tell me anything else about them?</li>
<li>SPEEDING ELK: No.</li>
<li>JIM: Alright, I won&#8217;t press you. What about these other abilities you say we&#8217;ve got. Can you tell me about them?</li>
<li>SPEEDING ELK: Some. But I need to concentrate on the trail signs now. Our prey is not far.</li>
<li>JIM: Funny how we caint hear em no more?</li>
<li>SPEEDING ELK: At night they mark their territory with noise. During the day they hunt.</li>
<li>JIM: Alright, I&#8217;ll leave you to guide us.</li>
<li>SPEEDING ELK: Good!</li>
<li>ANNIE: (SARCASTIC) Wordy feller, ain&#8217;t he?</li>
<li>JIM: As compares with the likes of Sally? I dare say.</li>
<li>ANNIE: Speaking of&#8230; what do you make of her?</li>
<li>SALLY: You know I can hear y&#8217;all back here, don&#8217;t ya?</li>
<li>ANNIE: (AMUSED) I do now.</li>
<li>JIM: Well, for one thing she&#8217;s got damn fine hearing.</li>
<li><span style="text-decoration: underline;">SOUND: SCREECHING ROARING SOUND &#8211; LET IT FINISH.</span></li>
<li>SPEEDING ELK: Quiet.</li>
<li>SALLY: Why? You think they can hear us?</li>
<li>SPEEDING ELK: Perhaps. One of them has found something and stopped. Perhaps it has found our trail, perhaps another of its own kind. We must wait and see.</li>
<li>JIM: Guns out folks and be ready.</li>
<li><span style="text-decoration: underline;">SOUND: GUNS BEING COCKED IN READINESS &#8211; LET IT FINISH.</span></li>
<li>JIM: It seems pretty qui&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: ROARS, HIGH PITCHED SQUAWK, MORE ROARS AND HUGE RUNNING FEET INTO DISTANCE: LET IT FINISH.</span></li>
<li>JIM: Sounds like it found something else to chase down. Should we go after it?</li>
<li>SPEEDING ELK: No. Too large for our needs. We want to find some of the smaller beasts.</li>
<li>JIM: OK then.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: EXT &#8211; APPROACHING SOME RUINS &#8211; MID MORNING (JIM, SPEEDING ELK, SALLY, ANNIE)</h3>
<ol start="246">
<li><span style="text-decoration: underline;">SOUND: (WALLA) OCCASIONAL BIRD SONG, TRUDGING FEET &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Hey Speeding Elk, what&#8217;s that up ahead? Walls?</li>
<li>SPEEDING ELK: Why do you keep asking me? I told you I’ve travelled little in this country.</li>
<li>JIM: Er&#8230; Right&#8230; Let&#8217;s get a closer look.</li>
<li>SALLY: Wow, these are really big.</li>
<li>ANNIE: Uh-huh.</li>
<li>SALLY: No really. I don&#8217;t think I&#8217;ve ever seen walls this size before. What do you think they were meant to keep out?</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT ROAR &#8211; LET IT FINISH.</span></li>
<li>SALLY: (EMBARASSED) Oh! Yeah! I forgot.</li>
<li>ANNIE: C&#8217;mon, genius. Let&#8217;s follow ‘em along for a ways.</li>
<li>JIM: Up ahead it looks like the wall’s been breached.</li>
<li>ANNIE: What do you think did it? One of those monsters.</li>
<li>JIM: The breach is big enough, but no, I don&#8217;t think even one of the big Lizards could tear through a stone wall that thick. I think this was the result of cannon fire.</li>
<li>ANNIE: Cannon fire? Here?</li>
<li>JIM: Yep. And fairly heavy cannon at that.</li>
<li>ANNIE: But how&#8217;d anyone get cannon in here? And this bush is thick. Who&#8217;d have brought it all this way?</li>
<li><span style="text-decoration: underline;">SOUND: STOP FEET TRUDGING.</span></li>
<li><span style="text-decoration: underline;">SOUND: CRUNCH OF FOOT THROUGH SOMETHING BRITTLE &#8211; LET IT FINISH.</span></li>
<li>JIM: I think that mystery is pretty easily solved.</li>
<li>ANNIE: Oh?</li>
<li>JIM: I just stepped in this here fellow&#8217;s rib cage. I&#8217;d say he&#8217;s been dead a long time. Mebbe two hundred years. That helmet he&#8217;s wearing is part of the uniform of a spanish conquistador.</li>
<li>ANNIE: Well, I&#8217;ll be. I didn&#8217;t think the Spanish ever came this far north.</li>
<li>JIM: Neither did I, but Torquemada sent expeditions all over in search of gold. I guess it&#8217;s at least possible some of them came North for a look see.</li>
<li>SALLY: Did you say gold?</li>
<li>JIM: Now, don&#8217;t go getting your hopes up. The chances are that if there was any gold here, the Spanish found it&#8230; or lost it.</li>
<li>SALLY: Can we at least take a look?</li>
<li>ANNIE: This ain&#8217;t a treasure hunting expedition. I suggest you set on that greed for a bit until we get beyond the reach o&#8217; temptation.</li>
<li>SALLY: Listen to you! Officiate at one funeral service and you think that qualifies you to preach at people. (BEAT) Besides, I ain&#8217;t shy about bein&#8217; greedy. A gambler&#8217;s got to have a weakness for shiny things or she wouldn&#8217;t be a gambler.</li>
<li>ANNIE: Well, you ain&#8217;t a gambler no more.</li>
<li>SALLY: Says who? This whole trip ain&#8217;t nothing but a high stakes poker game. A bunch of dead folks trying to take down a monster. The odds ain&#8217;t better than a gamble that we&#8217;ll succeed.</li>
<li>ANNIE: So why are you here then, if it&#8217;s all so hopeless?</li>
<li>SALLY: Haven&#8217;t you been listening. I just done told you I&#8217;m a gambler. I live for these sorts of games, and I&#8217;m really good at figuring the odds and tipping them in my favor. You should be glad to have me! At least I&#8217;ve got a talent that will come in handy. What do you contribute miss high and mighty?</li>
<li>ANNIE: (DECEPTIVELY MILD) Not so much I guess. A right hook that can flatten a mule and the ability to pip an Ace at two hundred and fifty yards.</li>
<li>SALLY: (SHOCKED) I don&#8217;t believe it. Ain&#8217;t no-one can make a shot like that.</li>
<li>ANNIE: Are you calling me a liar?</li>
<li>JIM: Okay. Okay. Enough of that. We don&#8217;t need any more bickering just now. We don&#8217;t seem to have a lot of choice regarding where we go. If we&#8217;re going to get much further in we&#8217;re going to have to go through the breach. For all we know this wall could go for miles.</li>
<li>SPEEDING ELK: Maybe. Maybe not. But I agree. This is a good place to enter.</li>
<li>JIM: Alright. Let&#8217;s go.</li>
<li><span style="text-decoration: underline;">SOUND: CLAMBERING OVER ROCKS, SOME BROKEN MASONRY FALLING ETC.</span></li>
<li>JIM: Here we are, inside.</li>
<li>ANNIE: Good grief it&#8217;s beautiful.</li>
<li>SALLY: And ruinous.</li>
<li>RUNNING ELK: There are many buildings. It is a very old city. Very old.</li>
<li>ANNIE: They&#8217;re beautiful.</li>
<li>SALLY: Yes, but look at the state of them. They&#8217;ve been torn apart. When the Spaniards came they must have let the Lizards in as well.</li>
<li>ANNIE: Oh, how awful!</li>
<li>SALLY: I wouldn&#8217;t have taken you fer so sentimental?</li>
<li>ANNIE: But there was once an entire city here. Men, women, children. Now it&#8217;s empty. They&#8217;re all gone. That wall must have stood for centuries, maybe even a thousand years or longer. Look at the carvings on those buildings. The people who lived here had art and culture. But now, because greedy men came along in search of gold, this place is an abandoned ruin!</li>
<li>JIM: Don&#8217;t be too hasty Annie. I&#8217;m not saying you&#8217;re wrong but we don&#8217;t really know what happened here yet (if we ever will). And the city may not be as abandoned as it looks.</li>
<li>(BEAT) I think it would be best to head for that tall structure in the center. The one that looks like a triangle.</li>
<li>ANNIE: (FIRMLY) Pyramid.</li>
<li>JIM: What?</li>
<li>ANNIE: That building in the center? It&#8217;s called a pyramid.</li>
<li>JIM: Right. Anyways, I think we should be able to get a view over most of the ruin from up there. Keep your eyes open and let&#8217;s go.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: EXT &#8211; ATOP THE PYRAMID &#8211; LATER (SALLY, JIM, ANNIE, SPEEDING ELK)</h3>
<ol start="301">
<li><span style="text-decoration: underline;">SOUND: (WALLA) WIND, OCCASIONAL BIRD NOISE. ESTABLISH AND UNDER.</span></li>
<li>SALLY: It&#8217;s blowing a gale up on this thing, ain&#8217;t it?</li>
<li>JIM: It&#8217;s quite a blast all right. The tree cover must keep most of it off us down on the ground.</li>
<li>ANNIE: How high do you think this thing is?</li>
<li>JIM: I cain&#8217;t rightly say. There are some buildings back East that are supposed to reach as high as six or seven stories. This &#8220;pyramid&#8221; might be half as high again.</li>
<li>ANNIE: I wonder who built it.</li>
<li>SPEEDING ELK: Ummacheros. The first people. The people from whom all others came.</li>
<li>SALLY: You don&#8217;t s&#8217;pose this here&#8217;s the garden of Eden do you?</li>
<li>ANNIE: Unlikely. For one thing it&#8217;s the wrong side of the world and, while this city&#8217;s old, I doubt it&#8217;s that old.</li>
<li>SALLY: Damn, I&#8217;d ‘ve liked to get a look at the apple tree that caused all that trouble.</li>
<li>ANNIE: Even if it was an actual apple tree, I&#8217;d say it&#8217;s been dead and gone a very long time.</li>
<li>JIM: Looks like we&#8217;re almost at the top. Watch out though. Some of the plants growing over this section are a mite slippery.</li>
<li>SALLY: Whooeee. Now ain&#8217;t that a sight? You can see almost all the way to&#8230; (BEAT) Hey, what&#8217;s that, just over there?</li>
<li>JIM: Hmmm?</li>
<li>SALLY: Is that bones under them vines?</li>
<li>ANNIE: And over there, is that a table?</li>
<li>SPEEDING ELK: This is a sacred place. The Ummacheros made sacrifice here. They prayed to the sun and used weapons of gold.</li>
<li>ANNIE: How is it you know this, Speeding Elk. You said you&#8217;ve never been here before.</li>
<li>SPEEDING ELK: My grandfather told me the story as it was told by his grandfather. The Ummacheros were the first people, before the great spirit came and showed my people how to live. My people came from the Ummacheros, but when my people left them and followed the great spirit to the plains, the great spirit rewarded us with buffalo and the first people grew jealous. They would raid my people for slaves and it was said they would sacrifice my people upon a table on a mountain they had made with their hands. Then the metal hats came. Though they were known to slaughter entire communities, they passed us by and came to the valley. After this the Ummacheros raided us no more.</li>
<li>ANNIE: Is that the whole story? Did the metal hats, the Spaniards, ever come back.</li>
<li>SPEEDING ELK: If they did, the tale is not told among my people.</li>
<li>JIM: Well, I&#8217;m guessing you&#8217;re right about this being their man-made mountain of sacrifice. (BEAT) Hey Speeding Elk, do your people ever wear gold?</li>
<li>SPEEDING ELK: My people value buffalo, not rocks.</li>
<li>JIM: Then I&#8217;ll make you a further guess. When the spanish came here with their cannons they took the Ummacheros by surprise. This skeleton over here is carrying a solid gold blood stained dagger and wearing gold ornaments. I&#8217;d say he died where he fell more or less.</li>
<li>ANNIE: The spanish did this?</li>
<li>JIM: Well, I&#8217;m pretty sure the spanish breached the wall, and I&#8217;m also fairly certain these&#8230; priests maybe? &#8230; were killed by powder and shot &#8211; there&#8217;s a hole in the front o&#8217; this one&#8217;s skull.</li>
<li>ANNIE: But?</li>
<li>JIM: But, they&#8217;ve still got all their gold. If the spanish had overcome them then I&#8217;d expect the bodies to have been looted.</li>
<li>ANNIE: Maybe they didn&#8217;t get the chance.</li>
<li>JIM: What do you mean?</li>
<li>ANNIE: Well, there are some spanish skeletons over here. This one&#8217;s missing his bottom half.</li>
<li>SALLY: Ewww!</li>
<li>ANNIE: If I was to make a guess, I&#8217;d say the Spanish let them lizards through the breach after &#8217;em and mostly got turned into lunch.</li>
<li>JIM: That makes a certain kind of sense&#8230; at least until we find something more definite.</li>
<li>SALLY: Well, I&#8217;m having me some o&#8217; that gold.</li>
<li><span style="text-decoration: underline;">SOUND: RUSTLING FOLLOWED BY MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SALLY: Hey, would you get a load of this?</li>
<li>ANNIE: I swear, Sally, if you&#8217;ve gone and&#8230;</li>
<li>SALLY: You ain&#8217;t the boss of me! And besides I think I may have found something important.</li>
<li>JIM: All right, what is it?</li>
<li>SALLY: See this gold necklace, there&#8217;s a few of these here priests as have got one just like it.</li>
<li>JIM: All the ones that&#8217;ve been shot in the head, probably the leaders.</li>
<li>SALLY: Yeah well. Touch this here blue stone that&#8217;s hanging from it.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ANNIE: It&#8217;s vibrating&#8230; almost humming.</li>
<li>JIM: And it&#8217;s starting to glow.</li>
<li>ANNIE: (ABRUPTLY) Ugh! I sure hope I ain&#8217;t gonna catch something from touching it.</li>
<li>SALLY: Well, if you&#8217;ve caught something I doubt it&#8217;s from this?</li>
<li>ANNIE: (DANGEROUSLY) What are you suggesting?</li>
<li>SALLY: (SWEETLY) Me? Why nothing at all. Just speculating is all.</li>
<li>ANNIE: Well keep your speculating to the pursuit of gold.</li>
<li>SALLY: Heh!</li>
<li>SPEEDING ELK: Here on the table. Look at these carvings.</li>
<li>JIM: Grab those necklaces Sally. I don&#8217;t know what they are, but I don&#8217;t want to leave them behind. (BEAT) What is it Speeding Elk?</li>
<li>SPEEDING ELK: Look at the pictures. They show men riding on the backs of the great lizards.</li>
<li>JIM: Well, I&#8217;ll be damned. At least that tells us it can be done.</li>
<li>SPEEDING ELK: Look at the chests of the men, these lines coming out.</li>
<li>JIM: Like a sun in the middle of their chests.</li>
<li>SPEEDING ELK: Like those blue glowing stones maybe?</li>
<li>JIM: I didn&#8217;t think of that. I wonder if there&#8217;s a connection between the stones and the dinosaurs?</li>
<li>ANNIE: You know Jim, you can see pretty much the layout of the whole city from up here?</li>
<li>JIM: Yeah?</li>
<li>ANNIE: Well, assuming they had the population to people it fully, that&#8217;s an awful lot of people to have been killed off by the Spaniards even with the unexpected assistance of the Lizards.</li>
<li>JIM: And?</li>
<li>ANNIE: Well, where is everybody? I&#8217;d have thought some of them had to survive.</li>
<li>SPEEDING ELK: There is a gate in the wall on the opposite side of the city. It appears to have been thrown down.</li>
<li>ANNIE: Perhaps some people escaped that way&#8230; but why hasn&#8217;t anyone returned? I mean, I know the dinosaurs are dangerous, but there don&#8217;t seem to be that many of them. Sure we&#8217;ve heard a few, but we&#8217;ve been actively hunting them and haven&#8217;t come across more&#8217;n a handful.</li>
<li>JIM: Annie, we don&#8217;t really have much to go on here. We&#8217;re just making guesses. For all we know, the entire population were wiped out at once. Maybe there weren&#8217;t all that many of them to begin with.</li>
<li><span style="text-decoration: underline;">SOUND: FADE IN HISSING OF MANY SNAKES &#8211; UP, ESTABLISH AND UNDER.</span></li>
<li>SALLY: Or maybe the city got taken over by giant snakes and they was never able to return.</li>
<li>JIM: Damn they&#8217;re coming out of every crack and crevice. That one&#8217;s as big around as my leg?</li>
<li>SPEEDING ELK: Run or fight?</li>
<li>JIM: (BEAT)</li>
<li>SPEEDING ELK: (MORE URGENT) Run or fight?</li>
<li><span style="text-decoration: underline;">SOUND: HISSING GETS CLOSER &#8211; FADE UP</span></li>
<li>JIM: There&#8217;s too many of em. Run. Definitely run.</li>
<li>SALLY: (FROM A DISTANCE) You don&#8217;t have to tell me twice. Last one to the gate&#8217;s snake food!</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) ADVENTUROUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9: EXT &#8211; THE JUNGLE BEYOND THE CITY &#8211; LATER (JIM, ANNIE, SALLY, SPEEDING ELK)</h3>
<ol start="379">
<li><span style="text-decoration: underline;">SOUND: WALLA &#8211; LOTS OF HISSING AND A GROUP OF PEOPLE CRASHING THROUGH UNDERGROWTH &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: (PANTING) Keep running.</li>
<li>ANNIE: (PANTING) Why don’t they stop?</li>
<li>JIM: (PANTING Do I know? Run!</li>
<li>SALLY: (PANTING) I&#8230; I&#8217;m not fast enough</li>
<li>JIM: (PANTING)You will or you’ll die. At least you don&#8217;t get tired no more. Where’s Speeding Elk?</li>
<li>ANNIE: (PANTING) He’s ahead of us&#8230; way faster.</li>
<li>SALLY: (PANTING) Figures&#8230; I knew we couldn’t trust&#8230;</li>
<li>SPEEDING ELK: This way. There is a river ahead.</li>
<li>JIM: (PANTING) You&#8217;re back. How do you know they can’t swim?</li>
<li>SPEEDING ELK: I don’t.</li>
<li>SALLY: (PANTING) Damn, he’s gone again.</li>
<li>JIM: Shut up and run!</li>
<li><span style="text-decoration: underline;">SOUND: FADE IN RUNNING WATER.</span></li>
<li>JIM: Quick! Get across.</li>
<li><span style="text-decoration: underline;">SOUND: SPLASHING OF HEROES THROUGH RIVER</span></li>
<li>SALLY: (ALMOST CRYING) Aargh! I’m soaked through.</li>
<li>ANNIE: (PANTING) Stop whining! We’re all soaked.</li>
<li><span style="text-decoration: underline;">SOUND: FADE HISSING DOWN AND SUSTAIN.</span></li>
<li>JIM: (PANTING) They’ve stopped at the water. Thank goodness.</li>
<li><span style="text-decoration: underline;">SOUND: HISSING &#8211; ESTABLISH AND FADE OUT.</span></li>
<li>ANNIE: (PANTING) They’re turning away. They’re giving up the pursuit and leaving.</li>
<li>SALLY: (PANTING) And I thought we was gonners for sure.</li>
<li>JIM: Well not quite. But I don’t know how we would have outrun them if we’d had to keep running soaking wet. The extra weight would probably have done for us.</li>
<li>ANNIE: Well at least we know why no-one is living in the city anymore. Where’s Speeding Elk?</li>
<li>SPEEDING ELK: I am here.</li>
<li>SALLY: You’re dry as a bone and not even winded. How’d you manage that?</li>
<li>SPEEDING ELK: I went under the river.</li>
<li>JIM: Under it?</li>
<li>SPEEDING ELK: Mmmm. Through the dirt.</li>
<li>JIM: The dirt? Damn it why didn’t we think of that? Hell, we coulda been safe from them snakes over a mile ago.</li>
<li>SALLY: You mean we didn’t have to run all this way? We coulda just slid down into the dirt and been safe?</li>
<li>JIM: I guess so.</li>
<li>SALLY: But why didn’t anyone say anything?</li>
<li>JIM: I didn’t think of it.</li>
<li>SALLY: Annie?</li>
<li>ANNIE: Me either.</li>
<li>SALLY: Well? What about you Speeding Elk? You taught us that little trick.</li>
<li>SPEEDING ELK: I forgot.</li>
<li>SALLY: You forgot? Well if that don’t beat all.</li>
<li>SPEEDING ELK: Do you still have the medicine?</li>
<li>SALLY: Medicine? Oh, you mean the necklaces? Yeah, here they are.</li>
<li>SPEEDING ELK: Everyone put them on.</li>
<li>JIM: Are you sure they’re safe?</li>
<li>SPEEDING ELK: No. Put them on anyway.</li>
<li>SALLY: Who died and made you chief, chief?</li>
<li>SPEEDING ELK: Do as I say. These stones matter.</li>
<li>JIM: Do as he says, Sally. I think he’s right. There’s something about these stones&#8230; and Speeding Elk is way more sensitive to this stuff than any of the rest of us.</li>
<li>SALLY: Yeah? Well if my face turns blue and my head falls off I’m blaming you.</li>
<li>JIM: (AMUSED) Fair enough. Here goes.</li>
<li><span style="text-decoration: underline;">SOUND: FOUR MAGICAL CHIMES (SLIGHTLY OVERLAPPING)</span></li>
<li>JIM: Whoah. Well if that light’s anything to go by, they’re working.</li>
<li>ANNIE: Yeah, but are they gonna help or hinder us? I don’t much feel like being a giant walking target with this thing blazing away.</li>
<li>SALLY: Hang on. The light’s starting to fade. Are the stones running out of juice.</li>
<li>ANNIE: It doesn’t feel like it. Mine’s still humming.</li>
<li>JIM: Yeah. Mine too. What do you think we should do now? Speeding Elk?</li>
<li>SPEEDING ELK: Go forward. We must find mounts or enter the final death.</li>
<li>SALLY: What? What’s he talking about now?</li>
<li>JIM: Something I forgot to mention earlier. We’re kind of on trial.</li>
<li>ANNIE: What do you mean “on trial”?</li>
<li>JIM: It’s my fault. When I first met Crow’s Shadow I’d been taken prisoner by Speeding Elk’s people. Crow’s Shadow intervened on my behalf but a trainee medicine man died. The chief took it hard and didn’t want to help us. Crow’s Shadow and the chief compromised and decided that if we return with some dinosaur mounts we’ll have proved ourselves. Fail and the life that sustains us will be withdrawn.</li>
<li>ANNIE: And you were gonna tell us all about this when?</li>
<li>JIM: It kind of slipped my mind in the midst of everything that’s been happening.</li>
<li><span style="text-decoration: underline;">SOUND: FACE BEING SLAPPED &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Jim Wilkes, you are a jackass!</li>
<li>JIM: (WRILY) I do believe you’ve made that observation before.</li>
<li>ANNIE: I believe so (BEAT) and I was right then as well.</li>
<li>(BEAT) If you have information that effects all of us, then you had best share it!</li>
<li>JIM: Well, you know it now. Sally seems to be handling it well enough.</li>
<li>SALLY: I just got one thing to say to you Mr Wilkes.</li>
<li>JIM: Yeah?</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF FACE BEING SLAPPED &#8211; LET IT FINISH.</span></li>
<li>JIM: (WRILY) Technically speaking, you didn’t say anything.</li>
<li>SALLY: Are you looking for another one?</li>
<li>JIM: Er. No.</li>
<li>SALLY: Well, what do you say Annie? Shall we be heading on?</li>
<li>ANNIE: Why I do believe that would be a grand idea.</li>
<li>JIM: (MUTTERING) Well those two sure got cosy in a hurry.</li>
<li>SPEEDING ELK: All it took was you.</li>
<li>JIM: Alright. Laugh it up. You knew about it too you know?</li>
<li>SPEEDING ELK: Yes but they only hit you.</li>
<li>JIM: Aw, come on. We need to catch up before they get into more trouble.</li>
<li>ANNIE AND SALLY: (IN THE DISTANCE) What? Aaah!</li>
<li><span style="text-decoration: underline;">SOUND: BUSHES RUSTLING &#8211; LET IT FINISH.</span></li>
<li>JIM: Damn it!</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET THEN STOP &#8211; LET IT FINSH.</span></li>
<li>JIM: Where’d they go, they couldn’t have gotten very far ahead of us.</li>
<li>SPEEDING ELK: Don’t move.</li>
<li>JIM: What?</li>
<li><span style="text-decoration: underline;">SOUND: BRANCH CRACK AND WHOOSH THROUGH RUSTLING BRUSH &#8211; LET IT FINISH.</span></li>
<li>JIM: Oh! (BEAT) Are you Okay, Speeding Elk?</li>
<li>SPEEDING ELK: I am in a net (BEAT) in a tree.</li>
<li>JIM: Yeah. Sorry about that. Any idea how to get us down?</li>
<li>SPEEDING ELK: I had a plan.</li>
<li>JIM: Oh? What was it?</li>
<li>SPEEDING ELK: Mostly it involved me being on the ground to cut you down.</li>
<li>JIM: Uh-huh. (BEAT) D’you think this is what happened to Annie and Sally?</li>
<li>SPEEDING ELK: Yes.</li>
<li>JIM: Can you see ‘em?</li>
<li>SPEEDING ELK: No.</li>
<li><span style="text-decoration: underline;">SOUND: CREAKING OF A ROPE PULLY &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Hey, we’re moving. They must have these nets on pullies of some kind.</li>
<li>SPEEDING ELK: They?</li>
<li>JIM: Yeah. I think we may have just found the survivors from the city.</li>
<li>SPEEDING ELK: Not good.</li>
<li>JIM: Why’s that?</li>
<li>SPEEDING ELK: Remember the altar of sacrifice on the “pyramid”.</li>
<li>JIM: Yeah?</li>
<li>SPEEDING ELK: Human sacrifice!</li>
<li>JIM: Great. Just great!</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow’s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-likes-to-ride-episode-2-city-of-the-dead/">Where Death Likes to Ride &#8211; Episode 2 &#8211; City of the Dead</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Likes to Ride &#8211; Episode 1 &#8211; Dead to the World</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Feb 2018 22:19:43 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Likes to Ride]]></category>
		<category><![CDATA[dead to the world]]></category>
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		<category><![CDATA[where death likes to ride]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Dead to the World&#8221;, episode 1 of our new Wierd Western serial; Where Death Likes to Ride. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-likes-to-ride-episode-1-dead-to-the-world/">Where Death Likes to Ride &#8211; Episode 1 &#8211; Dead to the World</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Dead to the World&#8221;, episode 1 of our new Wierd Western serial; Where Death Likes to Ride. This is a brand new (unpublished) series (featuring Jim Wilkes, Annie Deems, Sally Turner, and Speeding Elk). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4666" aria-describedby="caption-attachment-4666" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4666" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=200%2C283&#038;ssl=1" alt="Weird Western - WW002 - Where Death Likes to Ride" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/02/017WW002Sml.png?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-4666" class="wp-caption-text">Weird Western &#8211; WW002 &#8211;<br />Where Death Likes to Ride</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>WHERE DEATH LIKES TO RIDE</h2>
<h3>EPISODE #1 – DEAD TO THE WORLD</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Where Death Wants to Ride</strong></p>
<p>Jim Wilkes, former Sherriff of Liberty Gulch, wakes up to find he is dead, murdered by Mayor Dan Wilson, a skin-walker that has escaped from the spirit world. He, along with Annie Deemes, Sally Turner, and Speeding Elk, are now spirit walkers returned to the world of the living by the powerful magic of Speeding Elk’s tribe. They must band together to track down the mayor and put an end to his attempts to tear open the barrier between this world and the dark realm from which the thing inside him originates. In order to do this, they will need to find mounts willing to carry them, overcome the fear and distrust of the living, survive the challenges of a valley full of dinosaurs, and learn to use and control their new undead powers. Can they overcome these obstacles in time to thwart Wilson’s evil schemes? Tune in and thrill to the excitement of &#8220;Where Death Likes to Ride&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>DEAD TO THE WORLD</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JIM WILKES:</strong> Dead Sheriff of Liberty Gulch</p>
<p><strong>ANNIE DEEMES:</strong> Dead Crack-Shot</p>
<p><strong>SPEEDING ELK</strong>: Dead Indian</p>
<p><strong>SALLY TURNER</strong>: Dead Gambler</p>
<p><strong>CROW’S SHADOW:</strong> Medicine Man</p>
<p><strong>VILLAGERS:</strong> Chorus of voices</p>
<p><strong>PRIEST:</strong> Jabbering voice</p>
<p><strong>INDIANS:</strong> Chorus of Voices</p>
<h1>ACT 1</h1>
<h3>SCENE 1: INT – THE TENT OF CROW&#8217;S SHADOW – NIGHT (JIM, ANNIE, SPEEDING ELK, SALLY, CROW&#8217;S SHADOW)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME</span></li>
<li><span style="text-decoration: underline;">WALLA: NIGHT NOISES &#8211; </span>DISTINCT<span style="text-decoration: underline;"> CRICKETS, OWL HOOT, INDIAN DRUMS, </span>CAMPFIRE<span style="text-decoration: underline;"> CRACKLE.</span></li>
<li>JIM: (COUGHING) What happened? Did I get hit on the head again? Did we get the Mayor?</li>
<li>ANNIE: Easy Sheriff. The town’s been burned to the ground and all the bodies with it. We’ve seen to that. Even Leach is dead. Looks like all the thanks he got from his former boss was a broken neck. The mayor got away when he burst out of the saloon and you’ve been dead most of the day.</li>
<li>JIM: I’ve been what?</li>
<li>ANNIE: You’ve been dead. The medicine man has brought you back like he done for the rest of us.</li>
<li>JIM: Wait, who’s here?</li>
<li>ANNIE: The medicine man, you’ve already met him once I believe. He’s called Crow’s Shadow and the only one in here who’s still got blood pumping through his veins. Over yonder is Speeding Elk, he’s been dead more’n a year. Shot in the head by some of the Mayor’s men.</li>
<li>SPEEDING ELK: (GRUNTS IN ACKNOWLEDGEMENT) Hmpf.</li>
<li>ANNIE: Sally Turner’s the curly haired red-head. She&#8217;s a gambler who was murdered on the Mayor’s orders about three months ago. They dragged her body out into the desert and left it for the coyotes.</li>
<li>SALLY: Howdy.</li>
<li>ANNIE: Me you know already. I never survived that bullet from Wallace Leach’s gun three months ago. Fortunately, the bullet took me through the heart and I’ve been able to hide what happened by wearing clothes over the hole. I&#8217;ve been whatever&#8217;s left of Annie Deemes since that time. Poor Speeding Elk and Sally were identified as dead by their killers and have had to hide out while we waited for you to come along.</li>
<li>JIM: This is loco. Are you saying you came back from the dead?</li>
<li>ANNIE: No. I don&#8217;t think we came back. I&#8217;m actually pretty sure we’re still dead and that ain’t about to change anytime soon&#8230; And I mean all of us (except Crow’s Shadow)&#8230; including you. We was all killed either directly or indirectly by the mayor of Liberty. You’re dead Jim and I&#8217;m sorry.</li>
<li>JIM: Is this hell?</li>
<li>ANNIE: It’s worse than that. We’ve been killed but we’re still in our bodies. Your throat was ripped out by the Mayor in mountain lion form. You’re gonna have to wear a scarf or something to keep that hidden from people.</li>
<li>JIM: How come I ain’t hurting?</li>
<li>ANNIE: Your hurting days are over. I don’t know quite how it works. It’s injun magic of some sort.</li>
<li>JIM: But why?</li>
<li>ANNIE: Crow’s Shadow says we’re spirit walkers, people who have been to the other side and returned. I’ll leave it to him to explain the rest.</li>
<li>JIM: (BEAT) Crow’s Shadow?</li>
<li>CROW’S SHADOW: I am sorry, white eyes. I would not have done this except the skin-walker must be stopped. His will is evil and he will poison the whole earth if he is allowed to roam unhindered. When the people discovered he had found a way out of the spirit world, we consulted omens to see what we should do. The omens told us that four would come, four spirit walkers and that these would be the only ones who could stop him. We have waited and you are now here. You are the chosen ones. The ones upon whom it has fallen to hunt and defeat this monster. This is your destiny! Once you were Jim Wilkes, the sheriff. Now you are Jim Wilkes the spirit walker and hunter of monsters!</li>
<li>JIM: (PASSES OUT ONCE MORE) Ughhh!</li>
<li>ANNIE: I think he just passed out again.</li>
<li>CROW&#8217;S SHADOW: (DISGUSTED) Not fully revived yet. He has no sense of the dramatic.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: EXT &#8211; CAMPFIRE &#8211; NEXT DAY (JIM, ANNIE, SALLY)</h3>
<ol start="27">
<li><span style="text-decoration: underline;">SOUND: (WALLA) BIRDSONG, CRACKLE OF FIRE &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: I&#8217;m still not sure I understand all this. I&#8217;m already dead so I cain&#8217;t be killed. I no longer feel pain, or hunger, or thirst, but I can move around just like I did in life.</li>
<li>ANNIE: That&#8217;s right. And you can eat (for show like) if&#8217;n you have to, but you won&#8217;t be digestin&#8217; nothing.</li>
<li>JIM: So what? I just have to puke it all up later, is that it?</li>
<li>ANNIE: Pretty much. But the way that hole&#8217;s been torn in your throat, it&#8217;d probably be best if you avoided any public displays of eating. (BEAT)&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: RUMMAGING SOUND &#8211; LET IT FINISH.</span></li>
<li>ANNIE &#8230; here. This neckerchief should hide most o&#8217; the damage.</li>
<li>JIM: Thanks. How is it I can still speak without a throat?</li>
<li>ANNIE: Beats me. It&#8217;s just magic I guess.</li>
<li>JIM: So I take it we can still be hurt, we just don&#8217;t feel pain?</li>
<li>ANNIE: More or less. Crow&#8217;s Shadow says we can still be physically damaged. If you chop both my legs off, I won&#8217;t feel it, but the legs will stay gone. There&#8217;s no reattaching them.</li>
<li>JIM: (BEAT, THEN ALMOST AFRAID OF THE ANSWER) Do we rot?</li>
<li>ANNIE: Not as we&#8217;ve noticed so far. Speeding Elk has been the longest in this condition and doesn&#8217;t seem to have rotted at all.</li>
<li>JIM: You&#8217;re mighty matter-of-fact about all this, Annie?</li>
<li>ANNIE: Well, I&#8217;ve had longer to adjust than you have. It&#8217;s turned me a mite philosophical.</li>
<li>JIM: I see it hasn&#8217;t affected your religion any. You&#8217;re still wearing your cross.</li>
<li>ANNIE: That was my momma&#8217;s cross. But you&#8217;re right. I&#8217;m still holding on to my religion. Here we are in the afterlife, after all. Clearly, death ain&#8217;t a necessary end and something survives it. We even got to experience a resurrection of sorts.</li>
<li>JIM: Yeah, but I doubt this is what the Bible had in mind.</li>
<li>ANNIE: Cain&#8217;t argue with you there. But it gives me hope. We died, but we&#8217;re still here. It seems only prudent to assume this is just a detour along the way to whatever&#8217;s next. I was raised to believe there&#8217;s a better life to be had up yonder. I want to be ready for it when it comes.</li>
<li>JIM: You are a remarkable woman, Annie Deemes.</li>
<li>ANNIE: Well, sure I am. I took a bullet through the heart and I&#8217;m still walking around. If that don&#8217;t make me remarkable I don&#8217;t know what does.</li>
<li>JIM: (LAUGHS) Heh.</li>
<li>SALLY: (APPROACHING) Hey Sheriff, you got any idea when we&#8217;re gonna get this show on the road?</li>
<li>JIM: Soon. I like this village right enough, but Dan&#8217;s got quite the jump on us. I figure we&#8217;re gonna need to go back into Liberty first, though.</li>
<li>SALLY: Liberty? But that place has been burned to the ground.</li>
<li>JIM: I know. But Crow&#8217;s Shadow said the only way we kill this &#8220;skin walker&#8221; is with that same metal the mayor dug outta the ground.</li>
<li>SALLY: So?</li>
<li>JIM: Since the mayor has the majority of that cursed rock with him and the mine has been emptied, the only other place we&#8217;re going to find any is in the town, most likely on the bodies of the dead.</li>
<li>SALLY: Hell. Ain&#8217;t much after sunup and we&#8217;re already talking about desecrating the dead.</li>
<li>JIM: Well, if you can think of an alternative. Let me know. I&#8217;d be mighty obliged to accept it.</li>
<li>SALLY: (BEAT) No, I guess I cain&#8217;t. I&#8217;m not sure how Speeding Elk is gonna feel about this.</li>
<li>JIM: I haven&#8217;t had a chance to talk with him much yet. In fact, I haven&#8217;t seen him since you folks woke me up.</li>
<li>SALLY: He&#8217;s a complicated man. He doesn&#8217;t much like us white folks. Our arrival has been pretty hard on his people and there&#8217;s a lot o&#8217; bitterness there, but he&#8217;s also got strong feelings of loyalty to his tribe and for their sake, he&#8217;s endured all this. As for where he is now, he said something about trying to find us some horses and went off to see the chief.</li>
<li>ANNIE: He ain&#8217;t gonna have a lot of luck there I suspect. Even if they agree to give us horses the animals won&#8217;t stand for it. A horse might let one of us lead it along for a ways but there&#8217;s no way it&#8217;ll let itself be ridden by us dead things.</li>
<li>JIM: Well, damnit. Dan Wilson&#8217;s already got one hell of a start on us. How&#8217;re we supposed to close that distance if&#8217;n we ain&#8217;t got no mounts?</li>
<li>SALLY: I think that&#8217;s what was bothering Speeding Elk. It&#8217;s why he&#8217;s gone to consult the tribal elders.</li>
<li>JIM: Would it be considered rude if we went up and joined him.</li>
<li>SALLY: Have you seen the look in these folks eyes? They may have brought us back from the dead but they sure as hell don&#8217;t like us much. I think our very existence offends them. Under the circumstances being seen as rude is probably the least of our worries.</li>
<li>JIM: Alright then. Let&#8217;s head on up.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: EXT &#8211; THE TENT OF MEETING (CROW&#8217;S SHADOW, SPEEDING ELK, ANNIE, JIM, SALLY)</h3>
<ol start="67">
<li><span style="text-decoration: underline;">SOUND: (WALLA) MURMUR OF MANY MEN COMING OUT OF TENT &#8211; ESTABLISH AND FADE OUT.</span></li>
<li>SPEEDING ELK: They would not allow me to address them.</li>
<li>CROW&#8217;S SHADOW: I am sorry, Speeding Elk. The men of the council no longer see you as one of us.</li>
<li>SPEEDING ELK: (BITTERLY) I am not a monster.</li>
<li>CROW&#8217;S SHADOW: No, you are not. And deep down they are grateful for your sacrifice.</li>
<li>SPEEDING ELK: But still they fear me.</li>
<li>CROW&#8217;S SHADOW: Yes.</li>
<li>SALLY: Hey, Speeding Elk, we&#8217;ve been looking for you.</li>
<li>SPEEDING ELK: I know.</li>
<li>SALLY: Did you come up with a way we can travel?</li>
<li>SPEEDING ELK: (BITTERLY) Crow&#8217;s Shadow spoke to the council on our behalf.</li>
<li>SALLY: And?</li>
<li>CROW&#8217;S SHADOW: The council agrees that you need steeds. Fast beasts that will carry you over great distances.</li>
<li>SALLY: Yeah, but there ain&#8217;t a horse alive that will carry any one of us.</li>
<li>CROW&#8217;S SHADOW: True. But horses are not your only choice.</li>
<li>SALLY: Huh? You ain&#8217;t suggesting we take up riding on Buffalo&#8230; or Grizzly Bears&#8230; or some such are you?</li>
<li>CROW&#8217;S SHADOW: Somesuch, yes. You have a long walk this day. The tribe will take us to the Valley of Testing. You will there be initiated into the tribe.</li>
<li>SALLY: Meanwhile the mayor is getting away. What if we don&#8217;t want to be part of no Injun tribe?</li>
<li>CROW&#8217;S SHADOW: (ANGRY) This is a great honor. The tribe has invested much medicine in you.</li>
<li>SALLY: But look at &#8217;em. They hate us&#8230; or at least they&#8217;s afraid of us.</li>
<li>CROW&#8217;S SHADOW: This is true. To some you are tools. To others monsters. But when you are part of the tribe you must be treated as family.</li>
<li>SPEEDING ELK: (SNORTS DERISIVELY) Hmmpf!</li>
<li>JIM: And what about the Mayor? Every second we lose means he gets further away.</li>
<li>CROW&#8217;S SHADOW: The valley of testing holds mounts which you can use. It is your best chance of catching him. A little time now will save you much later.</li>
<li>JIM: All right, I guess. What&#8217;s the catch?</li>
<li>CROW&#8217;S SHADOW: (STAGE WHISPER) Come away from the others.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS &#8211; LET IT FINISH.</span></li>
<li>CROW&#8217;S SHADOW: (BEAT) Our great chief does not like that Leaping Frog died<sup><a id="footnote-ref-1" href="#footnote-1">[1]</a></sup>. He thinks I did not do enough to prevent it. If you cannot return with mounts within three days, the medicine I have given you to bring you back from the spirit world will be taken from you and you will be truly dead once more.</li>
<li>JIM: (PHILOSOPHICALLY) Well, I knew there had to be a catch. Lead on.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) IRONIC SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h1>ACT 2</h1>
<h3>SCENE 4: EXT. – THE ENTRANCE TO THE VALLEY OF TESTING – LATE AFTERNOON. (JIM, SALLY, ANNIE, SPEEDING ELK, CROW&#8217;S SHADOW)</h3>
<ol start="97">
<li><span style="text-decoration: underline;">SOUND: (WALLA) BREEZE IN GUSTS, SQUAWK OF A BIRD OF PREY &#8211; ESTABLISH AND UNDER.</span></li>
<li>SALLY: Well I&#8217;ll be! We&#8217;ve been walking all day through this flat landscape. We haven&#8217;t seen so much as a bump in the ground to break up the monotony of this here desert and then we come across this.</li>
<li>ANNIE: It&#8217;s beautiful! Trees for miles and miles. I wouldn&#8217;t have thought this desert could sustain somethin&#8217; so green.</li>
<li>CROW&#8217;S SHADOW: It is the hidden valley of my people. None can even see it until the edge of the precipice is reached.</li>
<li>JIM: Looks like a huge crater. I take it we&#8217;re going in there.</li>
<li>CROW&#8217;S SHADOW: You are. The People will wait here.</li>
<li>SALLY: How are we even supposed to get down there.</li>
<li>CROW&#8217;S SHADOW: We will lower you in. It is already growing dark within the valley. Do you wish to get underway or wait until daybreak?</li>
<li>ANNIE: How long will it take to lower us down safely?</li>
<li>CROW&#8217;S SHADOW: You should reach the bottom by the time the shadow of night reaches you.</li>
<li>JIM: This is some kind of place of testing for your people? What can we expect to find down there?</li>
<li>SPEEDING ELK: My people come of age here. Here is where we do our spirit quests. The boys of my tribe come here to bring back a tooth as proof of their manhood. The girls come here to recover the berries of the Chiquela plant.</li>
<li>JIM: And the challenge?</li>
<li>SPEEDING ELK: They must survive.</li>
<li>SALLY: But survive what? What&#8217;s in there?</li>
<li>SPEEDING ELK: The thunder lizards.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT DINOSAUR ROARING &#8211; LET IT FINISH.</span></li>
<li>ANNIE: What on God&#8217;s green earth was that?</li>
<li>JIM: One of them thunder lizards I&#8217;m guessing.</li>
<li>CROW&#8217;S SHADOW: Correct. If you trap and tame them, they will carry you.</li>
<li>JIM: What? If you have to lower us in, how are you going to get them out?</li>
<li>CROW&#8217;S SHADOW: You will need to put them to sleep.</li>
<li>SALLY: Put them to sleep? And just how in Sam Hill are we gonna do that?</li>
<li>CROW&#8217;S SHADOW: That is your problem. I only needed to bring you here.</li>
<li>JIM: (OVERLAPPING WITH ANNIE AND SALLY) Now hold on just a&#8230;</li>
<li>ANNIE: (OVERLAPPING WITH JIM AND SALLY) You&#8217;ve got to be kidding me&#8230;</li>
<li>SALLY: (OVERLAPPING WITH ANNIE AND JIM) Wait just a darn minute there&#8230;</li>
<li>SPEEDING ELK: (LOUDLY) Enough! We must have mounts that can carry us. Here we can find such mounts. I will go even if you do not!</li>
<li>ANNIE: Well, Sherriff?</li>
<li>JIM: I guess I can&#8217;t really see any other way. And I guess I&#8217;m not really a Sheriff anymore, either.</li>
<li>ANNIE: Since I can&#8217;t see any other way either, I guess I&#8217;m with you&#8230; Jim.</li>
<li>SALLY: (BEAT) Aw hell. Alright. Let&#8217;s get underway.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: EXT &#8211; AT THE BASE OF THE CRATER &#8211; NIGHTFALL (JIM, SPEEDING ELK, SALLY, ANNIE)</h3>
<ol start="130">
<li><span style="text-decoration: underline;">SOUND: (WALLA) JUNGLE SCREECHES, ROARS, HOWLS ETC &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Damn! I&#8217;d&#8217;ve thought things&#8217;d quiet down once we reached the bottom and it got dark. Now we&#8217;re down here it sounds like the whole place has come to life.</li>
<li>SPEEDING ELK: Nature is different here. Upside down. We must rest until morning.</li>
<li>SALLY: You know we don&#8217;t actually sleep right?</li>
<li>ANNIE: He knows, but since we cain&#8217;t see in the dark, he also knows we ain&#8217;t going anywhere till the light comes back.</li>
<li>JIM: I take it you did your&#8230; was it a dream quest&#8230; here once, Speeding Elk.</li>
<li>SPEEDING ELK: Mmmhmmm.</li>
<li>JIM: Did you learn your way around?</li>
<li>SPEEDING ELK: I came here once for my trial of manhood. It was many years ago and I was not here long. I found and killed a thunder lizard quickly, taking its tooth and returning. The creature was not large and the tooth was relatively small. Some of my friends went deeper into this land. They wished to compete for a big tooth. Most did not return. I was the first home and they named me for my speed.</li>
<li>SALLY: You didn&#8217;t have a name before that?</li>
<li>SPEEDING ELK: I had a name, but our real names are not given until we achieve manhood&#8230; or womanhood. In my tribe, a name is something you grow into and tells others who you are. It contains and expands upon your story. If we survive this you, too, will have real names.</li>
<li>SALLY: (SARCASTICALLY) I can&#8217;t wait.</li>
<li>JIM: We&#8217;ll need to find some suitable shelter in case there&#8217;s some predators around.</li>
<li>SALLY: A tree maybe?</li>
<li>SPEEDING ELK: A tree will not protect us.</li>
<li>JIM: Then maybe we should take shifts on guard.</li>
<li>SPEEDING ELK: Do what you will. I am going to sleep in the dirt.</li>
<li>JIM: What do you mean by that?</li>
<li>SPEEDING ELK: This!</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SALLY: Did y&#8217;all see that? He just vanished into the ground?</li>
<li>JIM: It looks like our friend has some extra abilities we didn&#8217;t know about before.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SPEEDING ELK: Typical white-eyes. You have these abilities too.</li>
<li>SALLY: He&#8217;s back! (BEAT) No, we don&#8217;t. I ain’t never sunk into the ground.</li>
<li>JIM: Annie? You ever done this?</li>
<li>ANNIE: Uh-uh.</li>
<li>SPEEDING ELK: (EXASPERATED) You white-eyes have no sense of the world around you. Feel the earth beneath your feet. Feel it&#8217;s welcome. It will hide you if you will it. There are other things you can do too. If I knew you were ignorant of these things I would have shown you sooner.</li>
<li><span style="text-decoration: underline;">SOUND: LOUD SCREECHING ROAR OF A NEARBY CARNIVORE &#8211; LET IT FINISH.</span></li>
<li>SPEEDING ELK: As it is we must shelter until the sun returns.</li>
<li>JIM: Ok, Sally. You first.</li>
<li>SALLY: Why me?</li>
<li>JIM: Everyone&#8217;s going to try it but we all want someone to be watching in case it don&#8217;t work or we get it wrong.</li>
<li>SALLY: Alright, but if I get stuck I expect you to come dig me out.</li>
<li>JIM: Agreed.</li>
<li>SALLY: Now, how&#8217;d it go? Feel the welcome of the earth or some such? (BEAT) Hey, I do feel something. It feels like&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Well, it looks like it worked. How long should we wait before we try to dig her out?</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SALLY: (COUGHING AND SPITTING MUD FROM HER MOUTH). Ugh. That was disgusting.</li>
<li>SPEEDING ELK: (AMUSED) Mmmm. I forgot to say you should keep your mouth closed. It will not be an issue for the others.</li>
<li>SALLY: (MENACING) Just what are you suggesting there, friend?</li>
<li>JIM: Easy Sally, now you know, you should be fine. Could you breathe?</li>
<li>SALLY: Breathing was fine, but the dirt gets into everything. I feel like I could really use a bath.</li>
<li>JIM: We&#8217;ll see what we can do come daylight. Annie, you&#8217;re up.</li>
<li>ANNIE: Alright, here goes&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SALLY: (BEAT) Well, if that don&#8217;t beat all!</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ANNIE: I&#8217;m back. By concentrating you can control how deep you go. It&#8217;s pretty tiring coming back out though.</li>
<li>SPEEDING ELK: Mmmm. Best to go down half the height of a man if you do not wish to be dug up again by something hungry.</li>
<li>ANNIE: Sounds like good advice. Well, Sheriff, you&#8217;re next.</li>
<li>JIM: Jim&#8217;ll do fine. Here goes&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SALLY: Well, there he goes.</li>
<li>ANNIE: Do you always feel the urge to state the obvious?</li>
<li>SALLY: Sure. I love to talk. Talking is something you cain&#8217;t do well lessen you keep in practice.</li>
<li>ANNIE: (SKEPTICALLY) Uh-huh.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME AT A DISTANCE &#8211; LET IT FINISH.</span></li>
<li>SALLY: Well I&#8217;ll be. He came back out way over there.</li>
<li>JIM: (APPROACHING) It wasn&#8217;t that far. I just wanted to see if we could move any other ways besides up and down. This here ability could come in mighty handy.</li>
<li><span style="text-decoration: underline;">SOUND: LOUD SCREECHING ROAR OF A NEARBY CARNIVORE (VERY CLOSE) &#8211; LET IT FINISH.</span></li>
<li>JIM: &#8230; but that&#8217;s our cue to get ourselves under cover. I take it we&#8217;ll be able to tell when the sun comes up, Speeding Elk?</li>
<li>SPEEDING ELK: We always feel the arrival of the new day now that we are dead. The dirt surrounding us will not stop this.</li>
<li>JIM: Alright then. I&#8217;ll be saying goodnight to you all&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Me too.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SPEEDING ELK: Mmmmm.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SALLY: Will wonders never cease? This is the dog-gonnedest day I ever saw. I guess there&#8217;s gotta be some compensations for bein&#8217; dead.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) JUNGLE SCREECHES, ROARS, HOWLS ETC &#8211; FADE BACK UP, ESTABLISH AND OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>JIM WILKES:</strong> I was the Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. The town has been destroyed. Its people are dead, and now, I’m undead and hell-bent on being revenged upon the thing that wears the face of Dan Wilson, the mayor of Liberty Gulch.</p>
<p><strong>CROW’S SHADOW:</strong> I have power, but I respect and fear it. I can work great medicine but I do not do so lightly. I perform dances for my people, to cure sickness, to bring rain, and to protect our lands from the Nagloshi and other spirits from beyond.</p>
<p><strong>ANNIE DEEMES:</strong> I used to run the local store. I’m a woman alone in a tough town and I hold my own. A few months back I was shot and killed, but I’m still here, raised to a pseudo-life by the powerful magic of a local Indian tribe. I was murdered by the Mayor and I was then brought back by Crow’s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow’s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler. I’ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game. I say “until recently” because my luck ran out in Liberty Gulch. I was murdered by the mayor and brought back by Crow’s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p>&nbsp;</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-likes-to-ride-episode-1-dead-to-the-world/">Where Death Likes to Ride &#8211; Episode 1 &#8211; Dead to the World</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Tips and Suggestions for Writing Audio Drama for Kids</title>
		<link>https://weirdworldstudios.com/tips-and-suggestions-for-writing-audio-drama-for-kids/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 02 Jan 2018 20:09:01 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
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		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[writing for kids]]></category>
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					<description><![CDATA[<p>WRITING FOR KIDS This is a long post, so here’s the tldr (Too Long so Didn&#8217;t Read) version; Writing for kids is the same as writing for adults (requiring the same skills, plot structures, and character depth etc.) and only differs in that it requires the writer to place hope at the heart of their [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tips-and-suggestions-for-writing-audio-drama-for-kids/">Tips and Suggestions for Writing Audio Drama for Kids</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>WRITING FOR KIDS</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>This is a long post, so here’s the tldr (Too Long so Didn&#8217;t Read) version;<br />
Writing for kids is the same as writing for adults (requiring the same skills, plot structures, and character depth etc.) and only differs in that it requires the writer to place hope at the heart of their story telling. I write specifically for my own kids (who are autistic and have special needs) and the parents of kids like mine. All kids benefit from good stories, but autistic kids get some really important benefits from reading radio plays and taking on roles within them. What follows unpacks this in some detail.</p>
<h3>KID’S DRAMA DOESN’T EXIST</h3>
<p>Kid&#8217;s drama is an especially relevant topic for me because writing for kids is what I do with every play I put a pen to. The thing is, though, while every play I have written has been written with my own kids as the primary audience, I’ve never once written a children’s play – not even my version of Rapunzel (written for schools).</p>
<p>If that seems a little confusing, then let me explain (or at least attempt to). I’ve been reading kids books all my life&#8230; ever since I was a kid myself. When I was a kid I read lots of adult fiction too. And as an adult I read lots of kid’s fiction. Why? Because the classification of child and adult as it applies to stories, doesn’t mean a lot to me. I just like stories, and a good story aimed at kids is as good a story (if well told) as a good story aimed at adults.</p>
<p>I actually think it is a mistake to try to create a “children’s” story as if it is a special kind of story, different from all others. When it comes to writing for children all that is really required is that you create a “good” story and make it <strong><em>accessible</em></strong> to children.</p>
<h3>THE AUDIENCE OF CHILDREN’S DRAMA</h3>
<p>Another thing I’m deeply aware of is that children are only part of the audience for children’s stories.</p>
<p>When I prepare a story, I have some specific kids in mind as the audience; my sons. And I recommend that anyone writing for children should have some real life children in mind when they write. But I am also aware that I will be reading the stories I prepare to and with them. I want the stories I give my kids to be stories I want to read and enjoy. All children’s fiction writers need to be aware of this secondary audience for their materials; parents. Pixar cottoned on to this for their movies. Children don’t go to movies on their own. If you want to make money producing a kids’ film, you don’t create a film that parents won’t enjoy. This is just as true for writing. If there is a household where the kids are avid readers, then there is a strong chance it is because the parents are reading with and to them. Materials that bore adults to tears are not going to get onto a child’s reading list easily.</p>
<p>So, I write my plays for my sons, but I also write them (perhaps primarily) for people like me; people who want to read plays with their kids and enjoy a good story in the process – and that means I don’t write “just” for my kids. Instead I write the best story I can, one that I, and adults like me, are going to enjoy, but I make the story, in terms of language, and themes, as accessible to kids as possible.</p>
<h3>THE STYLE OF KID’S DRAMA</h3>
<p>And when I say I make my stories accessible to children, I absolutely don’t mean that I talk down to kids. I use whatever vocabulary I think is necessary and I trust my story to be compelling enough that kids will use the context (and a dictionary, if necessary) to ferret out the meaning and keep following along.</p>
<p>Of course, I may not be typical in this. When my kids were babies I would read them whatever I happened to be interested in at the time. My wife came home one day to find me with my three month old youngest son lying on my chest as I read to him from Alexander De Toqueville’s, Democracy in America.  <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>But by and large, it is a good idea to keep the ages and stages of child development in mind – not slavishly, but in mind nonetheless. Again, this is not a hard and fast rule. Good stories are things kids will come back to over and over again. The story that goes over a child’s head today (in terms of the concepts and themes it contains), if it is compelling enough to maintain their interest in spite of those elements, will become very accessible tomorrow (and will reward that later reading by seeming fresh all over again). Sometimes a writer simply has to trust the story.</p>
<p>I remember being entranced by The Wizard of Oz as a kid (btw not a great book to read out loud to your kids as an adult – the sentences are frequently too long to read easily out loud). Baum has his little girl protagonist wandering around assassinating witches and otherwise doing some pretty hard-core things. The comedian Rick Polito described the plot this way; “Transported to a surreal landscape, a young girl kills the first woman she meets, then teams up with three complete strangers to kill again.”</p>
<p>The violent nature of the story wasn’t lost on its initial audience either. Frank L Baum received lots of complaints. In subsequent stories no-one ever died and the childrens’ speech became increasingly stylized and, well, dumb. Needless to say, the later stories never had the same appeal as the first.</p>
<p>I’ll talk a bit more about self-censorship later, but I want to emphasise that I always aim to tell the story I want to tell (even when it is the story of a dentist taking a grisly revenge upon a drunk driver who killed his daughter). But I do so, in a way that is accessible and entertaining for my kids (now and, hopefully, later on as well).</p>
<h3>CONTENT WARNINGS</h3>
<p>On that score, I’m a strong believer in content warnings. Content warnings aren’t censorship. They don’t “limit” your audience. The make it possible for your audience to find you and make an informed decision about what they want to expose themselves and, in the case of children’s fiction, what they expose their children to. I get annoyed when material doesn’t come with a suitable content warning. Personally, I love creepy stories with supernatural themes. I like fantasy and horror. I find action and fight scenes exciting. But, I don’t like gratuitous swearing, overt sexuality, and acts of sadism, in the stories I listen to. I’m always grateful when the producers give me a head’s up before I waste my time on something that I’m not going to enjoy.</p>
<h3>DO CHILDREN NEED CHILD CHARACTERS TO RELATE TO?</h3>
<p>The short answer is no. Children are used to living in a world where they don’t have child characters to relate to. In fact children will relate to anything – frogs, pigs, spiders, you name it. Kids love superheroes, Bilbo Baggins, Frodo, Gandalf, etc. Every once in a while studio execs go “wouldn’t it be better if we provided some adventures with characters closer to the age of the kids in our audience so that they’ve got someone to identify with?” The question itself fails to recognise something fairly obvious about stories.</p>
<p>Characters must serve the story. When they are invented for another purpose (to serve as a point of identification for a demographic for example) they invariably fail. It’s been tried, way to often, and, as an experiment, has been shown over and over to be a bad idea.</p>
<p>Readers don’t ask “is this character my age?” Instead they want to know “is this character asking the kind of questions of his/her world that I am asking?”</p>
<p>Kids identify with old people, young people, men, women, and magical talking frogs, all on the basis of whether the character is asking the questions they want answers to. The character who does this can be a peer or a Titan. It’s not the physical wrapping that counts so much as the questions, hopes, and fears inside the character that are being revealed.</p>
<h3>HOW DO CHILDREN SEE THE WORLD?</h3>
<p>It’s often forgotten that life just happens to children. They are brought into the world without being consulted and carried from place to place by their parents. They are sent to school, fed whatever their parents can afford to provide and told where and when they can use the bathroom and go to sleep. Children are the most powerless and vulnerable people in our society (though my own experience of parenting tells me that children fight for power in that powerlessness tooth and nail). They experience life more than they assert control over it.</p>
<p>My father died when I was eleven, he had been sick with cancer for nearly seven years before he finally lost the fight. I didn’t question this, ask why, or rail against the fates that left my family on the bread-line, struggling to get by, as a result of his extended illness. Life was simply what happened to us. Childhood allows us to accept the bad with the good in a way that an adult can’t truly approach or get inside, precisely because, when we are children, we are powerless in everything.</p>
<p>But life is also full of wonder. We forget, with age, just how much the early part of our lives was a non-stop stream of firsts. Every day was fresh and new. Enjoying sunshine and flowers and tasting the rain, and feeling the wind in our faces was “wonder”-ful. It evoked a sense of wonder. We would discover earthworms, and bugs, and caves in the hedgerow, and forts made of boxes and so-on (and yes, I had a suburban upbringing with parks nearby for playing etc.). It was far easier to imagine and believe in things (like heroism, and goodness, and magic, and monsters) in the years before political scandals, and greedy pharmaceutical companies, and rapacious insurance companies, and bullies, and dishonest bosses, and self-centered teachers, and famines, and terrorist bombings, and self-serving opportunistic governments chipped all that optimism away.</p>
<p>Despite the wonder, children see the world quite clearly. They haven’t learned to filter things and will state what they think with honesty and enthusiasm. They are cruel and selfish, utterly impulsive, often lack conscience about a lot of things, have little fear of consequences, and will take enormous and foolish risks without counting the cost.</p>
<p>Adults come in two flavours, friendly adults (those you trust) and dangerous adults (those that threaten or hurt you in some way or are strangers). Likewise, they see other children the same way. The world is very binary. Of course a lot of people never quite grow out of seeing the world in terms of “black and white”, us and them, friends and enemies. Shades of gray are hard for adults and very tricky for kids. Friendship tends to be all or nothing (hence the panic of parents who see their kids falling in with the “wrong” crowd).</p>
<p>Adults, when they stray into the kids’ space, are oddly stupid. A kid is being bullied on the street corner and an adult yells “Hey, leave that kid alone”. The kids go around the corner, but the adult never follows to see that the victim isn’t bothered further and the bullying continues not five feet away. It’s as if the world of children is an alien country when viewed from a different height, rather than the same world we all share. It’s a writer’s job to overcome this artificial demarcation.</p>
<h3>DOES THERE HAVE TO BE A MORAL?</h3>
<p>A common mistake people make when writing a story for kids is that they think it needs to have an overt moral to it. Now it is true that Kid’s fiction isn’t morally neutral – it does have moral implications (and I’ve written elsewhere about how I think all writing has moral implications). But beating kids over the head with a moral lesson is an act of propaganda rather than story telling. The act of embedding moral lessons in kids’ stories is as old as aesop’s fables, but that doesn’t mean I particularly like it. So what am I saying? All stories are moral stories. Characters act in stories and those actions are subject to our moral judgments. Kids are capable of judging Voldemort’s behaviour vs. the behaviour of Sirius Black vs. the behaviour of Severus Snape. Complexity, moral ambiguity, and shades of black and white and gray, exist in all stories. We don’t have to shout “THIS PERSON IS GOOD” and “THIS PERSON IS BAD” and “YOU SHOULD TRY TO BE LIKE THIS” and “YOU SHOULD TRY NOT TO BE LIKE THAT” in order to make a moral point – and we really shouldn’t. It’s both patronizing and insulting to children to do this.</p>
<h3>WHAT’S THE ESSENCE OF WRITING FOR KIDS?</h3>
<p>If there’s one solid conclusion I’ve come to about writing for kids, it is this. It is actually no different than writing for adults (except with regard to some thematic issues – see later). All the writing fundamentals are the same. You still have to pay attention to plot, character, conflict and tension. Plots need to be just as carefully structured, characters need to be just as carefully developed, and the world requires just as much conflict and tension in it to be interesting. Children’s stories are adult stories where a little more concern is shown towards the audience. Most of us know where the boundaries lie – in that most children’s writers will think twice before writing a graphic scene (for example, where a baby is boiled to death) for children. But otherwise, it takes the same craft, effort, and sense of story to produce a piece of literature (play, prose, whatever) for children.</p>
<p>There are numerous experiences that children know intimately. They understand powerlessness, cruelty, shame, and fear from the inside. It is part and parcel of their existence that the adult world and their peers can render them powerless, can inflict (and can have inflicted upon them) great acts of cruelty, and can fill them with embarrassment and shame. To the inhabitants of such a world, stories of resilience, kindness, friendship, love, and courage are especially significant, but the way they are approached is also important.</p>
<p>Fiction that is suitable for kids needs to be, in my opinion and for want of a better word, ennobling. While stories for adults can be gratuitously cruel, violent, sexual, or horrific, I think it’s safe to say that this cannot be the case when preparing stories for children. That doesn’t mean stories can’t deal with adult concepts and topics, but they can’t be presented in all their stark hopelessness. In works for children, at least as applies to my own writing, while evil is real, it has to be faced with courage and compassion, and where evil carries the day, it must still be overcome in the personality and psychology of the protagonists. In the end, if children are your audience, hope and healing is essential, even if your protagonists face the worst that world can dish out.</p>
<h3>WHAT DRAMA DOES FOR KIDS</h3>
<p>Drama and literature have a special purpose when it comes to kids. They help children to appreciate the past, to critique and think critically about the present, and to take warning and inspiration for the future. Even where the stories are highly speculative they can give kids insight into life and human nature. Honesty is therefore an essential element of writing kids fiction and drama.</p>
<h3>DRAMA AND KIDS WITH SPECIAL NEEDS</h3>
<p>I’ve mentioned before that I have two sons who are autistic. Both of them were born with brains that are far from normal. They have a lot of trouble interpreting social situations and people. The rules of social interaction, personal space, what’s polite and what isn’t; these things don’t come naturally to autistic kids. Where a neuro-typical kid absorbs social rules without effort, an autistic child has to be taught them explicitly. Understanding the “otherness” of the external world and other people is really hard for autistic kids. As such, empathy is not an easy skill for them to pick up.</p>
<p>When my kids were young it occurred to me that drama might be a way to help them recognise the separateness of other people and develop empathy by putting themselves in other people’s shoes. I started reading Peter Pan (the play) with my kids, getting them to take on the characters’ roles. From there we quickly graduated to other plays but quickly discovered that there aren’t an abundance of plays around that are written for, or interesting to, kids. It was the thing that prompted me to start writing them for myself.</p>
<p>Audio drama is particularly good, because it doesn’t require props or other visual cues. We could read them together at bedtime, without the need to prepare anything in advance, and it was a lot of fun. Unfortunately, I’m not the fastest writer in the world and I started looking around for audio drama scripts. Numerous people in the audio-drama community helped me out by supplying scripts that I could read with the kids – in particular I owe a huge debt to generous folks like Gregg Taylor of Decoder Ring Theatre and Pete Lutz of the Narada Theatre Company. Reading radio drama, taking on roles, and talking about the characters and their motivations etc. has made a huge difference to my kids. My youngest, who struggled the most in terms of social development, changed markedly as we read plays together. At school, a new child arrived and he introduced himself, and showed the boy around. The boy’s mother came to us (almost crying) to thank us that Ben had been so kind. Ben said he “thought the boy would be very lonely at a new school and needed someone to help him out”. To say this is not typical of autistic kids is putting it mildly. When the psychologist noted the progress he was making and asked us what we had been doing with Ben, we explained about the play reading. He thought about it for a minute and then responded, “yep, that would account for it”.</p>
<p>It turns out that reading plays (specifically adopting roles within plays) helps autistic kids create new connections in the brain, helps them develop insight into the psychology of those around them, promotes empathy, models social skills for them, improves their social intelligence, and helps autistic children imagine themselves from the outside (as other people might see them).</p>
<p>While people can buy the plays I write (and I’m always happy if they do because it helps me to pay for the website, and professional editing, and artwork etc.), I give them away for free to people, and the families of people, with children on the autism spectrum. As much as I love audio drama in and of itself (and have done since I was a kid) my primary motivation in writing audio-drama is my kids and the way audio drama can be used to help them with their social and brain development.</p>
<p>And there you have it; some musings, and possible insights, on writing for kids from someone who has been groping around in the dark trying to do just that. I’d love to hear what you agree with, disagree with, and just think in general about writing for kids.</p>
<p>The post <a href="https://weirdworldstudios.com/tips-and-suggestions-for-writing-audio-drama-for-kids/">Tips and Suggestions for Writing Audio Drama for Kids</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Alchemist &#8211; Episode 5 &#8211; Curse&#8217;s End</title>
		<link>https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/</link>
					<comments>https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 Dec 2017 19:01:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alchemist]]></category>
		<category><![CDATA[curse's end]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the alchemist]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=4456</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Curse&#8217;s End&#8221;, episode 5 (and the final) of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist &#8211; Episode 5 &#8211; Curse&#8217;s End</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Curse&#8217;s End&#8221;, episode 5 (and the final) of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4259" aria-describedby="caption-attachment-4259" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4259" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/11/047CosmicHorror01Sml.png?resize=200%2C283&#038;ssl=1" alt="Two Fisted Cosmic Horror - CH001 - The Alchemist" width="200" height="283" /><figcaption id="caption-attachment-4259" class="wp-caption-text">Two-Fisted Cosmic Horror &#8211; CH001 &#8211; The Alchemist</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE ALCHEMIST</h2>
<h3>EPISODE #5 – CURSE&#8217;S END</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #6: The Alchemist</strong></p>
<p>Trent Stone and Tess Carter are approached by a young French count (Antoine Duvalier) who, after the sudden death of his brother, is concerned that he has been cursed.  He asks for their help and they travel to France where they meet his childhood friend (Brigitte LeGrande), encounter a spooky chateau, numerous attempts on Antoine&#8217;s life, and pursue an underlying mystery involving a centuries-long quest for revenge. Can they unravel this mystery before the young count&#8217;s life is lost? Tune in thrill to the excitement of &#8220;The Alchemist&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CURSE&#8217;S END</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>ANTOINE Duvalier:</strong> Comte of the Chateau Duvalier</p>
<p><strong>BRIGITTE LeGRANDE:</strong> Childhood friend of Antoine</p>
<p><strong>GAVROSH</strong>: Child from the village</p>
<p><strong>CHARLES</strong>: Son of the Alchemist</p>
<p><strong>HOWARD LOVECRAFT</strong>: Writer of Macabre Tales and friend of Antoine</p>
<h2>ACT 3</h2>
<h3>SCENE 21: (INT) IN THE CAVERN (TRENT, TESS, GAVROSH, BRIGITTE, ANTOINE, CHARLES)</h3>
<ol start="765">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: While on a trip to France to help wealthy Comte Antoine Duvalier rid himself of a family curse, Tess, Trent, a small boy named Gavrosh, and the injured Brigitte LeGrande, find themselves trapped in a tunnel beneath Antoine’s chateau. With no choice but to go forward, they follow the tunnel into a cavern but have since become ensnared in nets that were set to trap them. In the dark, as they dangle from the ceiling, they hear the voice of their captor.</li>
<li><span style="text-decoration: underline;">SOUND: SWINGING NETS (CREAKING) ESTABLISH AND UNDER.</span></li>
<li>CHARLES: So, there you are, held in my nets. I have you, dangling from the roof, like kittens in sacks waiting to be drowned. Mwahahahahaha.</li>
<li>BRIGITTE: Sacre! It’s hideous.</li>
<li>TESS: Are you even alive? Are you in pain? You look starved, emaciated.</li>
<li>CHARLES: Of course I am alive. I have enjoyed more life than you can even begin to imagine. I neither eat nor sleep. The elixir gives me all the life I need.</li>
<li>TRENT: A parody of life. You are little more than skin hanging on bones. How long have you existed like this?</li>
<li>CHARLES: You would dare to pity me? You are insects, too stupid to even guess who I am. (BEAT) I am the scourge upon this house. The killer of countless generations of Comtes. Down through the centuries I have come, taking revenge upon this weak bloodline of puffed up petty lordlings until now, the line is almost extinct. I am&#8230;</li>
<li>TRENT: (SNEERING) You are Charles, son of Mauvais, discoverer of the elixir of life, and pitiful monster, cursed to this thin, stretched existence, consumed by hate beyond anything sane.</li>
<li>CHARLES: Mad? You think me mad? I have achieved more than you can possibly comprehend. I have studied long and hard. I have probed the mysteries of ointments and philters, potions, and scents. I can bewitch the mind, enslave the body, and&#8230;</li>
<li>TESS: Get yourself checked into a ward at a sanitarium.</li>
<li>CHARLES: Bah! You will see. I will show you all!</li>
<li><span style="text-decoration: underline;">SOUND: BANGS AND CLANKS OF WINCHES AT WORK – CONTINUE UNDER UNTIL 789.</span></li>
<li>GAVROSH: Wait, what’s happening? We’re moving.</li>
<li>TESS: The nets are being moved along the ceiling.</li>
<li>ANTOINE: You won’t get away with this.</li>
<li>CHARLES: My dear Monsieur Le Comte, I wouldn’t be so quick to draw attention to yourself with this bravado, if I were you. Don’t get me wrong – I still intend to kill you – but I intend to play a little first. It has been too long since I last had any entertainment down here.</li>
<li>TESS: (SARCASTIC) If you can’t find a good book to read, you should get yourself a radio.</li>
<li>CHARLES: Laugh all you will, Miss Carter&#8230; and yes, I know exactly who you are&#8230; but I will soon wipe that superior smirk off your face.</li>
<li>ANTOINE: (STAGE WHISPER) Gavrosh. Here, take my knife. Your net looks the flimsiest. I’m not sure what this monster has in mind, but if anything happens to us, you must survive.</li>
<li>GAVROSH: But monsieur?</li>
<li>ANTOINE: I know, Gavrosh. But you are on the edge and not over the pit. You are our best chance. Now cut. Quickly.</li>
<li><span style="text-decoration: underline;">SOUND: SAWING NOISE – ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: WINCHES CONTINUE AND COME TO A CLUNK STOP – LET IT FINISH.</span></li>
<li>TESS: Whoah. You’ve moved us over the arena.</li>
<li>CHARLES: Yes. The bone pit awaits. In you go!</li>
<li><span style="text-decoration: underline;">SOUND: MACHINERY RELEASE AND DROP OF TESS AND TRENT ONTO BONES – LET IT FINISH.</span></li>
<li>TRENT AND TESS: (UNDER) Ugh! Oh, Ouch! Etc.</li>
<li>ANTOINE: No! You monster! What do you intend to do to them?</li>
<li>CHARLES: I’ve put your friends into the pit for a purpose, monsieur. First them, then the boy and your woman, mademoiselle LeGrande. Watch as I grant them the ability to see monsters. (BEAT) Monsieur Stone? Mademoiselle Carter? Catch!</li>
<li>TRENT: Tess, look out!</li>
<li><span style="text-decoration: underline;">SOUND: SMASH OF TWO GLASS AMPOULES AND HISS OF ESCAPING GAS – LET IT FINISH.</span></li>
<li>TESS: (COUGHING) He’s thrown in some kind of gas bombs. I can’t&#8230; see&#8230;</li>
<li>CHARLES: Don’t worry, my dear. It simply allows you to see the creature in the pit with you. Do you see it yet? The monster?</li>
<li>TESS: Yes&#8230; Yes, I see it. It’s huge and hideous. With tentacles where its face should be and long scaly arms with claws.</li>
<li>CHARLES: Yes it is. And it will be coming for you.</li>
<li>TRENT: Tess where are you? I can see it. It’s here.</li>
<li>TESS: It’s coming towards me.</li>
<li>CHARLES: You need to defend yourself. Take up some of the bones that surround you. Fashion a club or a knife. Fight. Fight for your lives. Bwahahaha!</li>
<li>TRENT: I can see it, Tess. I’m coming. It’s just standing there waiting.</li>
<li>TESS: It’s coming right at me, Trent. It’s&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: RIP AND LIGHT BODY DROP – UNDER.</span></li>
<li>CHARLES: (WITH MAD ENTHUSIASM) Kill it! Go-on, Kill it!</li>
<li>SOUND: RUNNING FEET APPROACHING) LET IT FINISH.</li>
<li>GAVROSH: No. No! It is you who will be killed.</li>
<li><span style="text-decoration: underline;">SOUND: STABBING – LET IT FINISH.</span></li>
<li>CHARLES: (IN PAIN) Argh! You little beast! You’ve escaped.</li>
<li>GAVROSH: Take that!</li>
<li><span style="text-decoration: underline;">SOUND: STABBING – LET IT FINISH.</span></li>
<li>CHARLES: (WAILING) Aargh, it hurts. I haven’t felt this for so long. Pain!</li>
<li>GAVROSH: Then take this, too!</li>
<li><span style="text-decoration: underline;">SOUND: PUSH AND SPLASH – THEN SPLASHING &#8211; UNDER</span></li>
<li>CHARLES: (SCREAMING AS HE DROWNS) You’ve drowned me. I’m being boiled alive. I cannot swi&#8230; (GLUB GLUB GLUB).</li>
<li>GAVROSH: Uh&#8230; I&#8230; I killed him.</li>
<li>ANTOINE: Trent? Tess? Can you hear me? There is nothing in the arena with you.</li>
<li>TRENT: But&#8230; I can see it.</li>
<li>ANTOINE: No. You can see Tess. The gas. It has altered your perception. Stop moving.</li>
<li>TRENT: Alright.</li>
<li>ANTOINE: Tess. The monster has stopped moving now too, hasn’t it?</li>
<li>TESS: Y&#8230; yes! We’ve been drugged to see each other as monsters. (BEAT) I could have killed you, Trent.</li>
<li>TRENT: And me you. We’ll need to wait for the gas to wear off a little before we do anything more. (BEAT) Antoine, how is Brigitte?</li>
<li>ANTOINE: Brigitte! Brigitte, are you alright?</li>
<li>BRIGITTE: (no answer)</li>
<li>ANTOINE: She’s not responding. Gavrosh, can you get us down? Gavrosh?</li>
<li>GAVROSH: Sorry, yes. (SNIFFS. TRYING TO SOUND BRAVE) I’ll get the controls. It won’t be gentle though.</li>
<li>ANTOINE: That’s fine. Just hurry.</li>
<li>GAVROSH: Yes, monsieur.</li>
<li><span style="text-decoration: underline;">SOUND: MACHINERY RELEASE AND DROP OF ANTOINE AND BRIGITTE ONTO BONES – LET IT FINISH.</span></li>
<li>ANTOINE: Oh, aargh! Brigitte. Are you alright?</li>
<li>TESS: You appear like two more monsters. Is she okay?</li>
<li>ANTOINE: She is breathing&#8230; but she is not conscious. (BEAT) Gavrosh can you find something to get us out of here? (TO SELF) At least the gas has cleared, even if Trent and Tess are still useless and under its effects.</li>
<li>TESS: I heard that!</li>
<li>ANTOINE: Good!</li>
<li>GAVROSH: Oi! There is a cable over here. I’ll lower it to you&#8230; but you’ll have to climb it yourselves. I’m not strong enough to lift you out.</li>
<li>ANTOINE: Thankyou Gavrosh. Trent, are you under control, yet?</li>
<li>TRENT: Everything looks strange, but yes. I’m in control of everything except my perceptions.</li>
<li>ANTOINE: Good. I need your help to get Brigitte out of this hole. (BEAT) I’ll climb up first and then between us we’ll haul her up.</li>
<li>TESS: Yeah, well. Don’t ignore me just cause you both look like some kind of cross between Italian noodles and a seafood platter. I can help, you know?</li>
<li>ANTOINE: Er&#8230; I don’t know&#8230;</li>
<li>TRENT: Don’t argue, Antoine. That never ends well.</li>
<li>ANTOINE: Can you even see the lip of the arena?</li>
<li>TESS: It’s kind of on the wobbly side, but things are starting to firm up.</li>
<li>TRENT: Yeah, and it’s not growing purple hair anymore.</li>
<li>ANTOINE: That’s very comforting. I’m going up. Try not to place any strain on her burns when you pick her up. (GRUNTS) Ugh. Hmpf. Etc. (FADE OUT).</li>
<li>TESS: (RELIEF) Ugh! I’m glad that’s over. She’s heavier than she looks. Just let me catch my breath and I’ll be able to help you carry Brigitte out of these tunnels and get her to a doctor.</li>
<li>ANTOINE: How are things looking. More or less normal. Where’s Gavrosh?</li>
<li>TRENT: He’s over by the boiling pool.</li>
<li>TESS: Is that where he pushed the Alchemist in?</li>
<li>ANTOINE: (ANNOYED AT SELF) Ugh! I’ve been so busy with Brigitte I forgot about the boy.</li>
<li>TESS: I’ll go talk to him.</li>
<li><span style="text-decoration: underline;">SOUND: WALKING ACROSS TO THE BOY – LET IT FINISH.</span></li>
<li>TESS: (GENTLY) Gavrosh? Are you okay?</li>
<li>GAVROSH: I thought I’d feel better, after&#8230; I didn’t mean to kill him.</li>
<li>TESS: You didn’t kill him Gavrosh. He slipped and fell into the pool. It was an accident at best. You were very brave, you know? He would have killed all of us if you hadn’t acted as you did.</li>
<li>GAVROSH: I didn’t feel brave. I don’t think I felt anything at all. Just anger! (BEAT) My sister’s gone, isn’t she?</li>
<li>TESS: Yes, Gavrosh. She’s gone.</li>
<li>GAVROSH: Look at him down there. Just lying at the bottom. His eyes are still open. (DETACHED) He doesn’t look like much now, does he?</li>
<li>TESS: Oh Gavrosh, I didn’t realize you could still see him. Come away. He’s finished with now. There is nothing good that will come of watching his body disintegrate.</li>
<li>TESS: (SNIFFS) Yes, mademoiselle.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – LET THEM FINISH.</span></li>
<li>TRENT: Is the boy alright?</li>
<li>TESS: He’ll be fine. But we need to get out of here. How’s Brigitte?</li>
<li>TRENT: She’s passed out. But she’s warmed up a little. I think she’ll be okay if we get her out of here quickly.</li>
<li>BRIGITTE: (GROANS) What? What happened?</li>
<li>ANTOINE: It’s alright Brigitte, we’re safe. You were unconscious for a little while.</li>
<li>BRIGITTE: Antoine. What happened to&#8230;?</li>
<li>ANTOINE: It is alright. He is dead. He cannot hurt us ever again. The curse has been lifted.</li>
<li>TESS: Can you walk, Brigitte?</li>
<li>BRIGITTE: Yes. I can (ugh!) but my arm still hurts.</li>
<li>TRENT: We’ll get that taken care of as soon as possible. For right now let’s get out of here. There is an opening on the other side of this cavern.</li>
<li>BRIGITTE: Lay on, MacDuff.</li>
<li>TESS: Seriously? Macbeth with a French accent?</li>
<li>BRIGITTE: Why not? You English keep trying to perform stage versions of Victor Hugo’s works.</li>
<li>TESS: Fair enough. Come on.</li>
<li>GAVROSH: I will help you Mademoiselle Brigitte.</li>
<li>BRIGITTE: Thankyou Gavrosh.</li>
<li><span style="text-decoration: underline;">SOUND: WALKING SEVERAL STEPS THEN AN AUDIBLE CLICK – LET IT FINISH.</span></li>
<li>TESS: Trent? What was that?</li>
<li>TRENT: It sounded like a pressure plate under the floor.</li>
<li><span style="text-decoration: underline;">SOUND: RUMBLING BUILDS SLOWLY – PUNCTUATED BY POPS, BANGS, AND HISSES – UNDER</span></li>
<li>TRENT: Yep! I’d say we’ve set off some kind of failsafe.</li>
<li>ANTOINE: And&#8230; How should we respond?</li>
<li><span style="text-decoration: underline;">SOUND: OCCASIONAL ROCKS FALLING – UNDER</span></li>
<li>TRENT: If we don’t want to find ourselves buried alive, I’d say our best bet is to run. And fast.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 22: INT – LOCAL HOSPITAL (TRENT, TESS, ANTOINE, BRIGITTE)</h3>
<ol start="892">
<li><span style="text-decoration: underline;">SOUND: HEART RATE MONITOR BEEPING &#8211; ESTABLISH AND UNDER</span></li>
<li>PUBLIC ADDRESS: Dr. Ferrer to I.C.U, please. Dr. Ferrer.</li>
<li>TRENT: Tess, what are you doing out here in the corridor?</li>
<li>TESS: Antoine wanted a moment with Brigitte. I think he may be about to propose.</li>
<li>TRENT: What, marriage???</li>
<li>TESS: No, backgammon. Of course marriage.</li>
<li>TRENT: (STERNLY) Tess, you haven’t been meddling have you?</li>
<li>TESS: (ANNOYED) Oh, get off your high horse. No, I haven’t. Antoine’s just had a few home truths brought to his attention by the experiences of the last day or two.</li>
<li>TRENT: Sorry Tess. Of course, you’re right. The chemistry between the two of them was pretty obvious from the start.</li>
<li>TESS: I think the only thing holding them back was Antoine’s foolish notion that she was in love with his brother. That, and how she didn’t have the nerve to tell him she hadn’t felt that way about Gaspard since they were in their teens.</li>
<li>TRENT: Ah, L’amore. It makes fools of us all. And now that this curse has been dealt with, he can take a wife without worrying that he is sentencing her to early widowhood.</li>
<li>TESS: Yeah. Do you think that emaciated figure in the tunnels really was the alchemist Charles son of Mauvais?</li>
<li>TRENT: It strains credulity, but we’ve both seen stranger.</li>
<li>TESS: Yeah, I guess we have. But imagine it, all those centuries devoted to hate and vengeance? Such a waste. And with the elixir of life at his command too.</li>
<li>TRENT: An elixir that rendered him a walking corpse. If the curse existed at all, it was the one that condemned Charles to that hideous half-life below the Chateau. I think that it’s a good thing that the tunnels have caved in. Charles’ secret is lost with his corpse.</li>
<li>TESS: And that poor boy, Gavrosh – and his sister? In terms of the damage it did, the curse had a very long reach.</li>
<li>TRENT: Yes. Gavrosh is back with his family now. When I left them, just now, they were all grief-stricken. The police will recover the bodies of the little girl and the Banker from the Chateau. This adventure has been marred by grief and&#8230;</li>
<li>TESS: I know&#8230; we can never hope to save them all. We just do the best we can.</li>
<li>TRENT: And that was precious little on this trip. In the end, the day was saved by a little boy while the two of us were planning to kill each other in a drugged stupor. (SIGH)</li>
<li>TESS: Cheer up. It’s not all darkness. I think Antoine and Brigitte will be happy together, despite the grief that has made it possible. She’s going to have a nasty scar on her arm from that chemical burn. (BEAT) You know Trent, I’ve been thinking.</li>
<li>TRENT: Yes, me too. But, you go first.</li>
<li>TESS: Maybe I’ve been putting you under too much pressure over this marriage thing. If you’re not ready&#8230;</li>
<li>TRENT: (INTERRUPTING) How about Paris?</li>
<li>TESS: What?</li>
<li>TRENT: Well, we’re here aren’t we? Wouldn’t it be nice to get married in Paris?</li>
<li>TESS: What, now?</li>
<li>TRENT: Well, yes. It’s only a train trip away and I figure while Antoine could play best man, Brigitte would make a lovely bridesmaid.</li>
<li>TESS: But&#8230; but&#8230;</li>
<li>TRENT: I know I’ve been slow to get around to this. I’ve been waiting for the right moment. Sometime when things are quiet for the two of us. But frankly&#8230;</li>
<li>TESS: Life is never quiet, I know.</li>
<li>TRENT: So&#8230;</li>
<li>TESS: It’s kind of like eloping isn’t it?</li>
<li>TRENT: Neither of us has family to worry about&#8230; and our friends tend to be scattered about the world engaged in various forms of hero work, we can hardly offend anyone by not inviting them when they’re all too busy to attend anyway&#8230; so&#8230;</li>
<li>TESS: Yes! Absolutely, yes!</li>
<li>ANTOINE: (AT A DISTANCE) Ha Ha! Yes! You have made me the happiest man in the world! I shall go out and tell them.</li>
<li><span style="text-decoration: underline;">SOUND: STEPS – DOOR OPENS – LET IT FINISH.</span></li>
<li>ANTOINE: (ELATED) My friends! We want you to be the first to know. Brigitte and I are engaged to be married!</li>
<li>TRENT: Congratulations old man. We’re so pleased for you!</li>
<li>TESS: Yes, congratulations. That’s wonderful news.</li>
<li>ANTOINE: Of course you will have to attend the wedding. It will take some time to organize – Brigitte has, apparently, many in-laws and cousins who must be invited – and I will need someone to come and sit on my side of the church.</li>
<li>TRENT: It would be an honor.</li>
<li>TESS: Oh, we wouldn’t miss it!</li>
<li>ANTOINE: Come in and celebrate with us. Brigitte will want to tell you all her plans – I fear they are evolving by the minute.</li>
<li>TESS: Well, I’m glad you’re already recognizing your place in this process, Antoine.</li>
<li>TRENT: But, before I join you, I’d like to use the telephone. I want to send a message to your friend Howard Lovecraft while the events are still fresh in my memory. I think he’d be able to make a pretty good story out of these last few days.</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s urgency about tying the knot, but mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. Now that Trent’s owned up to his feelings about me and we’re engaged, it’s time to set a date. But Trent keeps dragging his feet. I’m not getting any younger, you know?</p>
<p><strong>ANTOINE Duvalier:</strong> Bonjour. I am the Comte du Chateau Duvalier (Count of Duvalier Castle) and I have discovered that the legendary curse, rumored to have killed off every male heir to the title of my family estate for generations, is not so legendary after all. My brother is dead, and I am the last of my line. I must get to the bottom of this mystery before I, too, am overtaken by it.</p>
<p><strong>BRIGITTE LeGRANDE:</strong> I am Brigitte LeGrande. I grew up with Antoine and his brother. Many years ago I loved the brother (though it was not reciprocated), but I was merely a child. It has been a great many years since that was true but Antoine has not realized how things have changed. Out of respect for his brother’s memory, he resists seeing me as more than a friend. Still, I am patient. I am smart. I will help him deal with this, oh so ridiculous, curse. Then, we shall see what we shall see.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>GAVROSH:</strong> I am a boy, full of mischief and fun, but now frightened beyond words by the events surrounding me. My sister has been lost and I am so very, very afraid that I will be next.</p>
<p><strong>CHARLES:</strong> I am motivated by an intense hatred for the House Du Valier.  I will not rest until every last member of the male line has been wiped from the face of the earth. I do not care what I must do.  I do not care how long it takes.  I will kill them all.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>The Alchemist</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist – Episode 1 – The Family Curse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist – Episode 2 – A Secret from the Past</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist – Episode 3 – Hell’s Chateau</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist – Episode 4 – Cat and Mouse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist – Episode 5 – Curse’s End</a></li>
</ul>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist &#8211; Episode 5 &#8211; Curse&#8217;s End</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Tips and Suggestions for Writing Romance in Audio Drama</title>
		<link>https://weirdworldstudios.com/tips-and-suggestions-for-writing-romance/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 27 Dec 2017 07:16:09 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[romance]]></category>
		<category><![CDATA[scriptwriting]]></category>
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					<description><![CDATA[<p>TECHNIQUES AND STRUCTURES FOR WRITING ROMANCE A TEMPLATE FOR ROMANCE? More from the side project this week&#8230; but first, an admission. There are numerous kinds of scenes that I struggle with. I find romance hard to write. I find action scenes devilishly difficult. Comedy is not my strong suit&#8230; and neither is tragedy. That&#8217;s whole [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tips-and-suggestions-for-writing-romance/">Tips and Suggestions for Writing Romance in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>TECHNIQUES AND STRUCTURES FOR WRITING ROMANCE</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3>A TEMPLATE FOR ROMANCE?</h3>
<p>More from the side project this week&#8230; but first, an admission. There are numerous kinds of scenes that I struggle with. I find romance hard to write. I find action scenes devilishly difficult. Comedy is not my strong suit&#8230; and neither is tragedy. That&#8217;s whole areas of dramatic expression that I know I&#8217;m weak at. It&#8217;s the reason my experimental project exists. On my PC I keep a folder full of writing where I am trying out scenes and techniques that I&#8217;m weak at, not because I want to pursue them in any particular work or project, but because I want to keep on learning and get better at writing.</p>
<p>Here for your consideration and comment is some advice I found helpful on writing scenes in one of my weak areas; romance. I&#8217;ve included a link to a scene from my experimental folder to illustrate its use (added to my website this week) and an analysis of how the scene implements the advice that follows.</p>
<p>I&#8217;ve long forgotten the source of this advice on building romance in a story. It certainly doesn&#8217;t originate with me. It is however an interesting structure for framing a typical romantic story and one I refer to when I have a romantic story-line or sub-plot in mind.</p>
<h3>1. Introduce the characters</h3>
<p>At the heart of a romance are two strong, appealing, sympathetic and three-dimensional characters.</p>
<p>Dialogue, rather than action, is the key tool to giving life, energy and pace to romance writing.</p>
<p>The protagonist (in a weakened state) meets the potential partner &#8211; but the relationship is uneven (not yet an equal partnership).</p>
<h3>2. Introduce the conflict</h3>
<p>There is a barrier to them being together (a conflict).</p>
<p>There are two types of conflict: internal and external:</p>
<p>Internal conflict is the romance writer&#8217;s main focus: defined by either character &#8212; the opposing forces within a personality, motivations and aspirations &#8212; or by an emotional situation within a relationship &#8212; for example, an unexpected pregnancy or an arranged marriage.</p>
<p>External conflict provides additional support to the developing romance and plot. External conflict is defined by misunderstandings, circumstances or a secondary character&#8217;s influence.</p>
<p>The conflict must be believable and must lend itself to being sustained over the course of a whole story &#8212; ideally two or three conflicts that unfold and are resolved in the course can be used. Conflict doesn&#8217;t mean endless arguments and should be layered in with emotional highs and lows.</p>
<h3>3. Love unfolds despite the central conflict&#8230;</h3>
<p>The attraction must be made obvious (even if being resisted by the characters themselves) and trust must be built and expressed.</p>
<h3>4. But then the conflict forces them apart&#8230;</h3>
<p>The characters must separate as a result of the conflict coming out into the open.</p>
<h3>5. Introduce the reversal and the protagonist&#8217;s character growth&#8230;</h3>
<p>The protagonist then loses everything and is forced to find new strength (overcoming the weakness revealed at the beginning of the story).</p>
<h3>6. Rapprochment&#8230;</h3>
<p>The potential partner is encountered anew and repents of the split &#8211; the conflict is finally overcome.</p>
<h3>7. Denouement&#8230;</h3>
<p>The protagonist is now strong enough to enter the relationship on equal footing and the relationship is formalised.</p>
<h4>EXAMPLE (Amy and Maynard &#8211; A tale of young love)</h4>
<p><a href="https://l.facebook.com/l.php?u=http%3A%2F%2Fweirdworldstudios.com%2Famy-maynard-old-fashioned-tale-young-love%2F&amp;h=ATOwxgSUSGBHNLUXuxHdZhUrZitL3qmoWtI45d0lulZsxC5LuCCMDKyQ0XA5uKAq9c3gyOBojaSUAZuwaON737oHfe7V_LGyoJi_7YO3rfW3UlOi5d_hwc9xePk0d67sIV7MK0im7DtLIPWf0d9EFIVUIApXGq0&amp;enc=AZOuXrvYl6c66q8_Z6dz1rGaoIy4xguWaQnBbzdlV-OQJWSx5XPrzsAHKyfV2Oz9-m63fP8X-RqckQnD2IJm_lRZ9BuSt51D-LNtN_1H1_Txg7WhvLdwRnzx8LmFPMuLLifrQ0db3ukOhc5LUB8r0U_bNLxIQO1pPuKTKCC2WqhqLA&amp;s=1&quot; \t &quot;_blank">http://weirdworldstudios.com/amy-maynard-old-fashioned-tal…/</a></p>
<h4>ANALYSIS</h4>
<p>Here&#8217;s how the above play attempts to hit all the beats of the Romantic plot.</p>
<p><strong>1. Introduce the characters</strong></p>
<p>We are introduced to Amy and Maynard, our protagonists.</p>
<p>We establish the unevenness of the relationship when Nikki points out that she knows Amy has been in love with the clueless Maynard forever.</p>
<p><strong>2. Introduce the conflict</strong></p>
<p>Pam, returning from her holiday, makes a play for Maynard threatening the relationship of all of them.</p>
<p><strong>3. Love unfolds despite the central conflict&#8230;</strong></p>
<p>Amy tags along like a jealous and lovesick puppydog.</p>
<p><strong>4. But then the conflict forces them apart&#8230;</strong></p>
<p>Pam monopolizes Maynard, keeping him to herself, while Amy&#8217;s sense of independence and fair play keeps her from stooping to the same tactics.</p>
<p><strong>5. Introduce the reversal and the protagonist&#8217;s character growth&#8230;</strong></p>
<p>Amy falls in the pond and punches the otherwise clueless Maynard in the nose.</p>
<p><strong>6. Rapprochment&#8230;</strong></p>
<p>Maynard seeks Amy out and apologises, asking her to the cricket.</p>
<p><strong>7. Denouement&#8230;</strong></p>
<p>Nicki helps Amy see the symbolic importance of the date.</p>
<p>Let me know what you think. Is this a good working model for presenting romance? Do you use a different one? What techniques do you use that aren&#8217;t mentioned here? I&#8217;d love to hear from you.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/tips-and-suggestions-for-writing-romance/">Tips and Suggestions for Writing Romance in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Alchemist &#8211; Episode 4 &#8211; Cat and Mouse</title>
		<link>https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/</link>
					<comments>https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 22 Dec 2017 20:15:17 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alchemist]]></category>
		<category><![CDATA[cat and mouse]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the alchemist]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Cat and Mouse&#8221;, episode 4 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist &#8211; Episode 4 &#8211; Cat and Mouse</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Cat and Mouse&#8221;, episode 4 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4259" aria-describedby="caption-attachment-4259" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4259" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/11/047CosmicHorror01Sml.png?resize=200%2C283&#038;ssl=1" alt="Two Fisted Cosmic Horror - CH001 - The Alchemist" width="200" height="283" /><figcaption id="caption-attachment-4259" class="wp-caption-text">Two-Fisted Cosmic Horror &#8211; CH001 &#8211; The Alchemist</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE ALCHEMIST</h2>
<h3>EPISODE #4 – CAT AND MOUSE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #6: The Alchemist</strong></p>
<p>Trent Stone and Tess Carter are approached by a young French count (Antoine Duvalier) who, after the sudden death of his brother, is concerned that he has been cursed.  He asks for their help and they travel to France where they meet his childhood friend (Brigitte LeGrande), encounter a spooky chateau, numerous attempts on Antoine&#8217;s life, and pursue an underlying mystery involving a centuries-long quest for revenge. Can they unravel this mystery before the young count&#8217;s life is lost? Tune in thrill to the excitement of &#8220;The Alchemist&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CAT AND MOUSE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>ANTOINE Duvalier:</strong> COMTE of the CHATEAU Duvalier</p>
<p><strong>BRIGITTE LeGRANDE:</strong> Childhood friend of Antoine&#8217;s</p>
<p><strong>GAVROSH:</strong> Child from the village</p>
<p><strong>CHARLES:</strong> Son of the Alchemist</p>
<h3>SCENE 16: (INT) UPSTAIRS (BRIGITTE, TRENT, TESS, GAVROSH, ANTOINE)</h3>
<ol start="550">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: Having traveled to France and the ancestral home of Antoine Duvalier to investigate a curse, Trent and Tess find themselves, along with a young woman named Brigitte LeGrand and a young boy whose sister has been murdered, hunting a killer in the chateau.</li>
<li>BRIGITTE: So, what do we do now?</li>
<li>TRENT: Somewhere in the building is a killer. I suggest we find and deal with him.</li>
<li>TESS: Or her. The killer could be a woman, you know?</li>
<li>TRENT: Fair enough. We should stay open to all possibilities.</li>
<li>GAVROSH: You are all crazy people. He is mad and scary and you want to find him? I just want to find my sister and go home.</li>
<li>BRIGITTE: I&#8230; uh&#8230; think you had best stay with us for now.</li>
<li>GAVROSH: But my sister&#8230;</li>
<li>BRIGITTE: (BEAT) I don’t know how to tell you this, Gavrosh, but your sister&#8230;</li>
<li>GAVROSH: No. No! My sister is fine. We just have to find her.</li>
<li>BRIGITTE: I’m so sorry Gavrosh. Your sister is not fine. There was nothing we could do. (CHOKED UP) I’m so sorry.</li>
<li>GAVROSH: No! (WAILING) Marielle!</li>
<li>TRENT: (URGENTLY) Hold him. Don’t let him run.</li>
<li>GAVROSH: (STRUGGLING &#8211; UNDER) No. No. No. (etc.)</li>
<li>ANTOINE: I’ve got him. (BEAT) I’m sorry Gavrosh. There is nothing you can do.</li>
<li>GAVROSH: Nothing? Kill him! Find him and kill him!</li>
<li>TESS: Kill who Gavrosh? Do you know who we are looking for?</li>
<li>GAVROSH: (DEFEATED) No. I don’t. Do you?</li>
<li>TESS: No, but we know where he has been and we have experience hunting people like this. We will catch this killer. Justice will be done.</li>
<li>GAVROSH: You’ll make him pay? You promise?</li>
<li>TESS: Yes, I promise.</li>
<li>GAVROSH: Good!</li>
<li>ANTOINE: If that’s settled, I too think I would like to get my hands on this murderer of innocents &#8230;</li>
<li>TESS: One more thing. Gavrosh, while you were hiding here in the castle, did you hear or see anything that might help us find this killer?</li>
<li>GAVROSH: No&#8230; Except&#8230;</li>
<li>TESS: Yes&#8230;</li>
<li>GAVROSH: When Monsieur Taggart arrived he was very angry with us. We ran from him, but I heard sounds&#8230; from the basement. I was going to hide down there but the sounds made me afraid.</li>
<li>TESS: What kind of sounds?</li>
<li>GAVROSH: Like someone dragging a boulder along the floor.</li>
<li>TRENT: Hmmm. I think we should start with an examination of the cellar&#8230; and I also think that none of us should get separated from the others. Our strongest advantage lies in our numbers.</li>
<li>ANTOINE: Alright, the cellars are this way.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER</span></li>
</ol>
<h3>SCENE 17: (INT) STAIRS TO THE CELLAR  (TRENT, TESS, BRIGITTE, ANTOINE, GAVROSH)</h3>
<ol start="584">
<li>ANTOINE: Here we are, those are the stairs to the cellar.</li>
<li>TESS: Well, I’ll say this for spooky old castles; they do creepy shadows really well.</li>
<li>TRENT: Yes, I don’t relish going down those stairs in the dark.</li>
<li>ANTOINE: Behind you, on the wall. There are candles in that cupboard. There should be matches as well&#8230; assuming the mice haven’t got to them.</li>
<li><span style="text-decoration: underline;">SOUND: CUPBOARD OPENING – CLINKING OF CANDLES – LET IT FINISH.</span></li>
<li>TRENT: It looks like this is just what we need. Here, everybody take one.</li>
<li><span style="text-decoration: underline;">SOUND: MATCH BEING STRUCK – LET IT FINISH.</span></li>
<li>TRENT: Here bring your candles in so I can light them. (BEAT) There you are.</li>
<li>GAVROSH: Do I get one?</li>
<li>BRIGITTE: Sure, honey. Here. (BEAT) Perhaps it would be best if I stayed up here with the boy.</li>
<li>TESS: I don’t think that would be a good idea. We don’t know, yet, whether our quarry is before us or behind. I vote we all stay together.</li>
<li>ANTOINE: Yes. I won’t have you out of my sight while there is a killer on the loose, Brigitte.</li>
<li>BRIGITTE: Antoine?</li>
<li>TESS: (INTERRUPTING) Seriously? Now’s the time you choose to start letting her know how you feel?</li>
<li>GAVROSH: (SING SONG) The Comte is in lo..ove.</li>
<li>ANTOINE: (EMBARRASSED) Er&#8230; um&#8230; I believe I already said the stairs are just here. Let’s get underway.</li>
<li>TRENT: (AMUSED) Yes, let’s. But perhaps I’ll go first, Antoine. I’d hate for your desire to escape embarrassment to lead you to make a hasty misstep.</li>
<li>TESS: Well don’t you go and do something stupid, either, Trent.</li>
<li>TRENT: I make no promises. Come on.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 18: (INT) CELLAR  (TRENT, TESS, ANTOINE, BRIGITTE, GAVROSH)</h3>
<ol start="604">
<li><span style="text-decoration: underline;">SOUND: (WALLA) OCCASIONAL ECHOING DRIPS, BUBBLING LAB EQUIPMENT – ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: FILTER DIALOG TO CREATE WIDE ECHOING SPACE.</span></li>
<li>TESS: Get a load o’ this place will you? (BEAT) Did you know all this was down here, Antoine?</li>
<li>ANTOINE: No. In fact, I’ve never seen this stuff before in my life. It’s like an old laboratory.</li>
<li>TRENT: This isn’t a project your brother started working on, is it? A hobby, perhaps?</li>
<li>ANTOINE: Gaspard was many things monsieur, but an amateur scientist was not one of them. He lacked both the patience and the basic inquisitiveness for such pursuits.</li>
<li>BRIGITTE: What Antoine is trying to say is that Gaspard was not a man blessed with much imagination. He was interested in ledgers and accounting and little else.</li>
<li>TRENT: Then I think we have tracked our quarry back to his lair.</li>
<li>ANTOINE: If so, this individual has been quite brazen. Setting up in plain sight like this.</li>
<li>TESS: I guess if he thought the place was empty&#8230;?</li>
<li>TRENT: This equipment is positively ancient. It’s more like a recreation of a medieval lab than a modern scientific facility.</li>
<li>ANTOINE: Yes. Over here, these shelves act as stores; herbs, powders, chemical agents. They’re all labeled but most I don’t recognize&#8230; and the spellings are very archaic.</li>
<li>BRIGITTE: There’s a diary or journal over here. The text is, well, I think it’s some kind of code. I can’t quite&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: HISSING BURNING SOUND &#8211; ESTABLISH AND UNDER (UNTIL 614).</span></li>
<li>BRIGITTE: Aaargh! My skin. It’s burning. Sacre&#8230; Help me!</li>
<li>ANTOINE: Brigitte?</li>
<li>TESS: Brigitte, put the journal down. It’s been treated with something caustic.</li>
<li><span style="text-decoration: underline;">SOUND: BOOK FALLS – LET IT FINISH.</span></li>
<li>BRIGITTE: Aaargh! It’s spreading.</li>
<li>TRENT: Tess, get that bucket beside you. Is it water?</li>
<li>TESS: Yes, I think so.</li>
<li>TRENT: Submerge Brigitte’s hand.</li>
<li><span style="text-decoration: underline;">SOUND: SPLASH AS HAND ENTERS WATER – LET IT FINISH.</span></li>
<li>BRIGITTE: Oh, the pain was so strong.</li>
<li>TESS: Good, but that burn looks nasty.</li>
<li>BRIGITTE: (WOOZY) Yes, the pain was very&#8230; (PASSES OUT) ugh.</li>
<li>ANTOINE: Brigitte? (PANICKED) Brigitte!</li>
<li>TESS: It’s alright, Antoine. She’s just passed out&#8230; but the burn is severe. She may be going into shock.</li>
<li>TRENT: Make sure her hand stays submerged. Yes, her temperature is dropping. It’s also possible the toxins that were on the book will be trying to get into her bloodstream and are poisoning her.</li>
<li>ANTOINE: Poison!</li>
<li>TESS: Easy Antoine. First thing’s first. We’ll clean the chemical from the wound. What do you think, Trent? Some kind of phosphorus that activates when it comes in contact with skin?</li>
<li>TRENT: Perhaps. I wish we had more light.</li>
<li>TESS: It’s a good thing she passed out. Trying to clean her hand would be very painful if she were awake.</li>
<li>TRENT: We’re going to need some bandages.</li>
<li>ANTOINE: Here use my shirt. And give her my jacket&#8230; for the shock. I’ve still got my pullover.</li>
<li>TRENT: Thanks, Antoine.</li>
<li><span style="text-decoration: underline;">SOUND: BRIEF TEARING OF FABRIC INTO BANDAGES – ESTABLISH AND UNDER.</span></li>
<li>TESS: I think, I’ve got the wound clean. Shall we risk pulling her hand out?</li>
<li>TRENT: Let’s give it a try.</li>
<li><span style="text-decoration: underline;">SOUND: HAND WITHDRAWING FROM WATER – LET IT FINISH.</span></li>
<li>TRENT: Anything?</li>
<li>TESS: It doesn’t seem to be reigniting. What now?</li>
<li>TRENT: She needs proper treatment. For now, dab the wounds dry and bandage them&#8230; loosely.</li>
<li>GAVROSH: Will she be okay?</li>
<li>TRENT: I think she’ll be fine. Assuming we can get her help. She’s breathing steadily again. It may not have been true shock. The reaction may just have been to the chemicals. She certainly seems better now they have been washed off.</li>
<li>ANTOINE: What caused this?</li>
<li>TRENT: The journal&#8230; don’t touch it&#8230; There was a time when those who practiced science guarded their findings jealously. They would encode their research and the details of their experiments to protect them from their rivals. Some would even go so far, as in this case, as to use caustic chemicals in the ink and fibers of the page in order to add further protection. I think those gloves on the desk are how the owner of these materials is able to use the journal without taking any harm.</li>
<li>BRIGITTE: (RECOVERING CONSCIOUSNESS) Ugh. Oh, my hand!</li>
<li>ANTOINE: Brigitte! How are you feeling?</li>
<li>BRIGITTE: It hurts. (PANICKING) What? Where?</li>
<li>TESS: Easy, now. Do you know where you are? What your name is?</li>
<li>BRIGITTE: Yes. I am Brigitte LeGrande and we are in the Chateau. I have just suffered an injury, yes?</li>
<li>TESS: Yes, and our next priority is to get you and the boy out of here.</li>
<li><span style="text-decoration: underline;">SOUND: SLAMMING OF DOOR – LET IT FINISH.</span></li>
<li>CHARLES: (DRY AND PAPERY) Mwahahahahaha (UNDER).</li>
<li><span style="text-decoration: underline;">SOUND: GRINDING OF STONE AGAINST STONE – LET IT FINISH.</span></li>
<li>TESS: Look! The back wall is opening up. It’s some kind of tunnel.</li>
<li>TRENT: If I don’t miss my guess, we’ve just been locked in&#8230; and our host is beckoning us to approach through the tunnel.</li>
<li>TESS: Can you stand, Brigitte?</li>
<li>BRIGITTE: I am fine.</li>
<li>ANTOINE: No, you’re not. But we will do everything we can to ensure you will be. Here lean on me.</li>
<li>BRIGITTE: Thank you Antoine.</li>
<li>TRENT: Did you know this tunnel was here, Antoine?</li>
<li>ANTOINE: (DISTRACTED) Hmmm?</li>
<li>TRENT: Antoine, did you know about the secret passage?</li>
<li>ANTOINE: No. I did not. It looks very old, though.</li>
<li>TESS: Like everything else in this place.</li>
<li>BRIGITTE: (SHIVERING, CHATTERING TEETH, UNDER STRAIN) Well, let’s get this over with.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 19: (INT) CAVE TUNNEL  (TRENT, TESS, ANTOINE, BRIGITTE, GAVROSH)</h3>
<ol start="673">
<li><span style="text-decoration: underline;">SOUND: TRUDGING FEET – ESTABLISH AND UNDER (UNTIL 670)</span></li>
<li>TESS: How’s she doing, Antoine?</li>
<li>ANTOINE: I’ve got her.</li>
<li>TESS: That’s not what I asked.</li>
<li>BRIGITTE: (IN PAIN) I’m still conscious. I can keep going for a little.</li>
<li>TESS: Don’t worry. We’ll get you out of here soon. We seem to be angling upward.</li>
<li>ANTOINE: Good! The sooner we get Brigitte to a doctor the better.</li>
<li>TRENT: Hey, take a look at this.</li>
<li><span style="text-decoration: underline;">SOUND: TRUDGING STOPS – LET IT FINISH.</span></li>
<li>TESS: What have you found?</li>
<li>TRENT: Markings on the walls, carved into the stone.</li>
<li>TESS: Fairly primitive don’t you think.</li>
<li>TRENT: Well maybe scratched is a better term. What do you think, Antoine?</li>
<li>ANTOINE: It’s French; the word “revenge” over and over and surrounding some other words – (SHOCKED) Sacre bleu!</li>
<li>TESS: What?</li>
<li>ANTOINE: Here, look. “Gaspard Duvalier”. See.</li>
<li>GAVROSH: That was your brother’s name, no?</li>
<li>BRIGITTE: (STRUGGLING) Oh, Antoine. I’m so sorry. It looks as though your brother was murdered!</li>
<li>TRENT: Let’s not get ahead of ourselves.</li>
<li>ANTOINE: And look, here, further along the passage. The same basic pattern. “Revenge” repeated and surrounding another name. (MORE SUBDUED) My father this time.</li>
<li>TESS: It looks like a lot more of them, each the same but with a different name at the center. Ancestors of yours, Antoine?</li>
<li>ANTOINE: Yes, all male.</li>
<li>TESS: It looks like someone is obsessed with your family curse. They all appear to be in the same hand.</li>
<li>TRENT: Curious&#8230;</li>
<li>TESS: What is it?</li>
<li>TRENT: Look at this Tess, the further along the passage we go, the more names we see, all in the same hand.</li>
<li>TESS: I think I already said that, Sparky.</li>
<li>TRENT: Yes, but that can’t be right.</li>
<li>TESS: How so?</li>
<li>TRENT: Those scratch marks are getting older as we go.</li>
<li>TESS: Of course they are. They couldn’t all be&#8230; oh wait!</li>
<li>ANTOINE: What is it? I don’t see&#8230;</li>
<li>TESS: The scratch marks! Look at them. They’re getting older as we go – much older. There must be years of dirt and build-up between each set. These go back&#8230;</li>
<li>TRENT: A very long time indeed.</li>
<li>ANTOINE: What are you thinking?</li>
<li>TRENT: This obsession with the deaths of the male heirs of your family goes back a very long time.</li>
<li>ANTOINE: A conspiracy, you mean?</li>
<li>TRENT: Perhaps, stranger things have been known to happen.</li>
<li><span style="text-decoration: underline;">SOUND: BUBBLING WATER, FALLING WATER (LIKE FROM A TAP)- FADE IN, ESTABLISH AND UNDER</span></li>
<li>TRENT: I can hear something up ahead. It sounds like a small waterfall.</li>
<li>ANTOINE: There are hot springs throughout this region. It could be a pool or inlet. But take care. Some of the springs are hot enough to cook a rabbit in.</li>
<li>TRENT: Got it. Why don’t you three rest a minute? I’ll go on ahead and take a look.</li>
<li>ANTOINE: Thank you a brief rest will be good.</li>
<li>TRENT: Don’t worry, Trent. I’ll keep an eye on things.</li>
<li>TRENT: Alright. I’ll be back in a minute.</li>
<li><span style="text-decoration: underline;">SOUND: TRENT’S FOOTSTEPS DEPART – FADE UNDER.</span></li>
<li>TESS: I’m glad you knew where we could find these candles, Antoine. We’d be lost without them.</li>
<li>ANTOINE: I should have stayed a boy scout, no? I even have a pocket knife.</li>
<li>TESS: “Always Prepared”, huh? Do you even have the boy scouts here?</li>
<li>ANTOINE: Baden Powell may have been English, but his empire extends, octopus-like, into nearly every country in the world.</li>
<li>TESS: (AMUSED) You don’t sound like a fan.</li>
<li>BRIGITTE: (PAINED BUT ALSO AMUSED) He was thrown out as a youngster.</li>
<li>TESS: What? Thrown out of the boy scouts? What kind of terror were you when you were younger, Antoine?</li>
<li>ANTOINE: Now don’t get the wrong idea. The scoutmaster didn’t have much of a sense of humor. He found the presence of six grass snakes, two frogs, and a terrified hedgehog in his bedroll a far less salutary experience than the rest of us thought it was. I ultimately took the blame. It was terribly unfair.</li>
<li>TESS: Oh, Antoine. Were you framed?</li>
<li>ANTOINE: No. No. I did it, alright. But he didn’t have a shred of proof. I wouldn’t mind so much if he’d been able to prove it. As it is&#8230;</li>
<li>GAVROSH: I think I am beginning to like you a good deal, Monsieur Le Comte.</li>
<li>TRENT: (IN THE DISTANCE) Whoah!</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT ZIP LINE (TRENT HOISTED TO CEILING IN NET) – LET IT FINISH</span></li>
<li>TRENT: (BEAT) Aw Hell!</li>
<li>TESS: Uh-oh. I think we’d better go take a look. (BEAT) (CALLING) Trent? Are you okay?</li>
<li>TRENT: (IN THE DISTANCE) Yeah, I’m fine. Embarrassed, but fine. There’s a cavern containing a hot spring up here. I’ve just blundered into some kind of trap. A net. I’ve been hoisted up to the ceiling where I’ve got a marvelous, if utterly undignified, view of the candle that I dropped, 20 feet below me. I can’t see much else though. You’d better be careful coming to get me. The net was big enough to catch all of us, and there may be others.</li>
<li>TESS: Okay, we’re on our way&#8230; and we’ll be careful.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 20: (INT) UNDERGROUND CAVERN AND HOT SPRING  (TRENT, ANTOINE, GAVROSH, TESS, BRIGITTE, CHARLES)</h3>
<ol start="737">
<li><span style="text-decoration: underline;">SOUND: BUBBLING WATER AND DISTANT SPLASHING – ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: TRUDGING – UNDER – ESTABLISH AND HALT – LET IT FINISH.</span></li>
<li>TESS: Well, what have we here? Looks like the tunnel opens up into a cave. (PATRONIZING) Oh, and look, a rare example of the species “homo overconfidantus”, all tangled up and hanging from the ceiling&#8230; upside down.</li>
<li>TRENT: (SARCASTIC) Haha. Enjoy the moment while you can, but in the meantime find a way to get me down while you’re enjoying your laugh.</li>
<li>TESS: Sure, boss. Anything you say. (TO THE OTHERS) Take a look around. Let’s see if we can’t find the trap mechanism somewhere around here&#8230; not you Gavrosh. I don’t want you touching anything.</li>
<li>GAVROSH: (MIFFED) Aw!</li>
<li>BRIGITTE: (IN PAIN) I’ll sit down here, I think. Gavrosh can protect me, while I rest. I’ll feel better knowing he’s on guard.</li>
<li>GAVROSH: (SULKY) That’s nice of you to say Mademoiselle, but I know you’re just trying to make me feel better.</li>
<li>ANTOINE: The shadows are surprisingly deep here. How big is this cavern anyway?</li>
<li>TESS: I don’t know, but I imagine we’ll find the controls somewhere around the walls. Keep away from that pool, though. I can feel the heat radiating off it from here.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS MOVING AWAY – LET IT FINISH.</span></li>
<li>ANTOINE: (AT A DISTANCE) I’ve found some shelves carved out of the cave wall. There are a lot of books – leather bound – like the journal we found in the cellar.</li>
<li>BRIGITTE: (CONCERNED) Don’t touch them!</li>
<li>ANTOINE: Don’t worry, Brigitte. I won’t do so unprotected. There are some gloves here that should suffice.</li>
<li>TESS: (AT A DISTANCE) Wow! In the middle, there’s a large&#8230; pit or arena. It’s full of animal bones. And on this side there’s a pair of &#8211; well I’m not sure &#8211; a pair of rough-hewn sarcophagi. It’s almost like a shrine. They’re occupied. (DISGUSTED) Ew! The remains are mummified but without bandages. One is horribly burned. The other would pass for alive if the skin wasn’t so stretched and emaciated over the bones. I would have thought the moisture in the air would have destroyed them both long ago.</li>
<li>ANTOINE: (AT A DISTANCE) Do you think, maybe, they could be Mauvais and his son? Whoever is behind this, certainly has an obsession with collecting things related to my family history and the curse. Hmmm. Some of these journals are so old they are starting to crumble. I dare not open them. (BEAT) I recognize the titles from some of these books, though. I’d be willing to bet that they have been taken directly from the Chateau’s library. (BEAT) Hmmm, this is strange.</li>
<li>TESS: Hang on, I’m coming over to you.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – LET IT FINISH.</span></li>
<li>TESS: What have you found?</li>
<li>ANTOINE: These journals. The handwriting is the same, no matter how far back I go and&#8230; wait, look back there, behind the journals. There appears to be a wooden panel. If I use my pocket knife, I can just&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WOOD BEING PRIED OPEN – LET IT FINISH.</span></li>
<li>ANTOINE: Yes, I think these might be the controls.</li>
<li>CHARLES: Mwhahahahahaha. I think I have indulged this long enough.</li>
<li><span style="text-decoration: underline;">SOUND: FOUR ZIP LINES (NETS PULL OUR HEROES UP TO THE CEILING).</span></li>
<li>TESS, ANTOINE, BRIGITTE, GAVROSH: (UNDER) Whoah, Help, (BRIGITTE SHRIEKS) Aaargh, Ugh. Etc.</li>
<li>CHARLES: So, there you are, held in my nets. I have you, dangling from the roof, like kittens in sacks waiting to be drowned. Mwahahahahaha.</li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s urgency about tying the knot, but mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. Now that Trent’s owned up to his feelings about me and we’re engaged, it’s time to set a date. But Trent keeps dragging his feet. I’m not getting any younger, you know?</p>
<p><strong>ANTOINE Duvalier:</strong> Bonjour. I am the Comte du Chateau Duvalier (Count of Duvalier Castle) and I have discovered that the legendary curse, rumored to have killed off every male heir to the title of my family estate for generations, is not so legendary after all. My brother is dead, and I am the last of my line. I must get to the bottom of this mystery before I, too, am overtaken by it.</p>
<p><strong>BRIGITTE LeGRANDE:</strong> I am Brigitte LeGrande. I grew up with Antoine and his brother. Many years ago I loved the brother (though it was not reciprocated), but I was merely a child. It has been a great many years since that was true but Antoine has not realized how things have changed. Out of respect for his brother’s memory, he resists seeing me as more than a friend. Still, I am patient. I am smart. I will help him deal with this, oh so ridiculous, curse. Then, we shall see what we shall see.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>GAVROSH:</strong> I am a boy, full of mischief and fun, but now frightened beyond words by the events surrounding me. My sister has been lost and I am so very, very afraid that I will be next.</p>
<p><strong>CHARLES:</strong> I am motivated by an intense hatred for the House Du Valier.  I will not rest until every last member of the male line has been wiped from the face of the earth. I do not care what I must do.  I do not care how long it takes.  I will kill them all.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>The Alchemist</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist – Episode 1 – The Family Curse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist – Episode 2 – A Secret from the Past</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist – Episode 3 – Hell’s Chateau</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist – Episode 4 – Cat and Mouse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist – Episode 5 – Curse’s End</a></li>
</ul>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist &#8211; Episode 4 &#8211; Cat and Mouse</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4448</post-id>	</item>
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		<title>Suggestions for Writing Suspense in Audio Drama</title>
		<link>https://weirdworldstudios.com/suggestions-for-writing-suspense/</link>
					<comments>https://weirdworldstudios.com/suggestions-for-writing-suspense/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 19 Dec 2017 13:15:38 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[suspense]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/wp/?p=4419</guid>

					<description><![CDATA[<p>TECHNIQUES FOR BUILDING SUSPENSE I&#8217;ve mentioned before that I have a side project where I write short pieces (scenes and stories) to explore different script writing techniques. I thought that this week I&#8217;d share an example in which I explored some ideas around building suspense. GENERAL OBSERVATIONS Here are some general observations on building suspense&#8230; [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/suggestions-for-writing-suspense/">Suggestions for Writing Suspense in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>TECHNIQUES FOR BUILDING SUSPENSE</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=130%2C200&#038;ssl=1" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>I&#8217;ve mentioned before that I have a side project where I write short pieces (scenes and stories) to explore different script writing techniques. I thought that this week I&#8217;d share an example in which I explored some ideas around building suspense.</p>
<h3>GENERAL OBSERVATIONS</h3>
<p>Here are some general observations on building suspense&#8230;</p>
<p><strong>Suspense</strong> is a result of worry. If we don&#8217;t care about the character we won&#8217;t feel it. Therefore, the first rule of suspense is &#8211; make the character relatable.</p>
<p><strong>Suspense</strong> usually requires the listener to know more than the character (the character is unaware of the danger but the listener knows and is worried) and it is therefore harder to create in the first person. We have to shift the perspective around a bit. This can be difficult to pull off regardless.</p>
<p><strong>Suspense</strong> is created when the writer poses a question that the reader wants to know the answer to (will the protagonist be discovered by the villains who are hunting him/her?)</p>
<p><strong>Suspense</strong> is sustained by deferring the answer to that question, by adding complications, and by continually increasing the peril and introducing new questions (What will happen to the innocent backpackers who, knowing nothing of the danger, are heading right into the area being searched by the villain?).</p>
<p><strong>Suspense</strong> requires revelation.  At a certain point the protagonist must become aware of the peril. If they remain in the dark, most audience members will feel cheated.</p>
<p><strong>Suspense</strong> is increased by focusing in on the protagonists senses (narrowing the focus to the racing heartbeat, the sweating palms, and the shaking hands). People in peril don&#8217;t stop to notice the gorgeous pattern on the wallpaper, so remember to narrow the focus of the audio (fade out the background and fade in the protagonist&#8217;s breathing and heartbeat etc.).</p>
<p><strong>Suspense</strong> requires a payoff equal to promise implied in the question.</p>
<h3>THINGS TO AVOID</h3>
<p><strong>Don&#8217;t</strong> expect the peril faced by your protagonist to create the maximum amount of suspense (your listenerer is likely to assume the protagonist will come through fine &#8211; even if they wont &#8211; and therefore won&#8217;t invest as much in the outcome). Make sure you have companions, and bystanders to care. Kill someone off early and the audience won&#8217;t be quite so sure that the other supporting characters will make it through alive.</p>
<p><strong>Don&#8217;t</strong> put strangers in peril &#8211; no-one cares. Provide enough information for the listener to want these supporting characters to succeed, while not knowing if they will. Uncertainty regarding someone we care about is the key.</p>
<p><strong>Don&#8217;t</strong> overdo the obstacles &#8211; beyond a certain point the listener will think to themselves &#8220;this is just getting silly”, at which point they will switch off the play and get a good night&#8217;s sleep.</p>
<p><strong>Don&#8217;t</strong> subvert the promise of the question posed at the beginning of your attempt at suspense. If it turns out that the noise was simply that of the neighbour&#8217;s cat, the listener will feel cheated.</p>
<h3>EXAMPLE</h3>
<p><a href="https://weirdworldstudios.com/wp/another-day-jungle-tale-suspense/">Another Day in the Jungle &#8211; A Tale of Suspense/</a></p>
<h3>ANALYSIS</h3>
<p>I&#8217;ve tried to (very quickly) create some relatable characters. Our hero, Jake, is a guy who is willing to sacrifice himself for the sake of others (if a little world weary). Paul exists only to watch and interact with Jake (so he&#8217;s particularly two-dimensional). I&#8217;ve also tried to reveal (in super quick sketch form) that the corporal is a decent guy and that M&#8217;Kenga is the breadwinner for his family. Not a lot to go on in a short space, but hopefully enough to make it matter when they are placed in peril.</p>
<p>The question of the piece is &#8220;who will live and who will die when the bomb goes off?&#8221;</p>
<p>In this case our characters are all aware of the danger, though there is a moment where the boys don&#8217;t realise their peril.</p>
<p>I&#8217;ve chosen to defer answering the question of the piece repeatedly&#8230;</p>
<ul>
<li>the first monkey grabs a grenade</li>
<li>the other monkeys do likewise</li>
<li>the corporal opens the door onto the scene</li>
<li>the local boys come to take a look</li>
<li>the jeep arrives blaring its horn.</li>
</ul>
<p>I&#8217;ve attempted to use sound to focus in on the details and intensify the suspense (the crunch of each of Jake&#8217;s careful steps, in particular).</p>
<p>I&#8217;ve placed bystanders in peril along with our protagonist.</p>
<p>I&#8217;ve tried to pay off the question of the piece with the explosion at the end.</p>
<p>So, does it work? Are there other principles of suspenseful scene design that I&#8217;m neglecting?  What have I missed or overlooked in this analysis of the horror genre? Share your thoughts in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/suggestions-for-writing-suspense/">Suggestions for Writing Suspense in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4419</post-id>	</item>
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		<title>The Alchemist &#8211; Episode 3 &#8211; Hell&#8217;s Chateau</title>
		<link>https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 15 Dec 2017 16:52:08 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alchemist]]></category>
		<category><![CDATA[hell's chateau]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the alchemist]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4354</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Hell&#8217;s Chateau&#8221;, episode 3 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist &#8211; Episode 3 &#8211; Hell&#8217;s Chateau</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Hell&#8217;s Chateau&#8221;, episode 3 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4259" aria-describedby="caption-attachment-4259" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4259" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/11/047CosmicHorror01Sml.png?resize=200%2C283&#038;ssl=1" alt="Two Fisted Cosmic Horror - CH001 - The Alchemist" width="200" height="283" /><figcaption id="caption-attachment-4259" class="wp-caption-text">Two-Fisted Cosmic Horror &#8211; CH001 &#8211; The Alchemist</figcaption></figure></p>
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<h2>THE ALCHEMIST</h2>
<h3>EPISODE #3 – HELL&#8217;S CHATEAU</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #6: The Alchemist</strong></p>
<p>Trent Stone and Tess Carter are approached by a young French count (Antoine Duvalier) who, after the sudden death of his brother, is concerned that he has been cursed.  He asks for their help and they travel to France where they meet his childhood friend (Brigitte LeGrande), encounter a spooky chateau, numerous attempts on Antoine&#8217;s life, and pursue an underlying mystery involving a centuries-long quest for revenge. Can they unravel this mystery before the young count&#8217;s life is lost? Tune in thrill to the excitement of &#8220;The Alchemist&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>HELL&#8217;S CHATEAU</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>ANTOINE Duvalier: </strong> COMTE of the CHATEAU Duvalier</p>
<p><strong>BRIGITTE LeGRANDE:</strong> Childhood friend of Antoine&#8217;s</p>
<p><strong>VILLAGERS #1- #3:</strong> Attendees of the funeral</p>
<p><strong>PRIEST:</strong> Priest officiating the funeral</p>
<p><strong>GAVROSH:</strong> Child from Village</p>
<p><strong>CHARLES:</strong> Son of the Alchemist</p>
<h3>SCENE 10: (EXT) FUNERAL (PRIEST, ANTOINE, BRIGITTE, TRENT, TESS, VILLAGERS)</h3>
<ol start="335">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: Visiting with their friend, Comte Antoine Duvalier and his companion Brigitte LeGrande, Tess and Trent learn the details of the ancient family curse that afflicts Antoine’s house. Now they attend the funeral of Pierre, the recently deceased family retainer, for whose funeral Antoine has returned.</li>
<li><span style="text-decoration: underline;">SOUND: OUTSIDE AMBIANCE, OCCASIONAL BIRD, LIGHT BREEZE – ESTABLISH AND UNDER</span></li>
<li>PRIEST: (FADE IN) O God, whose Son Jesus Christ was laid in a tomb: bless, we pray, this grave as the place where the body of Pierre your servant may rest in peace, through your Son, who is the resurrection and the life; who died and is alive and reigns with you now and forever. Comfort those who have been left behind and raise Pierre to life eternal on the last day. Amen.</li>
<li>ALL: Amen</li>
<li>VILLAGERS AND ANTOINE: (VARIOUS TOWNSFOLK GIVING MURMURED CONDOLENCES TO ANTOINE AND ANTOINE GIVING MUTED THANKS).</li>
<li>TESS: (UNDERTONE) You, know Trent. I still don’t understand why Pierre kept that document from Antoine. You’d think it would have helped him to prepare himself against the future.</li>
<li>TRENT: Perhaps Pierre didn’t believe in the curse either. Perhaps he wished to protect Antoine. Who knows? I think we can safely assume that the reason is now buried with Pierre and will likely never be known.</li>
<li>TESS: I guess. (BEAT) Do we know how Pierre died?</li>
<li>TRENT: The porter at the train station said something about a heart attack. Why? What are you thinking?</li>
<li>TESS: Perhaps I’m being paranoid, but Pierre’s death would be one of the few things that would guarantee Antoine’s return home&#8230; if someone were plotting to kill him. Of course, it could all be a simple, if odd, coincidence.</li>
<li>TRENT: It could. There are too many options on the table (both natural and supernatural). We need to start narrowing some of these possibilities down.</li>
<li>TESS: Mmmm.</li>
<li>PRIEST: (FADE UP) My dear Comte, I am so sorry for your loss. And you my dear&#8230; my condolences. Pierre will be missed by all of us.</li>
<li>BRIGITTE: Thank you, Father. The service was beautiful.</li>
<li><span style="text-decoration: underline;">SOUND: STEPS APPROACH – LET THEM FINISH.</span></li>
<li>ANTOINE: Well, I guess that is it. So short a ceremony seems a small and inadequate remembrance for all the years of a life. We really are like leaves in the wind, are we not? Here today and gone tomorrow.</li>
<li>BRIGITTE: Pierre remains, Antoine. In your heart and mind, as also in mine. This is the fate of us all eventually. The natural order plays out as it has done for countless millennia, and will do, for countless more.</li>
<li>TRENT: I doubt he would have wished you to fall into melancholy, Antoine, Brigitte. Honour his passing in the only way anyone can. Remember him with fondness and determine to make the most of the time you have been given.</li>
<li>ANTOINE: And how long do you think that will be Monsieur Stone?</li>
<li>TRENT: That remains to be seen Antoine, but if I have anything to say about it I expect you to live a long and happy life. Come, I think it is time you showed us this Chateau of yours.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11 (EXT) CHATEAU GROUNDS (TRENT, TESS, BRIGITTE, ANTOINE)</h3>
<ol start="357">
<li><span style="text-decoration: underline;">SOUND: CAR DRIVES UP AND COMES TO A STOP – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CAR DOORS OPEN AND CLOSE – LET IT FINISH.</span></li>
<li>TESS: Whoah! I had no idea!</li>
<li>TRENT: Indeed.</li>
<li>ANTOINE: Welcome to my humble home.</li>
<li>TESS: I’m glad you’re smiling while you say that. I mean, you said your family chateau had withstood war, but&#8230;</li>
<li>TRENT: Yes. I have to admit to being rather surprised as well. It’s&#8230;</li>
<li>ANTOINE: Enormous? Yes. A castle? Also true. But most of it is uninhabitable. Crumbling towers, rotted floors. And though I have the wealth, I have little inclination toward doing the repairs. Come on, we are staying in the guest house. It’s around the back and the only liveable part of the place&#8230; It is also where I grew up and feel most at home.</li>
<li>BRIGITTE: Antoine, look out!</li>
<li><span style="text-decoration: underline;">SOUND: SMASH OF MASONRY – LET IT FINISH.</span></li>
<li>TRENT: It came from up there. (BEAT) That was close!</li>
<li>ANTOINE: As I said, crumbling towers. It’s a miracle the place is standing at all.</li>
<li>CHILD: (CREEPY CHILDISH GIGGLING LAUGHTER IN THE DISTANCE) Ha ha ha ha ha ha ha!</li>
<li>TESS: Did you hear that? Where did it come from?</li>
<li>TRENT: Up there, I think Tess, on the castle roof.</li>
<li>ANTOINE: (DISGUSTED) Kids! (BEAT) (TO TRENT TESS AND BRIGITTE) Don’t look so put out. They break into the castle sometimes&#8230; as a dare.</li>
<li>TRENT: They might have killed you!</li>
<li>ANTOINE: But they didn’t. If there really is a curse at work, I suspect it would result in something more likely of success than this series of near misses. Let’s go get unpacked.</li>
<li>TESS: But what about the trespassers?</li>
<li>TRENT: Yes, you do seem to be taking this with a surprising lack of concern, Antoine.</li>
<li>ANTOINE: They are just village children. We’ll go around to the guest house and give them a chance to make good their escape. We’ll come back later and make sure they are gone.</li>
<li>TESS: (DOUBTFUL) If you think that’s best&#8230;</li>
<li>ANTOINE: I do. Brigitte? Your arm?</li>
<li>BRIGITTE: (CHEERFUL) Oh, Antoine, is it good to be home?</li>
<li>ANTOINE: I am warming up to it.</li>
<li><span style="text-decoration: underline;">SOUND: FEET START WALKING AWAY – FADE UNDER</span></li>
<li>TESS: (UNDERTONE) I’m beginning to feel there’s something really screwy going on here.</li>
<li>TRENT: (MUSING) Yes&#8230; I’m beginning to agree. And our host is beginning to slip back into the role of the young aristocrat.</li>
<li>TESS: How so?</li>
<li>TRENT: He’s left us to carry his bags.</li>
<li><span style="text-decoration: underline;">MUSIC: IRONIC SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<p>&nbsp;</p>
<h3>SCENE 12: (INT) THE GUEST HOUSE AT THE CHATEAU (TRENT, TESS, ANTOINE, BRIGITTE)</h3>
<ol start="388">
<li>TESS: Ugh!</li>
<li><span style="text-decoration: underline;">SOUND: CLONK OF SUITCASES – LET IT FINISH.</span></li>
<li>TESS: What have you got in here, Brigitte? Bowling balls?</li>
<li>BRIGITTE: Oh, no! Tess, you didn’t bring those bags all the way up here on your own?</li>
<li>TRENT: Ugh!</li>
<li><span style="text-decoration: underline;">SOUND: CLONK OF A SUITCASES – LET IT FINISH.</span></li>
<li>TRENT: Nope. I helped.</li>
<li>BRIGITTE: (LAUGHING) Oh, Antoine, look what has happened. We’ve been so caught up in our memories, we’ve neglected your new friends.</li>
<li>ANTOINE: I only wanted to show you around. We would have gone back for the car and driven it around here to unload.</li>
<li>TRENT: Now he tells us!</li>
<li>TESS: (LAUGHING) Oh, the exercise will have done us good.</li>
<li>BRIGITTE: If you say so. At least you will work up an appetite.</li>
<li>TESS: Speaking of which, what’s cooking? We’re several hours past my usual lunch time and I’m starved.</li>
<li>TRENT: And before you suggest it, Miss Carter doesn’t cook.</li>
<li>TESS: Hey!</li>
<li>TRENT: Should I list your culinary disasters by date or would you prefer me to do it alphabetically?</li>
<li>TESS: It’s probably true, but you still shouldn’t say it.</li>
<li>TRENT: (DRILY) Uh-huh.</li>
<li>BRIGITTE: Well. It looks like it’s going to fall to me then.</li>
<li>TRENT: Oh no you don’t. I’m a dab hand in the kitchen. It’d be my pleasure.</li>
<li>ANTOINE: (DUBIOUS) Monsieur, you are in France. I’m not sure that&#8230;</li>
<li>TRENT: You can thank me later, Antoine. Just point me at the kitchen.</li>
<li>BRIGITTE: This way, Mr. Stone. The kitchen should still be fully stocked (or very nearly so).</li>
<li><span style="text-decoration: underline;">SOUND: TWO SETS OF FOOTSTEPS DEPARTING. DOOR OPENS AND CLOSES – LET IT FINISH.</span></li>
<li>TESS: So, Antoine, this is where you grew up.</li>
<li>ANTOINE: Yes. My brother and I. Pierre raised us in this house.</li>
<li>TESS: It’s lovely. How many bedrooms does it have?</li>
<li>ANTOINE: Six. All upstairs.</li>
<li>TESS: I’m still amazed at the size of your estate. I mean this was more like what I pictured when you mentioned a chateau. But this is only your guest-house.</li>
<li>ANTOINE: Well, it’s my home now. In fact, it always has been. Does it bother you?</li>
<li>TESS: Pardon?</li>
<li>ANTOINE: My wealth. Does it bother you? Only I noticed in America that many of your countrymen, while they admire money, are also a little intimidated by it.</li>
<li>TESS: Maybe. Just a little. I can happily sit in a tribal chieftains hut halfway up the Amazon&#8230; but I don’t spend a lot of time with the nobility.</li>
<li>ANTOINE: And I don’t spend a great deal of time among tribal chieftains. Most people either fear me or fawn over me. It makes it difficult to make friends.</li>
<li>TESS: Well, you’ve nothing to worry about there. I’ve never been afraid of much. And Trent will tell you I’m not the type to fawn over anyone.</li>
<li>ANTOINE: Not even your fiancé?</li>
<li>TESS: We have an understanding. We’re engaged but Trent doesn’t ask me to play the compliant doe-eyed girl-Friday and, in return, I don’t punch him in the nose.</li>
<li>ANTOINE: (LAUGHING) I see.</li>
<li>TESS: Actually, I rather hoped we’d have set a wedding date by now. He keeps finding new excuses to put it off.</li>
<li>ANTOINE: Men are always afraid of losing their freedom. He will come around. He is obviously head over heels for you.</li>
<li>TESS: You think so? I’d occasionally like him to loosen up a little and show it. He’s always so stuffy and tense.</li>
<li>ANTOINE: He’s a man of honor. He maintains a greater distance than is strictly necessary out of a desire to show you respect&#8230; but he is always aware of you, even when you are away from him. You are a team, in many ways a well-oiled machine, and I think he fears the impact marriage will have on your partnership.</li>
<li>TESS: You know Antoine, I was wrong when I suggested you were rather thick back at the cafe. You’re way more perceptive than I at first thought.</li>
<li>ANTOINE: Why thank you, mademoiselle.</li>
<li>TESS: So is that why you are so reserved with Brigitte?</li>
<li>ANTOINE: What? No! She loved my brother. It would be&#8230; no! You misunderstand.</li>
<li>TESS: Actually, I take it back. You are as clueless as you at first seemed. (BEAT AND SUDDENLY SERIOUS) That was a long time ago, Antoine. You were still kids when that was true (if it ever really was). Brigitte has not been in love with your brother for a very long time.</li>
<li>ANTOINE: But then? Why has she continued to&#8230;?</li>
<li>TESS: Here it comes. The penny is about to drop. (BEAT) Antoine, I think you’d best do some thinking about this. She’s waited a fairly long time. But nobody waits forever.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</span></li>
<li>TRENT: And so I return, voila, bearing our luncheon, though well into the afternoon we may be. Stale bread, a selection of cheeses and some sausage that was hanging in the larder. I doubt even you could mess this up, Tess.</li>
<li>TESS: Never set me a challenge. (BEAT) Where’s Brigitte?</li>
<li>TRENT: She said something about getting some wine from the cellar. I’m sure she’ll be along in just a&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS AND CLOSES AGAIN – LET IT FINISH.</span></li>
<li>TRENT: And here she is.</li>
<li>BRIGITTE: And what is a meal without wine? It simply wouldn’t be French!</li>
<li>ANTOINE: Wonderful. Why don’t we take it on the patio? The day is gorgeous and the wine will help cover the taste of the stale bread. After that we’ll bring the car around, unpack and go into the chateau to make sure our unwanted guests are gone.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 13: (INT) THE CHATEAU (TRENT, TESS, ANTOINE, BRIGITTE)</h3>
<ol start="446">
<li><span style="text-decoration: underline;">SOUND: DOOR CREAKS SHUT – LET IT FINISH.</span></li>
<li>TESS: You should think about renting this place out as a haunted house with a door like that.</li>
<li>ANTOINE: It’s not as bad as all that. (BEAT) We’ve got electric light&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: CLICK – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: HUM OF ELECTRIC LIGHT – ESTABLISH AND UNDER.</span></li>
<li>ANTOINE: &#8230; and a telephone.</li>
<li>TESS: All the modern conveniences, I see.</li>
<li>ANTOINE: You mock, but we even have a radio transmitter in the north tower.</li>
<li>TRENT: So, what now?</li>
<li>ANTOINE: Now, I will give you a very thorough (LOUDLY) and loud (BACK TO NORMAL) tour of the chateau. We’ll leave the door open so that the kids can escape if, by any chance, they are still here, and we’ll go and see if the kitchen window is broken – that’s where they usually get in.</li>
<li>BRIGITTE: Antoine, you are too soft-hearted by half. Anyone else would call the gendarmerie.</li>
<li>ANTOINE: I still remember what it was like to be young and irresponsible. Come let me show you around. This is, of course, the main entrance hall with, as you can see, the great candelabra and stairs leading to the high balcony&#8230; (FADE OUT)</li>
<li>ANTOINE: (FADE IN)&#8230; and here we come to one of the areas we have had to close off. The floors are now too rotted and dangerous. In the days of the chateau’s grandeur, however, this passageway led to the upper balconies around the&#8230;</li>
<li>BRIGITTE: Sacre bleu!</li>
<li>TESS: Brigitte, what’s the matter?</li>
<li>BRIGITTE: Over there, against the wall. I thought it was a pile of rags. It’s&#8230;</li>
<li>TRENT: A body. A child’s body.</li>
<li><span style="text-decoration: underline;">SOUND: STEP AND CREAKING BOARD – LET IT FINISH.</span></li>
<li>TRENT: No, wait! This floor is deadly. I’m not sure it will support our weight. (BEAT) I’ll go. I’ll follow the beams.</li>
<li>TESS: Be careful.</li>
<li><span style="text-decoration: underline;">SOUND: SLOW CREAKING STEPS, THEN SOME ACCELERATED STEPS – LET IT FINISH.</span></li>
<li>TRENT: I’m here. It’s a little girl. Her neck is broken. The body’s cool but there are no signs of putrefaction. I’d say this had to have happened very recently. I don’t think she fell either. The roof’s intact. I can’t see anywhere she could have fallen from.</li>
<li>TESS: Murder, then.</li>
<li>TRENT: Yes, I think so.</li>
<li>BRIGITTE: (DISTRAUGHT) The poor child.</li>
<li>TRENT: Antoine, I think we’d better use that phone of yours and call the police.</li>
<li><span style="text-decoration: underline;">SOUND: OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 14: (INT) ENTRANCE HALL  (TRENT, TESS, ANTOINE, BRIGITTE)</h3>
<ol start="473">
<li><span style="text-decoration: underline;">SOUND: PHONE HANDSET CLICKING – LET IT FINISH.</span></li>
<li>ANTOINE: Hello! Operator! Is anyone there?</li>
<li><span style="text-decoration: underline;">SOUND: PHONE HANDSET CLICKING – LET IT FINISH.</span></li>
<li>ANTOINE: I think the line has been cut.</li>
<li><span style="text-decoration: underline;">SOUND: SHORT CIRCUIT ZAP AND CRACKLE – LET IT FINISH.</span></li>
<li>BRIGITTE: And there go the lights.</li>
<li>TESS: No wait, I can see some light coming from the Guest House. It must still have&#8230; actually something’s wrong there too. It’s flickering oddly.</li>
<li>TRENT: It’s on fire. The guest house is burning.</li>
<li>ANTOINE: No! I have to&#8230;</li>
<li>TRENT: No Antoine, it’s too late. You’ll only get yourself killed going in there now. That blaze has taken the whole building.</li>
<li>ANTOINE: Argh. What is happening here?</li>
<li>TRENT: I don’t know, but I think things are escalating. Can we take the car back down to the village?</li>
<li>BRIGITTE: We should be able to&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: EXPLOSION IN DISTANCE – LET IT FINISH.</span></li>
<li>TESS: Or not! It appears that someone wants us to stay put.</li>
<li>GAVROSH: No! Oh no! Please, leave me alone!</li>
<li><span style="text-decoration: underline;">SOUND: BRIEF DISTANT RUNNING CHILD’S FOOTSTEPS – FADE.</span></li>
<li>TRENT: It does, doesn’t it. And I think someone’s dangling some bait right in front of us.</li>
<li>TESS: It’d be a shame to keep them waiting, now, wouldn’t it?</li>
<li>TRENT: I agree. Come on. Up the stairs, let’s get this over with.</li>
<li><span style="text-decoration: underline;">MUSIC: ACTION SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 15: (INT) UPSTAIRS IN THE CHATEAU  (TRENT, TESS, BRIGITTE, ANTOINE, GAVROSH)</h3>
<ol start="494">
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET (THE GROUP) &#8211; LET IT FINISH.</span></li>
<li>BRIGITTE: Can one of you explain to me the reason we are running towards danger?</li>
<li>TRENT: Danger is never overcome by running away.</li>
<li>BRIGITTE: I don’t know, Monsieur Stone&#8230; he who fights and runs away&#8230;? Sometimes the wisest course does not take you directly into the firing line</li>
<li>TRENT: Perhaps, but not today. I have never been considered particularly wise, so today we fight. (BEAT) Wait&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: CHILD’S RUNNING FEET, DOOR CLOSES – LET IT FINISH.</span></li>
<li>TRENT: Down there. Quickly.</li>
<li><span style="text-decoration: underline;">SOUND: QUICK FOOTSTEPS – LET IT FINISH.</span></li>
<li>TRENT: (STAGE WHISPER) I think our little trespasser is inside this room. Antoine, where does it lead?</li>
<li>ANTOINE: (STAGE WHISPER) It’s nothing but a cloakroom. No way out. All it contains is a wardrobe.</li>
<li>TRENT: Okay&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: DOOR CREAKS OPEN – LET IT FINISH.</span></li>
<li>TESS: (STAGE WHISPER) Trent&#8230; in the cupboard.</li>
<li>TRENT: I see it.</li>
<li><span style="text-decoration: underline;">SOUND: CREAKING FOOTSTEPS (GROUP) – LET IT FINISH.</span></li>
<li>GAVROSH: (WHIMPERING IN FEAR)</li>
<li>TRENT: It’s alright, we know you’re in there!</li>
<li><span style="text-decoration: underline;">SOUND: CUPBOARD DOOR OPENING – LET IT FINISH.</span></li>
<li>GAVROSH: No! He’ll kill me. We were only supposed to scare you away. I can’t find Marielle and he is trying to kill us!</li>
<li>TESS: Easy, son. My name’s Tess. What’s yours?</li>
<li>GAVROSH: (SNIFFLING) I’m Gavrosh.</li>
<li>TESS: Who’s trying to kill you, Gavrosh? We can help you if you’ll let us.</li>
<li>GAVROSH: The banker. He paid my sister and me to come here and try to scare the Comte. But then we got scared and tried to leave. He got Marielle. I heard her scream. I was hiding and I ran away. I’m such a coward.</li>
<li>TESS: Easy Gavrosh, you’re just a little boy. How old are you? Eight?</li>
<li>GAVROSH: Yes.</li>
<li>TESS: It’s going to be all right. But right now, we have to get you out of here. Come on.</li>
<li>GAVROSH: Yes, mademoiselle.</li>
<li><span style="text-decoration: underline;">SOUND: FAINT CREAKING ROPE – ESTABLISH AND UNDER.</span></li>
<li>BRIGITTE: Does anyone else hear that?</li>
<li>ANTOINE: Yes, it sounds like it is coming from the hall.</li>
<li>TRENT: Everyone back outside. We need to take a look.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – LET IT FINISH.</span></li>
<li>TRENT: It’s coming from around this corner its&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MORE FOOTSTEPS – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CREAKING ROPE – FADE UP.</span></li>
<li>BRIGITTE: Oh. Oh dear!</li>
<li>TESS: Is that?</li>
<li>TRENT: Yes. The corpse looks pretty fresh.</li>
<li>TESS: Suicide?</li>
<li>TRENT: Maybe. There’s something about the noose that doesn’t look quite right, though. Here, Antoine, help me (GRUNT) get it down.</li>
<li>ANTOINE: Ugh! The smell.</li>
<li><span style="text-decoration: underline;">SOUND: HEAVY BODY DROP – LET IT FINISH.</span></li>
<li>TESS: Ugh! It’s even worse now.</li>
<li>TRENT: I think we can rule out suicide. He’s been disemboweled.</li>
<li>TESS: Antoine, do you recognize him?</li>
<li>ANTOINE: Yes. And so do you. It is Monsieur Taggart from the Bank.</li>
<li>TESS: Oh, how awful.</li>
<li>BRIGITTE: (DARKLY) It couldn’t have happened to a nicer man. (BEAT) (DEFENSIVELY) What? (BEAT) We were all thinking it.</li>
<li>TESS: Antoine, is there any reason why Monsieur Taggart would hire children to try and scare you away?</li>
<li>BRIGITTE: He was quite vocal in his opposition to Antoine taking over management of the estate. I suspect he wished it to fall to him and the bank. Perhaps, he thought he would be made a trustee.</li>
<li>ANTOINE: The idiot. I would never have trusted him with the estate. In fact, it was my intention to find another bank as soon as possible. My brother was suspicious that Taggart had been skimming from our funds for some time.</li>
<li>TRENT: That’s all quite illuminating but it does fail to deal with one rather important question.</li>
<li>ANTOINE: And what’s that?</li>
<li>TRENT: If Monsieur Taggart didn’t kill himself, then who did?</li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s urgency about tying the knot, but mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. Now that Trent’s owned up to his feelings about me and we’re engaged, it’s time to set a date. But Trent keeps dragging his feet. I’m not getting any younger, you know?</p>
<p><strong>ANTOINE Duvalier:</strong> Bonjour. I am the Comte du Chateau Duvalier (Count of Duvalier Castle) and I have discovered that the legendary curse, rumored to have killed off every male heir to the title of my family estate for generations, is not so legendary after all. My brother is dead, and I am the last of my line. I must get to the bottom of this mystery before I, too, am overtaken by it.</p>
<p><strong>BRIGITTE LeGRANDE:</strong> I am Brigitte LeGrande. I grew up with Antoine and his brother. Many years ago I loved the brother (though it was not reciprocated), but I was merely a child. It has been a great many years since that was true but Antoine has not realized how things have changed. Out of respect for his brother’s memory, he resists seeing me as more than a friend. Still, I am patient. I am smart. I will help him deal with this, oh so ridiculous, curse. Then, we shall see what we shall see.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>VILLAGERS:</strong> While not close to the family, we are sympathetic to the loss of the heir to the house of Du Valier. We have come out to the funeral to show our respects.</p>
<p><strong>PRIEST:</strong> It is my job to offer comfort and counsel to those who are suffering grief. I perform the services to help the bereaved say their goodbyes.</p>
<p><strong>GAVROSH:</strong> I am a boy, full of mischief and fun, but now frightened beyond words by the events surrounding me. My sister has been lost and I am so very, very afraid that I will be next.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>The Alchemist</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist – Episode 1 – The Family Curse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist – Episode 2 – A Secret from the Past</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist – Episode 3 – Hell’s Chateau</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist – Episode 4 – Cat and Mouse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist – Episode 5 – Curse’s End</a></li>
</ul>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist &#8211; Episode 3 &#8211; Hell&#8217;s Chateau</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4354</post-id>	</item>
		<item>
		<title>A Generic Model for Writing Scary Stories in Audio Drama</title>
		<link>https://weirdworldstudios.com/tips-thoughts-about-writing-scary-stories/</link>
					<comments>https://weirdworldstudios.com/tips-thoughts-about-writing-scary-stories/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 12 Dec 2017 19:05:35 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[fear]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scary stories]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4304</guid>

					<description><![CDATA[<p>A MODEL FOR WRITING SCARY STORIES Quick disclaimer: A model is an abstraction. It&#8217;s an artificial way of simplifying and organising ideas so that they can be applied in some practical way. Models are useful so long as we understand their limitations and don&#8217;t try to put too much weight on them. They all have [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tips-thoughts-about-writing-scary-stories/">A Generic Model for Writing Scary Stories in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>A MODEL FOR WRITING SCARY STORIES</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p><strong>Quick disclaimer</strong>: A model is an abstraction. It&#8217;s an artificial way of simplifying and organising ideas so that they can be applied in some practical way. Models are useful so long as we understand their limitations and don&#8217;t try to put too much weight on them. They all have their limits and this model &#8211; a mixture of loose thoughts, speculation, and borrowed ideas distilled from a lifetime of enjoyment of scary stories &#8211; is no different.</p>
<p>So, as already stated, I&#8217;m a big fan of scary stories (not unlike most audio-dramatists) and I was recently thinking about what makes us scared in fiction, drama, etc. so I hope you&#8217;ll excuse me if I engage in a bit of armchair analysis.</p>
<p>At base I&#8217;ve been wondering what story elements can be used to make us feel afraid (rather than simply the use of monsters to add atmosphere to an otherwise action-oriented story). Think Ridley Scott&#8217;s &#8220;Alien&#8221; as opposed to James Cameron&#8217;s &#8220;Aliens&#8221; (both fun films btw).</p>
<p>Here&#8217;s my personal take on a general model of the scary story. Not every story has all these elements in it, but I&#8217;ve been experimenting with using them, both as an analytical tool, and as components in a model for story design, and I feel reasonably confident that, in just about any scary story I can think of, some or all of these elements will appear.</p>
<h3>STRUCTURE</h3>
<p>Here&#8217;s the model&#8230;</p>
<p style="padding-left: 30px;">In an unfamiliar place or a place rendered unfamiliar by circumstances and fear we discover there is something with antipathy towards us. It is half seen and difficult to define or describe, but we know it is there. It may appear familiar and benign at first but it is alien to our experience and wants to eat us (our relationships, our bodies, our minds). It undermines our faith in the things we trust and strips away our networks of support. Over and over we find the evidence of its passing but not the thing itself, glimpses only. By persuing it we become victims of its activity (blamed for its crimes, placing ourselves in increasing danger of (self) destruction, etc.) and we come to its notice. And just when we think it is defeated or gone we discover we have been marked as targets &#8211; it is now hunting us! We try to escape, our weapons and resources gone, and when safety seems almost within reach we at last come face to face with it and learn that it was smarter, stronger, faster, than we thought, and that it likes to gloat, and that we are trapped and as powerless as children. We may in the end defeat it, but the price will be unbearable (costing us our lives, our relationships, our health, our sanity, our worldly goods, our reputation, our future). In winning, we lose and in losing, we despair.</p>
<p>That is, I think a pretty good model for the development of the archetypal scary story. Each element contains one or more key emotional themes; fear of the unknown and/or immersion in the unfamiliar, the sense of a hostile presence, confusion and a sense of betrayal (by life) in the face of an unrelenting antagonist&#8217;s heartless purpose, isolation, loss of support, powerlessness, the sense of being hunted and chased, the feeling of being trapped, and, finally, despair.</p>
<h3>THEME</h3>
<p>A fundamental theme of the scary story is, I suspect, isolation and the betrayal of trust. Life just shouldn&#8217;t be like this, we think (or more accurately feel), as we react against the unfairness of the unnatural events being recounted. The unreasoning outer gods of the Lovecraft mythos were far more scary in the past because they undermined the widespread faith of the day in an orderly universe and loving God. The unstoppable zombie virus and plagues of modern story-telling similarly undermine our widespread faith in the power of science and progress. Good scary stories attack and take away from the audience, at least for the length of the story, those things that the audience-members rely upon for comfort, support, and protection. And in doing so, such stories render us deathly afraid.</p>
<p>A story doesn&#8217;t require the supernatural in order to be scary in this sense, either. Personally, I find Orwell&#8217;s Animal Farm, Golding&#8217;s &#8220;Lord of the Flies&#8221;, Steinbeck&#8217;s &#8220;The Grapes of Wrath&#8221;, and Takahata&#8217;s &#8220;Grave of the Fireflies&#8221; terrifying in their depiction of the results of cruelty (all of which use many of the elements of the above model &#8211; particularly the slow removal of trusted social protections &#8211; in their exposition). This is particularly true if I imagine, for a moment, the cruelty in these stories embodied as an invisible predator that is remorselessly hunting the protagonists; A predator that slips away at the end, secure in it&#8217;s achievements and invisibility, awaiting its next apportunity to stalk across the stage of human experience.</p>
<p>Before I finish, here&#8217;s a quote from Stephen King on the things we are afraid of&#8230;</p>
<p style="padding-left: 30px;">“The 3 types of terror:</p>
<p style="padding-left: 30px;">The Gross-out: the sight of a severed head tumbling down a flight of stairs, it&#8217;s when the lights go out and something green and slimy splatters against your arm.</p>
<p style="padding-left: 30px;">The Horror: the unnatural, spiders the size of bears, the dead waking up and walking around, it&#8217;s when the lights go out and something with claws grabs you by the arm.</p>
<p style="padding-left: 30px;">And the last and worse one: Terror, when you come home and notice everything you own had been taken away and replaced by an exact substitute. It&#8217;s when the lights go out and you feel something behind you; you hear it, you feel its breath against your ear, but when you turn around, there&#8217;s nothing there&#8230;”</p>
<p style="padding-left: 30px;">&#8211; Stephen King</p>
<p>If you have any other thoughts or elements that could be added to the model I&#8217;d be really interested.</p>
<h3>BONUS</h3>
<p>Here’s some great Youtube links about the use of sound to create fear.</p>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/i1PwrcIx5us?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/1JAym6-h4RE?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/lwyQMRh42bY?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<p>What have I missed or overlooked in this analysis of the horror genre? Share your thoughts in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/tips-thoughts-about-writing-scary-stories/">A Generic Model for Writing Scary Stories in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4304</post-id>	</item>
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		<title>The Alchemist &#8211; Episode 2 &#8211; A Secret from the Past</title>
		<link>https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/</link>
					<comments>https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 08 Dec 2017 19:13:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alchemist]]></category>
		<category><![CDATA[a secret from the past]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the alchemist]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4299</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;A Secret from the Past&#8221;, episode 2 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist &#8211; Episode 2 &#8211; A Secret from the Past</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A Secret from the Past&#8221;, episode 2 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4259" aria-describedby="caption-attachment-4259" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4259" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/11/047CosmicHorror01Sml.png?resize=200%2C283&#038;ssl=1" alt="Two Fisted Cosmic Horror - CH001 - The Alchemist" width="200" height="283" /><figcaption id="caption-attachment-4259" class="wp-caption-text">Two-Fisted Cosmic Horror &#8211; CH001 &#8211; The Alchemist</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE ALCHEMIST</h2>
<h3>EPISODE #2 – A SECRET FROM THE PAST</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #6: The Alchemist</strong></p>
<p>Trent Stone and Tess Carter are approached by a young French count (Antoine Duvalier) who, after the sudden death of his brother, is concerned that he has been cursed.  He asks for their help and they travel to France where they meet his childhood friend (Brigitte LeGrande), encounter a spooky chateau, numerous attempts on Antoine&#8217;s life, and pursue an underlying mystery involving a centuries-long quest for revenge. Can they unravel this mystery before the young count&#8217;s life is lost? Tune in thrill to the excitement of &#8220;The Alchemist&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>A SECRET FROM THE PAST</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>ANTOINE Duvalier:</strong> COMTE of the CHATEAU Duvalier</p>
<p><strong>BRIGITTE LeGRANDE:</strong> Childhood friend of Antoine&#8217;s</p>
<p><strong>BANKER:</strong> Owner of the local Bank</p>
<p><strong>COMTE:</strong> Ancestor of Antoine De Valier</p>
<p><strong>COMTESSA:</strong> Ancestor of Antoine De Valier</p>
<p><strong>SERVANT:</strong> A servant from Chateau De Valier</p>
<p><strong>CAPTAIN:</strong> Captain of the Guard</p>
<p><strong>SOLDIER #1 &#8211; #3:</strong> Soldiers from the Chateau</p>
<p><strong>MAUVAIS:</strong> Alchemist</p>
<p><strong>CHARLES:</strong> Son of the Alchemist</p>
<h2>Act 2</h2>
<h3>SCENE 5: (INT) HOTEL AT BREAKFAST – NEXT MORNING  (TRENT, ANTOINE, TESS, BRIGITTE)</h3>
<ol start="154">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: On meeting Comte Antoine Duvalier and learning of his family curse, Tess and Trent agree to travel to France with him as his guests. Shortly after their arrival the Comte, in the company of the charming Brigitte LeGrande, is nearly run down in a motor accident.</li>
<li><span style="text-decoration: underline;">SOUND: MORNING BUSTLE – BREAKFAST – ESTABLISH AND UNDER</span></li>
<li>ANTOINE: Monsieur Stone, I will not skulk about like a frightened rabbit.</li>
<li>TRENT: I’m not asking you to. I just think some sensible precaution is in order. It was you who asked us to join your company on the off chance there was a real danger. It would seem foolish to ignore our advice now.</li>
<li>ANTOINE: We don’t even know if I was the target. It may just have been a coincidence. Monsieur Drummond, the driver of the car, is not a popular man in the village. He may have been the intended victim and we may simply have been in the wrong place at the wrong time.</li>
<li>TRENT: Do you really believe that?</li>
<li>ANTOINE: It is not a ridiculous assertion. He was the one most likely to be hurt and I can’t see how the perpetrator could have had any certainty that I would be in the path of the vehicle when the brakes actually failed.</li>
<li>TRENT: But if a supernatural agency is involved&#8230;?</li>
<li>ANTOINE: I suppose anything is possible once you admit the supernatural, but given Miss Carter’s insistence that the brake line was cut with a knife, I’m willing to bet it was the result of a more corporeal agent.</li>
<li>TRENT: Fair enough. I’ll grant you that much. But I’m not convinced you were not the target and I think&#8230;</li>
<li>TESS: (INTERRUPTING) Good morning boys. I see you’ve started on breakfast already. No sign of Brigitte yet?</li>
<li>TRENT: Not yet, I have a feeling you kept her up into the wee hours.</li>
<li>TESS: Just girl talk. She’s really something, Antoine. You&#8217;ve certainly got good taste&#8230;</li>
<li>ANTOINE: I’m sorry, Mademoiselle Carter, I think you are making a mistake. Brigitte and I are not&#8230;</li>
<li>TESS: (INTERRUPTING) even if you are a little slow on the uptake.</li>
<li>TRENT: (WARNING) Tess.</li>
<li>TESS: Anyway, what are you fellas talking about? It looked like there was some heat being generated when I walked in.</li>
<li>TRENT: I was asking Antoine if he would let me go to the bank on his behalf. I’m not happy about yesterday’s (BEAT) “accident”.</li>
<li>ANTOINE: And I was saying that I won’t be coddled like an infant. I’ve only the one appointment, at the bank, then the funeral, and then we can head up to the chateau. Once back on the estate, I should be perfectly safe from careening cars. I don’t get a lot of traffic through the property after all.</li>
<li>TESS: I wouldn’t try to do jokes if I were you, Antoine. You don’t have the timing for it.</li>
<li>ANTOINE: (AHEM) Just so. Perhaps if I could&#8230;(BEAT)</li>
<li>TESS: Er, Antoine? You seemed to trail off there at the&#8230; oh, Brigitte, here you are.</li>
<li>BRIGITTE: Good morning.</li>
<li>TRENT: Good morning Brigitte. You’re looking lovely this morning. Do I detect a little of Tess’ influence?</li>
<li>BRIGITTE: Mademoiselle Carter suggested the dress might be more suitable for the funeral than my usual attire.</li>
<li>TESS: The tomboy look is charming in its own way, but every once in a while a girl wants to remind the world just how feminine she is.</li>
<li>BRIGITTE: You don’t think it is too much?</li>
<li>TESS: My dear, I think it is just enough. Antoine, close your mouth. You’ll catch flies.</li>
<li>ANTOINE: Oh, of course. Brigitte, you look splendid. I’m afraid we started breakfast without you.</li>
<li>BRIGITTE: Thank you, Antoine. I have been up for some time and ate in my room.</li>
<li>ANTOINE: In that case, the Bank opens shortly. Shall we?</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: (INT) BANK  (TESS, TRENT, ANTOINE, BRIGITTE)</h3>
<ol start="187">
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS ON MARBLE &#8211; VIOLINS PLAYING – ESTABLISH AND UNDER</span></li>
<li>TESS: Violins? Really? And is this real marble we’re walking on?</li>
<li>TRENT: Pretty swish for a provincial bank.</li>
<li>ANTOINE: (EMBARRASSED) Er, yes. My family’s money. It has enriched the bank here. Monsieur Taggart Snr. was somewhat ostentatious.</li>
<li>BRIGITTE: Gaudy, more like, and lacking in both taste and a sense of propriety.</li>
<li>ANTOINE: Quite.</li>
<li>BRIGITTE: And that fawning popinjay of a son of his&#8230;</li>
<li>ANTOINE: Yes, yes. We’ll make our visit as quick as possible.</li>
<li>TESS: Just how rich are you exactly, Antoine?</li>
<li>ANTOINE: This&#8230; spectacle&#8230; is deceptive.</li>
<li>TESS: I’m glad to hear it. I was beginning to feel decidedly outclassed.</li>
<li>ANTOINE: I am only perhaps the eighth or ninth richest man in France.</li>
<li>TESS: Oh.</li>
<li>TRENT: Don’t mind her, Antoine. She’s just adjusting to the fact that the young man who met us in Star City could buy and sell her entire family.</li>
<li>ANTOINE: (PAINED) Please, this&#8230; this&#8230;</li>
<li>BRIGITTE: Show?</li>
<li>ANTOINE: Yes, this show. It is not who I am. I have been blessed with money, and I won’t deny that it has granted me an easy life, but I have not been the custodian of that money until&#8230; well, now. I barely know anything about it.</li>
<li>TESS: I think we’d better let him off the hook, eh Trent?</li>
<li>TRENT: Yes, I should think so. (TO ANTOINE) Pardon Tess’ sense of humor, Antoine. She does enjoy watching a man squirm.</li>
<li>ANTOINE: Ah, your famous American humor, yes?</li>
<li>TRENT: Yes. Though I think you had better be on the lookout for circling sharks and get yourself educated on your family finances as quickly as possible. Once the word gets out you will be besieged with offers and advice as to where you should put your money, and very little of it will be any good.</li>
<li>BRIGITTE: Speaking of which, here comes the Toady in Chief now.</li>
<li>BANKER: (UNCTUOUS AND OILY) Ah, Monsieur Duvalier, it is so good to see you returned at last. May I cordially&#8230;</li>
<li>ANTOINE: Enough, Taggart. I still remember our last meeting.</li>
<li>BANKER: Oh, but Monsieur, you mustn’t let such a small&#8230;</li>
<li>BRIGITTE: If I remember rightly, you spat on Antoine and told him he was too incompetent to ever be manager of the family estate. Admittedly, you were only seventeen at the time, but such things do have a tendency to stay in the memory.</li>
<li>BANKER: (WITH GREAT DISTASTE) Ah, Brigitte, I didn’t see you there. (UNCTUOUS AGAIN) Obviously, I very much regret any&#8230;</li>
<li>ANTOINE: Before this descends into more words we may all have cause to regret, I believe you have some papers for me.</li>
<li>BANKER: Er, yes. Yes, of course. But the introductions have yet to be concluded&#8230;?</li>
<li>ANTOINE: (SIGHS) How very like you. You never were comfortable until you knew the social standing of those you were addressing. It must be tiresome entering every new situation without knowing whether you need to be fawning or condescending.</li>
<li>Monsieur Taggart, may I present Monsieur Stone and Mademoiselle Carter of the United States?</li>
<li>BANKER: (WITH SUPREME DISTASTE) Charmed.</li>
<li>TESS: (ANGRY) Likewise.</li>
<li>TRENT: (SOTO VOCE) Easy Tess. I really don’t want the embarrassment of having to bail you out of jail on an assault charge while we are guests of the Comte.</li>
<li>TESS: (SOTO VOCE) Alright. But he only gets one pass. I won’t be responsible for what happens if this little upstart&#8230;</li>
<li>TRENT: (SOTO VOCE) Alright. But for now, behave yourself.</li>
<li>ANTOINE: Now, the papers if you please.</li>
<li>BANKER: Of course, come this way. Your guests can wait&#8230;</li>
<li>ANTOINE: My guests will remain by my side. Understood?</li>
<li>BANKER: Uh&#8230; yes, of course. Please, come this way. The box containing the papers is over here. This is the key.</li>
<li>ANTOINE: Thankyou. (BEAT) You may go.</li>
<li>BANKER: Oh, er, of course&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: BANKER DEPARTING – FADE OUT.</span></li>
<li>TESS: And not a moment too soon.</li>
<li>TRENT: An odd combination of the obsequious and the odious.</li>
<li>ANTOINE: Yes, he does have a gift for rubbing people the wrong way. But his kind of petty malice holds little interest right now. This box on the other hand&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LID CREAKS OPEN – LET IT FINISH.</span></li>
<li>BRIGITTE: What is all that? Correspondence?</li>
<li>ANTOINE: Mostly. And his will. But this&#8230; this is vellum.</li>
<li>TESS: Vellum?</li>
<li>ANTOINE: Calf-skin. Used as an expensive form of writing paper in ages past. It’s a small package and the ink is faded.</li>
<li>BRIGITTE: Well, don’t keep us in suspense. Tell us what it says.</li>
<li>ANTOINE: I’ll have to translate as we go&#8230;</li>
<li>Here, 1276. This is old indeed. I wonder how Pierre came to have it in his possession?</li>
<li>BRIGITTE: Just read it.</li>
<li>ANTOINE: Fine. Fine. It reads as follows&#8230;</li>
<li>I know little of what to make of these sad events. With my husband’s death it falls to me&#8230; (FADE OUT)</li>
<li>CONTESSA: (FADE IN) With my husband’s death it falls to me to record what has happened. The tale is a sorry one and the wounds are still fresh&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: HARP TRANSITION – LET IT FINISH</span></li>
</ol>
<h3>SCENE 7: (INT) THE CHATEAU  (COMTE, CONTESSA, SERVANT)</h3>
<ol start="246">
<li>COMTE: I tell you it’s just not right. The man’s a glorified serf.</li>
<li>CONTESSA: Do not underestimate him. He has learned much and could be a valuable man.</li>
<li>COMTE: (SNEERING) Michel Mauvais, nicknamed “the Evil”, and his son, Charles, nicknamed “the Sorcerer”. Alchemists, yet? Diabolists if you ask me!</li>
<li>CONTESSA: Don’t confuse alchemy with diabolism. They are searching for the philosopher’s stone, the elixir of life. I don’t believe that nonsense about consorting with devils etc. Villager superstition can be dangerous.</li>
<li>COMTE: Bah! They have an evil reputation amongst the villagers. They keep to themselves, and some claim Mauvais burned his wife alive as a sacrifice to the Devil. There have been disappearances among the peasant children that many lay at his door. Mauvais and his son are not natural. Peasantry who can read! Of course, they’re consorting with devils. They’ll be engaged in all manner of unnatural rites if you ask me.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FOOTSTEPS APPROACHING – LET IT FINISH.</span></li>
<li>SERVANT: My Lord! My Lord! We cannot find him. Godfrey, your youngest son, is missing.</li>
<li>CONTESSA: (PANICKED) What?</li>
<li>COMTE: (FURIOUS) What? Gather my personal guard. They’ve gone too far this time.</li>
<li>SERVANT: (UNDER) Guards! The Comte requires your assemblage in the main hall. Guards!</li>
<li>CONTESSA: Who? No, you don’t really think it was them? The alchemist and his son aren’t stupid. There is no way they could have done this. Where’s the proof?</li>
<li>COMTE: Proof? I don’t need proof. And if you think I will give them time to cover their activities by waiting for proof to emerge, you are VERY much mistaken.</li>
<li>Guardsmen? To me! (DEPARTING)</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: (EXT) OUTSIDE MAUVAIS’ HUT  (COMTE, CAPTAIN, MAUVAIS)</h3>
<ol start="261">
<li><span style="text-decoration: underline;">SOUND: NIGHT AMBIANCE (CRICKETS ETC.) ESTABLISH AND UNDER</span></li>
<li>CAPTAIN: The men are in position, m’Lord. We await your orders.</li>
<li>COMTE: Piddling little place isn’t it? Just a hut. And a long way from the main village.</li>
<li>CAPTAIN: Yes, m’Lord.</li>
<li>COMTE: (SNEERING) Yes, m’Lord? Is that all you can manage, Captain? This Mauvais and his son are using the distance to mask their nefarious activities.</li>
<li>CAPTAIN: Yes, m’Lord.</li>
<li>COMTE: (IMPATIENT) Oh, very well. Kick in his door.</li>
<li>CAPTAIN: Yes, m’Lord. Lucrece? Now!</li>
<li><span style="text-decoration: underline;">SOUND: DOOR CRACKING OPEN – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: MEN RUSHING ABOUT – SHUFFLING BANGS AND BUMPS – UNDER.</span></li>
<li>MAUVAIS: What is the meaning of this?</li>
<li>COMTE: Don’t move Mauvais. We have caught you red handed. Where is my son?</li>
<li>SOLDIER #1: What is that smell? It’s rancid.</li>
<li>SOLDIER #2: It’s coming from the Cauldron on the fire.</li>
<li>MAUVAIS: No. Don’t touch that!</li>
<li>SOLDIER #1: Captain, there is no one else here.</li>
<li>CAPTAIN: No sign of Godfrey, or of Mauvais’ son?</li>
<li>SOLDIER #2: No sign of either.</li>
<li>COMTE: Where is my son, Mauvais. Where&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: BUBBLING (UNDER)</span></li>
<li>COMTE: [CUE] No! No, not that. Where is my son, Mauvais? Is he boiling? Is he boiling in that pot? Have you killed him? Where is he, Mauvais, tell me now? Where is my son?</li>
<li>MAUVAIS: M’Lord. I don’t. Ack! (CHOKING NOISES)</li>
<li>CAPTAIN: M’Lord. You are killing him!</li>
<li>COMTE: Have you killed my son, Mauvais? Are you boiling him in that pot?</li>
<li>MAUVAIS: (CHOKING NOISES).</li>
<li>COMTE: I will show you what we do with murderers Mauvais. I’ll show you.</li>
<li><span style="text-decoration: underline;">SOUND: NECK SNAPPING – LET IT FINISH.</span></li>
<li>MAUVAIS: (DEATH SIGH) Ugh!</li>
<li><span style="text-decoration: underline;">SOUND: BODY DROP – LET IT FINISH.</span></li>
<li>CAPTAIN: You have killed him, my Lord.</li>
<li>COMTE: Captain, douse the flames. I want&#8230;</li>
<li>SERVANT: (AT A DISTANCE – APPROACHING) M’Lord! M’Lord! News from the Castle.</li>
<li>COMTE: What new deviltry is this?</li>
<li>SERVANT: (RUSHING IN OUT OF BREATH) M’Lord. The Comtesse sends me with glad news. Your son has been found in the North Tower. He was hiding from his nurse.</li>
<li>COMTE: (HORRIFIED) What?!</li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9: (EXT) MARCHING TO THE CHATEAU  (COMTE, CAPTAIN, MEN, CHARLES)</h3>
<ol start="297">
<li><span style="text-decoration: underline;">SOUND: NIGHT AMBIANCE – ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: TRUDGING – ESTABLISH AND UNDER (CONTINUE TO 302)</span></li>
<li>COMTE: Did your men have to put the hut to the flame, Captain?</li>
<li>CAPTAIN: It seemed prudent.</li>
<li>COMTE: And what of Charles, the old man’s son?</li>
<li>CAPTAIN: He will have cause to believe a tragic accident has occurred&#8230; and perhaps he will depart from this place.</li>
<li>COMTE: Hmmm. Perhaps? It would be fortuitous if something good were to come of this mess. (BEAT) And your men?</li>
<li>CAPTAIN: Sworn to secrecy and loyal to a man.</li>
<li>COMTE: I am glad to hear it.</li>
<li>CHARLES: (ALMOST INCOHERENT WITH RAGE) Are you indeed?</li>
<li><span style="text-decoration: underline;">SOUND: TRUDGING HALTS.</span></li>
<li>CAPTAIN: Who goes there? What is your business?</li>
<li>CHARLES: I am Charles, son of Mauvais. I have been gathering herbs in the woods. Now I am returning home. But, if I heard you correctly, my home is no more. You have burned it, and my father within it.</li>
<li>CAPTAIN: Come no closer! (ASIDE) Where is he, can any of you see him?</li>
<li>SOLDIER #1: No, Captain. He is without the range of the torches.</li>
<li>CHARLES: So, you don’t deny it. It is true, then. My father, who did nothing to you, is dead! (BEAT) And you stay silent. Can it be shame that stills your tongue? (BEAT) Then I shall speak.</li>
<li>You, Comte of the House De Valier, are a coward and a fool! I curse you. I curse you and your line.</li>
<li>“May ne’er a noble of thy murd’rous line</li>
<li>Survive to reach a greater age than thine!”</li>
<li>CAPTAIN: Look out M’Lord! He’s thrown something.</li>
<li><span style="text-decoration: underline;">SOUND: SPLASH, THEN FLAMES – ESTABLISH AND UNDER.</span></li>
<li>COMTE: (SCREAMS IN AGONY) Argh! Arghhh! Put it out. Put it out! Aaaarrgh!</li>
<li>CAPTAIN: He has set the Comte ablaze. You men, try to smother the flames. You others, find that cursed alchemist’s son!</li>
<li>CHARLES: (FADE OUT ALL OTHER BACKGROUND) (ECHOING) Mwahahahaha!</li>
<li><span style="text-decoration: underline;">MUSIC: HARP TRANSITION – LET IT FINISH.</span></li>
<li>COMTESSE: I know not what form of fire it was that the alchemist lit upon my husband. It could not be beaten out and spread to any that tried to assist him. He succumbed to his wounds two nights past. Charles the son of the alchemist called Mauvais is gone, escaped into the woods. As for his curse, we shall see how much power there was in it. I have recorded it all here against the possibility that it may, in fact, be real. (FADE OUT)</li>
<li>ANTOINE: (FADE IN) I have recorded it all here against the possibility that it may, in fact, be real. (LONG BEAT) Well, what are we to make of that?</li>
<li>TRENT: More and less than you might think.</li>
<li>ANTOINE: What do you mean?</li>
<li>BRIGITTE: You don’t think the curse is real? I’ll admit the short lives of the males in Antoine’s line date back to the year of this document&#8230; but beyond that?</li>
<li>TRENT: Tess, do you want to take this?</li>
<li>TESS: That Charles attempted to curse the De Valier line is clear, but this rhyming piece of doggerel wouldn’t do it&#8230; at least not typically.</li>
<li>BRIGITTE: I don’t understand?</li>
<li>TESS: Magic&#8230; real magic, isn’t a simple matter of a few rhyming statements. It takes power, blood, and, most importantly, preparation. I’ve never heard of a familial curse arising spontaneously like this.</li>
<li>TRENT: I have&#8230; once&#8230; It’s possible, where there is enough hate involved, and power, and death. The burning of the Comte might have provided the death. Charles might have had sufficient innate power&#8230; but still, something doesn’t feel right. Whatever this is, I don’t believe it is the result of a curse.</li>
<li>ANTOINE: Hmm. I think we’ll take these documents with us. The funeral is only an hour away. Let’s go.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s urgency about tying the knot, but mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. Now that Trent’s owned up to his feelings about me and we’re engaged, it’s time to set a date. But Trent keeps dragging his feet. I’m not getting any younger, you know?</p>
<p><strong>ANTOINE Duvalier:</strong> Bonjour. I am the Comte du Chateau Duvalier (Count of Duvalier Castle) and I have discovered that the legendary curse, rumored to have killed off every male heir to the title of my family estate for generations, is not so legendary after all. My brother is dead, and I am the last of my line. I must get to the bottom of this mystery before I, too, am overtaken by it.</p>
<p><strong>BRIGITTE LeGRANDE:</strong> I am Brigitte LeGrande. I grew up with Antoine and his brother. Many years ago I loved the brother (though it was not reciprocated), but I was merely a child. It has been a great many years since that was true but Antoine has not realized how things have changed. Out of respect for his brother’s memory, he resists seeing me as more than a friend. Still, I am patient. I am smart. I will help him deal with this, oh so ridiculous, curse. Then, we shall see what we shall see.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p>BANKER:  I do not like you.  I grovel at your feet for your business (if you have money) of course but, in reality, I like you no more than I like these peasants.  You all hate me, I know.  But in the end, I will be richer than all of you and you&#8217;ll never be able to look down on me again.</p>
<p><strong>COMTE:</strong> I can sum a person up in a moment and I am never wrong.  Take that thieving cook we used to employ.  I knew right away that she was a sneak thief.  So what if she was never caught?  I knew the truth and she was out on her ear.  Apparently, she&#8217;s cooking for the King now.</p>
<p><strong>COMTESSA:</strong> I find it difficult to manage this estate, what with my idiot husband making impulsive decisions at every turn.  But nevertheless, I manage, and, since I took on the administration of our lands and vineyards we have begun generating a healthy profit.</p>
<p><strong>SERVANT:</strong> My master is generous enough.  He rarely looks at what we do as servants so the work is never too onerous.  If I do catch his eye, it will occasionally mean I have to run an odd errand or two, but usually, life here is fine.</p>
<p><strong>CAPTAIN:</strong> Captain of the Guard</p>
<p><strong>SOLDIER #1 &#8211; #3:</strong> Soldiers from the Chateau</p>
<p><strong>MAUVAIS:</strong> I am Mauvais, called &#8220;the evil&#8221;  by the fools that live in the village and surrounding countryside.  Such ignorance and superstition!  Still, if I can convince the Comte of my genius, I will, at last, have a patron and a safe place to work.</p>
<p><strong>CHARLES:</strong> I am motivated by an intense hatred for the House Du Valier.  I will not rest until every last member of the male line has been wiped from the face of the earth. I do not care what I must do.  I do not care how long it takes.  I will kill them all.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>The Alchemist</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist – Episode 1 – The Family Curse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist – Episode 2 – A Secret from the Past</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist – Episode 3 – Hell’s Chateau</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist – Episode 4 – Cat and Mouse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist – Episode 5 – Curse’s End</a></li>
</ul>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist &#8211; Episode 2 &#8211; A Secret from the Past</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4299</post-id>	</item>
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		<title>Tips, Thoughts, and Wild Speculation about Writing Comedy for Audio Drama</title>
		<link>https://weirdworldstudios.com/tips-thought-about-writing-comedy/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 05 Dec 2017 20:19:00 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[comedy]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[humour]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4293</guid>

					<description><![CDATA[<p>IT IS TO LAUGH&#8230; I&#8217;ve been doing some thinking about writing comedy for audio drama; both its attractions and its dangers. I like to use humor throughout my plays (though none of them are, strictly speaking, comedies). I do this because the audience finds it a welcome release from both the more expositional sections of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tips-thought-about-writing-comedy/">Tips, Thoughts, and Wild Speculation about Writing Comedy for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>IT IS TO LAUGH&#8230;</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>I&#8217;ve been doing some thinking about writing comedy for audio drama; both its attractions and its dangers.</p>
<p>I like to use humor throughout my plays (though none of them are, strictly speaking, comedies). I do this because the audience finds it a welcome release from both the more expositional sections of a play and the more intense and dramatic moments.</p>
<p>I also do this because, in my work, I am writing specifically for amateurs and, often, kids as part of a dinner-party product. Frankly, overly serious fare does not a fun dinner party make. It&#8217;s important that my plays communicate from the outset that there is nothing about my stories to get overly precious about. Nothing helps my intended audience relax into performing a play, live around the dinner table, more quickly than a humorous &#8220;nod&#8221; to everyone involved that everything is &#8220;all in good fun&#8221; and not to be taken too seriously. The presence of humor achieves this better than any other technique I have tried.</p>
<h3>DEFINING COMEDY</h3>
<p>But coming up with jokes is actually hard work. And trying to define what is funny is even harder. Like trying to grasp water in your hand, any attempt at defining humor slips away the moment you close your grip. Still, there are probably a couple of features of humor that, if not universal, are at least very common. Humour tends to catch us by surprise, it tends to involve a shift in perspective, and it tends to make the audience feel clever.</p>
<p>Now, this isn&#8217;t always true. Sometimes hearing the overly familiar groaner of a &#8220;dad&#8221; joke that telegraphs its punchline well ahead of its delivery is, in context, still very funny (possibly because it makes us feel clever for seeing it coming). But generally speaking, we laugh when we are surprised. Likewise, there probably are jokes that don&#8217;t shift our perspective so that we see things differently to the way we normally would, but they are rarer than one would expect. Take the old gag involving Fred the builder and his assistant. Fred says &#8220;I&#8217;ll hold the nail in place and when I nod my head, you hit it.&#8221; The deliberate misunderstanding of the line that results in Fred getting hit in the head by the hammer forces the audience to shift their perspective away from the way the sentence is typically understood.</p>
<p>But, with regard to the last point, that comedy makes the audience feel clever, I think this is universally true. Frankly, I just can&#8217;t see a joke working that makes the audience feel stupid, but, hey, feel free to prove me wrong.</p>
<h3>MEANS OF GETTING A LAUGH</h3>
<p>There are lots of ways to get a laugh. This isn&#8217;t an exhaustive list by any means, just something to think about.</p>
<p><strong>Comparisons</strong> can be funny, particularly when they take us by surprise &#8211; &#8220;The boss came into work furious at the world. She was snapping at everyone like a Chihuahua with tonsillitis&#8221;.</p>
<p><strong>Metaphors</strong>, likewise, can be funny, particularly when employed in &#8220;insults&#8221; &#8211; &#8220;Jake, you&#8217;re an ugly little virus, a form of amoebic dysentery eking out an existence on the edge of the toilet seat of society.&#8221;</p>
<p><strong>Hyperbole or exaggeration</strong> can be funny &#8211; &#8220;Damn it, a paper cut. I&#8217;ll never play the piano again!&#8221;</p>
<p><strong>Malapropism</strong>, where someone makes use of the wrong word, can be funny &#8211; &#8220;I want money, wealth, riches! Damn-it, I want to be effluent.&#8221;</p>
<p><strong>Puns</strong> can generate a nice &#8220;groan-worthy&#8221; laugh &#8211; &#8220;Knowing sign language is really handy.&#8221;</p>
<p><strong>Literalism</strong> can be very funny &#8211; The &#8220;When I nod my head, hit it&#8221; gag above.</p>
<p><strong>Misunderstandings</strong> can be even funnier if we make them <strong>infectious</strong>. The foreman comes in and hits the still reeling Fred. &#8220;I thought everyone was having a go and didn&#8217;t want to miss out&#8221;.</p>
<p><strong>The non-sequitur</strong> in which the totally unexpected happens can be funny &#8211; A woman is about to sit on a freshly painted seat at the zoo. The zoo-keeper yells &#8220;look out&#8221;. She sighs with relief at her close call only to be mauled by the escaped lion&#8221;.</p>
<p><strong>Travesty</strong>, where weighty or emotional issues are treated lightly, can be funny because of the shock they cause &#8211; I don&#8217;t personally have a lot of time for these kinds of jokes, but they include dead baby jokes and the jokes that emerge after major disasters (such as the jokes which did the rounds after the Challenger Space Shuttle disaster).</p>
<h3>THE STRUCTURE OF JOKES</h3>
<p>All jokes follow a <strong>basic structure</strong> of <strong>setup and punchline</strong>, but the best jokes <strong>follow on with two more punchlines</strong> (riffing on the theme). Grouping jokes in threes are among the most tried and true methods of warming your audience up to laugh.</p>
<p>The first joke will get an acknowledgment from the audience (but is usually tentative), by the second the audience is ready to start laughing, and by the third joke the audience has relaxed, is warmed up, and is invested in the material.</p>
<p>In the parlance of professional comedians, the three joke &#8220;bit&#8221; is constructed as follows&#8230;</p>
<p><strong>The setup</strong> &#8211; in which the audience is introduced to the subject of the jokes and any necessary context is provided.</p>
<p><strong>The punchline</strong> &#8211; in which the joke is revealed. Comedian&#8217;s deliberately put the word or words that will bring on the laugh right at the end of the line, just before a pause (so that the audience isn&#8217;t laughing over the top of important information).</p>
<p><strong>The topper</strong> &#8211; in which the second punchline is delivered (perhaps with another short setup).</p>
<p><strong>The second topper</strong> &#8211; in which the third punchline is delivered (perhaps with a short setup again).</p>
<p>Here&#8217;s an example&#8230;</p>
<p>2016 has seen the loss of a lot of celebrities, including one of my favorite actors, Mr. Alan Rickman. It&#8217;s been like some kind of dark celebrity fashion; as if the entire lemming community got together and went &#8220;when I die I&#8217;d like to come back as someone famous&#8221;.</p>
<p>And it&#8217;s got to the point where it&#8217;s infecting the whole community. People are afraid to leave the house. My next-door neighbor barricaded her doors and windows for over a month because her last name shared three of the same letters as Alan Rickman&#8217;s. They removed her body on Thursday. Starvation.</p>
<p>People are genuinely scared of this stuff. But seriously, we shouldn&#8217;t worry. All these facebook posts that say &#8220;Made it to 2017: feeling lucky to be alive&#8221;? I&#8217;m just not convinced. Have you ever considered that we&#8217;re not actually lucky to be alive? That in fact, we&#8217;re just not famous or important enough to be dead? It bears thinking about, doesn&#8217;t it?</p>
<p>This three joke &#8220;bit&#8221; is unlikely to age well. It&#8217;s tied to a specific set of circumstances (the large roster of celebrity deaths in 2016) so it has a little more setup than is strictly required. I&#8217;ve tried to future proof it slightly by recounting what happened (loss of a lot of celebrities) and identifying who Alan Rickman was (for those in the future who may not remember him). This provides sufficient context to &#8220;get&#8221; the gags.</p>
<p>For a three joke &#8220;bit&#8221; to work you want to aim for <strong>variation</strong> in the jokes. To the extent you can, you want each of the jokes to come as a surprise.</p>
<p>The first joke uses comparison (celebrity deaths compared to lemmings).</p>
<p>The second death uses irony and surprise (by avoiding death, the neighbor dies).</p>
<p>The third shifts perspective (we&#8217;re not important enough to die).</p>
<h3>PRESENTING JOKES IN AUDIO DRAMA</h3>
<p>Audio drama isn&#8217;t stand up comedy. This means that jokes in general, and the three joke &#8220;bit&#8221; in particular, will usually be presented as dialog.</p>
<p>Here&#8217;s the above three joke &#8220;bit&#8221; worked (admittedly artificially) into a scene.</p>
<h3 style="padding-left: 30px;">SCENE &#8211; LOCAL PUB (JAKE, JIM, BARKEEP) &#8211; A LITTLE BEFORE CLOSING</h3>
<p style="padding-left: 30px;"><span style="text-decoration: underline;">SOUND: MURMUR OF BUSY PUB &#8211; ESTABLISH AND UNDER.</span></p>
<p style="padding-left: 30px;">JAKE: Hello Jim. Just arrived? You&#8217;re looking a little the worse for wear.</p>
<p style="padding-left: 30px;">JIM: A little too much New Year&#8217;s Eve cheer, if you know what I mean?</p>
<p style="padding-left: 30px;">JAKE: Ah, of course, that explains why you&#8217;re so late in. Sleeping it off, I s&#8217;pose?</p>
<p style="padding-left: 30px;">JIM: Something like that.</p>
<p style="padding-left: 30px;">JAKE: Well, I&#8217;ve got the first round. Here&#8217;s to seeing the back of 2016. It was a right little sod.</p>
<p style="padding-left: 30px;">JIM: I&#8217;ll drink to that. I can&#8217;t remember a year where we lost so many celebrities. It&#8217;s like the entire lemming community got together and went &#8220;when I die I&#8217;d like to come back as someone famous&#8221;.</p>
<p style="padding-left: 30px;">JAKE: I still can&#8217;t believe we lost Alan Rickman. He&#8217;s such a great actor. My next door neighbor barricaded the doors and windows for over a month because her last name shared three of the same letters as his. They removed her body on Thursday. Starvation.</p>
<p style="padding-left: 30px;">JIM: You&#8217;re joking? People are getting genuinely scared by this stuff. Still, we shouldn&#8217;t worry. All those facebook posts I&#8217;ve been seeing that say &#8220;Made it to 2017: feeling lucky to be alive&#8221;? Personally, I figure we&#8217;re pretty safe.</p>
<p style="padding-left: 30px;">JAKE: How&#8217;s that?</p>
<p style="padding-left: 30px;">JIM: It&#8217;s obvious. None of us, who&#8217;ve seen in the New Year successfully, were famous or important enough to be dead. It bears thinking about, now, doesn&#8217;t it?</p>
<p style="padding-left: 30px;">JAKE: I guess so.</p>
<p style="padding-left: 30px;">BARKEEP: Last orders, gents.</p>
<p style="padding-left: 30px;">JIM: Here let me get in a final round and we&#8217;ll head over to Mick&#8217;s place. He reckons he&#8217;s got a job for us.</p>
<p style="padding-left: 30px;">JAKE: Great. There&#8217;s nothing I like more than the chance at a few extra dollars to line my wallet&#8230; even if that chance comes from a grade-A nutter like Mick.</p>
<p style="padding-left: 30px;"><span style="text-decoration: underline;">SOUND: SCENE ENDER &#8211; LET IT FINISH</span></p>
<h3>THE PITFALLS OF HUMOUR</h3>
<p>Topical comedy (humor tied to particular times and places &#8211; such as the 2016 bit above) dates quickly. This means that, while it will get a laugh today, tomorrows audience may be left scratching their heads and wondering what was going on. If the audience is left puzzled, they certainly won&#8217;t be laughing.</p>
<p>Not everyone finds the same things funny. In fact, some humor will be found offensive to some audience members. If it is important to you not to offend, then it will be important to avoid potentially offensive jokes. The 2016 jokes are right on the edge of acceptable for me personally. Generally speaking, I avoid humor that earns a laugh at the expense of any particular group or individual (celebrity or otherwise). Each writer must make their own choice here (and take responsibility for the result).</p>
<p>The success of humor is often as dependent upon the delivery (and its timing) as it is upon the words of the joke itself. Nothing will kill a joke dead more effectively than a bad delivery, so knowing your actors and their ability to carry the weight of a joke is important if you are going to use humor in your drama. My own drama, written as it is for amateur performance, is designed to be easy to deliver, but it is essential that participants enjoy reading aloud and are willing to get into the spirit of the thing. It just won&#8217;t work to have a bunch of non-readers, or folks with little sense of fun, at the table.</p>
<p>Any further thoughts on using humor in audio drama? I&#8217;d love to hear them.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/tips-thought-about-writing-comedy/">Tips, Thoughts, and Wild Speculation about Writing Comedy for Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4293</post-id>	</item>
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		<title>The Alchemist &#8211; Episode 1 &#8211; The Family Curse</title>
		<link>https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 01 Dec 2017 19:12:44 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alchemist]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the alchemist]]></category>
		<category><![CDATA[the family curse]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4093</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;The Family Curse&#8221;, episode 1 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist &#8211; Episode 1 &#8211; The Family Curse</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Family Curse&#8221;, episode 1 of our new Two Fisted Cosmic Horror serial; The Alchemist. This is a brand new (unpublished) series (featuring Antoine Duvalier and Brigitte LeGrande). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles (they&#8217;re only $25.99 (AUD), great value for a whole night of entertainment for 6 &#8211; 8 people). Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4259" aria-describedby="caption-attachment-4259" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4259" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/11/047CosmicHorror01Sml.png?resize=200%2C283&#038;ssl=1" alt="Two Fisted Cosmic Horror - CH001 - The Alchemist" width="200" height="283" /><figcaption id="caption-attachment-4259" class="wp-caption-text">Two-Fisted Cosmic Horror &#8211; CH001 &#8211; The Alchemist</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE ALCHEMIST</h2>
<h3>EPISODE #1 – THE FAMILY CURSE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #6: The Alchemist</strong></p>
<p>Trent Stone and Tess Carter are approached by a young French count (Antoine Duvalier) who, after the sudden death of his brother, is concerned that he has been cursed.  He asks for their help and they travel to France where they meet his childhood friend (Brigitte LeGrande), encounter a spooky chateau, numerous attempts on Antoine&#8217;s life, and pursue an underlying mystery involving a centuries-long quest for revenge. Can they unravel this mystery before the young count&#8217;s life is lost? Tune in thrill to the excitement of &#8220;The Alchemist&#8221; and find out for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE FAMILY CURSE</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>TERESA CARTER: Our heroine and reporter</p>
<p>TRENT STONE: Our hero and adventurer</p>
<p>ANTOINE Duvalier: COMTE of the CHATEAU Duvalier</p>
<p>WAITER: A Waiter</p>
<p>PORTER: A French waiter</p>
<p>BRIGITTE LeGRANDE: Childhood friend of Antoine&#8217;s</p>
<p>DRIVER: Car driver who nearly crashes into Antoine</p>
<p>SFX: SFX operator (1 required)</p>
<h2>Act 1</h2>
<h3>SCENE 1: (INT) THE METRO RESTAURANT – STAR CITY (ANTOINE, TRENT, TESS, WAITER)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: RESTAURANT WALLA – ESTABLISH AND UNDER.</span></li>
<li>NARRATOR: Our fearless adventurers, Tess Carter and Trent Stone, somewhat to their surprise, find themselves meeting a young French Count, recently a student at Star City university, in one of the finest restaurants in town.</li>
<li>ANTOINE: Ah, Monsieur Stone. I am so glad you could make it on such short notice. And Mademoiselle Carter, you are even more beautiful than I expected.</li>
<li>TESS: Why thank you. It’s such a rare pleasure to meet a man who knows how to talk to a lady.</li>
<li>TRENT: Down, Tess. (TO ANTOINE) We could hardly refuse the offer of dinner at the most exclusive restaurant in town. It quite provoked our curiosity.</li>
<li>ANTOINE: As was my intention, monsieur.</li>
<li>TRENT: And the insistence of your friend, Howard Lovecraft, didn’t hurt. He’s made us promise to allow him to write the story – if indeed there is one to be written. Please, I’m Trent and this is Tess. We’d prefer to be a little less formal.</li>
<li>ANTOINE: Of course. And you must call me Antoine. Please, be seated.</li>
<li>TRENT AND TESS: Thankyou. Thanks.</li>
<li><span style="text-decoration: underline;">SOUND: CHAIRS SCRAPING AS ALL SIT – LET IT FINISH.</span></li>
<li>TESS: I don’t believe I’ve ever met a genuine French Count before. You’ll forgive me if I thought you’d be&#8230; er, well,&#8230; a little older.</li>
<li>ANTOINE: Ah! Yes, I guess I do appear rather young to have inherited the title&#8230; (DARKLY) though it is not uncommon in my family. It belonged to my brother, Gaspard, who died a few short months ago&#8230;</li>
<li>TESS: Oh, I’m sorry to hear that. My condolences for your loss.</li>
<li>ANTOINE: Thankyou. As it happens this is the main reason for my desire to speak with you. You see, I am the last of my line, Comte Antoine Duvalier of the Chateau Duvalier. It is an old house with an old history. The&#8230; er,&#8230; castle, I think you call it, has been attacked many times over the centuries, defying Barons, Counts, and even Kings, but never once has its halls resounded to the footsteps of an invader&#8230;</li>
<li>TRENT: A proud lineage, to be sure, but&#8230;</li>
<li>WAITER: Would you care to order at this time, sirs&#8230; madame?</li>
<li>TESS: Madame? Why you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SCRAPE OF CHAIR – UNDER.</span></li>
<li>TRENT: Easy, Tess. (TO THE WAITER) You’ll have to pardon my companion, she doesn’t take terribly well to being called “madame”.</li>
<li>WAITER: Oh, I apologize&#8230; Mademoiselle, is it? Please forgive the misstep.</li>
<li>TESS: (SIGHS) Oh, it’s alright. Perhaps we should let the Count, I mean Antoine, order for us. What do you say, Trent? We are his guests after all.</li>
<li>ANTOINE: Hmmm? Oh, of course. We will have the Chicken Chasseur, I think.</li>
<li>TRENT: That sounds fine.</li>
<li>WAITER: Very good, sir.</li>
<li><span style="text-decoration: underline;">SOUND: WAITER DEPARTS – UNDER.</span></li>
<li>TRENT: Now, about the purpose of your visit?</li>
<li>ANTOINE: (BEAT)</li>
<li>TRENT: Antoine?</li>
<li>ANTOINE: I am sorry, Trent. English is not my mother tongue and it is not an easy tale to tell. A friend at the university suggested I speak with you. Howard Lovecraft? You mentioned him earlier?</li>
<li>TESS: Oh, yes. He’s an interesting young editor we met a few months ago at the Mayoral reception. The poor boy was positively terrified to find himself amongst all those swells and society types. We took pity on him and invited him to our table. He was actually quite an engaging, if morbid, talker, once we got past his shyness.</li>
<li>ANTOINE: Yes, he was very much a fish out of water that night.</li>
<li>TESS: You were there? I don’t believe we met.</li>
<li>ANTOINE: No, we didn’t. It was the night I received word of my brother’s death. Howard was my guest, but I departed early, insisting Howard stay behind and enjoy himself. It was a sign of my muddled frame of mind that I entertained, even for an instant, the notion that one as introverted as Howard would find such an evening anything less than a torment.</li>
<li>TESS: Yes, you did him no favors that night.</li>
<li>ANTOINE: Ah, but it is just as well, for if I had not left him behind, he would not have met you, and we would not now be here talking tonight.</li>
<li>TRENT: And around we come again, by a circuitous route, to the reason for this meeting.</li>
<li>ANTOINE: Forgive me. Perhaps it would be best if I begin at the beginning&#8230; with a story of my ancestry. You see, the reason I have asked you here tonight&#8230; the reason I am asking your aid concerns an ages old curse designed to take the life of the sons of my house before their thirty-second birthday.</li>
<li>TRENT: A curse, you say? Antoine, I believe you now have our undivided attention.</li>
<li>ANTOINE: My ancestors, at least my male ancestors, have all died young, every last one of them, dating back to medieval times. It would be something of a local joke if it were not actually taken so seriously. The villagers refer darkly to the “Duvalier Curse” and cross themselves.</li>
<li>TESS: But surely local superstition isn’t&#8230;</li>
<li>ANTOINE: You are right, of course. The locals are superstitious, and could easily be ignored on most subjects, but the facts of history are against us. With no male member of my family surviving beyond the age of thirty-two, we are a house stained with grief, and it is hard to dispel the rumors.</li>
<li>TRENT: Rumours?</li>
<li>ANTOINE: Nothing concrete of course. Just the usual village gossip. A local sorcerer supposedly cursed my family in ages past. No specifics. The stuff of long forgotten local legend.</li>
<li>TRENT: I see. And do you believe in this curse?</li>
<li>ANTOINE: I never have. My brother and I always scoffed at it. We were determined we would outlive the curse and show it to be nonsense.</li>
<li>TRENT: And now?</li>
<li>ANTOINE: Now? No. I still do not believe in it, not really. Gaspard’s death has shaken me, I admit. He was the picture of health and his death came so suddenly.</li>
<li>TESS: Please, I know it’s hard, but could you tell us the circumstances surrounding your brother’s death?</li>
<li>ANTOINE: Of course. Our father died when I was but an infant. He was killed in a hunting accident. My mother died bringing me into the world, but the local gossips say she died of a broken heart at the loss of my father and that my birth just furnished the excuse she needed to let go of her body.</li>
<li>TESS: How cruel. I’d like to give your local gossips a piece of my mind, I think.</li>
<li>ANTOINE: It matters little now, it is all in the past. My older brother and I were raised by the family retainer, Pierre. He was a kindly man, good-natured and firm. He raised us well. My brother wore the title of Comte from before the age of four. He was compelled by the duties associated with the estate to remain at home while I have had the opportunity to come and study here in America – I made the acquaintance of Howard at the Star City University. I know little enough about Gaspard’s death beyond the fact that he died sitting at his desk working on the accounts. He was found by Pierre, and, from all reports, there was not a mark upon him. He had simply died. The coroner reported it as a natural death, more, I believe, from mystification than any real ability to fathom the cause of it.</li>
<li>TRENT: And this hasn’t altered your opinion regarding the curse?</li>
<li>ANTOINE: It has not.</li>
<li>TESS: Then forgive me, I don’t quite see&#8230;</li>
<li>ANTOINE: It is Howard’s idea, actually. He is not as convinced as I am. Pierre, our retainer, has died and I must, once again, return home – first for the funeral and then to stay on. The estate is now untenanted and will quickly fall into disrepair. When last I returned, for Gaspard’s funeral, I didn’t even go up to the Chateau. It was just before my final examinations so, needless to say, my visit was kept as short as propriety would allow. Since my return to America, I have been postponing my return home, leaving the running of the estate in the hands of Pierre. Now that he is gone&#8230; well, the last excuse I have to avoid the estate has disappeared with him.</li>
<li>TESS: Are you truly so afraid of the place?</li>
<li>ANTOINE: No, not afraid. But it is full of memories of Gaspard and now Pierre, and it will seem very sad and lonely after experiencing the excitement, stimulation and social life of Star City and its university. The chateau is situated in a very provincial and rural community. I am going to miss it here.</li>
<li>TRENT: I see.</li>
<li>ANTOINE: No, I do not fear to return. But, Howard does fear for me. He is convinced there are forces in the universe that we would do well to be cautious about and suggested I ask you to accompany me on my return. I am now independently wealthy and, with any luck, you will be able to return here having enjoyed a very pleasant holiday. If Howard’s fears are founded, which I am sure they are not, and it turns out that my life is genuinely under threat from an ancient curse, then your expertise in such matters may come in quite handy.</li>
<li>TRENT: You say none of the male members of your family have ever lived to see their thirty-second birthday. How long, if I may ask, do you&#8230;</li>
<li>ANTOINE: I will be thirty-two in two and a half weeks time. I know the notice is short but&#8230;</li>
<li>TRENT: Well, Tess? What do you say?</li>
<li>TESS: Hot Dog! A chance at seeing Paris in the springtime? Do you even have to ask?</li>
<li>TRENT: Well, Monsieur Le Comte, we would be glad to accompany you on your return home. We’ve been in need of a holiday and, while I share your skepticism about the curse, there really are some features of your story that interest me.</li>
<li>ANTOINE: Wonderful. I am very glad to hear it&#8230; and, but look, here comes our dinner&#8230;</li>
<li>WAITER: Monsieurs and Mademoiselle, forgive the interruption but your dinner is served.</li>
<li><span style="text-decoration: underline;">SOUND: CLINKING OF CUTLERY ETC. AS FOOD IS PLACED ON THE TABLE – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: (EXT) TRAIN PLATFORM – MID AFTERNOON  (PORTER, ANTOINE)</h3>
<ol start="70">
<li><span style="text-decoration: underline;">SOUND: (WALLA) BUSTLING TRAIN STATION.</span></li>
<li>ANTOINE: Well, here we are. This is the village nearest my home.</li>
<li>TESS: Can we see the chateau from here?</li>
<li>ANTOINE: No, not from here. It is just beyond that line of hills, at the base of the mountains. It’s out of sight, but not that far really. You’ll see it soon enough.</li>
<li>PORTER: Monsieur Le Comte? Ah, I thought it was you. Welcome home! Welcome home. You look fit and well.</li>
<li>ANTOINE: Ah, Ronsard, it is good to be home&#8230; I think&#8230;</li>
<li>PORTER: Yes, we were all sorry to hear of Pierre’s death. He has looked after you and your family for so long. The news of his heart failure came as a shock to all of us. Shall I arrange for rooms here in the village? Mademoiselle Brigitte is waiting for you in the annex. I will take your bags.</li>
<li>ANTOINE: Stop fussing, Ronsard. I can carry my own bags&#8230; and I did not expect to find Brigitte here. Though you might ask after my guests. This is Mademoiselle Tess Carter and Monsieur Trent Stone.</li>
<li>PORTER: Of course, I apologize. Can I see to your luggage?</li>
<li>TRENT: No, no. That’s fine. If the Comte can manage his own bags, then we can do the same.</li>
<li>PORTER: As you wish Monsieur.</li>
<li>ANTOINE: Did Brigitte return for the funeral?</li>
<li>PORTER: Yes, she arrived this morning. She loved Pierre, dearly.</li>
<li>ANTOINE: Yes, she did. As for where I am staying. I will go to the chateau, of course.</li>
<li>PORTER: But sir?</li>
<li>ANTOINE: No, Ronsard. This superstition of yours is nonsense and needs to be laid to rest. I am in the peak of health and I have nothing to fear. I am returning to the Chateau for the duration my stay.</li>
<li>PORTER: (Fearful) Then at least stay in the village this evening. The bank is closed and there are documents being held there for you.</li>
<li>ANTOINE: Documents? What documents? And how is it that I am hearing this from you?</li>
<li>PORTER: I mean no disrespect Monsieur Le Comte, but when Pierre died, he was with us at the Barrel and Biscuit. There were papers on his person and instructions for you. We lodged them with the bank.</li>
<li>ANTOINE: I see. Very well, there is nothing for it. It looks like we will be staying here overnight after all.</li>
<li>PORTER: Very good monsieur.</li>
<li>ANTOINE: Now, lead on. I am eager to see Brigitte.</li>
<li><span style="text-decoration: underline;">SOUND: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: (INT) THE ANNEX  (BRIGITTE, ANTOINE)</h3>
<ol start="93">
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS – FOOTSTEPS ON WOODEN FLOOR – ESTABLISH AND UNDER</span></li>
<li>BRIGITTE: Antoine! Antoine, it is so good to see you. How was your trip? Are you surprised to see me?</li>
<li>ANTOINE: Brigitte. The chance is a happy one, but no, I am not surprised. Ronsard let the cat out of the bag.</li>
<li>BRIGITTE: Oh, that Ronsard. He is such a gossip. Worse even than my Aunt Mimi.</li>
<li>ANTOINE: And how is your aunt? Keeping well, I hope?</li>
<li>BRIGITTE: Of course. She finds the world far too interesting to ever die. She tells me she has yet to discover a third of the things she wishes to know before her end. She is decided on the matter. She will not die until she has learned all the things she wishes. Fiat!</li>
<li>ANTOINE: It would appear to be a worthy ambition if I didn’t know that most of those things involved the doings of her neighbors.</li>
<li>BRIGITTE: (MOCK SADNESS) (SIGHS) Too true. (BEAT) Well, the car is outside and it is a beautiful afternoon. Would you like me to drive you out to the Chateau?</li>
<li>ANTOINE: No, thank you. I am staying in the village tonight&#8230; oh, and I had best introduce my companions.</li>
<li>BRIGITTE: Oh? I’m terribly sorry. I must seem awfully rude, ignoring you like this. I am Brigitte Le Grande. How do you do?</li>
<li>TESS: Hi, I’m Tess and the large hat-rack in a suit over there is Trent.</li>
<li>TRENT: Be nice, Tess.</li>
<li>BRIGITTE: Clearly, I’m among friends. I hope I’m not intruding.</li>
<li>ANTOINE: Not at all. But I’m afraid you’ve wasted a trip if you hope to take us to the chateau.</li>
<li>BRIGITTE: Oh, Antoine, you haven’t started believing that silly nonsense about the curse, have you?</li>
<li>ANTOINE: (AFFRONTED) Of course not. There are some papers I need to recover from the bank, so I am simply staying overnight. (BEAT) Actually, why don’t you join us? You can help me check in, and then we can visit the old cafes and haunts of our youth while you bring me up to date on all the news.</li>
<li>BRIGITTE: Marvellous.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: (EXT) SIDEWALK CAFE  (TESS, BRIGITTE, ANTOINE, TRENT, DRIVER)</h3>
<ol start="111">
<li><span style="text-decoration: underline;">SOUND: OUTDOOR CAFE – BIRDS TWEET – OCCASIONAL TRAFFIC – PATRONS – CUTLERY ETC – ESTABLISH AND UNDER</span></li>
<li>TESS: So, how long have you two known each other?</li>
<li>BRIGITTE: Oh, since I was in pigtails. We were neighbors&#8230; of a sort.</li>
<li>ANTOINE: Brigitte lived on the farm closest to the lands bordering the chateau.</li>
<li>BRIGITTE: But, truth be told, I was not there that often.</li>
<li>ANTOINE: And well it was that you weren’t.</li>
<li>TESS: Huh?</li>
<li>BRIGITTE: I was abroad often, traveling with my mother, a famous sociologist. It meant that I didn’t soak up the local prejudices about Antoine and his brother.</li>
<li>ANTOINE: As a result, each summer, Gaspard and I would have at least one playmate who was not afraid of us. At least until our teenage years.</li>
<li>TRENT: Meaning?</li>
<li>ANTOINE: Things went along just fine until Brigitte became smitten with my brother.</li>
<li>BRIGITTE: Antoine!</li>
<li>ANTOINE: In the space of a month she became unaccountably shy around Gaspard. She couldn’t speak a word in front of him without stammering and running away.</li>
<li>BRIGITTE: I was young. I can still remember you making an idiot of yourself over Mimi at the patisserie. I felt like such a fool for believing you kept taking me there because of the sweet rolls.</li>
<li>ANTOINE: (AHEM) Well&#8230; yes&#8230; I guess we don’t really need to bring up all of that, but Gaspard’s loss was my gain. Brigitte’s shyness resulted in her avoiding him and spending most of her time with me. We have been fast friends ever since.</li>
<li>TESS: And Gaspard? He never realized your feelings for him?</li>
<li>BRIGITTE: It was a crush. I grew out of it fairly quickly. But no, he never realized. As much as I thought I loved him, he was always very serious and far too interested in the management of the estate. It made him rather boring, truth be known.</li>
<li>ANTOINE: Really? I never knew. I always thought that, well, if Gaspard ever wised up&#8230;</li>
<li>BRIGITTE: I’m honestly not sure which one of you was the more stupid sometimes, Antoine.</li>
<li>ANTOINE: Pardon?</li>
<li>TRENT: Don’t let it bother you old man. We are all fairly thick when it comes to the fairer sex.</li>
<li>TESS: I’ll say you are&#8230;</li>
<li>ANTOINE: But&#8230; What? But&#8230; (BEAT) You know, I can’t help feeling I’ve missed something here.</li>
<li>TESS: Yes, I’d say so. But I’m sure Brigitte and I can find a way to clue you in before too long. (TO BRIGITTE) Us girls have to stick together when it comes to dealing with our Neanderthal men-folk.</li>
<li>TRENT: Oh no! You aren’t going to tar me with this particular brush, Tess.</li>
<li>TESS: (TO BRIGITTE) Brigitte, later, when we’re out of earshot of the boys, I’ll tell you a story or two about the big lug and&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SCREECHING TIRES – UNDER.</span></li>
<li>TRENT: Look out!</li>
<li><span style="text-decoration: underline;">SOUND: CRUNCH AND CRASH OF CAR INTO CAFE – LET IT FINISH.</span></li>
<li>TRENT: Antoine, are you alright? That car nearly drove right over you.</li>
<li>ANTOINE: Yes, yes. I am fine. Don’t fuss. I managed to get out of the way.</li>
<li><span style="text-decoration: underline;">SOUND: CAR DOOR OPENS AND CLOSES. RUNNING FEET – UNDER.</span></li>
<li>DRIVER: Oh Monsieur, mademoiselles, I am so sorry. My brakes, they have failed. Are you hurt?</li>
<li>ANTOINE: We are all fine. Though I dare say you owe Gaston a new table&#8230; and a new window. What happened?</li>
<li>DRIVER: Oh, it is you monsieur Le Comte. A thousand pardons. Please? Let me&#8230;</li>
<li>ANTOINE: Alright. There is no need for that. But tell us, what happened? Are you okay?</li>
<li>DRIVER: I’m fine. A little shaken perhaps. I do not know what happened. I lost control and the brakes failed.</li>
<li>TESS: Hey Trent!</li>
<li>TRENT: Tess? Where are you?</li>
<li>TESS: Over here by the wreck. Someone’s cut the brake line.</li>
<li>TRENT: What?</li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s urgency about tying the knot, but mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. Now that Trent’s owned up to his feelings about me and we’re engaged, it’s time to set a date. But Trent keeps dragging his feet. I’m not getting any younger, you know?</p>
<p><strong>ANTOINE Duvalier:</strong> Bonjour. I am the Comte du Chateau Duvalier (Count of Duvalier Castle) and I have discovered that the legendary curse, rumored to have killed off every male heir to the title of my family estate for generations, is not so legendary after all. My brother is dead, and I am the last of my line. I must get to the bottom of this mystery before I, too, am overtaken by it.</p>
<p><strong>BRIGITTE LeGRANDE:</strong> I am Brigitte LeGrande. I grew up with Antoine and his brother. Many years ago I loved the brother (though it was not reciprocated), but I was merely a child. It has been a great many years since that was true but Antoine has not realized how things have changed. Out of respect for his brother’s memory, he resists seeing me as more than a friend. Still, I am patient. I am smart. I will help him deal with this, oh so ridiculous, curse. Then, we shall see what we shall see.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>WAITER:</strong> I am a French waiter. I do my job with a touch of polite haughtiness.</p>
<p><strong>PORTER:</strong> I am a French porter. I am a bit of a gossip, nosy, talkative, and friendly.</p>
<p><strong>DRIVER:</strong> I am a local French car driver who nearly crashes into Antoine. I am shocked, apologetic, and very concerned for the near victim of the car crash.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>The Alchemist</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist – Episode 1 – The Family Curse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-2-secret-from-past/">The Alchemist – Episode 2 – A Secret from the Past</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-3-hells-chateau/">The Alchemist – Episode 3 – Hell’s Chateau</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-4-cat-and-mouse/">The Alchemist – Episode 4 – Cat and Mouse</a></li>
<li><a href="https://weirdworldstudios.com/the-alchemist-episode-5-curses-end/">The Alchemist – Episode 5 – Curse’s End</a></li>
</ul>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/the-alchemist-episode-1-the-family-curse/">The Alchemist &#8211; Episode 1 &#8211; The Family Curse</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>A Template for Creating Noir Stories in Audio Drama</title>
		<link>https://weirdworldstudios.com/a-template-for-creating-noir-stories-in-audio-drama/</link>
					<comments>https://weirdworldstudios.com/a-template-for-creating-noir-stories-in-audio-drama/#comments</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 28 Nov 2017 20:18:43 +0000</pubDate>
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		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[adapting audio drama]]></category>
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					<description><![CDATA[<p>TALKING GENRE: IT&#8217;S NOIR BABY! A friend of mine and I were talking recently about creating Noir stories. This is a summary of my understanding of how those old thrillers and detective tales are constructed. Noir isn&#8217;t necessarily reliant on the 30&#8217;s and 40&#8217;s setting. One of my favourite modern audio dramas is Harry Strange. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/a-template-for-creating-noir-stories-in-audio-drama/">A Template for Creating Noir Stories in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>TALKING GENRE: IT&#8217;S NOIR BABY!</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>A friend of mine and I were talking recently about creating Noir stories. This is a summary of my understanding of how those old thrillers and detective tales are constructed.</p>
<p>Noir isn&#8217;t necessarily reliant on the 30&#8217;s and 40&#8217;s setting. One of my favourite modern audio dramas is Harry Strange. It&#8217;s basically neo-noir (a noir character with a noir code, fighting evil in the modern world). Harry Dresden, likewise. Likewise, Veronica Mars does a great neo-noir &#8211; complete with computer hacking. Blade runner presents us with future-noir. I&#8217;m actually pretty sure most of us are pretty familiar with the genre (enough to experiment with it) if we think about it a little.</p>
<p>From my perspective the key to noir is in the characterisation.</p>
<p>Noir characters are isolated loners and the key to understanding them is realising that they are displaced in time. Noir uses the same tropes as certain cowboy stories that involve an out-of-place medieval code of chivalry that lands in the middle of lawless frontier life (see any of the Sergio Leone spaghetti westerns starring Clint Eastwood &#8211; as well as Once upon a time in the west).</p>
<p>When the Knights of the old west are dumped in a gritty city (hard boiled, cynical, yet sticking to their code because it&#8217;s who they are and it can&#8217;t be abandoned because it would be a betrayal of self) that&#8217;s what we understand more traditionally as noir (see the Maltese Falcon in particular). When these Knights of the Forties land in the present or future it&#8217;s still noir &#8211; essentially because of the character having that sense of being displaced in time and place &#8211; misunderstood, mistrusted, and alone. The voice-over patter is helpful but not essential and the classic noir metaphors can easily be updated. What matters most is the unyielding core of the character&#8217;s self-defined morality and a story that challenges that core at every possible turn.</p>
<p>The character arc of a noir character is far more important than the plot itself and typically adheres to the following pattern.</p>
<p>It begins with the character down-at-heel and waiting for trouble to walk in.</p>
<p>The arrival of said trouble follows along with the presentation of a dilemma.</p>
<p>Dangers and setbacks follow &#8211; accompanied (most importantly) by repeated temptations to abandon his/her personal code and not see the situation through to a resolution.</p>
<p>Resisting these temptations exacts a heavy price usually costing him/her any advancement or benefit that may have been on offer. Essentially a high cost to the hero is exacted for choosing to stay true to oneself.</p>
<p>This results in the character coming full circle back to where they began (but stronger for not having betrayed their own conscience) and in the denouement we see them waiting once again for the next round of trouble to walk through the door.</p>
<p>Further thoughts on the essence of noir? Have I missed the point, misinterpreted the genre, or otherwise trampled over what Noir truly is? If you&#8217;ve got any thoughts on what makes a noir tale tick, then please, add them here. I&#8217;d love to hear them.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/a-template-for-creating-noir-stories-in-audio-drama/">A Template for Creating Noir Stories in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>MacBeth Amongst the Stars &#8211; Episode 5 &#8211; The Sky is Falling</title>
		<link>https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-5-the-sky-is-falling/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 24 Nov 2017 18:44:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Macbeth Amongst the Stars]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[macbeth amongst the stars]]></category>
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		<category><![CDATA[the sky is falling]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;The Sky is Falling&#8221;, episode 5 (and final) of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-5-the-sky-is-falling/">MacBeth Amongst the Stars &#8211; Episode 5 &#8211; The Sky is Falling</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Sky is Falling&#8221;, episode 5 (and final) of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4185" aria-describedby="caption-attachment-4185" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4185" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/10/Macbeth05Sml.png?resize=200%2C283" alt="Audio Drama for Schools - SWFS002 - Macbeth Amongst the Stars" width="200" height="283" /><figcaption id="caption-attachment-4185" class="wp-caption-text">Audio Drama for Schools &#8211; SWFS002 &#8211;<br />Macbeth Amongst the Stars</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Macbeth Amongst the Stars</h2>
<h3>EPISODE #5 – THE SKY IS FALLING</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Macbeth Amongst the Stars</strong></p>
<p>General Macbeth and Banquo face down and defeat the traitor Macdonwald in a space battle that saves the empire from alien invasion. However, when they are intercepted by aliens who deliver a cryptic prophecy on their return home, the fire of ambition is lit within Macbeth and he sets out on a bloody quest to seize the empire for himself. In order to succeed Macbeth must navigate terrorist plots, a nano-plague, and even pit himself against his former friends and allies. Will his plans and manoeuvrings help him gain the prize he seeks? Tune in to “Macbeth amongst the stars” and experience this classic tale (now set in a sci-fi future) for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>MACBETH AMONGST THE STARS &#8211; EPISODE 4 – THE HEEL OF THE BOOT</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR: </strong>The Narrator</p>
<p><strong>MACBETH: </strong>Emperor of human space</p>
<p><strong>LADY MACBETH: </strong>Wife to the Emperor</p>
<p><strong>ADVISOR#1-2: </strong>Advisors at the imperial court</p>
<p><strong>MACDUFF: </strong>General in service to Malcolm</p>
<p><strong>MALCOLM: </strong>Son of the murdered Emperor; Duncan.</p>
<p><strong>SPY: </strong>The Emperor’s chief of spies</p>
<p><strong>ROSS: </strong>General in service to Malcolm</p>
<p><strong>ANGUS: </strong>General in service to Malcolm</p>
<p><strong>DOCTOR: </strong>Doctor to the Emperor.</p>
<p><strong>PRIOR:</strong> Alien conspirator</p>
<p><strong>EXTANT: </strong>Alien conspirator</p>
<p><strong>ULTERIOR: </strong>Alien conspirator</p>
<p><strong>OTHERS: </strong>Chorus of generals</p>
<p><strong>CONTROLLER</strong>: Communications officer</p>
<p><strong>VOICES: </strong>A chorus of voices of the damned</p>
<p><strong>SFX ARTIST:</strong> Minimum 1 required</p>
<h3><a id="_Toc368752667"></a> SCENE 1: (INT) THRONE ROOM ON PALACE DUNSINANE<br />
(<strong>NARRATOR, </strong>MACBETH, ADVISOR#1, ADVISOR#2, ADVISOR#3, LADY MACBETH, SPY)</h3>
<ol start="711">
<li><u>MUSIC: OPENING THEME AND TITLE – LET IT FINISH<br />
</u></li>
<li>NARRATOR: To secure his throne from all rivals, Macbeth has murdered his best friend and the family of Macduff, one of his most honest and loyal generals. Meanwhile Malcolm is raising an army against Macbeth and the imperial administration faces numerous new threats, not the least of which is the defection of large numbers of generals who now feel the Emperor is, if not mad, increasingly unstable. Can Macbeth regain the loyalty of the military and save his empire from destruction, or will he crown the mountain of corpses he has left in his wake with one last life? His own?</li>
<li><u>SOUND: (WALLA) ANGRY MURMURINGS – ESTABLISH AND UNDER<br />
</u></li>
<li><u>SOUND: FOOTSTEPS ENTERING – LET IT FINISH.<br />
</u></li>
<li>MACBETH: What is the meaning of this commotion?</li>
<li><u>SOUND: ANGRY MUTTERING SUBSIDES – LET IT FINISH.<br />
</u></li>
<li>MACBETH: That’s better. What is going on here?</li>
<li>ADVISOR#1: Forgive us, your highness. We have received distressing news.</li>
<li>MACBETH: Oh?</li>
<li>ADVISOR#1: (BEAT)</li>
<li>MACBETH: Come on man. Out with it! I’ve never known members of the trade delegation to be backward in the bringing of bad news before.</li>
<li>ADVISOR#1: The food shortages within the empire have increased. It is said that, despite your best efforts, the nano-blight infection has been spreading from planet to planet.</li>
<li>ADVISOR#2: And there is worse news. The star at the center of the Andover system just went supernova. We now have a massive refugee crisis on our hands.</li>
<li>MACBETH: We were aware of the impending solar event. A blockade was established to help process the refugees.</li>
<li>ADVISOR#2: It appears that the blockade has not held. A large number of troops opted to change sides rather than obey the orders you had given them.</li>
<li>ADVISOR#1: And now it appears there may be a new threat. The blight may have jumped to the human population. There is word that planet Cobain is seeing strange mutations in segments of the population. That, in order to fend off starvation, many have taken to eating the infected grain, and succumbed.</li>
<li>ADVISOR#2: But most concerning of all are the rumours that numerous planets and systems, led by your own generals, have defected and abandoned you. It is said that Malcolm has returned and is leading an army headed by Macduff and Fleance. That even Ross has gone over to join them.</li>
<li>MACBETH: Enough of this. The Emperor’s court has always been a breeding ground for rumour and innuendo. That you would allow these unsubstantiated and fallacious&#8230;</li>
<li>LADY MACBETH: (DISTRESSED) Husband, husband! What have you done? What have you done?</li>
<li>MACBETH: Gruoch! This is not the time&#8230;</li>
<li>LADY MACBETH: I have received word from Lochaber (LOCK-ARBOR). There has been a massacre. My cousin, Marissa&#8230; The children&#8230;</li>
<li>MACBETH: (FURIOUS) Clear the court! Clear the court!</li>
<li>ADVISOR#1: Er&#8230; Yes, your majesty. (TO THE CROWD) Quickly. Go. Go now. Move!</li>
<li><u>SOUND: DEPARTING ADVISORS – FADE OUT UNDER<br />
</u></li>
<li>SPY: Do you wish me to depart as well, my Lord?</li>
<li>MACBETH: No, not you! I want you to stay!</li>
<li>LADY MACBETH: (WEEPING &#8211; UNDER)</li>
<li>MACBETH: Calm down, my love. Think of the baby.</li>
<li>LADY MACBETH: How could you do this?</li>
<li>MACBETH: Macduff was planning to expose us. I thought it best to&#8230;</li>
<li>LADY MACBETH: To murder my kin?</li>
<li>MACBETH: to keep these dark, but necessary, deeds from you. How did you discover this?</li>
<li>LADY MACBETH: Surely you knew I’d find out?</li>
<li>MACBETH: (FRUSTRATED) Of course I knew. I just didn’t think you’d come screaming about it into the palace court. (BEAT) You are not the only one who has suffered loss in this business. It was you who set my hand to the murder of my own cousin and my best friend. This is the price we pay for power.</li>
<li>LADY MACBETH: But Marissa&#8230;</li>
<li>MACBETH: Marissa was a necessary sacrifice.</li>
<li>LADY MACBETH: No. No. The blood! The blood, it’s everywhere. It’s on my hands. Fetch me water. Fetch me water. I need to wash it out!</li>
<li>MACBETH: (CONCERNED) Gruoch! Gruoch!</li>
<li>LADY MACBETH: The blood is everywhere. (IN PAIN) Ungh!</li>
<li>SPY: My Lord, if I may&#8230;</li>
<li>MACBETH: Go now. Fetch the doctor. The Lady is unwell.</li>
<li>SPY: Yes, my Lord.</li>
<li>MACBETH: And hurry.</li>
<li><u>SOUND: FEET DEPARTING IN A HURRY – LET IT FINISH.<br />
</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752668"></a><br />
SCENE 2: (INT) A HALLWAY IN PALACE DUNSINANE<br />
(DOCTOR, MACBETH, SPY)</h3>
<ol start="756">
<li><u>SOUND: FOOTSTEPS RUNNING – LET IT FINISH.<br />
</u></li>
<li>DOCTOR: I’ve got to escape this madhouse. If I run now, I may still get out before&#8230;</li>
<li>MACBETH: Doctor! Where are you going?</li>
<li>DOCTOR: (FLUSTERED) Er&#8230; Ah&#8230; Um, I was just&#8230; I was just coming to see you, my Lord.</li>
<li>MACBETH: And I was coming to see you. Though I expected to find you in the royal apartments&#8230; attending my wife.</li>
<li>DOCTOR: My Lord, I have terrible news. The babe came early and&#8230;</li>
<li>MACBETH: What? Has something happened?</li>
<li>DOCTOR: My Lord, your wife, she was in such a state. She kept crying for the baby so we placed him in her arms.</li>
<li>MACBETH: A son! I have a son!</li>
<li>DOCTOR: My Lord! It all happened so fast. She cried out saying “The Emperor’s murderer has no right to happiness” and then she dashed the child against the floor. When we rushed to the child’s aid, she grabbed a scalpel and slashed her own throat. (BEAT) My Lord, your wife and child are dead!</li>
<li>MACBETH: She&#8230; she killed herself? And the baby?</li>
<li>DOCTOR: My Lord&#8230; I am so sorry for your loss.</li>
<li>MACBETH: It&#8230; it’s alright. I’m sure you did all you could. And her cry at the end?</li>
<li>DOCTOR: Clearly the ravings of delirium, my Lord. She was obviously not in her right mind.</li>
<li>MACBETH: Too true. Doctor. I’m glad you found the courage to tell me these things. I appreciate hearing the news from someone who cared so much for her. In fact I intend to reward you with&#8230;</li>
<li><u>SOUND: LASER FIRE – LET IT FINISH.<br />
</u></li>
<li>MACBETH: (WITH CONTEMPT)&#8230;the only reward worthy of a coward. (BEAT) I know you’re there, my Chief of Spies, hovering about. Come out where I can see you.</li>
<li>SPY: Yes, your majesty. And do you intend to kill me as well?</li>
<li>MACBETH: No. Your hands are as steeped in blood as my own. I have nothing to fear from you. In fact, you may be the only man in the empire of whose loyalty I can be completely certain.</li>
<li>SPY: It is my intention to stay by you to the end, your Majesty.</li>
<li>MACBETH: And I am glad to hear it. Now, clean this up and have my ship prepared.</li>
<li>SPY: Do you intend to run, my Lord?</li>
<li>MACBETH: Run? Don’t make yourself out to be a fool, now, man. I am going to take my wife’s body and that of my son into the asteroid belt. I have nothing to fear, here. Dunsinane is self-sufficient. It cannot be blockaded and the encircling asteroid field has always stood as its first and greatest defense – no fleet may pass through it, and so they must come at us through a narrow opening in it, one that allows us to pick them off like fish in a barrel &#8211; and the asteroid field has other significance for me besides. I wish to commit my wife and child to the deep, where their bodies will not be molested by my enemies.</li>
<li>SPY: Yes, your Majesty. I will see to it immediately.</li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752669"></a><br />
SCENE 3: (INT) MALCOLM’S WAR ROOM<br />
(MALCOLM, MACDUFF, ANGUS, ROSS, CROWD OF GENERALS)</h3>
<ol start="781">
<li><u>SOUND: POLITE MURMUR – ESTABLISH AND UNDER.<br />
</u></li>
<li>MALCOLM: Welcome gentlemen. I’m glad you could all join us.</li>
<li>OTHERS: Thanks, Prince Malcolm. Thankyou. Etc.</li>
<li>MALCOLM: I should begin by saying how much I appreciate the risks you have taken to join me. All of you were former generals in my father’s army. Your loyalty to him and his line does you credit. And you have all risked much to join me here today.</li>
<li>MACDUFF: Aye. And paid dearly in more than a few cases.</li>
<li>MALCOLM: We will see your family avenged for the Emperor’s actions, General Macduff. He will not go unpunished.</li>
<li>OTHERS: (MURMURS OF ASSENT). Mmm. Mmmhmm. Yes. Etc.</li>
<li>MALCOLM: But victory will not come cheaply. Dunsinane has never fallen. There is a reason that it is both fortress and capital to the empire. The asteroid field of Birnham is impassable to our great fleet. The only way through is a gap barely 30 miles wide. We are bound to take heavy losses bringing the fleet through there. It will be like shooting fish in a barrel.</li>
<li>OTHERS: (MURMURS)</li>
<li>ANGUS: What of the aliens? Will they help us?</li>
<li>MALCOLM: No. This is our fight. They offered me sanctuary and, I believe, wish us no harm. They provided assistance to Macdonwald’s rebellion but did so in response to incursions into their territory by my father. If we respect their borders, they will leave us in peace. They will not, however, take part in our civil war.</li>
<li>MACDUFF: Even without the alien armada, we have the numbers now. Enough planets have joined us to make the victory possible.</li>
<li>ANGUS: And many of those who could not bring themselves to participate in open rebellion have made it clear they will not put any impediment in our way. They certainly won’t be going to the Emperor’s aid.</li>
<li>MALCOLM: So, he is isolated. We have numbers and truth on our side. But he is extremely well fortified. I won’t lie to you. We are going to lose many men in this enterprise.</li>
<li>ROSS: Perhaps not.</li>
<li>MALCOLM: Ross?</li>
<li>ROSS: I have an idea. Something that the Emperor said to me once, back when he was still just a lowly General. I think I have a means by which we can make every fighter in our fleet the equal of a battleship&#8230;</li>
<li>OTHERS: (MURMURS OF INTEREST).</li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752670"></a><br />
SCENE 4: (EXT) IN THE ASTEROID FIELD<br />
(MACBETH, PRIOR, EXTANT, ULTERIOR)</h3>
<ol start="800">
<li><u>SOUND: HUM OF FIGHTER ENGINE – ESTABLISH AND UNDER<br />
</u></li>
<li><u>SOUND: EXPLOSIONS OF ASTEROIDS CRASHING TOGETHER – BACKGROUND UNDER.<br />
</u></li>
<li>MACBETH: (SUBDUED) Well, here we are Gruoch, in the Birnham Asteroid belt, and here I will release your body to the stars. You will embrace my son, and the two of you will be embraced in turn by this field. I can’t imagine what drove you to this madness, but know that I loved you both&#8230; And know that my enemies will beg for a forgiveness I will never grant them in light of this grief or I will go down in ignominy, though I strived to seize the moment by main force.</li>
<li><u>SOUND: BEEPS – HISS OF AIRLOCK RELEASE – LET IT FINISH.<br />
</u></li>
<li>MACBETH: Farewell, my love. There is one more stop I wish to make before I return to Dunsinane to seal my fate. I will find the oracles that spoke to me when first I came this way with Banquo. I will find them and wring from them the outcome of this fight. I will know if this has all been for naught.</li>
<li><u>SOUND: RATTLING BEGINS AND INCREASES – UNDER.<br />
</u></li>
<li>MACBETH: Ah, here it is. Come on, you ghosts, show yourselves! I want to talk with you.</li>
<li><u>SOUND: RATTLING INCREASES FOLLOWED BY SHOOP OF RIP SWALLOWING MACBETH – LET IT FINISH.<br />
</u></li>
<li>MACBETH: And here I am again. But where are you, you filthy demons of the spaceways?</li>
<li>PRIOR: You became Emperor. You spilled a river of blood.</li>
<li>MACBETH: I did. I did what was necessary to secure my place in history, for good or ill.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) You are preparing for battle. You do not intend to give up.</li>
<li>MACBETH: I do not. I have lost this chance at dynasty, true, but there may be others.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) We will tell you of the future&#8230;</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) For that is why you are here.</li>
<li>MACBETH: Yes. Tell me. Will I be victorious? Will I win in the end?</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) No-one yet born,&#8230;</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) Nor any who ever will be born,&#8230;</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) Can take your life.</li>
<li>ULTERIOR: (BEAT) Dunsinane will never fall until Birnham Asteroid field crashes upon it’s surface.</li>
<li>MACBETH: Ha ha! Then I am safe. I cannot be killed by any born to life and this field has floated here in space since time immemorial. It will remain here, the greatest defense of Dunsinane, long after my time is up. (BEAT) I do not know what manner of things you are, nor what motive has driven you to set me on this path. Perhaps I would have been happier without it, but I thank you anyway.</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) You have thanked us.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) We are thanked.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) And we will see you again, one last time.</li>
<li><u>SOUND: SHOOP OF RETURN TO NORMAL SPACE – LET IT FINISH.<br />
</u></li>
<li>MACBETH: I am three times reassured. I will not be killed. The planet will not fall. And I will see them once more. These are better tidings than I had hoped for. And now, to marshal my forces for war.</li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752671"></a><br />
SCENE 5: (EXT) THE GAP IN THE BIRNHAM ASTEROID FIELD<br />
(MALCOLM, MACDUFF)</h3>
<ol start="827">
<li><u>SOUND: HUM OF SPACESHIP ENGINES – ESTABLISH AND UNDER.<br />
</u></li>
<li>MACDUFF: Malcolm, I really don’t like this plan of yours.</li>
<li>MALCOLM: (OVER COMMUNICATOR) Don’t tell me you’re feeling scared, Macduff. Not now that the action is about to begin.</li>
<li>MACDUFF: Of course I’m scared. Any man who is willing to attempt what we’re about to attempt would be a fool not to acknowledge his fear. We’re heading into the gap through the Birnham Asteroid field. Every projection we’ve run has indicates at least 70% losses to our forces coming in.</li>
<li>MALCOLM: (OVER COMMUNICATOR) There’s still time to turn back. I won’t think anything less of you.</li>
<li>MACDUFF: Don’t be daft, your majesty. I’m concerned about you, not me. Without you, there will be no-one suitable to put on the throne. We’ll be back where we started, without anyone who holds a legitimate claim.</li>
<li>MALCOLM: (OVER COMMUNICATOR) There is the princess Fleance. She was named successor by Macbeth, true, but, as you and I have both come to learn, she will make a worthy empress.</li>
<li>MACDUFF: (SLYLY) Aye, and I’ve noticed that the two of you have rarely been apart since she joined us in alien space.</li>
<li>MALCOLM: A fact I will trust you to not mention again, MacDuff. You said it yourself. The area we’re entering is lethal. I couldn’t ask any man to fly into this hell without being willing to go myself. I’m sending a great many men in here to die, just to create a diversion for our main attack. It is essential that we commit enough lives to this assault to convince the Emperor that this is our main force.</li>
<li>MACDUFF: I understand the strategy, and it does you credit that you want to fight beside your men where the risk is greatest&#8230; but couldn’t you just do what other monarchs do and tell the men how much you want to be with them? I mean, do you have to actually put yourself in harms way?</li>
<li>MALCOLM: (OVER COMMUNICATOR) (WARNINGLY) Macduff&#8230;</li>
<li>MACDUFF: Alright, alright. It was worth a try. We’ll be in range of their guns shortly. You’d best give the order to attack.</li>
<li><u>SOUND: BEEP – LET IT FINISH.<br />
</u></li>
<li>MALCOLM: (OVER COMMUNICATOR) Men, this is Malcolm, son of Duncan. The battle for Dunsinane is about to commence. The tyrant Macbeth is trusting to defenses that have never yet been defeated. But today we have a chance, a real chance, to put an end to his reign, one that we must buy with blood and sorrow. Trust to your guns, fight bravely, and take the battle to this murderer. Attack!</li>
<li><u>SOUND: LASERS (MANY, MANY) – FADE OUT<br />
</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752672"></a><br />
SCENE 6: (INT) DUNSINANE PALACE<br />
(MACBETH, CONTROLLER, SPY)</h3>
<ol start="843">
<li><u>SOUND: FOOTSTEPS APPROACHING – LET IT FINISH.<br />
</u></li>
<li>SPY: Your highness, your Generals are gone. They’ve all either defected or deserted. Your personal troops, those who have served you from the beginning, are all that remain.</li>
<li>MACBETH: It is of no consequence. My troops would be more than enough to defend Dunsinane, were there half as many of them.</li>
<li>SPY: Yes, sire.</li>
<li>CONTROLLER: The enemy fleet is entering the gap now, sir. They are about to begin their attack.</li>
<li>MACBETH: Put them on the screen.</li>
<li>SOUND: BEEP – LET IT FINISH.</li>
<li>MACBETH: That’s quite the armada&#8230; but still not so large a force as I feared Malcolm and Macduff might raise. It will, indeed, be like shooting fish in a barrel. Let me address the troops.</li>
<li><u>SOUND: BEEP – LET IT FINISH.<br />
</u></li>
<li>MACBETH: Loyal soldiers of the empire, I address you now, not as your Emperor, but as a fellow warrior, one who has fought beside you in many a battle. We have been comrades in arms and I have been with you and have led you to many victories. I am not a superstitious man, but I have been touched by destiny. Prophecies have been given to me about this day. The same prophets that predicted my ascension to Cawdor and more recently to the throne of empire have spoken saying that none yet born, nor any who will be born, may take my life. Dunsinane itself will never fall until the asteroid field of Birnham itself falls upon us. Take heart, my brothers. Fight hard. The victory is ours. We have but to claim it. Commence your attack upon the invading fleet.</li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752673"></a><br />
SCENE 7: (EXT) THE ASTEROID FIELD<br />
(ROSS, ANGUS)</h3>
<ol start="854">
<li><u>SOUND: SHIPS ENGINES – LET IT FINISH.<br />
</u></li>
<li>ANGUS: (OVER COMMUNICATOR) The battle has been joined, General Ross. How long must we wait before we can begin our part?</li>
<li>ROSS: The bulk of our small fighters have made it through the asteroid field to its edge and are hidden with us. We need only wait for the Emperor to commit his forces to defending against the prince’s attack upon the gap before we begin our part in this.</li>
<li>ANGUS: (OVER COMMUNICATOR) Ross, this strategy of yours&#8230;</li>
<li>ROSS: &#8230; will work. So long as the Emperor’s busy with the main force, he’ll never see it coming. Wait, there he goes. He’s redirected the orbital cannons to take up positions defending against the attack on the gap. We’re ready to go.</li>
<li>ANGUS: (OVER COMMUNICATOR) On your mark, General Ross.</li>
<li><u>SOUND: BEEP – LET IT FINISH.<br />
</u></li>
<li>ROSS: General Ross to all ships, use your tractor beams to bring an asteroid with you out of the field. We are going to engage in a planetary bombardment. Every ship is to accelerate an asteroid ahead of them onto the planet. The falling asteroids should provide us with sufficient cover to take out the planetary defences. The Emperor will be forced to surrender&#8230; or die. Either way, this civil war will have been brought to an end.</li>
<li><u>SOUND: WHOOSHES OF ASTEROIDS BEING LAUNCHED – FADE OUT.<br />
</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752674"></a><br />
SCENE 8: (INT) DUNSINANE PALACE<br />
(MACBETH, SPY, CONTROLLER)</h3>
<ol start="864">
<li><u>SOUND: INTERMITANT EXPLOSIONS – ALARMED MURMUR OF COMMUNICATIONS OFFICERS – ESTABLISH AND UNDER.<br />
</u></li>
<li>CONTROLLER: (PANICKED) The asteroid strikes are occurring planet wide, your highness. It appears the enemy sent the bulk of its small attack ships and fighters through the asteroid field in order to launch a surprise attack. We’ve lost most of our orbital defenses and a large number of our battleships and other fleet vessels. Many of our ground defenses have been destroyed due to the asteroid strikes. This bombardment is as effective as any heavy ship-mounted artillery known to us.</li>
<li><u>SOUND: BIG EXPLOSION – LET IT FINISH.<br />
</u></li>
<li>CONTROLLER: That was our communications array. We’ve lost our ability to talk with our fleet. Your highness, I think the battle is effectively over.</li>
<li>MACBETH: You coward! This is not over.</li>
<li>CONTROLLER: You said yourself that when the Birnham Asteroid field came crashing into Dunsinane, then Dunsinane would fall&#8230;</li>
<li>MACBETH: No. No! We are not done yet.</li>
<li>SPY: Your majesty&#8230; I think I may have a solution that will yet gain you the victory.</li>
<li>MACBETH: Yes? What is it? What do you have in mind?</li>
<li>SPY: Come with me to the throne room sire. You had best see this for yourself.</li>
<li>MACBETH: Alright. The rest of you, keep working to get the communications back up and running.</li>
<li>CONTROLLER: Yes, sire.</li>
<li><u>SOUND: FOOTSTEPS – FADE OUT.<br />
</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h2><a id="_Toc368752675"></a>ACT 3</h2>
<h3><a id="_Toc368752676"></a><br />
SCENE 9: (INT) DUNSINANE PALACE THRONE ROOM<br />
(MACBETH, SPY)</h3>
<ol start="878">
<li><u>SOUND: FOOTSTEPS – FADE IN.<br />
</u></li>
<li>MACBETH: Now, what is this plan of yours? What is it that&#8230;</li>
<li><u>SOUND: PHUT OF DART STRIKING – LET IT FINISH.<br />
</u></li>
<li>MACBETH: (GRUNTING) Ugh! What have you done?</li>
<li>SPY: Come this way, my liege. I think it best if you sit down. Yes, that’s right, over here on your throne. The paralytic will render you immobile very shortly and I don’t fancy trying to shift your carcass once the poison has taken effect. There you are.</li>
<li>MACBETH: Mmmmpf. Mmmmm-mmmmmmpf.</li>
<li>SPY: Oh, look. It is fast acting isn’t it? I’m afraid I lied to you a little about having a solution for you, sire. The fact is, the battle really is lost. It’s only a matter of time before your enemies launch the ground assault. But before they find you I have one final commission to fulfil.</li>
<li><u>SOUND: CLANKING OF MACHINE – LET IT FINISH.<br />
</u></li>
<li>SPY: I suppose you can see this thing, yes? (BEAT) Yes, your eyes are still responding. I’m guessing they are about the only things in your body that still are, aside from your heart and lungs of course. This rather nasty looking machine I’m carrying is about to go over your head. There we are. You see I was told that if I wanted to live, I would have to kill you at some point. That prophecy of yours was rather interesting. “No-one yet born or yet to be born” could kill you. But of course, you’re forgetting that I’m a clone&#8230; and an assassin&#8230; and an assassin always fulfils a contract.</li>
<li><u>SOUND: BEEP – POWER-UP SOUND – THEN SLICING SOUND – LET IT FINISH.<br />
</u></li>
<li><u>SOUND: METALLIC CLUNK ON FLOOR – LET IT FINISH.<br />
</u></li>
<li>SPY: Now I have no idea why they wanted me to collect your head this way, but then who am I to question my employer? The body I’ll leave here for your enemies shall I? But I’d better get a move on if I’m to escape what’s about to happen. Come-on. (GRUNTS) This is a lot heavier with your head in it. (BEAT) There we are. Let’s go.</li>
<li><u>SOUND: SCENE ENDER – LET IT FINISH.<br />
</u></li>
</ol>
<h3><a id="_Toc368752677"></a><br />
SCENE 10: (EXT) ALIEN SPACE<br />
(SPY, PRIOR, EXTANT, ULTERIOR, VOICES)</h3>
<ol start="891">
<li><u>SOUND: SHOOP OF ENTERING ALIEN SPACE – LET IT FINISH.<br />
</u></li>
<li>PRIOR: (ALIEN VOICE) You removed Macbeth’s head?</li>
<li>SPY: (OVER COMMUNICATOR) He is dead.</li>
<li>EXTANT: (ALIEN VOICE) No, he is not.</li>
<li>ULTERIOR: (ALIEN VOICE) We will take it from you.</li>
<li>EXTANT: (ALIEN VOICE) It is a trophy. It marks our success.</li>
<li>ULTERIOR: (ALIEN VOICE) We will look after it now.</li>
<li>SPY: (OVER COMMUNICATOR) But why?</li>
<li>EXTANT: (ALIEN VOICE) That is no concern of yours. Only that we have given you your life.</li>
<li>ULTERIOR: (ALIEN VOICE) Return to your new Emperor. Serve him. He will have much for you to do in coming days.</li>
<li>EXTANT: (ALIEN VOICE) But do not forget us.</li>
<li>ULTERIOR: (ALIEN VOICE) We may call upon you again some day.</li>
<li><u>SOUND: SHOOP OF SPY BEING RETURNED TO NORMAL SPACE – LET IT FINISH.<br />
</u></li>
<li>PRIOR: (ALIEN VOICE) We won. Malcolm was implanted with our technology. As was Fleance and Macduff.</li>
<li>ULTERIOR: (ALIEN VOICE) Others will be our puppets also. The humans will not be able to resist us.</li>
<li>EXTANT: (ALIEN VOICE) The victory is ours. Their new Emperor is under our control&#8230;</li>
<li>ULTERIOR: (ALIEN VOICE) and shortly, they will have a new Empress to share his throne. We will enslave them&#8230;</li>
<li>PRIOR: (ALIEN VOICE)&#8230;as we have enslaved so many others.</li>
<li>ULTERIOR: (ALIEN VOICE) Place the head on the shelf and activate it.</li>
<li><u>SOUND: BEEP AND POWER UP – LET IT FINISH<br />
</u></li>
<li>MACBETH: What’s happening? Where am I?</li>
<li>EXTANT: (ALIEN VOICE) You are a trophy. The spoils of war.</li>
<li>MACBETH: I can’t feel my hands. I can’t&#8230; what is this place?</li>
<li>EXTANT: (ALIEN VOICE) It is our trophy room. The place in which we house&#8230;</li>
<li>PRIOR: (ALIEN VOICE) Those we have defeated in the past.</li>
<li>ULTERIOR: (ALIEN VOICE) You will be here forever.</li>
<li>MACBETH: No. I should be dead. Let me die!</li>
<li>EXTANT: (ALIEN VOICE) Don’t cry out. You’ll wake the others.</li>
<li>MACBETH: Others?</li>
<li>PRIOR: (ALIEN VOICE) All those we have defeated in similar fashion.</li>
<li>ULTERIOR, PRIOR, EXTANT: (ALIEN VOICES)(LAUGHTER FADES) Hahahahahaha!</li>
<li>MACBETH: No. You’ve damned me. I’m damned. I’m daaaamned.</li>
<li>VOICES: (ECHOING) We’re damned. We’re daaaamned.</li>
<li><u>MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.<br />
</u></li>
</ol>
<h2><a id="_Toc368752624"></a><br />
Casting Sheets – Main Roles</h2>
<p>There’s no reason that any of the major (non-lead) characters should be necessarily male or female roles. The aliens, Stuart, Ross, Angus, and the Spy, though written as men, could easily be changed to female roles with a modification of pronouns.</p>
<p><strong>PRIOR (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE PAST – AN AGED SAND-PAPERY HISSING VOICE): </strong>I have been responsible for the past. I spoke of ages gone by. I told of yesterday’s events. My voice was only heard when the past tense was used. I was oldest of my siblings.</p>
<p><strong>EXTANT (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE PRESENT – A CHITTERING VOICE, HARSH, LIKE a BIRD OF PREY):</strong> I am responsible for the present. I speak of what is now, in this moment. I speak only in the present tense. I am the middle child among my siblings. I flit from sentence to sentence, moment to moment, like a bird of prey in search of its next kill.</p>
<p><strong>ULTERIOR (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE FUTURE – A SINISTER CHILDLIKE GOBLIN – THINK GOLLUM – VOICE): </strong>I will be responsible for the future. I will tell you of what is to come. I will reveal what tomorrow has in store. I will speak only in the future tense. I will be the youngest of my siblings.</p>
<p><strong>MACBETH (A BEAR OF A MAN WITH LITTLE SELF-AWARENESS AND A STRONG AND BOMBASTIC MANNER OF SPEECH WHO ENJOYS A GOOD FIGHT – A CROSS BETWEEN BRIAN BLESSED AND BILLY CONNOLLY):</strong> I am Macbeth; loyal, capable, cunning. I don’t tolerate nonsense or second-guessing from anyone. I am a man of action, first and foremost, and I don’t have time for prissy little milk-sops who want to waste time on empty words. So, speak up! What is it that you want?</p>
<p><strong>LADY MACBETH (SMART, AMBITIOUS, RUTHLESS AND A LITTLE PRONE TO PARANOIA): </strong>Do I know you? Who sent you? The palace is full of gossips and weaklings; small-minded women who plot and scheme. I’ll not be taken for one of those simpletons. Return to your master or mistress and give them this message &#8211; you’ll pick up no juicy tid-bits of gossip from me&#8230; But have a care. If I ever find you snooping around my apartments again, I will have the skin off your back as an example of what happens to those who cross me. The only one of you to whom I’d give the time of day is my cousin, Marissa. Why she married that bumbling fool, Macduff, is quite beyond me.</p>
<p><strong>MALCOLM (SON OF DUNCAN &#8211; YOUNG, IDEALISTIC, BRAVE): </strong>Ah, thankyou. It’s easy to take for granted the things that people do for me. Growing up in a palace, despite all the training in arms and battle, can make me forget how sheltered I’ve really been. It’s easy to take for granted the army of servants who have been on hand to watch over and look after me. So, thankyou. Your work is appreciated.</p>
<p><strong>SPY (CRUEL, CALCULATING, MERCENARY, AND IRONIC IN NATURE, OFTEN COMES ACROSS AS LACONIC AND FASHIONABLY BORED WITH EVERYTHING): </strong>Oh, there you are. I rather forgot about you for a moment there. It’s the work you see. The Emperor depends on me for so much. Like right now, he’s depending on me to loosen your lying tongue. Now, now. Don’t struggle with your bonds. You’ll need your energy to speak after I begin pushing these needles beneath your finger nails. Oh, don’t worry, we’ve got all the time in the world. And I do like to be very thorough in my interrogations.</p>
<p><strong>MACDUFF (SLOW OF THOUGHT, BUT STEADY AND PERSISTENT. NOT A NATURALLY SMART MAN, BUT DOGGED IN FINDING THE TRUTH, AND A GOOD MAN BESIDES):</strong> They say, that given enough time, I can see through a solid wall. I guess that’s a compliment. I do tend to mull things over until I’ve got the measure of them, no matter how long it takes me. Little things, inconsistencies and the like, these worry at me and nag me until I get to the bottom of them. I’m not really cut out for politics – I can’t stand the double talk – but I’m a loyal man and I can get things done. These traits still count for something in these troubled times.</p>
<p><strong>ROSS (CONFIDENTE OF DUNCAN, HUMOROUS, EFFICIENT): </strong>Welcome to Duncan’s court. I see you’ve managed to leave the wife and bairns behind again, General. We have your cot and monk’s cell prepared for you as requested, along with a regular morning bowl of gruel. What’s that? Oh, yes. Your wife contacted us to make all the arrangements. Apparently she wished you to know how much she appreciated being left behind with the children while you came to visit the Emperor’s court.</p>
<h2><a id="_Toc368752625"></a><br />
Casting Sheets – Minor Roles</h2>
<p>Though often written as men, there is, however, no necessity for any of the following roles to be cast as any particular gender.</p>
<p><strong>CONTROLLERS AND REPORTERS (GENERIC): </strong>I’m a communications officer. It is my job to keep the communication channels open. It’s an important job and I take it very seriously. The last person in this role let the Emperor’s priority channel drop out and&#8230; well, lets just say I’m not going to let that happen to me.</p>
<p><strong>ADVISORS (GENERIC SYCOPHANTS): </strong>If I could just get the Emperor’s ear, then I’d show them. My idea for a mandatory tax on beards would revolutionize our revenues. I just have to get noticed.</p>
<p><strong>VOICES (AN ARRAY OF DISEMBODIED HEADS, INSANE, WAILING): </strong>Help meee! We’re doooomed. We’re daaaaamned! Help meeee!</p>
<p><strong>DOCTOR (SYCOPHANTIC, OILY, AND PUFFED UP): </strong>The Emperor is lucky to have me on his staff, and he trusts me implicitly. After all, I take care of his most intimate needs. Eh? Well, no, he doesn’t actually speak to me, but I did get to compliment him on the fine polish of his boots the other day.</p>
<p><strong>ANGUS (A GENERIC STRONG, NO-NONSENSE, WARRIOR GENERAL WHO CONCENTRATES ON GETTING THE JOB AT HAND DONE): </strong>Alright, the troops are in position. When the guns are charged and ready I’ll give the order to attack. (BEAT) Attack!</p>
<p><strong>NARRATOR (A TRUSTWORTHY, RELIABLE, POSSIBLY ENGLISH VOICE – THE KIND YOU WOULD TRUST TO SELL CHILDREN’S PHARMACEUTICALS: </strong>I bring the audience up to speed on what has happened in previous episodes. I relish the telling, a little like the hosts of the horror anthologies of the past. I try to convey a ghoulish enthusiasm for the story to the audience.</p>
<h2>Writer’s Notes &#8211; for students and teachers</h2>
<p>The events of Macbeth existed fully formed in Shakespeare’s original work. As a result there was not much need for dramatic invention in the construction of this play. The scenes had their own conflict etc. built in. However, a challenge still remained, and some considerable thought was given, with regard to how best adapt the work to a science fiction setting.</p>
<p>The question of how to effectively parallel and remain true to the themes and meaning built into Shakespeare’s work within a scifi setting, and how to communicate the work to a contemporary audience who would not share the social and historical context that made much of the work sensible to its original hearers and informs the understanding of modern audiences, especially where that context has been deliberately replaced with a futuristic setting, remained central in my approach.</p>
<p>In its original setting Macbeth is a politically conservative work, written to curry favour with a newly established monarch, James I, who has just survived the gunpowder plot. There is some reason to believe that Shakespeare was genuinely fearful of failing to be seen to be a supporter of the new King since there was, in fact, some connection between the conspirators who had tried to blow up parliament and his father’s family.</p>
<p>James I was a descendant of Banquo, and Macbeth serves as a polemic both in defense of the status quo and as an attack upon the notion of regicide and rebellion. In it, nature itself is turned upon its head by the death of Duncan. The murder of a king is portrayed as so “unnatural” an act that the natural world is rendered unnatural in response.</p>
<p>The three witches in the original work, are a curious amalgam of the Greek fates, and the popular notion of witchcraft (a topic with which King James was fascinated).</p>
<p>In this version of Macbeth I have tried to maintain both of these elements of the story. I introduce a “nano-blight” &#8211; a mutating plague that spreads in the background of the story &#8211; to stand in for Shakespeare’s perverted natural order. The witches, and their commitment to an upside down morality and world order have been replaced with a more overtly fate-like trio of aliens – one representing the past, one representing the present, and one representing the future. This choice was made because, in the view of this author, the witches ultimately undermine their own commitment to the perverted natural order by facilitating Macbeth’s downfall, actions more consonant with the fates than the proposed philosophical commitment of witchcraft in Shakespeare’s work.</p>
<p>Planets were substituted for castles and, after some thought, Birnham Wood was altered to Birnham asteroid field, allowing an asteroid bombardment to be used to represent the coming of the forest to Dunsinane.</p>
<p>The science fiction setting allowed the use of cloning to take the place of caesarean section as the means by which Macbeth’s nemesis managed to be “not born of woman”.</p>
<p>Lastly, I took one final liberty with the original text and made Fleance a woman. While the original audience were aware that James I was the descendant of Banquo (via marriage at some future time into Duncan’s line) and fulfilled the witches’ prophecies, the relationship of Banquo’s descendents to a future throne needed more immediate establishment in a scence fiction setting. By making Fleance female it became possible to explicitly place those descendants on the throne via a marriage between Duncan’s heir, Malcolm, and Fleance (now transformed into a female character).</p>
<p>Having established the broad, iconic, parameters of the play, along with their parallels, it was now easier to introduce original scenes (and modify traditional scenes), create new characters, and create new events that served the telling of the story, and revealed the deeper nature of the protagonists. Despite some new twists, characters, etc. Macbeth remains a tale of “o’er-leaping ambition” and the perils of the Machiavellian “will to power”.</p>
<p>Since I have been arrogant enough to attempt to adapt a master-work of English literature in this way (and worse to subject it to substantial alteration) I deserve anything I get in terms of “hate” from those who love the original. An attempt like this can’t help but offend many, but , I hope, there will be a few that forgive me and end up enjoying my attempt at imagining my favourite of Shakespeare’s stories, itself an adaptation of material found in Hollinshead’s Chronicles (in turn based on even older material), transplanted into the far future.</p>
<p>Except where noted above, there’s no reason that any of the major (non-lead) or minor characters should be necessarily male or female roles. The aliens, Stuart, Ross, Angus, and the Spy, though written as men, could easily be changed to female roles with a modification of pronouns.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-5-the-sky-is-falling/">MacBeth Amongst the Stars &#8211; Episode 5 &#8211; The Sky is Falling</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4244</post-id>	</item>
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		<title>Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 3/3</title>
		<link>https://weirdworldstudios.com/simple-techniques-to-help-you-adapt-a-story-to-audio-drama-part-3-3/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 21 Nov 2017 18:49:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[adapting audio drama]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[shifting context]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4240</guid>

					<description><![CDATA[<p>IT&#8217;S JUST A (TIME, SETTING, GENRE) JUMP TO THE LEFT &#8211; ADAPTING A STORY FOR AUDIO (PART 3 and Final) One of the most interesting things about truly good stories for me is the extent to which they are independent of setting. In the previous two articles of this series I&#8217;ve been commenting on some [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/simple-techniques-to-help-you-adapt-a-story-to-audio-drama-part-3-3/">Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 3/3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>IT&#8217;S JUST A (TIME, SETTING, GENRE) JUMP TO THE LEFT &#8211; ADAPTING A STORY FOR AUDIO (PART 3 and Final)</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>One of the most interesting things about truly good stories for me is the extent to which they are independent of setting. In the previous two articles of this series I&#8217;ve been commenting on some skills that I find helpful with regard to adapting stories for audio (adding sounding-board characters, and telescoping the events in the story). Today I want to talk about one last technique that I rather like: shifting the setting.</p>
<h3>Time, Space, and Genre</h3>
<p>Archaic language can be difficult for the modern ear to interpret. Shakespeare&#8217;s &#8220;bare bodkin&#8221; is more likely to be understood as a reference to nakedness by modern audiences than the unsheathed dagger that it actually is. As a result, simplifying and updating the language of a classic story is not uncommon when adapting period source material (though some find the notion sacrilegious in the extreme). By updating the language we are, in effect, shifting the story in time (at least linguistically), but there&#8217;s no reason we can&#8217;t shift a story around even further; in terms of time, place, and genre as well.</p>
<p>Anyone who has seen &#8216;The Seven Samurai&#8221; and &#8220;The Magnificent Seven&#8221; would be aware that a truly great story doesn&#8217;t necessarily have to be kept in its original setting to maintain it&#8217;s greatness. The Seven Samurai worked just as well as a western as it did in the setting of Feudal Japan. Likewise &#8220;Romeo and Juliet&#8221; and &#8220;West Side Story&#8221;, &#8220;MacBeth&#8221; and &#8220;Throne of Blood&#8221;, &#8220;Yojimbo&#8221; and &#8220;A fist full of dollars&#8221; (and &#8220;Last Man Standing&#8221;), and &#8220;Pride and Prejudice&#8221; and &#8220;Bridget Jones&#8217; Diary&#8221;.</p>
<p>Sometimes a story doesn&#8217;t work when the setting is shifted (The musical Chess failed terribly when it was updated to remove the cold war elements of the story). But by and large, shifting the context of the story in time and/or space, can add some freshness to it.</p>
<p>Giving Jason and the Argonauts a futuristic space-opera setting, putting MacBeth in a stone-age context, and re-telling the legend of King Arthur as a Noir Mystery are all ways to inject new life into pre-existing source material.</p>
<p>By changing up the story in terms of time, place, and genre, the adapter of the source material can insert some extra creativity into the process of adaptation. This &#8220;re-imagining&#8221; of much-loved source material can be great fun as well. Personally, and for a very long time, I&#8217;ve wanted to adapt MacBeth as a space-opera in which the Birnham Asteroid Belt is brought to the Planet Dunsinane as a form of planetary bombardment at the story&#8217;s climax. It&#8217;s on my (ever lengthening) to do list.</p>
<p><strong>ADDENDUM (January 2020):&nbsp; I did eventually write my Macbeth Space Opera.&nbsp; &#8220;<a href="https://weirdworldstudios.com/macbeth-amongst-the-stars/">Macbeth among the Stars</a>&#8221; is free-to-read in the <a href="https://weirdworldstudios.com/scripts/">Draft Scripts</a> section of this site.</strong></p>
<h3>Deciding When to Shift</h3>
<p>What makes it possible to shift the setting of a story? The story has to contain a universal theme or themes. Love, hate, conflict, jealousy, prejudice, self-sacrifice, etc. are all, thematically, independent of time and setting. We will recognize them whether the story is set among the stars, or found in the heart of a magical kingdom at the dawn of time, or presented to us in the microcosm of the day-to-day functioning of a high-school classroom.</p>
<p>What else is needed? Relatable characters &#8211; specifically, characters in whom we can see ourselves (with both strengths and flaws). It won&#8217;t matter that Romeo is presented to us as a Dragon if his generosity, impulsiveness, gift of the gab, and hot temper are communicated. We can present our characters in any kind of mask (robot, dragon, ghost, captain of industry, teenager, domestic servant etc.) and so long as the character is recognizably &#8220;human&#8221; and relatable, the superficial elements of the presentation won&#8217;t matter.</p>
<p>Further, the plot must contain elements that lend themselves to effective parallels &#8211; who would stand in for the Capulets and Montagues in a magician&#8217;s guild (alchemists versus enchanters), the civil war (a family from the North versus one from the South), a space-opera (two rival companies mining an asteroid belt), a segregation story (a black family and a white family) etc.?</p>
<p>Lastly, you have to decide what to leave out. Even where strong parallels exist between the elements of the source material and the setting into which you want to transplant it, not everything is going to be a good fit. Don&#8217;t be afraid to add to, subtract from, and otherwise modify the source material to make the adaptation work.</p>
<h3>Conclusion</h3>
<p>In lots of ways adaptation is a form of legitimized creative plagiarism (assuming permission to adapt the source-material has been obtained). As a result we shouldn&#8217;t feel too constrained when we seek to modify it &#8211; even when we are trying to adapt it faithfully and with due respect. Ultimately we aren&#8217;t aiming to produce a copy of the material but a &#8220;rendering&#8221; of it that tells the story effectively in the format of audio drama.</p>
<p>If you&#8217;ve got any other thoughts on adapting original material for audio, then please, add them here. I&#8217;d love to hear them.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/simple-techniques-to-help-you-adapt-a-story-to-audio-drama-part-3-3/">Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 3/3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4240</post-id>	</item>
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		<title>MacBeth Amongst the Stars &#8211; Episode 4 &#8211; The Heel of the Boot</title>
		<link>https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-4-the-heel-of-the-boot/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 Nov 2017 09:10:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Macbeth Amongst the Stars]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[macbeth amongst the stars]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the heel of the boot]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4232</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;The Heel of the Boot&#8221;, episode 4 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-4-the-heel-of-the-boot/">MacBeth Amongst the Stars &#8211; Episode 4 &#8211; The Heel of the Boot</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Heel of the Boot&#8221;, episode 4 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4184" aria-describedby="caption-attachment-4184" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4184" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/10/Macbeth04Sml.png?resize=200%2C283" alt="Audio Drama for Schools - SWFS002 - Macbeth Amongst the Stars" width="200" height="283" /><figcaption id="caption-attachment-4184" class="wp-caption-text">Audio Drama for Schools &#8211; SWFS002 &#8211;<br />Macbeth Amongst the Stars</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Macbeth Amongst the Stars</h2>
<h3>EPISODE #4 – THE HEEL OF THE BOOT</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Macbeth Amongst the Stars</strong></p>
<p>General Macbeth and Banquo face down and defeat the traitor Macdonwald in a space battle that saves the empire from alien invasion. However, when they are intercepted by aliens who deliver a cryptic prophecy on their return home, the fire of ambition is lit within Macbeth and he sets out on a bloody quest to seize the empire for himself. In order to succeed Macbeth must navigate terrorist plots, a nano-plague, and even pit himself against his former friends and allies. Will his plans and manoeuvrings help him gain the prize he seeks? Tune in to “Macbeth amongst the stars” and experience this classic tale (now set in a sci-fi future) for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>MACBETH AMONGST THE STARS &#8211; EPISODE 4 – THE HEEL OF THE BOOT</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SPY: Chief spy to the Emperor</p>
<p>MACBETH: General in the service of the Emperor and then Emperor thereafter</p>
<p>LADY MACBETH: Wife of Macbeth</p>
<p>ROSS: General in the service of the Emperor</p>
<p>MACDUFF: General in the service of the Emperor</p>
<p>LADY MACDUFF: Wife of General MacDuff</p>
<p>NURSE: Nurse-maid to the MacDuff children</p>
<p>SERVANT: Servant to Macbeth and Lady Macbeth</p>
<p>PRIOR: The Alien that speaks of the past</p>
<p>EXTANT: The Alien that speaks of the present</p>
<p>ULTERIOR: The Alien that speaks of the future</p>
<p>SFX ARTIST: Minimum 1 required</p>
<h3>SCENE 1: (INT) DUNSINANE PALACE (MACBETH, SPY)</h3>
<ol start="603">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME AND TITLE – LET IT FINISH</span></li>
<li>NARRATOR: Shortly after announcing Fleance, the daughter of his best friend, as his heir, newly crowned Emperor Macbeth, murderer and usurper of Emperor Duncan I (THE FIRST), has discovered that his wife is pregnant. In light of this, instead of a an event designed to provide stability and certainty with regard to Macbeth’s regime, the naming of Fleance now appears to be an impediment to the establishment of Macbeth’s own dynasty. What dark deeds is the Emperor now willing to contemplate in order to achieve his latest ambition?</li>
<li>SPY: My Lord, how can your Chief of Spies serve you today?</li>
<li>MACBETH: Do you have a family, my friend?</li>
<li>SPY: No, your highness. I am vat-bred, a clone, prepared for your service since I was grown in the jars of the breeding factory on Planet Haverness. We are, of course, incapable of having families of our own.</li>
<li>MACBETH: Indeed. Forgive me, I forgot, having been caught up in my own news. You have heard, of course, that my Lady Gruoch carries an heir?</li>
<li>SPY: Of course, my lord. The entire empire is rejoicing at the happy event.</li>
<li>MACBETH: And you are aware that I have announced that Fleance, the daughter of General Banquo, my very good friend, will succeed to the throne upon my death?</li>
<li>SPY: (NEUTRAL) Yes, my Lord.</li>
<li>MACBETH: It occurs to me that Banquo has not given enough attention to his security.</li>
<li>SPY: Sire?</li>
<li>MACBETH: He underestimates how dangerous a hotbed of dissidence, Cawdor is. Recently, I received news that the governor of one of the districts, Macmahon, I believe, was murdered.</li>
<li>SPY: (DRILY) Fancy that.</li>
<li>MACBETH: I would like to charge you with the task of ensuring Banquo and his daughter&#8230;</li>
<li>SPY: Both of them, sire?</li>
<li>MACBETH: Yes, both of them. I would like you to ensure that the TWO of them do not fall prey to any seditious plots or terrorist actions when they travel to Dunsinane.</li>
<li>SPY: And you believe such action is likely?</li>
<li>MACBETH: Oh, I believe it to be a certainty.</li>
<li>SPY: Yes, my lord. I will make all the necessary arrangements.</li>
<li>MACBETH: Thank you. I was certain that I could rely on you.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: (INT) THE PALACE AT CAWDOR (BANQUO, FLEANCE)</h3>
<ol start="624">
<li><span style="text-decoration: underline;">SOUND: QUICK WALKING – ESTABLISH AND UNDER</span></li>
<li>SOLDIER: General Banquo, Princess Fleance, your ships are waiting.</li>
<li>BANQUO: Thankyou Soldier, that will be all.</li>
<li>FLEANCE: I know you trust him father, but I have reason to believe he is&#8230;</li>
<li>BANQUO: Nonsense, Fleance. The Emperor is my oldest friend. He is a brave and honourable man.</li>
<li>FLEANCE: And a ruthless one. I am not so sure about his honour, though.</li>
<li>BANQUO: What makes you say such things?</li>
<li>FLEANCE: Have you heard about the quarantine?</li>
<li>BANQUO: Yes, of course. It was put before the council for approval.</li>
<li>FLEANCE: But do you know what has happened since?</li>
<li>BANQUO: Stop teasing. What do you know?</li>
<li>FLEANCE: Nothing concrete&#8230;</li>
<li>BANQUO: I thought not.</li>
<li>FLEANCE: But there are reports of refugees attempting to break the blockade and being blown out of space by imperial troops.</li>
<li>BANQUO: Nonsense. The Emperor&#8230;</li>
<li>FLEANCE: The Emperor was probably behind the extermination of entire cities on Cawdor&#8230; he could easily be behind this.</li>
<li>BANQUO: You were the one who investigated the massacres on Cawdor.</li>
<li>FLEANCE: And I was told to end those investigations after Macmahon was killed. Only&#8230;</li>
<li>BANQUO: Only you didn’t.</li>
<li>FLEANCE: Only I didn’t. I have developed contacts while working as the chief of your intelligence division and I have uncovered some disturbing things.</li>
<li>BANQUO: Are these the same contacts that provided your information on the quarantine?</li>
<li>FLEANCE: They are, and before you ask, I do trust them.</li>
<li>BANQUO: Alright. But even if our Emperor is behind some&#8230; disturbing&#8230; actions, he is hardly a threat to us. He has declared his intention to name you to the throne.</li>
<li>FLEANCE: And Gruoch is now pregnant. How long will I survive as an impediment to the creation of his own flesh and blood dynasty? I have a bad feeling, father, like an itch that I can’t quite scratch. I do not think you can trust to your friendship any longer. Please, be on your guard.</li>
<li>BANQUO: Alright. I won’t pretend I haven’t had a few concerns of my own since that long ago journey through the asteroid field with Macbeth.</li>
<li>FLEANCE: What’s that?</li>
<li>BANQUO: Another time. (BEAT) So, is it your intention to take a separate ship?</li>
<li>FLEANCE: Yes, it is. We will make less tempting targets if we are not together.</li>
<li>BANQUO: It will also signal our distrust of the Emperor.</li>
<li>FLEANCE: I’ve already taken care of that. In a moment I will receive an urgent message from my department regarding a grave threat to planetary security. It will require that I follow after you in a second ship.</li>
<li>BANQUO: It seems you’ve thought this through.</li>
<li>FLEANCE: I have.</li>
<li>BANQUO: And if the worst should happen?</li>
<li>FLEANCE: Then nowhere in the empire will be safe for us. If one of us should die, then the other should head for alien space.</li>
<li>BANQUO: Are you mad?</li>
<li>FLEANCE: Perhaps, but I have reason to believe that our welcome would not be as uncertain as we might once have thought.</li>
<li>BANQUO: Alright. Good luck to you, daughter.</li>
<li><span style="text-decoration: underline;">SOUND: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: (INT) DUNSINANE PALACE (MACBETH, SPY, MACDUFF, ROSS)</h3>
<ol start="662">
<li><span style="text-decoration: underline;">SOUND: BACKGROUND MURMUR – LET IT FINISH.</span></li>
<li>ROSS: Macduff, I’ve never seen the Emperor like this. Nor his lady.</li>
<li>MACDUFF: Neither have I, Ross. If he gets much drunker&#8230;</li>
<li>ROSS: He looks angry. It can’t just be that Banquo and his daughter are late.</li>
<li>MACDUFF: No, something is bothering him. He’s like a snake that’s had a meal snatched from its jaws. And Gruoch looks like she can barely contain herself. She keeps trying to calm him down but&#8230;</li>
<li>MACBETH: (EXPLOSIVELY) Where is he? I’ve a room full of guests and no guest of honour!</li>
<li>SERVANT: Sire, we know no more than you do.</li>
<li>MACBETH: (SOUNDING DRUNK) Then go and find someone who can tell us more. The finest communications array in the galaxy, and we can’t find someone who is actually on his way here?</li>
<li>SERVANT: Yes, sire. Right away, sire.</li>
<li>MACBETH: And send me more wine! (BEAT) No wait. What’s that?</li>
<li>SERVANT: Sire?</li>
<li>MACBETH: That! What is that?</li>
<li>SERVANT: I can’t see&#8230;</li>
<li>MACBETH: It’s a ship. I see a ship.</li>
<li>SOUND: EXPLOSION – LET IT FINISH.</li>
<li>MACBETH: It’s exploded. Exploded! In pieces.</li>
<li>SERVANT: My lord, are you alright?</li>
<li>MACBETH: And now it’s changing. I see&#8230; I see&#8230; a man. No! No. Don’t look at me that way! You’re late. You’re late and your daughter will not be Empress. How can we have an Empress whose father is late? How can we&#8230;</li>
<li>LADY MACBETH: Ladies and gentleman, I apologize for my husband. He appears to have had a little too much wine. I’m sure that if we wait a little longer&#8230;</li>
<li>MACBETH: Blood. Look at the blood. You can’t come to the royal hall looking like that. It’s just not done, man! Clean off the blood at the least. No one will give your daughter a throne if you appear dripping with gore.</li>
<li>LADY MACBETH: (PANICKING) Uh&#8230; he’s drunk, friends. Please, perhaps it is best to cancel the festivities, this evening. He has been very stressed lately, dealing with the quarantine and food shortages and such. I’m sure you understand.</li>
<li>MACBETH: The ship. It’s back</li>
<li><span style="text-decoration: underline;">SOUND: EXPLOSION – LET IT FINISH.</span></li>
<li>MACBETH: And it’s being destroyed again.</li>
<li><span style="text-decoration: underline;">SOUND: EXPLOSION – LET IT FINISH.</span></li>
<li>MACBETH: And again.</li>
<li>LADY MACBETH:(ALMOST CRYING) Please, friends, let’s not witness my husbands distress. It is the strain. I’ll summon the doctor.</li>
<li><span style="text-decoration: underline;">SOUND: MURMURS AND MOVEMENT – UNDER</span></li>
<li>LADY MACBETH: (GENTLY) Come, husband, we shall retire.</li>
<li>ROSS: Did you see that?</li>
<li>MACDUFF: I did. But I’d counsel you not to speak of it openly.</li>
<li>ROSS: But&#8230;</li>
<li>MACDUFF: I understand&#8230; and it looks to me, also, like a troubled conscience is emerging from the Emperor’s cups.</li>
<li>ROSS: What will you do?</li>
<li>MACDUFF: I’ll not stay. That much is certain. I have a journey I need to make. Perhaps quite a long one. And I will need to prepare my ship right away. (BEAT) Look to your own safety, Ross. I believe the Emperor has gone mad and I do not expect he will treat those who witnessed this fiasco with any gentleness.</li>
<li>ROSS: Good luck, Macduff. I believe we are all going to need it.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: (INT) DUNSINANE PALACE (LATER) (MACBETH, SPY)</h3>
<ol start="699">
<li><span style="text-decoration: underline;">SOUND: FEET WALKING – LET IT FINISH</span></li>
<li>SPY: My liege, I bring grave news. As you feared, there has been an attack upon General Banquo by terrorists from Cawdor. Sadly, the General was killed in an explosion upon his ship.</li>
<li>MACBETH: And his daughter? How fares Fleance?</li>
<li>SPY: Fortunately, the daughter escaped the trap. Her current whereabouts are unknown.</li>
<li>MACBETH: (ROARING) What??? Escaped. How?</li>
<li>SPY: (UNFAZED) My lord? Your joy at this news does you credit.</li>
<li>MACBETH: (COUGHS) Of course, but you fail to see the reason for my concern. Once before the offspring of one of my most trusted friends committed patricide. Now it appears that Fleance has done the same. It would not surprise me if she has fled to join Malcolm.</li>
<li>SPY: Undoubtedly, my Lord. Do you wish to have this news announced? A search of the empire could begin almost immediately.</li>
<li>MACBETH: Yes, see to it. I want the empire to be abuzz with news of the treachery of Fleance. Leave no stone unturned.</li>
<li>SPY: Of course, my Lord. (BEAT) There is other news, also.</li>
<li>MACBETH: Better news, I hope.</li>
<li>SPY: I wouldn’t presume to say. But it also appears that General Macduff has disappeared. (BEAT) You did ask me to keep an eye on the General after Duncan’s death&#8230; due to his close association with the perpetrator, Malcolm.</li>
<li>MACBETH: Ah, of course. It appears that the General has become a turncoat also?</li>
<li>SPY: As you say.</li>
<li>MACBETH: He has clearly joined with Fleance in hopes of linking up with Malcolm. What of his family, do they remain at the palace on Lochaber (LOCK-ARBOR)?</li>
<li>SPY: They do.</li>
<li>MACBETH: It is a pity that he should expose them to such peril. Any true patriot on Lochaber (LOCK-ARBOR) might take it upon himself to be revenged for the betrayal involved in these events. It would not surprise me if the entire family met with a horrible and untimely end.</li>
<li>SPY: The universe is indeed a dark and dangerous place, my Lord.</li>
<li>MACBETH: Indeed it is, but traitors and those who harbour them can expect no less.</li>
<li>SPY: Indeed.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: (EXT) TRAVELLING THROUGH SPACE (SPY, PRIOR, EXTANT, ULTERIOR)</h3>
<ol start="620">
<li><span style="text-decoration: underline;">SOUND: HUM OF SPACESHIP ENGINE, OCCASIONAL BEEPS – ESTABLISH AND UNDER.</span></li>
<li>SPY: It’s a funny old life. One day you’re employed by one Emperor to keep the secret of our invading and annexing the territory of a newly encountered alien species, the next there is a new Emperor on the throne, and you’re being paid to oversee a series of convenient accidents that just happen to remove his enemies. Still, that’s the nature of the job. I keep their secrets&#8230; and they in turn come to depend on me and fear what would happen if I were ever to break my silence. Ha ha ha ha. It is a comic form of detente. Mutual distrust for mutual benefit. While I live, their secrets are safe. While their secrets are kept safe, I live. It all comes tumbling down the moment that any of it comes out into the light, of course. But where would the fun be, if there wasn’t any risk?</li>
<li><span style="text-decoration: underline;">SOUND: RATTLING NOISE – FADE UP UNDER.</span></li>
<li>SPY: What the? What is happening to my instruments? Nothing is responding and the readings have all turned to junk.</li>
<li><span style="text-decoration: underline;">SOUND: RATTLING NOISE – INCREASES.</span></li>
<li>SPY: (UNDER) It feels like the ship is about to be torn apart.</li>
<li><span style="text-decoration: underline;">SOUND: SHOOP OF BEING SWALLOWED – LET IT FINISH.</span></li>
<li>SPY: (LONG BEAT) Where in the nine hells am I?</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) You have killed, human, many times and for many masters.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) You are an assassin, yes?</li>
<li>SPY: No, I’m a&#8230;</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) (ANGRY AND BEYOND CONTRADICTION) YES!</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) You will kill for us soon.</li>
<li>SPY: But&#8230; I have a commission.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) True, you have a job at present.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) We will not attempt to stop you.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) We have what you want.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) We will pay you.</li>
<li>SPY: What do you have?</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) We have your life.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) We will give it back to you if you assist us.</li>
<li>SPY: Do I have a choice?</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) No.</li>
<li>SPY: Then what is it you want?</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) I will tell you&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: (INT) LOCHABER PALACE (MACDUFF, LADY MACDUFF, CHILD, SPY)</h3>
<ol start="646">
<li>LADY MACDUFF: You’re doing what?</li>
<li>MACDUFF: (OVER COMMUNICATOR) I’m heading into alien space. I’m going to try and meet face to face with Malcolm and Fleance.</li>
<li>LADY MACDUFF: You’re insane. The Emperor is on the rampage. There’s even talk that he believes you are part of the conspiracy to kill Duncan and Banquo.</li>
<li>MACDUFF: (OVER COMMUNICATOR) Damn his stupidity! I thought I’d have more time to sort this out. (BEAT) I can’t quite figure out whether Macbeth is a monster, or mad, or the victim of some greater scheme, but, whatever the case, I don’t think even he will try to move against me until I return.</li>
<li>LADY MACDUFF: And when do you intend to return? Lochaber (LOCK-ARBOR) is on the very edge of human space. We need you here to help maintain the empire’s defences.</li>
<li>MACDUFF: (OVER COMMUNICATOR) If I can’t get to the bottom of this mystery, and shortly, there may not be an empire left to defend. Ross and a number of the other generals are now openly discussing civil war. It is essential that I find a way to bring Malcolm home, either as the rightful king, or in chains. You’ve said it yourself, Marissa, I’m not a clever man. But I do know right from wrong and I will find a clear path through this maze before I’m through.</li>
<li>LADY MACDUFF: I know you will, my love. If anyone can do this, it is you. But try to do it as quickly as you can. We cannot afford to take too much time.</li>
<li><span style="text-decoration: underline;">SOUND: ZAP AND SCREAM – LET IT FINISH.</span></li>
<li>MACDUFF: (OVER COMMUNICATOR) Marissa, what was that?</li>
<li><span style="text-decoration: underline;">SOUND: TWO MORE ZAPS AND ACCOMPANYING SCREAMS – LET IT FINISH.</span></li>
<li>LADY MACDUFF: It sounded like laser fire.</li>
<li>MACDUFF: (OVER COMMUNICATOR) Where are your guards?</li>
<li>LADY MACDUFF: In the hall. I’ll call them in to&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: ZAP – SCREAM – BODY DROP – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN – LET IT FINISH.</span></li>
<li>SPY: Ah, Lady Macduff. I was looking for you.</li>
<li>LADY MACDUFF: Who? Who are you?</li>
<li>SPY: Oh, my lady, who I am is of little consequence. More importantly you should be asking who I represent.</li>
<li>LADY MACDUFF: (SCARED) Alright, who do you represent? And what do you want?</li>
<li>SPY: Two questions? Really? Then I will answer them. Perhaps we should take it in turns. Firstly, as to who I represent&#8230; Can’t you guess?</li>
<li>LADY MACDUFF: The Emperor. Only he would be so bold!</li>
<li>SPY: And there you are. Your first question answered. But now here is the first of my own. Where is your husband?</li>
<li>LADY MACDUFF: He has made an expedition into alien space. He believes Malcolm and Fleance have fled there and he hopes to capture and bring them in before more harm can be done.</li>
<li>SPY: Oh dear. You have no idea how much that saddens me. You see, my Lady, that means that your husband is actually a patriot rather than a traitor. He is looking to do his Emperor a great service. Unfortunately, should he succeed, he will discover the truth, and that would be most unfortunate. I dare say that you know what truth that is, don’t you my Lady? (BEAT) No guesses? Here let me try to help you. An intelligent woman like you should be able to work this out for herself.</li>
<li><span style="text-decoration: underline;">SOUND: CUTTING – START THEN UNDER.</span></li>
<li>LADY MACDUFF: (SCREAMS) Aaargh!</li>
<li>SPY: Oh So, can you make a guess? Just one little educated guess?</li>
<li>LADY MACDUFF: (PANTING AND IN PAIN) That Malcolm and Fleance didn’t murder their fathers.</li>
<li>SPY: Ah, you see? I said you were intelligent. And now I will answer the second of your questions. I have been sent to complete the mission my master has charged me with. Though, now, if truth be told, I rather feel I have two masters. (BEAT) Oh you’ve noticed this, have you?</li>
<li><span style="text-decoration: underline;">SOUND: JANGLING CHAIN – LET IT FINISH.</span></li>
<li>SPY: Yes, It is rather a nasty looking bucket of a thing isn’t it? Apparently it can remove a head with ease. I’m not sure what all these sharp little needles are for though. I’ve been instructed to keep it with me until the contract is complete. But don’t worry. It has nothing to do with this contract. In short, my Lady, it is not going to be used on you.</li>
<li>LADY MACDUFF: Then, what&#8230;?</li>
<li>SPY: Uh-uh-uh! Only one question at a time, please. Besides, it’s my turn to ask something. Tell me, my lady, where are your children?</li>
<li>MACDUFF: (OVER COMMUNICATOR) (UNABLE TO HOLD BACK) You craven dog!</li>
<li>SPY: Oh, my lady. Now that was careless of me. I didn’t realise you had an open communication channel. And to your husband no less. I’ve been through something of a shock recently, so I think I can be forgiven for overlooking that little detail just this once. But still it is a little embarrassing.</li>
<li>MACDUFF: (OVER COMMUNICATOR) Who are you, you filthy coward?</li>
<li>SPY: Oh, of course, forgive me General Macduff. I’m sorry to find you unavailable to callers just now. I’m afraid I won’t be able to exchange formal introductions. Nevertheless, I should let you know that you are a wanted man, marked by the Emperor as Malcolm’s accomplice and aid to Fleance. You have been in the wrong place at the wrong time, once to often, Macduff, and the coincidences are rather damning, don’t you think? (BEAT) No answer? What about if I do this?</li>
<li><span style="text-decoration: underline;">SOUND: CUTTING &#8211; UNDER.</span></li>
<li>LADY MACDUFF: (SHRIEKS) Aargh!</li>
<li>MACDUFF: (OVER COMMUNICATOR) Leave her alone.</li>
<li>SPY: Oh, yes, I’ll leave her alone alright. After I arrange the evidence to make it appear one of your own citizens has taken it upon themselves to patriotically put an end to your traitorous bloodline.</li>
<li>MACDUFF (OVER COMMUNICATOR) AND LADY MACDUFF: No!</li>
<li>SPY: Did you really believe that the Emperor would draw the line at killing women and children? He who has killed his kinsman and best friend without a qualm?</li>
<li>MACDUFF: (OVER COMMUNICATOR) I’m going to find you and reach down your throat to rip your spine from your body!</li>
<li>SPY: Oh, you are welcome to try, General. In fact I would be grateful if you did. Come back as quickly as you can. It will be too late for your family of course (GRUNTS) &#8230;</li>
<li><span style="text-decoration: underline;">SOUND: CRUNCH OF BONE – UNDER.</span></li>
<li>LADY MACDUFF: (SCREAMS) Aaargh!</li>
<li>SPY: But it will make it easier to find you, and bring you to your end. (BEAT) Nothing to say? (BEAT) I thought not.</li>
<li><span style="text-decoration: underline;">SOUND: ZAP AND BODY DROP – LET IT FINISH.</span></li>
<li>SPY: Oh, there she goes. I guess I could have kept her alive for a little while longer. As bait perhaps? Or even to help me find the children.</li>
<li>MACDUFF: (OVER COMMUNICATOR) Marissa!</li>
<li>SPY: Oh, she can’t answer now. I just drilled a hole through her head with my laser pistol. If you thought you had hopes of yet playing the hero, General&#8230; swooping in at the last moment and preventing the deaths of your loved ones&#8230; I’m sorry to disappoint you. As it turns out, I’m not going to have to search terribly hard for your children, either. It seems, according to your wife’s electronic diary, that their nurse is due to bring them to this very room in order to kiss their mother good night very shortly. It’s not going to happen of course. I intend to intercept them on their way.</li>
<li>MACDUFF: (OVER COMMUNICATOR) (BROKEN SOBBING) I’ll kill you, you cur. I’ll kill you. I’ll wring your identity from your cowardly master’s neck as I choke the life out of him, and then I will find and kill you.</li>
<li>SPY: Ah, that’s more like it. Sedition, a direct threat against the Emperor himself. It doesn’t matter much now, I know, but I’ll feel better about all this knowing that you are actually a traitor. Please, come and find me. I’ll be waiting. And so will the Emperor.</li>
<li>MACDUFF: (OVER COMMUNICATOR) So you think? Then I will come, and with an army led by the true heir to the empire. I will make it my task to raise that army and place Malcolm at its head.</li>
<li>SPY: And as I said, I really will be waiting for you. When you bring Malcolm here you will actually be helping me fulfil my second commission. You know general, I didn’t expect to find you so obliging. I should probably be thanking you for your assistance in all of this.</li>
<li>NURSE: (DISTANT &#8211; SCREAMS) Aaaah! The Lady’s guards are dead! Raise the alarm!</li>
<li>SPY: Oops, I’ve ended up taking a little too long. Feel free to stay on the line and listen, if you’d like. I’ve got to get back to work.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN AND CLOSED – LET IT FINISH.</span></li>
<li>SPY: (DISTANT) Ah, there you are nurse.</li>
<li>NURSE: Who? Oh, no!</li>
<li>SOUND: ZAP &#8211; ZAP, ZAP – THREE BODIES DROP – LET IT FINISH.</li>
<li>MACDUFF: (WAILING) Nooooooooooo!</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH</span></li>
</ol>
<h2>CASTING SHEETS &#8211; MAJOR CHARACTERS</h2>
<p><strong>MACBETH (A BEAR OF A MAN WITH LITTLE SELF-AWARENESS AND A STRONG AND BOMBASTIC MANNER OF SPEECH WHO ENJOYS A GOOD FIGHT – A CROSS BETWEEN BRIAN BLESSED AND BILLY CONNOLLY):</strong> I am Macbeth; loyal, capable, cunning. I don’t tolerate nonsense or second-guessing from anyone. I am a man of action, first and foremost, and I don’t have time for prissy little milk-sops who want to waste time on empty words. So, speak up! What is it that you want?</p>
<p><strong>LADY MACBETH (SMART, AMBITIOUS, RUTHLESS AND A LITTLE PRONE TO PARANOIA):</strong> Do I know you? Who sent you? The palace is full of gossips and weaklings; small-minded women who plot and scheme. I’ll not be taken for one of those simpletons. Return to your master or mistress and give them this message &#8211; you’ll pick up no juicy tid-bits of gossip from me&#8230; But have a care. If I ever find you snooping around my apartments again, I will have the skin off your back as an example of what happens to those who cross me. The only one of you to whom I’d give the time of day is my cousin, Marissa. Why she married that bumbling fool, Macduff, is quite beyond me.</p>
<p><strong>SPY (CRUEL, CALCULATING, MERCENARY, AND IRONIC IN NATURE, OFTEN COMES ACROSS AS LACONIC AND FASHIONABLY BORED WITH EVERYTHING):</strong> Oh, there you are. I rather forgot about you for a moment there. It’s the work you see. The Emperor depends on me for so much. Like right now, he’s depending on me to loosen your lying tongue. Now, now. Don’t struggle with your bonds. You’ll need your energy to speak after I begin pushing these needles beneath your finger nails. Oh, don’t worry, we’ve got all the time in the world. And I do like to be very thorough in my interrogations.</p>
<p><strong>MACDUFF (SLOW OF THOUGHT, BUT STEADY AND PERSISTENT. NOT A NATURALLY SMART MAN, BUT DOGGED IN FINDING THE TRUTH, AND A GOOD MAN BESIDES):</strong> They say, that given enough time, I can see through a solid wall. I guess that’s a compliment. I do tend to mull things over until I’ve got the measure of them, no matter how long it takes me. Little things, inconsistencies and the like, these worry at me and nag me until I get to the bottom of them. I’m not really cut out for politics – I can’t stand the double talk – but I’m a loyal man and I can get things done. These traits still count for something in these troubled times.</p>
<p><strong>LADY MACDUFF (SMART, IDEALISTIC, VERY MUCH IN LOVE WITH HER HUSBAND, AND SELFLESS – LIVING FOR OTHERS MORE THAN HERSELF):</strong> I married well, despite what my cousin, Gruoch (Lady Macbeth), says. He’s never had the opportunities and leisure that I have had to study, read and think, but he is thorough, and good, and trustworthy. I have given him two fine children. They take after him, more than me, and they will be an asset to the empire. I am content if I can raise them to be strong and good, with compassionate hearts and enterprising drive.</p>
<p><strong>ROSS</strong> (GENERAL IN THE SERVICE OF THE EMPEROR), HUMOROUS, EFFICIENT): Welcome to the emperor&#8217;s court. I see you’ve managed to leave the wife and bairns behind again, General. We have your cot and monk’s cell prepared for you as requested, along with a regular morning bowl of gruel. What’s that? Oh, yes. Your wife contacted us to make all the arrangements. Apparently she wished you to know how much she appreciated being left behind with the children while you came to visit the Emperor.</p>
<p><strong>PRIOR</strong> (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE PAST – AN AGED SAND-PAPERY HISSING VOICE): I have been responsible for the past. I spoke of ages gone by. I told of yesterday’s events. My voice was only heard when the past tense was used. I was oldest of my siblings.</p>
<p><strong>EXTANT</strong> (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE PRESENT – A CHITTERING VOICE, HARSH, LIKE a BIRD OF PREY): I am responsible for the present. I speak of what is now, in this moment. I speak only in the present tense. I am the middle child among my siblings. I flit from sentence to sentence, moment to moment, like a bird of prey in search of its next kill.</p>
<p><strong>ULTERIOR</strong> (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE FUTURE – A SINISTER CHILDLIKE GOBLIN – THINK GOLLUM – VOICE): I will be responsible for the future. I will tell you of what is to come. I will reveal what tomorrow has in store. I will speak only in the future tense. I will be the youngest of my siblings.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p>Though often written as men, there is, however, no necessity for any of the following roles to be cast as any particular gender.</p>
<p><strong>SERVANT AND NURSE (TERRIFIED, JUMPS AT EVERY COMMAND):</strong> I need a new job. The Emperor is alright, but his wife? Ugh. She’ll be the death of me. I can’t seem to do anything right. I try and try and I&#8230; (SOBS).</p>
<p><strong>NARRATOR (A TRUSTWORTHY, RELIABLE, POSSIBLY ENGLISH VOICE – THE KIND YOU WOULD TRUST TO SELL CHILDREN’S PHARMACEUTICALS:</strong> I bring the audience up to speed on what has happened in previous episodes. I relish the telling, a little like the hosts of the horror anthologies of the past. I try to convey a ghoulish enthusiasm for the story to the audience.</p>
<h2>Writer’s Notes &#8211; for students and teachers</h2>
<p>The events of Macbeth existed fully formed in Shakespeare’s original work. As a result there was not much need for dramatic invention in the construction of this play. The scenes had their own conflict etc. built in. However, a challenge still remained, and some considerable thought was given, with regard to how best adapt the work to a science fiction setting.</p>
<p>The question of how to effectively parallel and remain true to the themes and meaning built into Shakespeare’s work within a scifi setting, and how to communicate the work to a contemporary audience who would not share the social and historical context that made much of the work sensible to its original hearers and informs the understanding of modern audiences, especially where that context has been deliberately replaced with a futuristic setting, remained central in my approach.</p>
<p>In its original setting Macbeth is a politically conservative work, written to curry favour with a newly established monarch, James I, who has just survived the gunpowder plot. There is some reason to believe that Shakespeare was genuinely fearful of failing to be seen to be a supporter of the new King since there was, in fact, some connection between the conspirators who had tried to blow up parliament and his father’s family.</p>
<p>James I was a descendant of Banquo, and Macbeth serves as a polemic both in defense of the status quo and as an attack upon the notion of regicide and rebellion. In it, nature itself is turned upon its head by the death of Duncan. The murder of a king is portrayed as so “unnatural” an act that the natural world is rendered unnatural in response.</p>
<p>The three witches in the original work, are a curious amalgam of the Greek fates, and the popular notion of witchcraft (a topic with which King James was fascinated).</p>
<p>In this version of Macbeth I have tried to maintain both of these elements of the story. I introduce a “nano-blight” &#8211; a mutating plague that spreads in the background of the story &#8211; to stand in for Shakespeare’s perverted natural order. The witches, and their commitment to an upside down morality and world order have been replaced with a more overtly fate-like trio of aliens – one representing the past, one representing the present, and one representing the future. This choice was made because, in the view of this author, the witches ultimately undermine their own commitment to the perverted natural order by facilitating Macbeth’s downfall, actions more consonant with the fates than the proposed philosophical commitment of witchcraft in Shakespeare’s work.</p>
<p>Planets were substituted for castles and, after some thought, Birnham Wood was altered to Birnham asteroid field, allowing an asteroid bombardment to be used to represent the coming of the forest to Dunsinane.</p>
<p>The science fiction setting allowed the use of cloning to take the place of caesarean section as the means by which Macbeth’s nemesis managed to be “not born of woman”.</p>
<p>Lastly, I took one final liberty with the original text and made Fleance a woman. While the original audience were aware that James I was the descendant of Banquo (via marriage at some future time into Duncan’s line) and fulfilled the witches’ prophecies, the relationship of Banquo’s descendents to a future throne needed more immediate establishment in a scence fiction setting. By making Fleance female it became possible to explicitly place those descendants on the throne via a marriage between Duncan’s heir, Malcolm, and Fleance (now transformed into a female character).</p>
<p>Having established the broad, iconic, parameters of the play, along with their parallels, it was now easier to introduce original scenes (and modify traditional scenes), create new characters, and create new events that served the telling of the story, and revealed the deeper nature of the protagonists. Despite some new twists, characters, etc. Macbeth remains a tale of “o’er-leaping ambition” and the perils of the Machiavellian “will to power”.</p>
<p>Since I have been arrogant enough to attempt to adapt a master-work of English literature in this way (and worse to subject it to substantial alteration) I deserve anything I get in terms of “hate” from those who love the original. An attempt like this can’t help but offend many, but , I hope, there will be a few that forgive me and end up enjoying my attempt at imagining my favourite of Shakespeare’s stories, itself an adaptation of material found in Hollinshead’s Chronicles (in turn based on even older material), transplanted into the far future.</p>
<p>Except where noted above, there’s no reason that any of the major (non-lead) or minor characters should be necessarily male or female roles. The aliens, Stuart, Ross, Angus, and the Spy, though written as men, could easily be changed to female roles with a modification of pronouns.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-4-the-heel-of-the-boot/">MacBeth Amongst the Stars &#8211; Episode 4 &#8211; The Heel of the Boot</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4232</post-id>	</item>
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		<title>Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 2/3</title>
		<link>https://weirdworldstudios.com/simple-techniques-to-help-you-adapt-a-story-to-audio-drama-part-23/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 14 Nov 2017 20:11:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[adapting audio drama]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4228</guid>

					<description><![CDATA[<p>THE INFINITE TELESCOPE &#8211; ADAPTING A STORY FOR AUDIO (PART 2) Between any two scenes in a work of fiction lie an infinite number of possibilities, or maybe I should say this is true between any intention and outcome expressed in a story. Scott McLoud used to (perhaps even still does) engage in a thought [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/simple-techniques-to-help-you-adapt-a-story-to-audio-drama-part-23/">Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 2/3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>THE INFINITE TELESCOPE &#8211; ADAPTING A STORY FOR AUDIO (PART 2)</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Between any two scenes in a work of fiction lie an infinite number of possibilities, or maybe I should say this is true between any intention and outcome expressed in a story.</p>
<p>Scott McLoud used to (perhaps even still does) engage in a thought experiment called &#8220;Virtual Carl&#8221;. His character Carl grabs his keys with the intention of driving to the bottle shop for some beers and in the next scene we see his gravestone (an intention and an outcome). Between those two moments, an infinite number of other moments can be inserted without destroying the integrity of the story itself.</p>
<p>For example, Carl grabs his keys with the intention of driving to the bottle shop for some beers, walks to his car and finds the tire is flat. He then decides to walk to the bottle shop but takes a short cut through the park and is mugged. Jump to gravestone.</p>
<p>Alternatively, Carl grabs his keys with the intention of driving to the bottle shop for some beers, walks to his car and finds the tire flat, changes it, and drives to the bottle shop. He gets talking with the proprietor and decides to have one for the road before drunkenly driving into a lamp post on his way home. Jump to gravestone.</p>
<p>Alternatively, Carl grabs his keys with the intention of driving to the bottle shop for some beers, walks to his car and finds the tire flat, decides it&#8217;s not worth the bother, and goes back inside. He lives a long and uneventful life. Jump to gravestone.</p>
<p>Between any intention and outcome in the source material for a story being adapted there lies an infinite number of creative storytelling possibilities. We can add a lifetime of adventures, vignettes, and episodes to a story being adapted without doing violence to the story as originally told. Okay, that&#8217;s not really true; if, between the party scene and Frodo&#8217;s departure for Rivendell in the Lord of the Rings, we were to add a series of scenes where Frodo is kidnapped by aliens and becomes a galactic hero saving the multiverse before returning to continue the story&#8230; well, we&#8217;ve probably left the path of wisdom. But my point is this; an author really &#8220;could&#8221; (not &#8220;should&#8221; but &#8220;could&#8221;) do this and leave the story that is being adapted intact. It can be helpful to recognize we have the freedom to expand the moments between intention and outcome in order to adapt a story if we need to.</p>
<p>Likewise we can truncate stories (almost) infinitely and still be telling the story. All we need do is identify an intention and an outcome (from the story we are adapting) and remove everything in between. Using The Lord of the Rings as an example once more, we could tell the story in two scenes; Gandalf tells Frodo the ring must be destroyed in scene 1 and in scene 2, Frodo covered in grime after his long journey tosses it into the crack of doom. This is an extreme example of course, but the &#8220;story&#8221; survives (just).</p>
<p>Beyond taking dialog and recreating it in a form that works in audio drama, this telescoping of the plot (contracting and extending it using the story markers of intention and outcome as landmarks) forms another of the chief tools of adaptation.</p>
<p>Of course, it is possible to apply the principle of telescoping to adapting a story and utterly ruin it. Both examples provided here (with regard to the Lord of the Rings) fail to do justice to the material being adapted, ultimately ruining, in my view, the story&#8230; and this is the reason for so much dissatisfaction with film adaptations of much loved works of fiction. We&#8217;ve all heard it said that “Knowledge is knowing that a tomato is a fruit while wisdom is NOT putting it in a fruit salad.” There is a great difference between knowing what we can do and knowing what we should do. With regard to deciding what is enough and what is too much&#8230; well, each writer has to decide this for themselves, but there does come a point where the changes made during adaptatiion make the work unrecognizable and it would be fairer (and more honest) to go back to the beginning, change the characters&#8217; names and tell an original story instead. Perhaps a useful check on this process is the following pair of questions&#8230;</p>
<p>1. &#8220;Does the change advance the plot?&#8221;</p>
<p>2. &#8220;Does the change develop/reveal character?&#8221;</p>
<p>Answering yes to either or both these questions isn&#8217;t a guarantee that we won&#8217;t go too far in our adaptation, but it might help us to place some upper limits on the worst excesses we are tempted to try.</p>
<p>For those who are interested, some time ago I prepared a series of scripts adapting the Brothers Grimm story, Rapunzel, as an audio drama for the kids in my English class. It includes writer&#8217;s notes on how the plot was developed, planned, and implemented. The scripts are available for free as well. Sadly, my attempt at recording the plays ended in disaster (the recording quality was heartbreakingly awful despite the quality of the performances by the local actors who volunteered to help me out), but I&#8217;m still really happy with the scripts themselves.</p>
<p><figure id="attachment_1650" aria-describedby="caption-attachment-1650" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1650" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/09/Rapunzel01Sml.png?resize=200%2C283" alt="Rapunzel For Schools - Episode 1 - Gustav the Hunter" width="200" height="283" /><figcaption id="caption-attachment-1650" class="wp-caption-text">Rapunzel For Schools &#8211; Episode 1 &#8211; Gustav the Hunter</figcaption></figure></p>
<p style="padding-left: 30px;"><a href="http://weirdworldstudios.com/rapunzel-for-schools/">Rapunzel for Schools</a></p>
<p>If you&#8217;ve got any other thoughts on adapting original material for audio, then please, add them here. I&#8217;d love to hear them.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/simple-techniques-to-help-you-adapt-a-story-to-audio-drama-part-23/">Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 2/3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4228</post-id>	</item>
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		<title>MacBeth Amongst the Stars &#8211; Episode 3 &#8211; Traitors</title>
		<link>https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-3-traitors/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 10 Nov 2017 20:38:51 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Macbeth Amongst the Stars]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[macbeth amongst the stars]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[traitors]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4223</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Traitors&#8221;, episode 3 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories advance from [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-3-traitors/">MacBeth Amongst the Stars &#8211; Episode 3 &#8211; Traitors</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Traitors&#8221;, episode 3 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4183" aria-describedby="caption-attachment-4183" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4183" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/10/Macbeth03Sml.png?resize=200%2C283" alt="Audio Drama for Schools - SWFS002 - Macbeth Amongst the Stars" width="200" height="283" /><figcaption id="caption-attachment-4183" class="wp-caption-text">Audio Drama for Schools &#8211; SWFS002 &#8211;<br />Macbeth Amongst the Stars</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Macbeth Amongst the Stars</h2>
<h3>EPISODE #3 – TRAITORS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Macbeth Amongst the Stars</strong></p>
<p>General Macbeth and Banquo face down and defeat the traitor Macdonwald in a space battle that saves the empire from alien invasion. However, when they are intercepted by aliens who deliver a cryptic prophecy on their return home, the fire of ambition is lit within Macbeth and he sets out on a bloody quest to seize the empire for himself. In order to succeed Macbeth must navigate terrorist plots, a nano-plague, and even pit himself against his former friends and allies. Will his plans and manoeuvrings help him gain the prize he seeks? Tune in to “Macbeth amongst the stars” and experience this classic tale (now set in a sci-fi future) for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>MACBETH AMONGST THE STARS &#8211; EPISODE 3 – TRAITORS</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SPY: Chief spy to the Emperor</p>
<p>MACBETH: General in the service of the Emperor and then Emperor thereafter</p>
<p>SOLDIER #1 &amp; #2: Soldiers in the service of the Emperor</p>
<p>LADY MACBETH: Wife of Macbeth</p>
<p>MALCOLM: Son of Duncan</p>
<p>MACDUFF: General in the service of the Emperor</p>
<p>LADY MACDUFF: Wife of General MacDuff</p>
<p>BANQUO: General in the service of the Emperor and friend to Macbeth</p>
<p>DOCTOR: Doctor to Lady Macbeth</p>
<p>CROWD: Crowd at coronation of the new Emperor</p>
<p>SFX ARTIST: Minimum 1 required</p>
<h3>SCENE 1: (INT) MACBETH’S PALACE ON CAWDOR – ROYAL SUITE (MACBETH, BANQUO, MALCOLM, MACDUFF)</h3>
<ol start="400">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME AND TITLE – LET IT FINISH</span></li>
<li>NARRATOR: Convinced that he is destined to succeed to the throne of empire by an alien prophecy, Macbeth believes his moment has come when the Emperor Duncan visits planet Cawdor. He seizes the opportunity to engage in an assassination attempt, setting off a bomb while the Emperor sleeps and blaming the attack on local terrorists.</li>
<li><span style="text-decoration: underline;">SOUND: ALARMS BLARING, RUNNING FEET – ESTABLISH AND UNDER – CONTINUE TO 410.</span></li>
<li>SOLDIER: General Macduff. There has been an explosion in the Royal apartments. It looks like terrorists are attacking.</li>
<li>MACDUFF: What? Where is the boy?</li>
<li>SOLDIER: I’m sorry sir? I don’t know&#8230;</li>
<li>MACDUFF: Malcolm, the son of the Emperor? We need to get him off world.</li>
<li>SOLDIER: I thought he was in your care, sir?</li>
<li>MACDUFF: You’re no help at all. (BEAT) Malcolm? Malcolm, where are you, dratted boy?</li>
<li>MALCOLM: I’m here, General. You didn’t think I’d sleep through all this, did you? Do you know what is happening?</li>
<li>MACDUFF: (RELIEVED SIGH) Phew. I was beginning to panic. It looks like there’s been a terrorist bombing somewhere in the palace.</li>
<li>MALCOLM: (PANICKED) My father??!</li>
<li>MACDUFF: I don’t know and there’s no time to find out. I’m sure your father is fine, but we need to get you out of the palace and safely into space as fast as possible.</li>
<li>MALCOLM: But&#8230;</li>
<li>MACDUFF: Don’t argue, boy. It’s the way it has to be. There’s no knowing who the intended target was and until we know more I’m getting you out of harm’s way.</li>
<li>MALCOLM: Are you coming with me?</li>
<li>MACDUFF: Not immediately, no. I’ll follow shortly, or as shortly as I can. Go with my lieutenant. You will have command of the ship. If anything happens you will need to remember your training and take action to protect yourself. (BEAT) Do you understand?</li>
<li>MALCOLM: Yes, I understand.</li>
<li>SOLDIER: This way my lord.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING AWAY – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: FADE OUT BACKGROUD, THEN BEAT – UNDER AND OUT.</span></li>
<li><span style="text-decoration: underline;">SOUND: FADE UP BACKGROUND – ESTABLISH AND UNDER</span></li>
<li>SOLDIER #2: General Macduff, where is Malcolm?</li>
<li>MACDUFF: Who’s asking?</li>
<li>SOLDIER #2: Sorry general, it is Major Macdougal; I run security for General Macbeth.</li>
<li>MACDUFF: Yes, of course. I didn’t recognize you at first. How can I help?</li>
<li>SOLDIER #2: Tell me where Malcolm is. I have orders for his arrest.</li>
<li>MACDUFF: What?</li>
<li>SOLDIER #2: Duncan has been murdered. We have witnesses who say Malcolm sent drugged wine to Duncan’s personal guard in order to allow the terrorist, a suicide bomber named Stuart, access to his father’s rooms.</li>
<li>MACDUFF: (HORRIFIED) Duncan dead? I don’t believe it.</li>
<li>SOLDIER #2: General Macduff, where is Malcolm?</li>
<li>MACDUFF: I just evacuated him from the planet. My orders required it.</li>
<li>SOLDIER #2: Damn it. We have to stop him. General, I need your help. You may have just aided a regicide.</li>
<li>MACDUFF: Of course. We need to get to the&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LIFT OFF – LET IT FINISH.</span></li>
<li>MACDUFF: There he goes. That’s the Prince’s ship taking off now.</li>
<li>SOLDIER #2: Too late. We need to return to General Macbeth right away. You’ll have to come with me and give a report</li>
<li>MACDUFF: Yes, of course. We should also call in the fleet to intercept the ship.</li>
<li>SOLDIER #2: Leave that to us. Though I doubt the General will authorise an intercept. It is more likely the ship will be blown out of space.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: (INT) DUNSINANE PALACE AT THE CORONATION (BANQUO, MACBETH)</h3>
<ol start="440">
<li><span style="text-decoration: underline;">SOUND: MURMUR OF CROWD – ESTABLISH AND UNDER</span></li>
<li>BANQUO: Generals, all. Welcome to Dunsinane on this most tragic yet important occasion. Our Emperor, Duncan, is dead. His son, believed responsible for this honourless act, is on the run, adding daily to his presumed guilt. In light of Malcolm’s defection, we are forced to the sad task of appointing a new Emperor in his stead.</li>
<li>It was my honour to recommend my lifelong friend, General Macbeth to the position. It is an even greater honour to report that the decision has been almost unanimously (with only one vote in abstention) in support of this motion. And to add honour upon honour, I have been granted the immense pleasure of introducing to you our new Emperor.</li>
<li>The Emperor is dead. Long live the Emperor.</li>
<li>CROWD: Long live the Emperor!</li>
<li>BANQUO: I hereby present to you, the man known formerly as General Macbeth, protector of planet Cawdor, now named Emperor Macbeth I of Dunsinane.</li>
<li><span style="text-decoration: underline;">SOUND: CHEERS, APPLAUSE, ETC.- FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: (INT) DUNSINANE AFTER THE EVENT (MACBETH, LADY MACBETH)</h3>
<ol start="448">
<li>LADY MACBETH: They suspect. I am sure of it.</li>
<li>MACBETH: (ANGRY) I am barely crowned and you are already trying to fill my head with suspicion. (BEAT) Can we not have even one day to enjoy our good fortune?</li>
<li>LADY MACBETH: (ANGRY IN RETURN) Good fortune has nothing to do with it! You have attained to this height out of main strength. But you must not weaken now.</li>
<li>MACBETH: And what weakness do you see in me, woman? Have a care how you answer, and take note that you speak, now, to the Emperor of the entire human realm.</li>
<li>LADY MACBETH: Emperor, you may be, husband. But I have known you long and your greatest weakness is the trust you afford to your supposed friends. (BEAT) Who was it that abstained from the vote that made you Emperor? How has Malcolm escaped us? Why is Malcolm only “believed” responsible? Why is Malcolm’s guilt “presumed”? Banquo recommended you before the council of Generals but if even he voices such doubts in public, what might any of them plot in private? (BEAT)</li>
<li>Enjoy your victory, my husband. You have earned it. But do not drop your guard. There are many challenges ahead and none of these fair weather friends are completely trustworthy.</li>
<li>MACBETH: (SIGHS) Alright! I will sleep with one eye open. But, please, enjoy this day. There will never be another occasion in which we will figure so prominently, except perhaps when we put an heir on the Imperial throne. Please? For me?</li>
<li>LADY MACBETH: All right, dear heart. I will try! But I suspect it is time to put away hopes of an heir. It would be a safer bet, in this regard, to side with the palace gossips.</li>
<li>MACBETH: I share your grief Gruoch. But we have survived without children this far. We will continue to do so and, if that is what fate decrees, we will thrive nonetheless.</li>
<li>LADY MACBETH: Enough of these maudlin thoughts. What will be your first order of business as Emperor?</li>
<li>MACBETH: Ugh. There is no distracting you from business at all, is there?</li>
<li>LADY MACBETH: No, there’s not. (BEAT) So?</li>
<li>MACBETH: I wish to curtail our territorial expansion. Duncan was over-extending us. It nearly brought us undone. We need to consolidate our successes and&#8230;</li>
<li>LADY MACBETH: And the change of policy will allow you to concentrate on the consolidation of your own power at home. I approve.</li>
<li>MACBETH: I rather thought you would.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: (INT) THRONE ROOM – LET IT FINISH</h3>
<ol start="464">
<li>SPY: I bring word from Cawdor, your highness.</li>
<li>MACBETH: Approach. Word from my Chief of Spies is always welcome. How fares Banquo? Does his new position suit him?</li>
<li>SPY: He has been much concerned of late, my Lord. He has opened a commission into possible wrongdoing during your administration.</li>
<li>MACBETH: He thinks I was corrupt?</li>
<li>SPY: No, my Lord. He is trying to placate a hostile population and believes a number of your subordinates are responsible for the “excesses” committed during your rule.</li>
<li>MACBETH: Hmmm. Who, is he investigating in particular?</li>
<li>SPY: The provincial governor. But Macmahon has not given anything away to this point.</li>
<li>MACBETH: That won’t last if Banquo wishes to make a sacrificial lamb of him.</li>
<li>SPY: No, your highness.</li>
<li>MACBETH: I think we need to arrange an accident.</li>
<li>SPY: An accident?</li>
<li>MACBETH: Yes. I think a revenge killing would be suitable. Find a disgruntled relative of someone we executed and give them arms, access and opportunity. See that it is done quickly. I don’t want Macmahon to have the opportunity to testify. My support in the council has weakened of late and the hint of scandal, however ill founded, would be problematic.</li>
<li>SPY: Yes, my Emperor.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: (INT) COMMUNICATIONS OFFICE (MACBETH, BANQUO, CONTROLLER)</h3>
<ol start="478">
<li><span style="text-decoration: underline;">SOUND: MURMUR OF COMMUNICATIONS OFFICE – LET IT FINISH.</span></li>
<li>CONTROLLER: I have General Banquo waiting on the line, your Highness.</li>
<li>MACBETH: Thankyou. I’ll take it in my private chamber.</li>
<li>CONTROLLER: Yes, sir. Putting it through.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS. DOOR SLIDES OPEN AND CLOSED – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: BEEPING OF AWAITING MESSAGE – FADE IN AND LET FINISH.</span></li>
<li>MACBETH: General Banquo, your Emperor is here.</li>
<li>BANQUO: (OVER COMMUNICATOR) You sound well, my Lord.</li>
<li>MACBETH: Banquo, when it is just the two of us, please drop the formal speech. All the pomp and ceremony of the court, the never-ending formality&#8230; it weighs heavy on a man of action.</li>
<li>BANQUO: (OVER COMMUNICATOR) As you wish.</li>
<li>MACBETH: How has life been treating you these many months since the coronation? Cawdor is pretty this time of year.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN AND CLOSED – UNDER &#8211; LET IT FINISH</span></li>
<li>BANQUO: (OVER COMMUNICATOR) (LAUGHS) And when did you ever stop to admire the beauty of Cawdor? You’re going soft.</li>
<li>MACBETH: That’s more like it. If a pair of old soldiers can’t rib one another then there’s little joy left to be had in the world.</li>
<li>BANQUO: (OVER COMMUNICATOR) In truth though, I’m sure you had little enough opportunity to appreciate the world in the months following Macdonwald’s defection.</li>
<li>MACBETH: I won’t lie. The constant rebellions and insurrections, the terrorism, and sedition that plagued the planet kept me too busy to truly appreciate the place. How does the world fare since you’ve taken control?</li>
<li>BANQUO: (OVER COMMUNICATOR) We’re making progress. Since you broke the back of the rebellion, the people have been mostly peaceable. We’ve only had one major terrorist act, and that was against the butcher Macmahon.</li>
<li>MACBETH: Macmahon? A butcher? He was one of my most trusted governors. He was among the first to give his loyalty to the Emperor after Macdonwald was exposed for the traitor that he was.</li>
<li>BANQUO: (OVER COMMUNICATOR) He was also overzealous in his pursuit of the Emperor’s enemies. Fleance, my daughter, did some investigating. Macmahon authorised the extermination of Inverness city in retaliation for an attempt to hide some terrorists.</li>
<li>MACBETH: No! I don’t believe it. (ACCUSING) I had no knowledge of this.</li>
<li>BANQUO: (OVER COMMUNICATOR) And glad I am to hear it. I’d hate to think you capable of such a thing, my friend&#8230; even in the extremity of widespread rebellion. Macmahon was murdered by the brother of one of those who died. I guess it’s true what they say&#8230; that men reap what they sow.</li>
<li>MACBETH: Indeed. And what of Fleance?</li>
<li>BANQUO: (OVER COMMUNICATOR) I’ve recalled her to my side. She is proving an able administrator, as well as a cunning warrior.</li>
<li>MACBETH: That is all to the good. I have heard many good reports of her and, well, since you bring her up, there is something I wish to discuss with you regarding her.</li>
<li>BANQUO: (OVER COMMUNICATOR) Indeed?</li>
<li>MACBETH: (EMBARRASSED) It is no secret that I have not produced an heir. In all likelihood, my line ends with me. This leaves the succession in doubt. And such doubts are a temptation to ambitious men.</li>
<li>BANQUO: (OVER COMMUNICATOR) What are you saying?</li>
<li>MACBETH: I have not forgotten the prophecy that we heard in the asteroid field of Birnham. How could I? Everything that was spoken to us has happened.</li>
<li>BANQUO: (OVER COMMUNICATOR) True, and a wonder and a puzzle it has been.</li>
<li>MACBETH: Indeed? How so?</li>
<li>BANQUO: (OVER COMMUNICATOR) If I didn’t know you, I might find the fortuitous death of Duncan here at Cawdor Palace very suspicious. There are some in the council of Generals who have concluded you had something to do with it.</li>
<li>MACBETH: It’s just such rumour mongering I wish to quell. I am many things, Banquo, but a traitor is not one of them. (BEAT) Who is responsible for these rumours? Is it Macduff? (BEAT) Wait, never mind. You don’t need to answer that. What I have in mind should remind them of my character. I intend to name Fleance as my heir.</li>
<li>BANQUO: (OVER COMMUNICATOR) What?</li>
<li>MACBETH: I wanted to talk to you about it first, but I can think of no other more suitable. Didn’t the prophecy say that I would be Emperor, but that your descendants would succeed me? By naming a successor I will short circuit the inter-council rivalries, fulfil prophecy, and demonstrate that I became Emperor in order to serve, rather than out of any cheap desire for power.</li>
<li>BANQUO: (OVER COMMUNICATOR) I am amazed and honoured sire. But&#8230;</li>
<li>MACBETH: But?</li>
<li>BANQUO: (OVER COMMUNICATOR) I have tried not to think about the prophecy since it was given. I watched your rise to the throne with great joy, but it concerns me that there still may be a price to pay.</li>
<li>MACBETH: You’re not superstitious are you?</li>
<li>BANQUO: (OVER COMMUNICATOR) Of course not. No more than you. But I still don’t know why those creatures spoke to us. What was their purpose? What was their intent? What price may they yet require for their portents? And is it wise to take a hand in events like this? Would it not be better to leave the prophecy alone?</li>
<li>MACBETH: You worry too much. The announcement will be as much an act of politics as friendship. By doing this I will gain much, and so will you. Should I turn away from a prudent path simply over unease about the words given to us amidst the asteroids?</li>
<li>BANQUO: (OVER COMMUNICATOR) I guess not. And I am honoured. Deeply. But I can’t help feeling uneasy all the same.</li>
<li>MACBETH: Shake it off, man. I’m decided. Unless you have something more than vapours to provide as a reason why I should not proceed, then I will make the announcement later this month.</li>
<li>BANQUO: (OVER COMMUNICATOR) Of course, my lord. And thankyou!</li>
<li>MACBETH: Emperor, out!</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>MACBETH: Damn him! Can’t he be happy! I’m trying to bestow an empire upon him and all he can do is quake like a damned woman!</li>
<li>LADY MACBETH: Is that really what you think of my sex?</li>
<li>MACBETH: Gruoch! Where did you come from?</li>
<li>LADY MACBETH: You didn’t hear me come in? I hope you pay more attention to the security of your other communications.</li>
<li>MACBETH: What do you want?</li>
<li>LADY MACBETH: There is a deputation in the throne room. They wish to entreat you for aid against the nano-blight?</li>
<li>MACBETH: Agriculture? A thousand courtiers, secretaries, and minor functionaries at my disposal and still this much minor administrivia makes its way up to my desk.</li>
<li>LADY MACBETH: You have a large empire, my husband. And this does seem serious. This blight has destroyed the crops on three planets. People are talking of famine. A quarantine may be required.</li>
<li>MACBETH: And this too, they shall somehow suggest is my fault. Alright, take me to see these grovelling sycophants.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS, DOOR SLIDES OPEN AND CLOSED – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: (INT) MACDUFF’S PALACE ON LOCHABER (MACDUFF, MALCOLM)</h3>
<ol start="534">
<li><span style="text-decoration: underline;">SOUND: BEEPING – LET IT PLAY BRIEFLY THEN UNDER UNTIL 533.</span></li>
<li>MACDUFF: By blind Io’s (EYE-OH’S) prehensile tail! Who’s calling me on a private channel at this time of night?</li>
<li>LADY MACDUFF: (SLEEPY) Isn’t it enough that you’ve been woken up? Do you have to wake me also with your racket?</li>
<li>MACDUFF: Sorry Marissa.</li>
<li><span style="text-decoration: underline;">SOUND: BEEPING ENDS.</span></li>
<li>MACDUFF: This had better be important!</li>
<li>MALCOLM: (OVER COMMUNICATOR) General Macduff, it’s me, Malcolm!</li>
<li>MACDUFF: Io’s teeth, boy! I’ll not be found to be talking with a regicide!</li>
<li>MALCOLM: (OVER COMMUNICATOR) I didn’t do it, Macduff. You have to know that!</li>
<li>MACDUFF: I know exactly nothing. There are plenty of witnesses.</li>
<li>MALCOLM: (OVER COMMUNICATOR) Witnesses of what? I was in the guest wing the whole time.</li>
<li>MACDUFF: At your request, Lady Macbeth delivered wine to Duncan’s personal guard&#8230; wine that was drugged. She and her staff also report that you had arranged for Stuart, the bomber, to visit Duncan in the night.</li>
<li>MALCOLM: (OVER COMMUNICATOR) Lady Macbeth reported this. And now her husband is Emperor in my father’s stead.</li>
<li>MACDUFF: I know it looks bad, but not as bad as your flight from Cawdor. Without you here to defend yourself, who do you expect will be believed?</li>
<li>MALCOLM: (OVER COMMUNICATOR) I doubt I would have survived the night had I remained. You saved my life when you put me on the ship and gave me its command.</li>
<li>MACDUFF: Until this moment, I believed the worst of you, lad. But frankly, I can’t fathom any reason why you would be contacting me if you were, in fact, your father’s murderer.</li>
<li>MALCOLM: (OVER COMMUNICATOR) (RELIEVED) Well, that’s all to the good. I have no other allies in human space.</li>
<li>MACDUFF: In human space? Where in the nine hells are you?</li>
<li>MALCOLM: (OVER COMMUNICATOR) I’ve made a deal for sanctuary in alien space. They’ve taken me in, along with my ship.</li>
<li>MACDUFF: Are you mad, boy? At what price?</li>
<li>MALCOLM: (OVER COMMUNICATOR) That remains to be seen. I am beginning to believe my father may have been in error as regards his expansion of empire&#8230; but that is another story.</li>
<li>MACDUFF: No. I’ll not have it! First you run. Now you’re in alien space. And you think your father was in error. Do not contact me again, Malcolm. You have no allies here.</li>
<li>SOUND: BEEP – LET IT FINISH.</li>
<li>LADY MACDUFF: (SLEEPY) Who was that my love?</li>
<li>MACDUFF: No one of consequence.</li>
<li>LADY MACDUFF: You’re such a liar. What did the boy want?</li>
<li>MACDUFF: To tell me he was innocent.</li>
<li>LADY MACDUFF: And do you believe him?</li>
<li>MACDUFF: I don’t know. I would have sworn he was an honest lad when he was under my protection. He would have made an able Emperor, once he’d gotten a little less wet behind the ears. But I can’t see Macbeth committing regicide either.</li>
<li>LADY MACDUFF: I think you underestimate Gruoch, husband. Macbeth has always been wrapped around her little finger. And she has little conscience and less scruples. Even when we were children the ambition of my cousin was obvious. She has simply become more accomplished at hiding it as she has aged.</li>
<li>MACDUFF: Perhaps, but if that is the case, Malcolm’s call may be the harbinger of doom. I will have to think on this.</li>
<li>LADY MACDUFF: You may not be the wisest of the generals in service to the Emperor, but you are the most honest and persistent. If anyone can untangle this knot, it is you.</li>
<li>MACDUFF: I guess time will tell.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: (INT) DUNSINANE PALACE (LADY MACBETH, DOCTOR, MACBETH)</h3>
<ol start="568">
<li><span style="text-decoration: underline;">SOUND: FAST MOVING FEET – UNDER</span></li>
<li>LADY MACBETH: Husband! (BEAT) Husband!</li>
<li>DOCTOR: Lady Macbeth, as your doctor, I must insist&#8230;</li>
<li>LADY MACBETH: Shut up, quack! If I want your opinion, I’ll ask for it.</li>
<li>DOCTOR: (SULLENLY) A few moments ago, you were very happy to have my opinion.</li>
<li>LADY MACBETH: Shut up!</li>
<li>DOCTOR: Yes, my lady!</li>
<li>LADY MACBETH: Husband! Husband! Where are&#8230;</li>
<li>MACBETH: What’s all the commotion? What do you need?</li>
<li>DOCTOR: My Lord. Good news!</li>
<li>LADY MACBETH: Doctor, I swear, if you keep this up. Actually, I don’t know why I have put up with you this long. Get out!</li>
<li>DOCTOR: But, my lady!</li>
<li>LADY MACBETH: Out, or I’ll have you flayed.</li>
<li>MACBETH: She can’t have you flayed, Doctor!</li>
<li>LADY: I can so. The man’s an idiot! I can have an idiot, flayed. I can have a dozen idiots flayed.</li>
<li>MACBETH: Perhaps, Doctor, it might be better if you&#8230;</li>
<li>DOCTOR: Uh, yes. Perhaps you’re right.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPARTING – LET IT FINISH.</span></li>
<li>LADY MACBETH: At last! How long must we put up with that obsequious fop?</li>
<li>MACBETH: He’s the best doctor in the empire.</li>
<li>LADY MACBETH: He’s an insufferable ass!</li>
<li>MACBETH: He is that as well. Now, what were you calling me about?</li>
<li>LADY MACBETH: Oh my. I almost forgot. Husband, you are going to have an heir!</li>
<li>MACBETH: What?</li>
<li>LADY MACBETH: It’s true. You’re not dreaming. You are going to have an heir&#8230; a son!</li>
<li>MACBETH: But&#8230; but this is wonderful news. A son, we’re going to have a son! (SOBERING) But wait&#8230;</li>
<li>LADY MACBETH: Yes, you must cancel the announcement.</li>
<li>MACBETH: But it’s too late, I’ve already signed the proclamation.</li>
<li>LADY MACBETH: What? No!</li>
<li>MACBETH: How have we come to this? If the news had come even a week sooner&#8230;</li>
<li>LADY MACBETH: No! I’ll not have it. Banquo’s daughter is not going to sit upon the empire’s throne in place of our own flesh and blood.</li>
<li>MACBETH: And what of the prophecy?</li>
<li>LADY MACBETH: What of it? While it served as a goad to your ambition, it was a useful tool. Its usefulness is over. The very fact that I am now with-child should convince you that the prophecy is nonsense. Your achievements are your own, accomplished with the strength of your arm and the cunning of your mind. What need do you have of prophecy? Husband, don’t grow weak now. A dynasty is within your grasp!</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS &#8211; MAJOR CHARACTERS</h2>
<p><strong>MACBETH (A BEAR OF A MAN WITH LITTLE SELF-AWARENESS AND A STRONG AND BOMBASTIC MANNER OF SPEECH WHO ENJOYS A GOOD FIGHT – A CROSS BETWEEN BRIAN BLESSED AND BILLY CONNOLLY):</strong> I am Macbeth; loyal, capable, cunning. I don’t tolerate nonsense or second-guessing from anyone. I am a man of action, first and foremost, and I don’t have time for prissy little milk-sops who want to waste time on empty words. So, speak up! What is it that you want?</p>
<p><strong>BANQUO (THOUGHTFUL, A WARRIOR BY NECESSITY, BUT A PHILOSOPHER BY TEMPERAMENT):</strong> Greetings, I am Banquo. I have risen high in the court. I like to think I have the Emperor’s trust because I am reliable. I complete every duty I am assigned. I am fair and honest, and I enjoy a good fight if I am forced into one. In the end though, I’d rather spend my time reading in my palace.</p>
<p><strong>LADY MACBETH (SMART, AMBITIOUS, RUTHLESS AND A LITTLE PRONE TO PARANOIA):</strong> Do I know you? Who sent you? The palace is full of gossips and weaklings; small-minded women who plot and scheme. I’ll not be taken for one of those simpletons. Return to your master or mistress and give them this message &#8211; you’ll pick up no juicy tid-bits of gossip from me&#8230; But have a care. If I ever find you snooping around my apartments again, I will have the skin off your back as an example of what happens to those who cross me. The only one of you to whom I’d give the time of day is my cousin, Marissa. Why she married that bumbling fool, Macduff, is quite beyond me.</p>
<p><strong>MALCOLM (SON OF DUNCAN &#8211; YOUNG, IDEALISTIC, BRAVE):</strong> Ah, thankyou. It’s easy to take for granted the things that people do for me. Growing up in a palace, despite all the training in arms and battle, can make me forget how sheltered I’ve really been. It’s easy to take for granted the army of servants who have been on hand to watch over and look after me. So, thankyou. Your work is appreciated.</p>
<p><strong>SPY (CRUEL, CALCULATING, MERCENARY, AND IRONIC IN NATURE, OFTEN COMES ACROSS AS LACONIC AND FASHIONABLY BORED WITH EVERYTHING):</strong> Oh, there you are. I rather forgot about you for a moment there. It’s the work you see. The Emperor depends on me for so much. Like right now, he’s depending on me to loosen your lying tongue. Now, now. Don’t struggle with your bonds. You’ll need your energy to speak after I begin pushing these needles beneath your finger nails. Oh, don’t worry, we’ve got all the time in the world. And I do like to be very thorough in my interrogations.</p>
<p><strong>MACDUFF (SLOW OF THOUGHT, BUT STEADY AND PERSISTENT. NOT A NATURALLY SMART MAN, BUT DOGGED IN FINDING THE TRUTH, AND A GOOD MAN BESIDES):</strong> They say, that given enough time, I can see through a solid wall. I guess that’s a compliment. I do tend to mull things over until I’ve got the measure of them, no matter how long it takes me. Little things, inconsistencies and the like, these worry at me and nag me until I get to the bottom of them. I’m not really cut out for politics – I can’t stand the double talk – but I’m a loyal man and I can get things done. These traits still count for something in these troubled times.</p>
<p><strong>LADY MACDUFF (SMART, IDEALISTIC, VERY MUCH IN LOVE WITH HER HUSBAND, AND SELFLESS – LIVING FOR OTHERS MORE THAN HERSELF):</strong> I married well, despite what my cousin, Gruoch (Lady Macbeth), says. He’s never had the opportunities and leisure that I have had to study, read and think, but he is thorough, and good, and trustworthy. I have given him two fine children. They take after him, more than me, and they will be an asset to the empire. I am content if I can raise them to be strong and good, with compassionate hearts and enterprising drive.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p>Though often written as men, there is, however, no necessity for any of the following roles to be cast as any particular gender.</p>
<p><strong>SOLDIERS (GENERIC):</strong> I’m a soldier. I do what I’m told, when I’m told. And I don’t complain. Go here, do this. Go there, do that. I follow my orders.</p>
<p><strong>DOCTOR (SYCOPHANTIC, OILY, AND PUFFED UP):</strong> The Emperor is lucky to have me on his staff, and he trusts me implicitly. After all, I take care of his most intimate needs. Eh? Well, no, he doesn’t actually speak to me, but I did get to compliment him on the fine polish of his boots the other day.</p>
<p><strong>NARRATOR (A TRUSTWORTHY, RELIABLE, POSSIBLY ENGLISH VOICE – THE KIND YOU WOULD TRUST TO SELL CHILDREN’S PHARMACEUTICALS:</strong> I bring the audience up to speed on what has happened in previous episodes. I relish the telling, a little like the hosts of the horror anthologies of the past. I try to convey a ghoulish enthusiasm for the story to the audience.</p>
<h2>Writer’s Notes &#8211; for students and teachers</h2>
<p>The events of Macbeth existed fully formed in Shakespeare’s original work. As a result there was not much need for dramatic invention in the construction of this play. The scenes had their own conflict etc. built in. However, a challenge still remained, and some considerable thought was given, with regard to how best adapt the work to a science fiction setting.</p>
<p>The question of how to effectively parallel and remain true to the themes and meaning built into Shakespeare’s work within a scifi setting, and how to communicate the work to a contemporary audience who would not share the social and historical context that made much of the work sensible to its original hearers and informs the understanding of modern audiences, especially where that context has been deliberately replaced with a futuristic setting, remained central in my approach.</p>
<p>In its original setting Macbeth is a politically conservative work, written to curry favour with a newly established monarch, James I, who has just survived the gunpowder plot. There is some reason to believe that Shakespeare was genuinely fearful of failing to be seen to be a supporter of the new King since there was, in fact, some connection between the conspirators who had tried to blow up parliament and his father’s family.</p>
<p>James I was a descendant of Banquo, and Macbeth serves as a polemic both in defense of the status quo and as an attack upon the notion of regicide and rebellion. In it, nature itself is turned upon its head by the death of Duncan. The murder of a king is portrayed as so “unnatural” an act that the natural world is rendered unnatural in response.</p>
<p>The three witches in the original work, are a curious amalgam of the Greek fates, and the popular notion of witchcraft (a topic with which King James was fascinated).</p>
<p>In this version of Macbeth I have tried to maintain both of these elements of the story. I introduce a “nano-blight” &#8211; a mutating plague that spreads in the background of the story &#8211; to stand in for Shakespeare’s perverted natural order. The witches, and their commitment to an upside down morality and world order have been replaced with a more overtly fate-like trio of aliens – one representing the past, one representing the present, and one representing the future. This choice was made because, in the view of this author, the witches ultimately undermine their own commitment to the perverted natural order by facilitating Macbeth’s downfall, actions more consonant with the fates than the proposed philosophical commitment of witchcraft in Shakespeare’s work.</p>
<p>Planets were substituted for castles and, after some thought, Birnham Wood was altered to Birnham asteroid field, allowing an asteroid bombardment to be used to represent the coming of the forest to Dunsinane.</p>
<p>The science fiction setting allowed the use of cloning to take the place of caesarean section as the means by which Macbeth’s nemesis managed to be “not born of woman”.</p>
<p>Lastly, I took one final liberty with the original text and made Fleance a woman. While the original audience were aware that James I was the descendant of Banquo (via marriage at some future time into Duncan’s line) and fulfilled the witches’ prophecies, the relationship of Banquo’s descendents to a future throne needed more immediate establishment in a scence fiction setting. By making Fleance female it became possible to explicitly place those descendants on the throne via a marriage between Duncan’s heir, Malcolm, and Fleance (now transformed into a female character).</p>
<p>Having established the broad, iconic, parameters of the play, along with their parallels, it was now easier to introduce original scenes (and modify traditional scenes), create new characters, and create new events that served the telling of the story, and revealed the deeper nature of the protagonists. Despite some new twists, characters, etc. Macbeth remains a tale of “o’er-leaping ambition” and the perils of the Machiavellian “will to power”.</p>
<p>Since I have been arrogant enough to attempt to adapt a master-work of English literature in this way (and worse to subject it to substantial alteration) I deserve anything I get in terms of “hate” from those who love the original. An attempt like this can’t help but offend many, but , I hope, there will be a few that forgive me and end up enjoying my attempt at imagining my favourite of Shakespeare’s stories, itself an adaptation of material found in Hollinshead’s Chronicles (in turn based on even older material), transplanted into the far future.</p>
<p>Except where noted above, there’s no reason that any of the major (non-lead) or minor characters should be necessarily male or female roles. The aliens, Stuart, Ross, Angus, and the Spy, though written as men, could easily be changed to female roles with a modification of pronouns.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-3-traitors/">MacBeth Amongst the Stars &#8211; Episode 3 &#8211; Traitors</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4223</post-id>	</item>
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		<title>Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 1/3</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 07 Nov 2017 20:46:02 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[adapting audio drama]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[radio writing]]></category>
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					<description><![CDATA[<p>HOW TO ADAPT A STORY TO AUDIO DRAMA &#8211; PART 1 Some of us enjoy adapting stories for audio production&#8230; but frankly, it’s not an easy task. Today I thought I&#8217;d talk about one technique (among the many a writer might try) that I find helpful for adapting a prose piece to audio. Ready, here [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adapt-a-story-to-audio-1/">Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 1/3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>HOW TO ADAPT A STORY TO AUDIO DRAMA &#8211; PART 1</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Some of us enjoy adapting stories for audio production&#8230; but frankly, it’s not an easy task. Today I thought I&#8217;d talk about one technique (among the many a writer might try) that I find helpful for adapting a prose piece to audio. Ready, here it is&#8230; invent a sounding board character or two.</p>
<p>Now, the purists among us are already screaming in horror at this suggestion. After all, those who love the source material are bound to hate the introduction of new characters to a beloved story (warrior-elf-maiden-love-interest appearing in the Hobbit anyone?). But here&#8217;s the thing&#8230; Audio is, well, an auditory experience. We have to hear things to know what is going on&#8230; and that means we need dialog&#8230; between characters. So, judiciously used, this technique can help.</p>
<h3>DRAMA IS DIALOG</h3>
<p>The BBC did a murder mystery play a few years back where there was no dialog at all &#8211; a great experiment, and interesting to listen to, but there&#8217;s a reason it didn&#8217;t catch on as a mainstay of auditory story-telling. Dialog is the undisputed ruler of audio-drama. It is our main entry into the story. Sound, music, and narration all support this, but dialog is primary for the telling of the story. If your story is all sound, well, that&#8217;s an interesting experiment, but it isn&#8217;t generally sustainable as a means of dramatic storytelling. All music? That&#8217;s a concert. All narration? That&#8217;s an audio book. But if your piece is all dialog it would still be an audio drama. It mightn&#8217;t be as good as if it included music and sound effects etc., true, but it would still be audio drama. Audio drama depends on dialog, and dialog, by definition is conversation&#8230; and conversation requires a conversation partner.</p>
<p>The voice-overs of the noir era are flavorful and fun, but they&#8217;re basically a form of narration and get old quickly. It&#8217;s just easier (and more interesting for the audience) to have a second PERSON there to talk to. And it doesn&#8217;t have to be a person. It can be a corpse or beach ball or a shrunken head or even the audience itself (if you&#8217;re comfortable with breaking the fourth wall). Anything to give the character a reason to speak, think out loud, or communicate to the audience.</p>
<p>In film we&#8217;re fairly familiar with these devices. Ferris Bueller talking to the camera in the shower is a way to get dialog happening. Rick Deckard providing voice-over in Blade Runner is another (though I personally prefer the version where all that voice-over is cut out). Film isn&#8217;t a great example of course. Jeremiah Johnson, is a (masterful) film where there is very little dialog for a very long time, and the visual storytelling allows this to take place, but even here, we need the presence of others to give the story voice (and eventually we get some, admittedly short and simple, dialog).</p>
<p>Interestingly, it was a film that helped me find a solution to the adaptation problem in audio drama. I had been struggling to adapt a short story I had written about a single character. The character was moving through scene after scene, reacting to events, thinking etc. and, while it worked as a prose story&#8230; it kind of failed as an audio drama. The self-talk of the character got old quickly and ended up being a form of stream of consciousness narration. That was a solution, but I didn&#8217;t like it. Then I watched Castaway, starring Tom Hanks. It&#8217;s where we watch a guy stuck on an island alone for four years&#8230; without spending a lot of time in voice-over and internal monologue (though these techniques are used as well). But the moment of revelation, for me, came in the invention of Wilson, the blood soaked volleyball. The ball gave Hanks &#8220;someone&#8221; to talk to&#8230; and made the writing of the script a thousand times easier.</p>
<p>I thought about it for a bit and went back to my adaptation, adding a character for my lead to talk to, a companion to comment on his actions, question him, oppose him from time to time, etc. The adaptation worked. Not long ago I adapted a prose story of mine about a detective who finds himself trapped alone inside a coffin. Internal monologue and voice-over weren&#8217;t working for me&#8230; so I added a corpse inside the coffin with him. Talking aloud to the corpse may not have been a perfect solution, but I&#8217;m a lot happier with the result. Short stories in particular are short on characters and therefore harder to adapt. Shifting time around so that characters discuss the action in flashback, or providing new companion characters to talk to as the story progresses can overcome the problem created by, otherwise difficult to dramatize, stories.</p>
<p>I&#8217;d like to demonstrate the value of adding characters to scenes in adaptations by reference to a story some friends of mine were discussing on another fb page recently. It was just a passing comment or two on how difficult it is to adapt O&#8217;Henry&#8217;s &#8220;The Gift of the Magi&#8221; and how much narration was required to support the story. Since it seemed topical, I&#8217;ve chosen the first scene (and only the first scene) to work with.</p>
<p>Here&#8217;s the prose from the first scene from O&#8217;Henry&#8217;s &#8220;The Gift of the Magi&#8221;.</p>
<h3>ORIGINAL TEXT – THE GIFT OF THE MAGI (OPENING SCENE)</h3>
<p style="padding-left: 30px;">One dollar and eighty-seven cents. That was all. And sixty cents of it was in pennies. Pennies saved one and two at a time by bulldozing the grocer and the vegetable man and the butcher until one&#8217;s cheeks burned with the silent imputation of parsimony that such close dealing implied. Three times Della counted it. One dollar and eighty- seven cents. And the next day would be Christmas.</p>
<p style="padding-left: 30px;">There was clearly nothing to do but flop down on the shabby little couch and howl. So Della did it. Which instigates the moral reflection that life is made up of sobs, sniffles, and smiles, with sniffles predominating.</p>
<p style="padding-left: 30px;">While the mistress of the home is gradually subsiding from the first stage to the second, take a look at the home. A furnished flat at $8 per week. It did not exactly beggar description, but it certainly had that word on the lookout for the mendicancy squad.</p>
<p style="padding-left: 30px;">In the vestibule below was a letter-box into which no letter would go, and an electric button from which no mortal finger could coax a ring. Also appertaining thereunto was a card bearing the name &#8220;Mr. James Dillingham Young.&#8221;</p>
<p style="padding-left: 30px;">The &#8220;Dillingham&#8221; had been flung to the breeze during a former period of prosperity when its possessor was being paid $30 per week. Now, when the income was shrunk to $20, though, they were thinking seriously of contracting to a modest and unassuming D. But whenever Mr. James Dillingham Young came home and reached his flat above he was called &#8220;Jim&#8221; and greatly hugged by Mrs. James Dillingham Young, already introduced to you as Della. Which is all very good.</p>
<p style="padding-left: 30px;">Della finished her cry and attended to her cheeks with the powder rag. She stood by the window and looked out dully at a gray cat walking a gray fence in a gray backyard. Tomorrow would be Christmas Day, and she had only $1.87 with which to buy Jim a present. She had been saving every penny she could for months, with this result. Twenty dollars a week doesn&#8217;t go far. Expenses had been greater than she had calculated. They always are. Only $1.87 to buy a present for Jim. Her Jim. Many a happy hour she had spent planning for something nice for him. Something fine and rare and sterling&#8211;something just a little bit near to being worthy of the honor of being owned by Jim.</p>
<p style="padding-left: 30px;">There was a pier-glass between the windows of the room. Perhaps you have seen a pier-glass in an $8 flat. A very thin and very agile person may, by observing his reflection in a rapid sequence of longitudinal strips, obtain a fairly accurate conception of his looks. Della, being slender, had mastered the art.</p>
<p style="padding-left: 30px;">Suddenly she whirled from the window and stood before the glass. her eyes were shining brilliantly, but her face had lost its color within twenty seconds. Rapidly she pulled down her hair and let it fall to its full length.</p>
<p style="padding-left: 30px;">Now, there were two possessions of the James Dillingham Youngs in which they both took a mighty pride. One was Jim&#8217;s gold watch that had been his father&#8217;s and his grandfather&#8217;s. The other was Della&#8217;s hair. Had the queen of Sheba lived in the flat across the airshaft, Della would have let her hair hang out the window some day to dry just to depreciate Her Majesty&#8217;s jewels and gifts. Had King Solomon been the janitor, with all his treasures piled up in the basement, Jim would have pulled out his watch every time he passed, just to see him pluck at his beard from envy.</p>
<p style="padding-left: 30px;">So now Della&#8217;s beautiful hair fell about her rippling and shining like a cascade of brown waters. It reached below her knee and made itself almost a garment for her. And then she did it up again nervously and quickly. Once she faltered for a minute and stood still while a tear or two splashed on the worn red carpet.</p>
<p style="padding-left: 30px;">On went her old brown jacket; on went her old brown hat. With a whirl of skirts and with the brilliant sparkle still in her eyes, she fluttered out the door and down the stairs to the street.</p>
<h3>AUDIO ADAPTATION – THE GIFT OF THE MAGI (OPENING SCENE)</h3>
<p>And here&#8217;s my adaptation using an invented character as a sounding board to assist in communicating the scene&#8230;</p>
<h3 style="padding-left: 30px;">SCENE 1: INT &#8211; DELLA&#8217;S FLAT &#8211; MORNING (DELLA, MAGGIE)</h3>
<p style="padding-left: 30px;"><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">SOUND: (WALLA) TINNY PERIOD RADIO MUSIC IN THE BACKGROUND &#8211; ESTABLISH AND UNDER</span></p>
<p>DELLA: (SIGHING) One dollar and eighty-seven cents. That&#8217;s all. And sixty cents of it is in pennies.</p>
<p>MAGGIE: Don&#8217;t look so downcast. I&#8217;d never have saved so much. You&#8217;re such a miser.</p>
<p>DELLA: Don&#8217;t say that. Even as a joke. It was hard to save this money. Embarrassingly hard. I had to dicker and fight and bulldoze the vegetable man and the grocer and the butcher week in and week out to save it. They all run for cover when they see me coming now. I just&#8230; (STARTS TO SOB).</p>
<p>MAGGIE: Easy, Della. I&#8217;m sorry, Ok. I was just teasing. I know how hard you&#8217;ve found it. I was here the day you moved in. This old flat of yours came furnished at $8.00 a week and you&#8217;ve looked after it as if everything in it were a treasure since the very first day. You&#8217;ve paid your way and kept yourself respectable. Nobody judges you for it. In fact, I admire you.</p>
<p>DELLA: (SNIFFING) Thanks Maggie&#8230; it&#8217;s just&#8230;</p>
<p>MAGGIE: I know. Tomorrow&#8217;s Christmas and all you&#8217;ve got is a dollar eighty-seven.</p>
<p>DELLA: I never really understood how good we had it before. Thirty dollars a week was a long way from rich, but we got by. And Christmas is tomorrow and it has always been such fun. Jim loves it. But now that Jim&#8217;s had to take a pay cut, well, twenty dollars a week never seems to go far enough, and expenses are always more than I calculate&#8230; I&#8217;m sorry, you don&#8217;t want to hear all this.</p>
<p>MAGGIE: It&#8217;s okay, Della. Here, dry your eyes on this. Look at you, you&#8217;re a sight.</p>
<p>DELLA: (LAUGHS A MOMENT) I can imagine. Just a second while I look in the glass.</p>
<p>SOUND: A COUPLE OF STEPS &#8211; LET IT FINISH.</p>
<p>DELLA: (LAUGHING MORE) Oh my. I do look a fright.</p>
<p>MAGGIE: Perhaps, but even all puffy from crying you&#8217;re still beautiful. You&#8217;ve got the most beautiful head of hair I&#8217;ve ever seen. Everyone says so. It&#8217;s to die for.</p>
<p>DELLA: (HAPPY) It&#8217;s true isn&#8217;t it. If there are two things we Dillingham&#8217;s take pride in, it&#8217;s Jim&#8217;s watch and my hair.</p>
<p>MAGGIE: Now see. You can still count your blessings. That&#8217;s something.</p>
<p>DELLA: (QUIETLY TO SELF) Yes&#8230; my hair. I&#8217;ve always been so vain about my hair&#8230; (SUDENLY LOUD AGAIN, TO MAGGIE) Maggie, I&#8217;ve got to go!</p>
<p>MAGGIE: Wait, what? Hang on, I&#8217;ll grab my coat and come with you!</p>
<p><span style="text-decoration: underline;">SOUND: WOMEN LEAVING FLAT &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>CONCLUSION</h3>
<p>So, that&#8217;s enough of that. It was churned out fast so I&#8217;ll be the first to admit the above is not great art. As a technique, inventing a new character like Maggie won&#8217;t satisfy the purists, and it can be put to very poor use (see the elf-maiden-love-interest in the Hobbit for example), but it can help bypass the need for excessive narration or clunky internal monologues.</p>
<p>Anyway, some other folks in this community have just released a complete adaptation of &#8220;The Gift of the Magi&#8221; this week; one that uses, you know, real actors and stuff (makes me envious just thinking about it). Right now I&#8217;m going to go and give it a listen.</p>
<p>For those who are interested, here&#8217;s a link to that BBC play with no dialog that I mentioned above&#8230;</p>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/tsAdYGdZc88?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<p>If you have other techniques that can be useful for adapting tricky stories, please share them in the comments. I&#8217;d be really interested.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/adapt-a-story-to-audio-1/">Simple Techniques to Help You Adapt a Story to Audio Drama &#8211; Part 1/3</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4213</post-id>	</item>
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		<title>MacBeth Amongst the Stars &#8211; Episode 2 &#8211; Of Eggs and Omelettes</title>
		<link>https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-2-of-eggs-and-omelettes/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 03 Nov 2017 20:37:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Macbeth Amongst the Stars]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[macbeth amongst the stars]]></category>
		<category><![CDATA[of eggs and omelettes]]></category>
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		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4208</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Of Eggs and Omelettes&#8221;, episode 2 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-2-of-eggs-and-omelettes/">MacBeth Amongst the Stars &#8211; Episode 2 &#8211; Of Eggs and Omelettes</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Of Eggs and Omelettes&#8221;, episode 2 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4182" aria-describedby="caption-attachment-4182" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4182" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/10/Macbeth02Sml.png?resize=200%2C283" alt="Audio Drama for Schools - SWFS002 - Macbeth Amongst the Stars" width="200" height="283" /><figcaption id="caption-attachment-4182" class="wp-caption-text">Audio Drama for Schools &#8211; SWFS002 &#8211;<br />Macbeth Amongst the Stars</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Macbeth Amongst the Stars</h2>
<h3>EPISODE #2 – OF EGGS AND OMELETTES</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Macbeth Amongst the Stars</strong></p>
<p>General Macbeth and Banquo face down and defeat the traitor Macdonwald in a space battle that saves the empire from alien invasion. However, when they are intercepted by aliens who deliver a cryptic prophecy on their return home, the fire of ambition is lit within Macbeth and he sets out on a bloody quest to seize the empire for himself. In order to succeed Macbeth must navigate terrorist plots, a nano-plague, and even pit himself against his former friends and allies. Will his plans and manoeuvrings help him gain the prize he seeks? Tune in to “Macbeth amongst the stars” and experience this classic tale (now set in a sci-fi future) for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Macbeth Amongst the Stars</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>DUNCAN: The Emperor of Human Space</p>
<p>MACBETH: General in service to the Emperor</p>
<p>LADY MACBETH: Wife of Macbeth</p>
<p>STUART: People&#8217;s representative to the Palace at Cawdor</p>
<p>SOLDIER: Soldier in service to the Emperor</p>
<p>AMBASSADOR: Trade ambassador seeking trade treaties and concessions</p>
<p>SFX: SFX operator (1 required)</p>
<h2>ACT 2</h2>
<h3>SCENE 1: (INT) BUNKER ON CAWDOR (LADY MACBETH, MACBETH, STUART)</h3>
<ol start="191">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME AND TITLE – LET IT FINISH.</span></li>
<li>NARRATOR: Having saved the empire of Duncan I (THE FIRST) from destruction at the hands of invaders, Macbeth and Banquo encounter three more aliens that make strange prophecies regarding them. The planet Cawdor will become the protectorate of Macbeth who is named by the oracles as the next Emperor, while Banquo will be promoted to become the protector of the planet Glamis (GLARMS) and will have descendants who sit upon the throne.</li>
<li>When Macbeth is awarded Cawdor just as was prophesied, he finds the planet is a hotbed of insurrection fomented by the defeated traitor Macdonwald who sided with the invaders.</li>
<li><span style="text-decoration: underline;">SOUND: SIRENS, DISTANT EXPLOSIONS, LASER FIRE – ESTABLISH AND UNDER</span></li>
<li>LADY MACBETH: I tell you Macbeth; this reeks of treachery.</li>
<li>MACBETH: Aye, my love, but there’s no need to panic.</li>
<li>LADY MACBETH: Panic? Who’s panicking? We’re only cowering in a bunker while the capital of Cawdor loses its mind. What’s to panic about?</li>
<li>MACBETH: This is a trap, a feint, intended to draw them out. They think they have us on the run. I merely want to give Duncan cause to let me declare martial law. We should soon have the rebels right where we want them. Their treachery will be stamped out in short order once I have sufficient power to&#8230;</li>
<li>LADY MACBETH: It is not the rebel’s treachery I’m concerned about.</li>
<li>MACBETH: What nonsense is this, wife?</li>
<li>LADY MACBETH: Why do you think Duncan gave you this planet? As tribute for your great deeds? Sometimes I think you’re feeble minded, my husband. He has grown jealous of you. The people of a hundred planets sing your praises because of your part in reversing the recent invasion. He wants you to fail&#8230; or better yet, die&#8230; on this planet.</li>
<li>MACBETH: You are insane, woman. Duncan is my cousin. I have known him since childhood. He warned me of the insurrection that awaited me here.</li>
<li>LADY MACBETH: Then why has he done nothing? You’ve wanted to impose martial law since your arrival. At every turn he has been an impediment and a stumbling block to your attempts at establishing order.</li>
<li>MACBETH: He listens to the dispatches from that weakling Stuart; constantly counselling peace where a firm hand is needed. He would have the empire drown in love. The fool!</li>
<li>LADY MACBETH: Speaking of fools. Here comes Stuart now.</li>
<li>STUART: (BARELY CONTROLLING HIMSELF) General, what have you done? Sending your troops to break up one of the Holy Day parades. It’s a deliberate provocation!</li>
<li>MACBETH: Is it now? A provocation to what? Acts of lawlessness? Mayhem?</li>
<li>STUART: You knew this would result in rioting.</li>
<li>MACBETH: I knew this would reveal the people for what they are, traitors and seditionists.</li>
<li>STUART: They’re just people and you knew that your heavy-handed provocations would not be tolerated indefinitely. Can’t you see what you’ve wrought? You’ve been forced out of the palace. Your troops are in retreat.</li>
<li>MACBETH: I will not coddle that rabble any longer. In moments I expect to receive permission from the Emperor to establish Martial Law. Your authority, Stuart, will be at an end. And then we’ll see who the real power on Cawdor is.</li>
<li>STUART: Wait, what?</li>
<li>MACBETH: My fleet is massed just beyond orbit. What you perceive as cowardice and defeat is actually a position of supreme strength.</li>
<li>STUART: The Emperor will hear about this&#8230;</li>
<li>MACBETH: I doubt it, Stuart. Sadly your communications equipment is unaccountably out of order. I sent some of my men to check on it this morning. They report that it has been subject to a most unfortunate act of vandalism. Worse news, all communications have been scrambled as part of the state of emergency created by the riot. The only way to speak with the Emperor right now is via the priority channel that I have kept open&#8230; and, sadly, you are not on my list of individuals authorised to make use of it.</li>
<li>STUART: You planned this. It is your doing. All of it.</li>
<li>MACBETH: Now, now. It hardly does you credit to be making such wild accusations. It is merely a matter of coincidence that, in the midst of this sudden, and wholly unexpected, emergency you find yourself without an effective means of intervention. After this is all over, I’ll be sure to let the Emperor know that you tried everything in your power to reach him, but were simply unable to do so.</li>
<li>STUART: This isn’t over, Macbeth!</li>
<li>MACBETH: That’s General Macbeth, Citizen Liaison Stuart. And you’d best be minding your manners. Anything can happen in the confusion of a civil disturbance. We’d hate for you to fall victim to any unfortunate accidents, wouldn’t we? The people of Cawdor have had so many tragedies to mourn recently, as it is.</li>
<li>STUART: (SNORTS) Hmpf!</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPART – LET IT FINISH.</span></li>
<li>LADY MACBETH: (GIGGLES) Oh, I take it all back. You’re as wily as a snake and twice as dangerous. It was worth it, just to see the look of apoplexy on Stuart’s face&#8230; but are you sure this is such a good plan? Even though you are only feigning the appearance of weakness, you do look weak. And if Duncan learns the truth&#8230;</li>
<li>MACBETH: If Duncan learns the truth, I’ll handle it. I can express my regrets over the incident that provoked the uprising, and then use it to emphasise the extent of sedition lying beneath the surface. Believe me, his own insecurity will prevent him from truly trusting in Stuart’s assurances to the contrary, especially in light of our current “appearance of weakness”. (BEAT)</li>
<li>So long as our weakness is feigned, it is no bad thing, my love. It will bring my enemies out of hiding, it is just the thing to get Duncan in a magnanimous mood, and it will prove a useful tool for establishing our rule here.</li>
<li>LADY MACBETH: Then, I’ll say no more. It’s a pity we can’t remove Stuart as an impediment at the same time.</li>
<li>MACBETH: Not yet. He has too much local power. I need to discredit him further in the eyes of Duncan, and establish an alternative system of rule&#8230; but his day is coming.</li>
<li>LADY MACBETH: (LAUGHING) You may yet prove a worthy rival for Duncan, my love.</li>
<li>MACBETH: What?</li>
<li>LADY MACBETH: Oh, now don’t tell me you’ve forgotten your brush with destiny? A man who can out-manoeuvre the Emperor himself is surely more worthy of the throne than its current incumbent.</li>
<li>MACBETH: Quiet, woman. Are you mad! Such thoughts are treasonous in the extreme.</li>
<li>LADY MACBETH: Is it treason to value the good of the empire ahead of the man who leads it? Think on that, my husband, and we shall talk some more later.</li>
<li>SOUND: COMMUNICATIONS BEEPING – LET IT FINISH.</li>
<li>CONTROLLER: This is a priority transmission from Dunsinane control. The Emperor himself wishes to speak with General Macbeth immediately.</li>
<li>MACBETH: This is general Macbeth. I await the Emperor’s pleasure.</li>
<li>SOUND: BEEP – LET IT FINISH.</li>
<li>DUNCAN: (OVER COMMUNICATOR) Macbeth! What the hell is going on down there? I hear that the entire planet is in revolt&#8230; and that you yourself have withdrawn into the palace bunker.</li>
<li>MACBETH: That is true my liege. It appears we underestimated the extent to which Macdonwald’s traitorous infection had established itself within the populace.</li>
<li>DUNCAN: (OVER COMMUNICATOR) Give me a full report.</li>
<li>MACBETH: A cohort of imperial troops was ambushed in the city. It appears that this was the signal for a widespread uprising and coup. I’m afraid, cousin, that your gentleness with these people has been rewarded with treachery.</li>
<li>DUNCAN: (OVER COMMUNICATOR) And where is Stuart? He has been successful at settling these matters in the past.</li>
<li>MACBETH: Large areas of the city are completely blacked out. Rioting is widespread. Many of the militias have gone over to the rebels. There is fighting in the streets of the capital. We have been unable to locate Stuart. He has been of great assistance in the past, but his fate is currently uncertain.</li>
<li>DUNCAN: (OVER COMMUNICATOR) Should you be preparing to evacuate?</li>
<li>MACBETH: For all the danger, I believe the situation is not yet lost. We need to act now, or risk losing this planet, true&#8230; and should even one planet secede from the empire successfully it may establish a precedent that we can little afford.</li>
<li>DUNCAN: (OVER COMMUNICATOR) What are you asking?</li>
<li>MACBETH: Grant me the power to establish martial law. If I can bring the fleet in to&#8230;</li>
<li>DUNCAN: (OVER COMMUNICATOR) No. This is not what I wanted. If we can’t establish order using the local militias and authorities&#8230;</li>
<li>MACBETH: The local authorities and militias were trained and funded by my predecessor Macdonwald. They are a hotbed of sedition. Cousin, I know you wanted to avoid military action, but the locals are incapable of the action that is required. I implore you, we stand on the verge of losing the planet entirely. Grant me the power to re-establish order. We can still redeem this situation.</li>
<li>DUNCAN: (OVER COMMUNICATOR) All right, Macbeth. Have it your way. Good luck to you, and if you survive this, we’ll speak again. Duncan out!</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH</span></li>
<li>MACBETH: (CHUCKLES THEN BEGINS TO LAUGH MORE AND MORE UPROARIOUSLY) Hmpf. Ha ha. Hahahahahaha!</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH</span></li>
</ol>
<h3>SCENE 2: (INT) CAWDOR PALACE (MACBETH, AMBASSADOR, SOLDIER, STUART)</h3>
<ol start="252">
<li><span style="text-decoration: underline;">MUSIC: LIGHT CLASSICAL MUSIC – FADE IN, ESTABLISH AND UNDER.</span></li>
<li>TRADE AMABASSADOR: Congratulations, General. It seems that you have restored order on Cawdor in fairly short order.</li>
<li>MACBETH: Thankyou, Ambassador. I appreciate this vote of confidence from the trade block.</li>
<li>AMBASSADOR: Rebellion is so&#8230; disruptive. For trade to flourish we require an environment that is stable, peaceful, and law abiding.</li>
<li>MACBETH: Especially where those laws support your own ends. I note that you were quite unable to contain your glee over the apparent destruction of the constitutional government of the second commercial city of Lonabar recently. Without their constitutional protections you will no longer have to “negotiate” with their leaders for your trade concessions, isn’t that right?</li>
<li>AMBASSADOR: You can hardly fault us for rejoicing that those unfair restrictions on our trading activities have been removed.</li>
<li>MACBETH: And the fact that the charges that led to the suspension of the government were found, in the end, to have been trumped up, bothers you not a bit?</li>
<li>AMBASSADOR: Well, General, of course, one deplores the&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: HURRIED FOOTSTEPS APPROACHING – LET IT FINISH.</span></li>
<li>SOLDIER: General, I have news to report.</li>
<li>MACBETH: (ANNOYED AT THE INTERRUPTION) Out with it man! There’s no need for prevarication.</li>
<li>SOLDIER: The rebels we were pursuing disappeared into the crowds. It looks like the people of Inverness City are hiding them.</li>
<li>MACBETH: Is that so? I think, then, that it is time we showed people what they risk when aiding these terrorists.</li>
<li>SOLDIER: Sir?</li>
<li>MACBETH: How many people are there in the city of Inverness?</li>
<li>SOLDIER: It is not a large city&#8230; perhaps about three million souls.</li>
<li>MACBETH: Make it known that harbouring criminals will no longer be tolerated. I want an orbital strike made against the city immediately following the announcement.</li>
<li>SOLDIER: General?</li>
<li>MACBETH: Is there a problem, commander?</li>
<li>SOLDIER: Er, no sir! Your orders will be carried out immediately. (BEAT) Uh, General, I was asked to inform you that Citizen Liaison Stuart is waiting outside.</li>
<li>MACBETH: Good, send him in.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPART – LET IT FINISH.</span></li>
<li>SOLDIER: (AT A GREAT DISTANCE) The General will see you now.</li>
<li><span style="text-decoration: underline;">SOUND: SLOW FOOTSTEPS – LET IT FINISH.</span></li>
<li>STUART: (COLDLY) You summoned me, general.</li>
<li>MACBETH: It seems I have need of your help, Stuart.</li>
<li>STUART: My help? I have been unable to access your august presence for the last five weeks. What possible help could you want from me?</li>
<li>MACBETH: Well, perhaps help is too strong a word. (BEAT) It seems that the Emperor is very pleased with the way I have been able to bring the planet into line.</li>
<li>STUART: A graveyard provides little noise.</li>
<li>MACBETH: Just so. (BEAT) And as a result, there is, sadly, no reason to keep the liaison position open.</li>
<li>STUART: You can’t&#8230; Our charter with the Emperor&#8230;</li>
<li>MACBETH: Your charter was suspended the moment martial law was instituted. It is unlikely to be reinstated while the current emergency persists&#8230;</li>
<li>STUART: And I’m sure you’ll see to it that no reinstatement occurs, regardless.</li>
<li>MACBETH: I see you get my drift. Duncan is beginning to question the value of these little democratic experiments that have been springing up around the empire. With Macdonwald’s defection and your own failure to bring the planet back into line&#8230;</li>
<li>STUART: Why you&#8230;</li>
<li>MACBETH: He is coming to see the value in the provision of a firm guiding hand.</li>
<li>STUART: Tyranny, you mean!</li>
<li>MACBETH: Oh, do be careful, Stuart. It is not good form to be heard to call the Emperor a tyrant in the presence of one of his military governors.</li>
<li>STUART: You disgust me, General Macbeth. Well, what is it now? Am I to be arrested and disappeared into one of your “re-education” camps?</li>
<li>MACBETH: Oh, no. You’ll be watched of course&#8230; and most carefully. I might drag you out for the occasional public relations exercise, but no, you’ll be more or less free.</li>
<li>STUART: Why? And what makes you think I’ll cooperate?</li>
<li>MACBETH: You have a wife and two daughters, don’t you Stuart? It would be a shame for anything to happen to them. I doubt you’d be foolish enough to put them at risk by failing to cooperate. As for why? Well, it is simply that it gives me great pleasure to know that you have been rendered impotent – like a dog that has been neutered and brought to heel. This will be our last audience, Stuart. You are dismissed.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS BEGIN – LET THEM FINISH.</span></li>
<li>MACBETH: Uh, Stuart?</li>
<li>STUART: Yes, General?</li>
<li>MACBETH: Aren’t you forgetting something?</li>
<li>STUART: (BEATEN) Thankyou General.</li>
<li>MACBETH: (CHUCKLES).</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS DEPART – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: (EXT) COMMUNICATIONS ROOM, PALACE OF CAWDOR (MACBETH, DUNCAN, LADY MACBETH, MALCOLM, MACDUFF)</h3>
<ol start="302">
<li><span style="text-decoration: underline;">SOUND: HURRIED FOOTSTEPS – ESTABLISH AND UNDER</span></li>
<li>LADY MACBETH: (PANICKED) I’m telling you it’s him. The fleet turned up on the scanners, 10 minutes ago. And they are coming this way.</li>
<li>MACBETH: That doesn’t mean he wishes us harm.</li>
<li>LADY MACBETH: Why wouldn’t he send word? It’s an attack. Duncan wasn’t happy about the way you put down the rebellion.</li>
<li>MACBETH: You don’t know that.</li>
<li>LADY MACBETH: Husband, call your forces to action stations.</li>
<li>MACBETH: Stop it! If we make a show of force, and you are mistaken, he will have the excuse he needs to order our destruction.</li>
<li>LADY MACBETH: Duncan is our enemy! When will you accept this?</li>
<li>MACBETH: Not today, at any rate. I’m going to send a message. Now hush, we’re going into the communications center.</li>
<li>SOUND: DOOR SLIDING OPEN – LET It FINISH</li>
<li>MACBETH: Control, give me a channel to the approaching fleet.</li>
<li>GUARD: Yes General.</li>
<li>SOUND: BEEP – LET IT FINISH.</li>
<li>GUARD: Your channel is clear.</li>
<li>MACBETH: This is General Macbeth to approaching fleet. Please identify yourself.</li>
<li>DUNCAN: (OVER COMMUNICATOR) Oh, Cousin, you’ve spoiled my fun. I bet the cook we’d get way closer than this before you hailed us.</li>
<li>MACBETH: Emperor, it’s an honour. What brings you to this little backwater of your empire.</li>
<li>DUNCAN: (OVER COMMUNICATOR) (MOCKINGLY SUSPICIOUS) Is that really you, cousin? You’re being surprisingly formal.</li>
<li>MACBETH: I’m trying to determine whether I’ll need to get the spare bedroom ready to accept your drunken carcass. We’ve barely managed to remove the smell since last time.</li>
<li>DUNCAN: (OVER COMMUNICATOR) That’s more like it! I’m doing a tour of the empire and figured I’d visit my favourite cousin. We’re “incognito”.</li>
<li>MACBETH: Just like you to consider a fleet of nearly 30 ships an attempt at travelling incognito.</li>
<li>DUNCAN: (OVER COMMUNICATOR) It’s these blasted Generals. They keep ruining all my fun. Everywhere I go they insist on providing an honour guard. They caught up with me at Lochaber (LOCK-ARBOR), followed me all the way to Glamis (GLARMS), and won’t leave me be til I am safely ensconced with you at Cawdor. If it wasn’t for them I bet I’d just about have been able to land planet side and you’d never have known I’d arrived. (SIGHS) But as it is, they’ve cost me one of your Cawdorian Pigs.</li>
<li>MACBETH: They’ve cost you one of my pigs?</li>
<li>DUNCAN: (OVER COMMUNICATOR) Well, I am Emperor. What’s yours is mine cousin. And you’d best prepare that guest room. I’ll be with you shortly. Now that I’m safe in your care, I feel confident that my over protective honour guard can take their sycophantic selves away to a respectful distance.</li>
<li>MACBETH: Come ahead. You are, as always, welcome in our home. Gruoch sends her love.</li>
<li>DUNCAN: (OVER COMMUNICATOR) You made a good choice there, cousin. Any sign of an heir, yet?</li>
<li>MACBETH: No, my Emperor. Not yet.</li>
<li>DUNCAN: (OVER COMMUNICATOR) Ah, well. There’s plenty of time. But while I’m speaking of heirs, I will have Malcolm with me, and general Macduff is in attendance as his bodyguard. I’ll see you shortly. (BEAT) And have one of those pigs ready for me. Emperor out!</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>MACBETH: Come wife. We need to prepare for the Emperor’s arrival.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – DOOR SLIDES OPEN &#8211; FOOTSTEPS – DOOR SLIDES CLOSED – LET IT FINISH</span></li>
<li>LADY MACBETH: (MOCKING) Gruoch sends her love! The only thing I’d like to send that fat pig of a cousin of yours is&#8230;</li>
<li>MACBETH: Stop it. I know he’s annoying when he tries to be jovial, but you were wrong. He means us no harm and he is still the Emperor. He is just coming for a visit.</li>
<li>LADY MACBETH: (SCORNFUL) You think? He told you he’d been to Lochaber (LOCK-ARBOR), and Glamis (GLARMS), before coming here. What if Banquo spoke about the prophecy?</li>
<li>MACBETH: Banquo is my best friend&#8230; and he doesn’t even believe in the prophecy.</li>
<li>LADY MACBETH: So he says. But ambition may change any man. (BEAT) Whether he believes in it or not, Banquo may yet try to profit by it. Removing you would give him Cawdor. He has more to gain through betrayal than you. And so you should not be foolish and trust to mere friendship.</li>
<li>MACBETH: Away with you woman! I need you to prepare for the Emperor’s arrival not fill my head with poisonous thoughts about my friends. And don’t forget the pig.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: (INT) MACBETH’S BEDROOM – AFTER THE FEAST (MACBETH, LADY MACBETH)</h3>
<ol start="340">
<li>MACBETH: I’m ruinously tired after all that feasting. Let’s go to bed, dear heart.</li>
<li>LADY MACBETH: Not yet, I want to talk to you about something that has been playing on my mind.</li>
<li>MACBETH: Now, Gruoch? I’m tired.</li>
<li>LADY MACBETH: Stop your whining. This can’t wait.</li>
<li>MACBETH: Alright, what is it?</li>
<li>LADY MACBETH: It’s regarding the prophecy&#8230;</li>
<li>MACBETH: Not that again! We have enough to worry about with Duncan in the house without rehashing all of that. Let the prophecy take care of itself for one night. It has done well by us so far without our deliberations affecting it one jot. Can we not let it continue to do so until morning?</li>
<li>LADY MACBETH: No. For that is just my point. Tonight Duncan sleeps in our house and home. He is secure, or so he believes, amongst trusted friends. You will never have so good an opportunity to seize the empire as this. Couldn’t this be the very moment you have awaited?</li>
<li>MACBETH: Are you mad? Murder? You wanted me to try and take on the entire imperial fleet earlier today, and now you want me to murder Duncan in our own home. (BEAT) You are mad!</li>
<li>LADY MACBETH: Don’t pretend for a moment you hold Duncan in any high regard. His competence as an Emperor is as questionable as his greed at the table is obvious. You have outsmarted him on more than one occasion recently and he would likely not be Emperor at all if you hadn’t saved him from the results of Macdonwald’s treachery.</li>
<li>MACBETH: What are you saying?</li>
<li>LADY MACBETH: Just what I have always said, my love. That you would make a far greater and more effective Emperor than he. It is only an accident of birth that placed Duncan on the throne ahead of you. (BEAT) And if you won’t think of yourself, then consider our empire. Can it really be best to have this glutton on the throne when a more able man stands ready? Are the interests of the empire best served by tolerating the leadership of a buffoon?</li>
<li>MACBETH: Don’t under-estimate Duncan. He only plays the buffoon. And the empire has prospered and expanded widely under his leadership.</li>
<li>LADY MACBETH: I don’t under-estimate him at all. He has a native rat cunning that we overlook at our peril. He is jealous of you, my husband. He knows how strong and popular you have become. He granted you this world because of your capacity to lead, but had you failed in putting down the rebellion, that would have suited Duncan’s purpose just as well. He knows the two of you must face off against each other one day. And if he knows this, then why not bow to the inevitable and pick a day of your own choosing – this day, this very night.</li>
<li>MACBETH: And what would you have me do?</li>
<li>LADY MACBETH: What would I..? (ANGRY) Are you even a man? War and strategy are your bread and butter! I should be asking you how it could be accomplished, not the other way around. (MORE GENTLY) My husband, you have all the cunning you need to see this done. You can do it in such a way that no one will suspect you of wrongdoing. Think!</li>
<li>MACBETH: I suppose we could blame it on a remnant of Macdonwald’s men. Perhaps Stuart could be made to fit the frame.</li>
<li>LADY MACBETH: Stuart, of course! He’s made to order. And he is known to have had the Emperor’s ear.</li>
<li>MACBETH: We need to deal with Duncan’s personal guard, however.</li>
<li>LADY MACBETH: Leave that to me! I’ll send them some wine, mixed with a little something that grows wild on this world. They’ll not refuse to drink a toast to the Emperor with the Lady of the house. They will be asleep in a blink of the eye.</li>
<li>MACBETH: Ah, but that still leaves Malcolm. He is next in line for the throne. But wait. I don’t want you to drug the guards.</li>
<li>LADY MACBETH: But husband, we’ve already talked about this. Don’t lose your nerve now!</li>
<li>MACBETH: No, you misunderstand. Send the drink, but make a show, very publicly, that it has come from Malcolm. That will throw suspicion upon him and, when the thing is done, allow us to deal swiftly with Duncan’s whelp.</li>
<li>LADY MACBETH: Now there’s the husband that I know and love. But how is the deed itself to be done?</li>
<li>MACBETH: Duncan sleeps like the dead. With his guards asleep he will suspect nothing. A bomb, I think, would be the best way to do it. Suicide bombings have recently become the rebel’s signature method of carrying out mayhem. If, when you are arranging the drinks for Duncan’s men, you also make it known how surprised you are that Duncan has summoned Citizen Liaison Stuart to his chamber so late&#8230; Well, that should be enough to furnish us with some witnesses. If we place a device on Stuart’s body&#8230;</li>
<li>LADY MACBETH: He’ll be executed first, then?</li>
<li>MACBETH: Yes, and I’ll take great pleasure in ordering it done. The man has been a thorn in my side since we arrived here. Humiliating him was enjoyable, but it still stuck in my throat that I had to spare his life. This will go somewhat towards balancing the scales.</li>
<li>LADY MACBETH: Haha! You are as clever as I had hoped. You needed but a little prompting to let your true gift for strategy show. (BEAT) But what of Duncan’s ring?</li>
<li>MACBETH: What of it?</li>
<li>LADY MACBETH: The ring is the symbol of his authority to rule. You can’t risk its destruction in the explosion.</li>
<li>MACBETH: I can’t risk an attempt at recovering it prior to setting off the bomb. It is just too risky.</li>
<li>LADY MACBETH: Coward! Does uncontested authority mean so little to you?</li>
<li>MACBETH: Authority does not lie in trinkets.</li>
<li>LADY MACBETH: You have a great mind for strategy, Macbeth, but you have never properly understood the importance of symbols.</li>
<li>MACBETH: Bah!</li>
<li>LADY MACBETH: Then, if you will not do it, I will take care of it.</li>
<li>MACBETH: What, you?</li>
<li>LADY MACBETH: Yes, of course me! If you will not play the man, then it falls to me to do your part.</li>
<li>MACBETH: Nonsense. What experience with killing does a woman have?</li>
<li>LADY MACBETH: I slaughtered that pig your gluttonous cousin so enjoyed this evening with my own hands. It would be a pleasure to do the same to your “dear” Emperor. Once it is done I will cut the ring from his finger and return to you so that you can destroy the evidence with your little bomb.</li>
<li>MACBETH: No! You’re insane, Gruoch! The things you say highlight the madness of this scheme. I can’t believe I let go of my senses enough to consider this course of action for this long.</li>
<li>LADY MACBETH: I can do this, husband, as surely as I stand here. You are mistaken if you think I lack the courage or stomach for it.</li>
<li>MACBETH: I doubt you will even get as far as the door.</li>
<li>LADY MACBETH: Watch for me. And make the arrangements necessary for your part in this deed. When I return with the ring, or if, as you fear, I haven’t the courage and return without it, you must be ready with the bomb and our patsy.</li>
<li>SOUND: FOOTSTEPS AND DOOR SLIDES OPEN THEN CLOSED – LET IT FINISH.</li>
<li>MUSIC: SCENE ENDER – LET IT FINISH.</li>
</ol>
<h3>SCENE 5: (INT) MACBETH’S BEDROOM (MACBETH, LADY MACBETH)</h3>
<ol start="386">
<li><span style="text-decoration: underline;">SOUND: KNOCKING – LET IT FINISH.</span></li>
<li>LADY MACBETH: (TREMBLING AND AFRAID) Open the door, husband. Let me in!</li>
<li>MACBETH: Ha ha. I knew you’d lose your&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN – LET IT FINISH.</span></li>
<li>MACBETH: Hell’s flaming pits! Come inside. What happened? Are we discovered? You’re covered in blood.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES CLOSED – LET IT FINISH.</span></li>
<li>LADY MACBETH: (RELIEVED) No we’re NOT discovered. I did the job. I never knew a man could hold so much blood. Here, I have the ring.</li>
<li>MACBETH: (HORRIFIED) It’s still on his finger.</li>
<li>LADY MACBETH: Then take it off&#8230; and take the finger back to his room with the bomb and Stuart’s corpse. Place the ring somewhere that will keep it safe from the blast, but where it can still be conveniently “found” later. I need to clean up this blood. (SUDDENLY SUSPICIOUS) You haven’t lost your nerve have you?</li>
<li>MACBETH: (RECOVERING) I haven’t. But did you walk through the palace like that?</li>
<li>LADY MACBETH: I did. But no one saw me. Now get it done.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: (EXT) PLANET CAWDOR</h3>
<ol start="398">
<li><span style="text-decoration: underline;">SOUND: (LONG BEAT) THEN EXPLOSION – FOLLOWED BY SIRENS, ALARMS, ETC. – FADE OUT</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS &#8211; MAJOR CHARACTERS</h2>
<p><strong>MACBETH</strong> (A BEAR OF A MAN WITH LITTLE SELF-AWARENESS AND A STRONG AND BOMBASTIC MANNER OF SPEECH WHO ENJOYS A GOOD FIGHT – A CROSS BETWEEN BRIAN BLESSED AND BILLY CONNOLLY): I am Macbeth; loyal, capable, cunning. I don’t tolerate nonsense or second-guessing from anyone. I am a man of action, first and foremost, and I don’t have time for prissy little milk-sops who want to waste time on empty words. So, speak up! What is it that you want?</p>
<p><strong>LADY MACBETH</strong> (SMART, AMBITIOUS, RUTHLESS AND A LITTLE PRONE TO PARANOIA): Do I know you? Who sent you? The palace is full of gossips and weaklings; small-minded women who plot and scheme. I’ll not be taken for one of those simpletons. Return to your master or mistress and give them this message &#8211; you’ll pick up no juicy tid-bits of gossip from me&#8230; But have a care. If I ever find you snooping around my apartments again, I will have the skin off your back as an example of what happens to those who cross me. The only one of you to whom I’d give the time of day is my cousin, Marissa. Why she married that bumbling fool, Macduff, is quite beyond me.</p>
<p><strong>DUNCAN</strong> (VERY LIKE MACBETH BUT MORE JOVIAL): I am Emperor of all of human space. I spent my youth doing what a young man should; fighting, carousing, making war! They say I’m something of a gourmand (a selfish pig, they mean, ha ha). Well, I like my food. What of it? A man of action stuck sitting in committees listening to the buzzing of all these educated insects that live off me and call themselves “advisors”, can’t be expected to get by without a few little comforts now, can he? My aim is to expand this empire across the known galaxy. (BEAT) Ah, but here comes the roast pig, now.</p>
<p><strong>STUART</strong> (FRUSTRATED, A GOOD MAN IN A DIFFICULT JOB, A BIT NAIVE): Yes, citizen, that’s right, I am Cawdor’s Citizen Liaison to General Macbeth. Now, what can I do for you? (BEAT) (SIGHS) No, I’m not sure that will be possible. The new regime sees us as an ungrateful rabble. General Macdonwald’s treason reflects badly on us all. (BEAT) No, I’m not sure I can convince General Macbeth to lift the travel restrictions. And yes, I understand you can’t afford to pay your workers while your goods are stranded on the docks. (BEAT) Don’t be a fool man. What will rioting achieve? Look, I have some favour in the imperial court, perhaps I can settle the situation down.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>SOLDIERS</strong> (GENERIC): I’m a soldier. I do what I’m told, when I’m told. And I don’t complain. Go here, do this. Go there, do that. I follow my orders.</p>
<p><strong>AMBASSADOR</strong> (AMBITIOUS, PUSHY, SELF-SEEKING, AND ARROGANT): Your highness, you have kept me waiting for three hours. This matter of the tariffs you have applied to our importation of hog flavoured condiments is of the utmost importance and my government demands you reconsider it, immediately.</p>
<p><strong>NARRATOR</strong> (A TRUSTWORTHY, RELIABLE, POSSIBLY ENGLISH VOICE – THE KIND YOU WOULD TRUST TO SELL CHILDREN’S PHARMACEUTICALS: I bring the audience up to speed on what has happened in previous episodes. I relish the telling, a little like the hosts of the horror anthologies of the past. I try to convey a ghoulish enthusiasm for the story to the audience.</p>
<h2>Writer’s Notes &#8211; for students and teachers</h2>
<p>The events of Macbeth existed fully formed in Shakespeare’s original work. As a result there was not much need for dramatic invention in the construction of this play. The scenes had their own conflict etc. built in. However, a challenge still remained, and some considerable thought was given, with regard to how best adapt the work to a science fiction setting.</p>
<p>The question of how to effectively parallel and remain true to the themes and meaning built into Shakespeare’s work within a scifi setting, and how to communicate the work to a contemporary audience who would not share the social and historical context that made much of the work sensible to its original hearers and informs the understanding of modern audiences, especially where that context has been deliberately replaced with a futuristic setting, remained central in my approach.</p>
<p>In its original setting Macbeth is a politically conservative work, written to curry favour with a newly established monarch, James I, who has just survived the gunpowder plot. There is some reason to believe that Shakespeare was genuinely fearful of failing to be seen to be a supporter of the new King since there was, in fact, some connection between the conspirators who had tried to blow up parliament and his father’s family.</p>
<p>James I was a descendant of Banquo, and Macbeth serves as a polemic both in defense of the status quo and as an attack upon the notion of regicide and rebellion. In it, nature itself is turned upon its head by the death of Duncan. The murder of a king is portrayed as so “unnatural” an act that the natural world is rendered unnatural in response.</p>
<p>The three witches in the original work, are a curious amalgam of the Greek fates, and the popular notion of witchcraft (a topic with which King James was fascinated).</p>
<p>In this version of Macbeth I have tried to maintain both of these elements of the story. I introduce a “nano-blight” &#8211; a mutating plague that spreads in the background of the story &#8211; to stand in for Shakespeare’s perverted natural order. The witches, and their commitment to an upside down morality and world order have been replaced with a more overtly fate-like trio of aliens – one representing the past, one representing the present, and one representing the future. This choice was made because, in the view of this author, the witches ultimately undermine their own commitment to the perverted natural order by facilitating Macbeth’s downfall, actions more consonant with the fates than the proposed philosophical commitment of witchcraft in Shakespeare’s work.</p>
<p>Planets were substituted for castles and, after some thought, Birnham Wood was altered to Birnham asteroid field, allowing an asteroid bombardment to be used to represent the coming of the forest to Dunsinane.</p>
<p>The science fiction setting allowed the use of cloning to take the place of caesarean section as the means by which Macbeth’s nemesis managed to be “not born of woman”.</p>
<p>Lastly, I took one final liberty with the original text and made Fleance a woman. While the original audience were aware that James I was the descendant of Banquo (via marriage at some future time into Duncan’s line) and fulfilled the witches’ prophecies, the relationship of Banquo’s descendents to a future throne needed more immediate establishment in a scence fiction setting. By making Fleance female it became possible to explicitly place those descendants on the throne via a marriage between Duncan’s heir, Malcolm, and Fleance (now transformed into a female character).</p>
<p>Having established the broad, iconic, parameters of the play, along with their parallels, it was now easier to introduce original scenes (and modify traditional scenes), create new characters, and create new events that served the telling of the story, and revealed the deeper nature of the protagonists. Despite some new twists, characters, etc. Macbeth remains a tale of “o’er-leaping ambition” and the perils of the Machiavellian “will to power”.</p>
<p>Since I have been arrogant enough to attempt to adapt a master-work of English literature in this way (and worse to subject it to substantial alteration) I deserve anything I get in terms of “hate” from those who love the original. An attempt like this can’t help but offend many, but , I hope, there will be a few that forgive me and end up enjoying my attempt at imagining my favourite of Shakespeare’s stories, itself an adaptation of material found in Hollinshead’s Chronicles (in turn based on even older material), transplanted into the far future.</p>
<p>Except where noted above, there’s no reason that any of the major (non-lead) or minor characters should be necessarily male or female roles. The aliens, Stuart, Ross, Angus, and the Spy, though written as men, could easily be changed to female roles with a modification of pronouns.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-2-of-eggs-and-omelettes/">MacBeth Amongst the Stars &#8211; Episode 2 &#8211; Of Eggs and Omelettes</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4208</post-id>	</item>
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		<title>How to Decide on the Optimal Cast Size for your Scripts</title>
		<link>https://weirdworldstudios.com/9-great-techniques-for-scene-transitions-in-audio-drama/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 01 Nov 2017 06:21:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[cast size]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4206</guid>

					<description><![CDATA[<p>HOW TO CHOOSE THE OPTIMAL CAST SIZE FOR YOUR SCRIPTS&#8230; WRITING FOR INFINITE VOICES Ultimately, the cast you need is the cast necessary to tell your story. That said, there are a number of practical considerations that should be taken into account when writing for audio. MANAGING MEMORY This week I&#8217;m throwing in some quick [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/9-great-techniques-for-scene-transitions-in-audio-drama/">How to Decide on the Optimal Cast Size for your Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>HOW TO CHOOSE THE OPTIMAL CAST SIZE FOR YOUR SCRIPTS&#8230; WRITING FOR INFINITE VOICES</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>
Ultimately, the cast you need is the cast necessary to tell your story.  That said, there are a number of practical considerations that should be taken into account when writing for audio.
</p>
<h3>MANAGING MEMORY</h3>
<p>
  This week I&#8217;m throwing in some quick thoughts regarding how many characters we can populate our stories with.
</p>
<p>
  There are a couple of small issues I believe are worth thinking about when introducing characters. And there are at least two limits that we come up against when introducing regular or recurring characters.
</p>
<p>
  The first relates to short term memory. Human short term memory has an upper limit of about 7 +/- 1 items that can be held in mind. That means, we can only keep track of about 6 to 8 new characters (at the outside) in any given scene before we will run up against this limitation in our brain and start thinking &#8220;who was that again&#8221;.
</p>
<p>
  Four or five, generally speaking, is a pretty safe number.
</p>
<h3>KNOW YOUR VOICE TYPES</h3>
<p>
  When the characters are established enough that we don&#8217;t need to keep them in short term memory any longer (we&#8217;ve gotten to know them) the brain will chunk them as a group and allow us to add another 5 to 7 characters to our short term store. Once they are established enough that we don&#8217;t need to rely on short term memory to remember them as well, we can treat them as a second group and, theoretically, add a further 4 to 6 characters etc. Notice that there is a law of diminishing returns at work here and, for another reason (below), the upper limit on recurring characters may be struck much sooner.
</p>
<p>
  The second limit is one based on our ability to distinguish between human voices. In the days of OTR casts were kept to around 6-8 in order to keep the voices distinctive and easily differentiated. They would cast voices according to 7 easily distinguished voice types.</p>
<ul>
<li>Bass &#8211; elderly male,</li>
<li>Contralto &#8211; elderly woman,</li>
<li>Baritone &#8211; leading man, </li>
<li>Mezzo-soprano &#8211; leading woman,</li>
<li>Tenor &#8211; juvenile male, Soprano &#8211; ingenue,</li>
<li>and Trebble &#8211; child)</li>
</ul>
<p>
  This didn&#8217;t mean that the main cast was all there was, but attempts were made to avoid castng recurring characters with the same vocal tone, and when introducing bit and throw-away parts, trying to differentiate the voices of those actors from those of the main cast.<br />
  <br />
  Accents would allow for further differentiation of characters but generally speaking, scenes were designed to have an upper limit of no more than six or seven characters in them at any one time. This meant that no one was likely to become confused by the presence of similar voices in conversation (something that happens quite easily if you happen to cast actors with similar voices).
</p>
<p>
  You can extend this limit by preventing actors of similar vocal tone from interacting and/or by having certain characters limited by context so that they remain identifiable (Joe, who sounds a bit like Pete, is always at the drugstore for example), but I suspect with a large cast of recurring characters this will place a limit on how many the audience can follow without confusion much sooner than the issues around short term memory will.</p>
<h3>KEEPING CHARACTERS &#8220;ALIVE&#8221; IN THE MINDS OF LISTENERS</h3>
<p>  The more characters added to any given scene, the more lines they all have to have just to stay alive in the minds of the audience. In listening to more than a few shows I&#8217;ve found myself going &#8220;oh yeah, I forgot he/she was there&#8221; when they&#8217;ve suddenly spoken up after a long silence.
</p>
<p>Do you have any other advice regarding casting? Tell us in the comments.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/9-great-techniques-for-scene-transitions-in-audio-drama/">How to Decide on the Optimal Cast Size for your Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4206</post-id>	</item>
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		<title>Four Reasons Why You Should Be Reading Radio Scripts (and over 100 free scripts to get you started)</title>
		<link>https://weirdworldstudios.com/four-reasons-reading-radio-scripts-74-free-scripts-get-started/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 29 Oct 2017 08:58:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[reading radio scripts]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4203</guid>

					<description><![CDATA[<p>Reading Radio Scripts – time-saving entertainment that you may not have considered (and that provides a huge boost to your imagination) How to save time and have fun I’ve always been an avid reader, but the busier life gets, the less time I have for the things I enjoy. It’s harder and harder to fit [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/four-reasons-reading-radio-scripts-74-free-scripts-get-started/">Four Reasons Why You Should Be Reading Radio Scripts (and over 100 free scripts to get you started)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h1>Reading Radio Scripts – time-saving entertainment that you may not have considered (and that provides a huge boost to your imagination)</h1>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h2>How to save time and have fun</h2>
<p>I’ve always been an avid reader, but <strong>the busier life gets, </strong>the less time I have for the things I enjoy. It’s harder and harder to fit regular reading into my schedule (and I’m an English teacher). The less time I have, <strong>the more</strong> <strong>I find myself turning to a highly underrated source</strong> of reading entertainment.</p>
<p>I’ve been an enthusiast for scripts since I was very young. I have hundreds of scripts (screenplays, teleplays, stage plays, and radio plays) on my shelves at home. I even have a number of rare collections that you would be hard-pressed to find anywhere else. I enjoy reading and re-reading them on a regular basis.</p>
<p>Interestingly, the most rewarding scripts are probably those people think about last when someone mentions the word “play” or “drama”; that is, <strong>radio plays</strong>. In many ways they <strong>are far superior</strong> <strong>to other plays for reading entertainment</strong> (more on this in a minute).</p>
<h2>Radio scripts provide you with a deep and satisfying experience</h2>
<p>But for the time poor reader of the 21<sup>st</sup> Century, scripts are a surprisingly overlooked source of reading entertainment. A script has the following massive advantage over its near neighbour, the novel. <strong>A script can be</strong> <strong>read in one third of the time</strong> (often even less) it takes to read a novel, and will still leave the reader with the same depth and richness of experience. Scripts, in terms of simple word count, are pared back to the bone, yet just as emotionally powerful and involving as any prose-form story.</p>
<p>In terms of power and artistic merit, and as a vehicle for great stories, <strong>scripts can be</strong> <strong>the equal in storytelling and language of any literary form</strong>, and just as timeless. Consider the continuing popularity of Shakespeare. His plays are undeniable works of literary genius and can be consumed in a few short hours. The 16<sup>th</sup> Century language may be a barrier to some readers, but that has little to do with the power of the literary-form itself.</p>
<h2>Radio scripts are personal and people centered</h2>
<p>What makes scripts so compelling? S<strong>cripts are about people</strong>, firstly. A script is constructed from dialog. And dialog is provided by people. Scripts place interesting characters front and center. They provide a window onto the world that we view from the outside. <strong>They engage our social imagination</strong> to decode the action. We see people in scripts, generally, from the outside, using their words and actions, to give us the clues to their inner reality. Unlike the novel, which spells out the inner world of characters by telling us what they are thinking and feeling, we are forced, in a script, to infer the inner life of the character, and a great script can help us to infer great depths, such as when a character is lying to themselves and the world around them, or when a character is hiding deep scars and wounds – all through dialog.</p>
<h2>Radio scripts boost your imagination</h2>
<p>And this brings us to one of the most rewarding aspects of scripts as a form of reading matter; their impact on the imagination.</p>
<p>While film, television, and stage plays are often as much (or more) about providing visual cues to the audience as they are about words on a page (they are meant to be seen by the eye after all), there is a species of play that takes place completely in the imagination – the radio play (or as it is more often called these days, audio drama). Unlike their visual cousins, <strong>radio plays are designed to collaborate with the imagination of the audience</strong> to create the world in which the reader/listener becomes immersed. In this they share a lot in common with novels. But there is one major difference. <strong>The world of the radio play is created almost exclusively without narration inside your mind</strong>, and, possibly because of this, it is incredibly powerful at immersing us in the story.</p>
<p>Read the following short extract&#8230;</p>
<p>JEFF: Hey Lois, take a look at the tree over yonder.</p>
<p>LOIS: Gee, Jeff, it’s enormous. One hundred and fifty feet, if it’s and inch&#8230; and so twisted. I’ve never seen a pine tree like it.</p>
<p>Were you aware of the strenuous and beneficial workout those four sentences just gave your brain?</p>
<p>You hear or read the word “tree” and there in your mind, instantly, a tree appears. It may just be a placeholder at first, but it is nonetheless complete, a tree unique to you. No-one else sees quite the same tree you do. It might be an oak, or a maple, or a eucalyptus, or any kind of tree, real or imagined. Furthermore, your brain doesn&#8217;t just create a tree, it creates the entire world around that tree; the ground, the backdrop, the sky, the entire environment. The word “tree” is taken by your brain and amplified far beyond its existence as four letters on the page or the sound used to express the word. <strong>Your brain engages in the act of creation instantly and without any conscious effort</strong>. Totally amazing!</p>
<p>Then as the dialog unfolds you learn more about the tree and, regardless of your initial image, your brain redraws the tree into a huge twisted pine WITHOUT CONFUSION. And all of this is done by you, the reader, without confusion or contradiction, and without the need for a long prose description of the environment in which the dialog is situated. This is extraordinary. <strong>Reading scripts is an ability you want to cultivate and utilize</strong>.</p>
<p>In my view, everybody should be reading radio scripts, but few are aware of the great entertainment value they provide. <strong>For time-saving, imagination building, entertainment, scripts just can’t be beaten</strong>.</p>
<p>So are you ready to <strong>try out </strong>some great, quick and easily digested, yet deep and immersive, entertainment you may not have considered before? Be the first to <strong>try out</strong> <strong>some of these great suggestions</strong> (and they are all free)&#8230;</p>
<h3>Over 100 Great Free Audio Drama Scripts</h3>
<p>This collection of great free entertainment includes genres such as Pulp Adventure, Gaslamp Mystery, Fantasy Noir, Space Opera, Tales with Twists, and other imaginative entertainment – all at the click of a button – and with many more on the way.</p>
<p style="text-align: center;"><a href="http://www.weirdworldstudios.com/scripts/" class="su-button su-button-style-3d" style="color:#ffffff;background-color:#ff3033;border-color:#cc2729;border-radius:12px" target="_self"><span style="color:#ffffff;padding:0px 30px;font-size:22px;line-height:44px;border-color:#ff6f71;border-radius:12px;text-shadow:none"> <strong>Over 100 Great Free Scripts</strong></span></a><br />
&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/four-reasons-reading-radio-scripts-74-free-scripts-get-started/">Four Reasons Why You Should Be Reading Radio Scripts (and over 100 free scripts to get you started)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>MacBeth Amongst the Stars &#8211; Episode 1 &#8211; A New Strategy</title>
		<link>https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-1-a-new-strategy/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 27 Oct 2017 22:00:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Macbeth Amongst the Stars]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[a new strategy]]></category>
		<category><![CDATA[macbeth amongst the stars]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;A New Strategy&#8221;, episode 1 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-1-a-new-strategy/">MacBeth Amongst the Stars &#8211; Episode 1 &#8211; A New Strategy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A New Strategy&#8221;, episode 1 of our new Science Fiction adaptation of Macbeth Amongst the Stars. This is a brand new (unpublished) series (featuring the familiar Shakespearian characters in a against a backdrop of starships, rayguns and intergalactic politics). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4181" aria-describedby="caption-attachment-4181" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4181" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/10/Macbeth01Sml.png?resize=200%2C283" alt="Audio Drama for Schools - SWFS002 - Macbeth Amongst the Stars" width="200" height="283" /><figcaption id="caption-attachment-4181" class="wp-caption-text">Audio Drama for Schools &#8211; SWFS002 &#8211;<br />Macbeth Amongst the Stars</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Macbeth Amongst the Stars</h2>
<h3>EPISODE #1 – A NEW STRATEGY</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #2: Macbeth Amongst the Stars</strong></p>
<p>General Macbeth and Banquo face down and defeat the traitor Macdonwald in a space battle that saves the empire from alien invasion. However, when they are intercepted by aliens who deliver a cryptic prophecy on their return home, the fire of ambition is lit within Macbeth and he sets out on a bloody quest to seize the empire for himself. In order to succeed Macbeth must navigate terrorist plots, a nano-plague, and even pit himself against his former friends and allies. Will his plans and manoeuvrings help him gain the prize he seeks? Tune in to “Macbeth amongst the stars” and experience this classic tale (now set in a sci-fi future) for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Macbeth Amongst the Stars</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>PRIOR: The Alien that speaks of the past</p>
<p>EXTANT: The Alien that speaks of the present</p>
<p>ULTERIOR: The Alien that speaks of the future</p>
<p>DUNCAN: The Emperor of Human Space</p>
<p>CONTROLLER: Communications officer for the Emperor</p>
<p>REPORTER: Battlefield reporter</p>
<p>CONTROLLER #2: Communications officer for the Emperor</p>
<p>REPORTER #2: Battlefield reporter</p>
<p>MACBETH: General in service to the Emperor</p>
<p>BANQUO: General in service to the Emperor</p>
<p>MACDONWALD: Traitor</p>
<p>ROSS: General in service to the Emperor</p>
<p>SFX: SFX operator (1 required)</p>
<h2>ACT 1</h2>
<h3>SCENE 1: (INT) ALIEN CONGRESS (PRIOR, EXTANT, ULTERIOR)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME AND TITLE – LET IT FINISH.</span></li>
<li>NARRATOR: The spread of humanity throughout the stars has been accelerating. Emperor Duncan I (THE FIRST) has established more colonies than any of his predecessors and has an insatiable appetite for more. But suddenly his own empire has become the subject of an alien invasion. Far from the Emperor’s well fortified capital planet of Dunsinane, an alien enemy meet together to discuss his downfall.</li>
<li><span style="text-decoration: underline;">SOUND: ELECTRICAL HUM AND STRANGE BEEPS – ESTABLISH AND UNDER</span></li>
<li>PRIOR: (ALIEN VOICE) Our strategies have failed.</li>
<li>EXTANT: (ALIEN VOICE) They are proving unfruitful, it is true. The humans are spreading quickly.</li>
<li>PRIOR: (ALIEN VOICE) They have bred quickly with little concern for anything other than the consumption of resources and their own petty wars. They have been unsuccessful at wiping themselves out. Our invasion of the territories they have claimed was ill thought out. We should not have trusted to their willingness to betray one another.</li>
<li>ULTERIOR: (ALIEN VOICE) We may yet prevail.</li>
<li>EXTANT: (ALIEN VOICE) A new strategy is needed.</li>
<li>PRIOR: (ALIEN VOICE) We have encouraged their self-destruction. We have encouraged external threats to their continued existence. We have aided their petty betrayals and sought to gain the upper hand through them.</li>
<li>EXTANT: (ALIEN VOICE) None are working as well as we’d like.</li>
<li>ULTERIOR: (ALIEN VOICE) Then, let us attack them from within.</li>
<li>PRIOR: (ALIEN VOICE) They have shown themselves open to corruption and betrayal.</li>
<li>EXTANT: (ALIEN VOICE) There is a battle under way.</li>
<li>PRIOR: (ALIEN VOICE) It has been lost&#8230;</li>
<li>EXTANT: (ALIEN VOICE) Though it continues. I see an opportunity.</li>
<li>ULTERIOR: (ALIEN VOICE) And I will present a proposal&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: (INT) DUNSINANE COMMAND AND CONTROL (DUNCAN, CONTROLLER, CONTROLLER 2, REPORTER, REPORTER 2)</h3>
<ol start="18">
<li><span style="text-decoration: underline;">SOUND: BUSY CONTROL ROOM MURMUR – ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: BEEPING – LET IT FINISH.</span></li>
<li>CONTROLLER: This is Dunsinane Control, report!</li>
<li>REPORTER: (OVER COMMUNICATOR) Planets Lochaber (LOCK-ARBOR) and Glamis (GLARMS) are overwhelmed. We have lost communication with both General Macbeth and General Banquo. Macdonwald’s forces from planet Cawdor have joined with the aliens.</li>
<li>DUNCAN: Macdonwald! A traitor? That explains how they got through our defences so quickly. Planet Cawdor would have been the main impediment to their progress. With the first two garrison planets gone, and without the aid of Macdonwald there is nothing between the enemy and the seat of empire here on Dunsinane.</li>
<li><span style="text-decoration: underline;">SOUND: BEEPING – LET IT FINISH</span></li>
<li>CONTROLLER: This is Dunsinane Control, report!</li>
<li>REPORTER #2: (OVER COMMUNICATOR) This is planet Glamis (GLARMS). General Macbeth has begun a counter offensive against the invaders. We&#8230; to&#8230; inside the&#8230;</li>
<li>CONTROLLER: I’ve lost the signal, sir.</li>
<li>DUNCAN: Macbeth is a good man. We shouldn’t count him out just yet.</li>
<li>CONTROLLER #2: Emperor Duncan, the screens are showing that a large force just linked up with the remnants of Banquo’s fleet and has begun attacking the invaders from behind.</li>
<li>DUNCAN: Macbeth! Ha ha! The sly fox! He let them believe they’d bested him while he held the bulk of his fleet in reserve. If we survive this, I’m going to give him Cawdor as his own governorship. Send out everything we’ve got. If those invaders are hemmed in both from the front and behind, we may still prevail. Macbeth may have just handed us victory. In fact he may even have secured the very survival of our species.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH</span></li>
</ol>
<h3>SCENE 3: (EXT) THE HEART OF A SPACE BATTLE (MACBETH, MACDONWALD, BANQUO)</h3>
<ol start="31">
<li><span style="text-decoration: underline;">SOUND: ZAPS AND EXPLOSIONS – ESTABLISH AND UNDER</span></li>
<li>MACBETH: (GLEEFULL) Drive them boys! Drive them like fish into a net. Don’t let any of them get away. Just, be sure to leave that traitor, Macdonwald, to me.</li>
<li>BANQUO: (OVER COMMUNICATOR) (CHEERFUL) Your glee is unbecoming, General Macbeth. Even a General should avoid giving the appearance of loving mayhem this much.</li>
<li>MACBETH: Ha ha! So you say, General Banquo, but I hear the excitement in your voice, too. Your blood rushes with the same fire as mine. We have the victory, and shortly we’ll have that traitorous dog, Macdonwald.</li>
<li>BANQUO: (OVER COMMUNICATOR) Sooner than you think. That is his capital ship on the scanners now.</li>
<li>MACBETH: That coward! Hiding in a capital ship while his men risk their lives on his behalf in the fighter craft.</li>
<li>BANQUO: (OVER COMMUNICATOR) His ambition always was greater than his leadership acumen. Still, his men are loyal. It looks like they are forming up to attempt a final defense of his ship.</li>
<li>MACBETH: They have no choice. There isn’t one of them that won’t be visiting the Emperor’s execution chambers after such treachery. They must fight or die.</li>
<li>BANQUO: (OVER COMMUNICATOR) On your left!</li>
<li>SOUND: ZAP SIZZLES PAST MACBETH’S SHIP – LET IT FINISH</li>
<li>MACBETH: Oh, you think you want to take a shot at me do you. Take that!</li>
<li><span style="text-decoration: underline;">SOUND: ZAP AND BOOM – LET IT FINISH.</span></li>
<li>BANQUO: (OVER COMMUNICATOR) You got him! How do you want to handle the approach?</li>
<li>MACBETH: See if you and your men can draw their fire while I put a torpedo into the aft engines. That should hold his ship in place while we get in position for the kill.</li>
<li>BANQUO: (OVER COMMUNICATOR) Will do.</li>
<li><span style="text-decoration: underline;">SOUND: ZOOM AND STRAFING &#8211; FADE.</span></li>
<li>MACBETH: Right. Here goes. Come at me you beauties.</li>
<li><span style="text-decoration: underline;">SOUND: STRAFING ZAPS – UNDER.</span></li>
<li>MACBETH: (LAUGHING LIKE A MANIAC) Hahahahahaha! And&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: TORPEDO LAUNCH AND WHOOSH – FADE UNDER</span></li>
<li>MACBETH: Away!</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT BOOM – LET IT FINISH.</span></li>
<li>MACBETH: And there we have it. What do you think Mac-bloody-donwald will have to say in reply to that, eh, Banquo?</li>
<li>BANQUO: (OVER COMMUNICATOR) Not a lot since you are bang on target, General Macbeth. Congratulations.</li>
<li>MACBETH: And to you, General Banquo! I’d call that a roaring success!</li>
<li>BANQUO: (OVER COMMUNICATOR) And it is, but if you don’t mind, there’s something I’d like you to do.</li>
<li>MACBETH: And what’s that?</li>
<li>BANQUO: (OVER COMMUNICATOR) Since I drew those fighters away, I’ve now got six of them on my tail and not a few of them have some major ordinance and a missile lock.</li>
<li>MACBETH: (COUGHS) Right. (BEAT) I’ll be there momentarily. Try and lead them back this way.</li>
<li>MCDONWALD: (OVER COMMUNICATOR) This is General Macdonwald to attacking ships. You’ve succeeded in crippling our fusion engines and we are unable to flee. I will give the order to lay down our arms and surrender on condition that you allow my men to go free. None of them are to be&#8230;</li>
<li>MACBETH: (INTERRUPTING) You cowardly gutter-feeder! Even in defeat you try to salvage your reputation – broadcasting on a wide, unshielded, band so your men can hear you. You’re a traitor, Macdonwald, and we’ll be giving no quarter. Here’s my answer to your conditions.</li>
<li><span style="text-decoration: underline;">SOUND: TWO TORPEDO LAUNCHES WITH WHOOSHES FOLLOWED BY TWO EXPLOSIONS, FOLLOWED BY A RUMBLING THIRD – LET IT FINISH.</span></li>
<li>MACBETH: And so ends Macdonwald the traitor. (BEAT) But now, where is that dratted Banquo? It’d be just like him if he went and got himself killed right when we’ve won the day.</li>
<li><span style="text-decoration: underline;">SOUND: WHOOSH OF MACBETH’S FIGHTER FLYING BY – FADE</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: (EXT) BIRNHAM ASTEROID FIELD (ON THE WAY TO DUNSINANE)  (MACBETH, BANQUO)</h3>
<ol start="66">
<li><span style="text-decoration: underline;">SOUND: HUM OF SHIP’S ENGINE. OCCASIONAL EXPLODING ASTEROID – LET IT FINISH.</span></li>
<li>BANQUO: (OVER COMMUNICATOR) I’m not so sure this was the best idea you’ve ever had Macbeth.</li>
<li>MACBETH: Don’t be such a child, Banquo. We’ve been summoned to Dunsinane by the Emperor no less. Going through the Birnham asteroid field is still the most direct route.</li>
<li>BANQUO: (OVER COMMUNICATOR) We’re lost! And short cuts make for long delays, not to mention the – ahem – impact of being crushed by asteroids&#8230;</li>
<li>MACBETH: Jokes yet! I should have left you to the mercy of those ships you had on your tail.</li>
<li><span style="text-decoration: underline;">SOUND: BIG SMASH OF ASTEROIDS TOGETHER – LET IT FINISH.</span></li>
<li>BANQUO: (OVER COMMUNICATOR) Damn, that was close!</li>
<li>MACBETH: (GLEEFULL) Stop your whining.</li>
<li>SOUND: WARNING BEEP – ESTABLISH AND UNDER</li>
<li>MACBETH: Oops! That’s not good.</li>
<li>BANQUO: (OVER COMMUNICATOR) Who’s whining now?</li>
<li>MACBETH: I just lost my navigation, laddie. I’m officially flying blind.</li>
<li>BANQUO: (OVER COMMUNICATOR) We’ve been flying blind for the last hour and a half&#8230; damn, I’ve just lost my navigation as well.</li>
<li>MACBETH: What treachery is this? Something is deliberately scrambling our equipment. There’s nothing natural about it.</li>
<li>BANQUO: (OVER COMMUNICATOR) We’re coming up on a clearing in the asteroids. It’s a perfect spot for an ambush. I’m heating up the blasters and cutting the engines.</li>
<li>MACBETH: Likewise. What do you think? Pirates?</li>
<li>BANQUO: (OVER COMMUNICATOR) It’s a crazy place to hide&#8230; but I guess no-one would look for them here.</li>
<li>MACBETH: Hmmm. That’s a blind spot in our defenses. We’ll need to patch that hole when we get out again.</li>
<li>BANQUO: (OVER COMMUNICATOR) Macbeth, are you seeing this?</li>
<li>MACBETH: It looks like a hole is being ripped in the space ahead of us.</li>
<li><span style="text-decoration: underline;">SOUND: RATTLING – GETTING MORE FRENETIC &#8211; UNDER</span></li>
<li>BANQUO: (OVER COMMUNICATOR) My controls are locked up. I’m being sucked in.</li>
<li>MACBETH: Damnit. Me too.</li>
<li>BANQUO: (OVER COMMUNICATOR) I’ve got a very bad feeling about this!</li>
<li><span style="text-decoration: underline;">SOUND: RATTLING INCREASES – FADE UP THEN STOP.</span></li>
<li><span style="text-decoration: underline;">SOUND: SHOOP NOISE OF BEING SWALLOWED BY RIP – LET FINISH THEN HOLD ON SILENCE FOR A BEAT.</span></li>
<li>MACBETH: Where in Hell’s blood-soaked halls are we?</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: (EXT) STARLESS SPACE (MACBETH, BANQUO, PRIOR, EXTANT, AND ULTERIOR)</h3>
<ol start="94">
<li><span style="text-decoration: underline;">SOUND: HUM OF FIGHTER ENGINES IN FLIGHT – ESTABLISH AD UNDER</span></li>
<li>BANQUO: (OVER COMMUNICATOR) What happened to the stars?</li>
<li>MACBETH: What happened to the asteroids?</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) Hail General Macbeth, he who destroyed the traitor Macdonwald.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) Hail General Macbeth, protector of the planet Glamis (GLARMS).</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) Hail General Macbeth, who shall be protector of the planet Cawdor and Emperor hereafter.</li>
<li>MACBETH: What is this? Who is there? Show yourselves? (BEAT) Banquo, are you receiving this signal?</li>
<li>BANQUO: (OVER COMMUNICATOR) I’m receiving it, but I can’t make out its source. Be on your guard.</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) Hail General Banquo, a man who has shown great courage.</li>
<li>EXTANT (OVER COMMUNICATOR ALIEN VOICE) Hail General Banquo, a man who is both suspicious and too trusting. The protector of planet Lochaber (LOCK-ARBOR).</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) Hail General Banquo, who shall be protector of Glamis (GLARMS) when Macbeth ascends, and who shall be father to Emperors hereafter.</li>
<li>BANQUO: (OVER COMMUNICATOR) Is this a joke? Where are we? What have you done to us? Who are you?</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) You are safe, General Banquo. We mean you no harm.</li>
<li>MACBETH: (DERISIVE) Ha! I doubt the good intentions of kidnappers. Show yourselves and I’ll show you a torpedo or two for your trouble.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) We remain in darkness until our purpose is complete.</li>
<li>BANQUO: (OVER COMMUNICATOR) And what is that purpose? I say again, who are you?</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) Always you have asked the wrong questions, Banquo.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) But we will give you an answer.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) We are oracles.</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) We have interpreted the past.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) And we will create the future.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) You have a destiny, General Macbeth. As do you, General Banquo.</li>
<li>PRIOR: (OVER COMMUNICATOR ALIEN VOICE) We have seen it.</li>
<li>EXTANT: (OVER COMMUNICATOR ALIEN VOICE) Do not be afraid to meet it.</li>
<li>ULTERIOR: (OVER COMMUNICATOR ALIEN VOICE) For it is coming, whether you look for it or not.</li>
<li>PRIOR, EXTANT, AND ULTERIOR: (OVER COMMUNICATOR ALIEN VOICES) (ECHOING LAUGHTER) Hahahahaha (FADE)</li>
<li><span style="text-decoration: underline;">SOUND: SHOOP NOISE OF BEING SPAT OUT OF THE RIP – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: LOUD RATTLING RETURNS. OCCASIONAL BOOMS OF ASTEROIDS BEING CRUSHED AGAINST EACH OTHER. INSISTANT PROXIMITY WARNING BEEP – UNDER.</span></li>
<li>BANQUO: (OVER COMMUNICATOR) We’re back.</li>
<li>MACBETH: But we’re headed straight for that huge asteroid. Pull up.</li>
<li>BANQUO AND MACBETH: (STRUGGLING WITH THE CONTROLS) Uuuuuuuuuugh!</li>
<li><span style="text-decoration: underline;">SOUND: BEEP STOPS.</span></li>
<li>BANQUO: (OVER COMMUNICATOR) (BIG SIGH) Phew. That was close.</li>
<li>MACBETH: I’ve got navigation back and I can see a way through to clear space.</li>
<li>BANQUO: (OVER COMMUNICATOR) Me too. I can’t put this field of debris and ghosts behind us too quickly.</li>
<li>MACBETH: Agreed. Let’s get out of here. Maximum burn.</li>
<li><span style="text-decoration: underline;">SOUND: ENGINES INTENSIFY – ESTABLISH AND FADE.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: (EXT) SPACE (MACBETH, BANQUO, ROSS)</h3>
<ol start="132">
<li><span style="text-decoration: underline;">SOUND: HUM OF ROCKETS – ESTABLISH AND UNDER</span></li>
<li>MACBETH: I’ve heard tales, from old spacers and the like, but I never believed them.</li>
<li>BANQUO: (OVER COMMUNICATOR) What was that?</li>
<li>MACBETH: The tales, man, the tales. About oracles, ghosts, and the angels of the spaceways.</li>
<li>BANQUO: (OVER COMMUNICATOR) I’m not sure I believe it still.</li>
<li>MACBETH: But we encountered&#8230; something.</li>
<li>BANQUO: (OVER COMMUNICATOR) But whether that something sought to do us good or harm is beyond my capacity to guess.</li>
<li>MACBETH: You think they spoke falsely?</li>
<li>BANQUO: (OVER COMMUNICATOR) How could they not? No-one can see the future, Macbeth.</li>
<li>MACBETH: (UNCERTAIN) I’m not so sure. There have been tales about encounters in the empty spaces between worlds. Encounters that provided portentous prophecies that have changed the very shape of history.</li>
<li>BANQUO: (OVER COMMUNICATOR) Nonsense! Superstitious nonsense.</li>
<li>MACBETH: Perhaps. Doesn’t the idea of having your descendants sit upon the throne of empire appeal to you, Banquo?</li>
<li>BANQUO: (OVER COMMUNICATOR) What man doesn’t wish glory upon his descendants? But I’d rather wisdom, courage and honour first.</li>
<li>MACBETH: The two are not mutually exclusive, my friend. But still&#8230;</li>
<li>BANQUO: (OVER COMMUNICATOR) Don’t tell me that a few words uttered in empty space has lit the fire of ambition in your heart, Macbeth?</li>
<li>MACBETH: Don’t be a fool. Haven’t we just fought off a traitor? Putting our blood and bone between him and our Emperor? Do you think a few words could so easily move me to rash action?</li>
<li>BANQUO: (OVER COMMUNICATOR) Forgive me. Of course I don’t. But beware. Better men than us have been prompted to treason by a careless word. If the prophecy is true, it will be shown as such by the passage of time, without the help of you or I. And if it is false&#8230;</li>
<li>MACBETH: Yes?</li>
<li>BANQUO: (OVER COMMUNICATOR) Well, we have our duty and our honour and the glory of serving our Emperor to keep us both happy and occupied.</li>
<li>MACBETH: Ha ha! You sound like a recruiting handbook, but yes, you’re right. (BEAT) And Dunsinane is approaching.</li>
<li>ROSS: (OVER COMMUNICATOR) This is Dunsinane Control, General Ross speaking, hailing Generals Macbeth and Banquo. Welcome to planet Dunsinane.</li>
<li>MACBETH: Ross, you old swamp rat! Thanks for the greetings, and all hail the Emperor. How is the old beer swilling palace slug?</li>
<li>ROSS: (OVER COMMUNICATOR) All hail. He is fit and well and in a celebratory mood. But I doubt he’d appreciate your choice of comparison. Only you, as his cousin, could get away with a comment like that Macbeth.</li>
<li>MACBETH: (TEASING) You don’t find the comparison an apt one?</li>
<li>ROSS: (OVER COMMUNICATOR) (LAUGHING) He may be your cousin, General, but he is also my Emperor and I do not choose to dignify your question with a response. Besides, I am also instructed, General Macbeth, by Emperor Duncan to greet you as the new protector of planet Cawdor.</li>
<li>MACBETH: (SHOCKED) What?</li>
<li>ROSS: (OVER COMMUNICATOR) With Macdonwald vanquished, the Emperor has need of you as the planet’s new protector. And, as for you Banquo, since Macbeth will of necessity be vacating Glamis (GLARMS) to take up this new post, the Emperor instructs me to let you know that you will be promoted to protector of planet Glamis (GLARMS). Congratulations my friends!</li>
<li>MACBETH: Well, I’ll be stripped naked and buried in fingal dung!</li>
<li>ROSS: (OVER COMMUNICATOR) (LAUGHING) In all probability! But you’d better not let the Emperor hear you speaking like that. Bring your ships into the palace docking bays.</li>
<li>BANQUO: (OVER COMMUNICATOR) The palace bays. This is an honour!</li>
<li>ROSS: (OVER COMMUNICATOR) The Emperor is very pleased with the pair of you. It’s only the beginning of the honours he wants to bestow in gratitude for saving his empire.</li>
<li>MACBETH: Oh no! I’d hoped we’d get a chance to do some feasting. Now we’ll have to sit through my cousin’s interminable speeches. (BEAT) Ah well, no good deed goes unpunished, as they say.</li>
<li>ROSS: (OVER COMMUNICATOR) Indeed. I look forward to seeing you on the ground. God speed. This is Dunsinane control, out!</li>
<li><span style="text-decoration: underline;">SOUND: TWO SHIPS PASSING – FADE OUT</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: (INT) THE PALACE (MACBETH, BANQUO, DUNCAN)</h3>
<ol start="167">
<li><span style="text-decoration: underline;">SOUND: PALACE IN CELEBRATION – ESTABLISH AND UNDER</span></li>
<li>MACBETH: You’ve been pretty quiet since we landed, Banquo.</li>
<li>BANQUO: There’s a lot to think about.</li>
<li>MACBETH: And a lot to discuss. We need to talk some more, don’t you think?</li>
<li>BANQUO: Yes, the promotions are&#8230; disturbing.</li>
<li>MACBETH: Disturbing? But you yourself said that time will reveal whether the prophecies are true or not. And they are being fulfilled without our needing to lift a finger.</li>
<li>BANQUO: I did say that, true. But I can’t help wondering about the motives of those creatures we encountered. If the prophecies are inevitable, then why tell us? Is it to garner our favour? Is it to betray us to some evil end we cannot see? Do not forget, Macbeth, we are at war.</li>
<li>MACBETH: You’ve always been wise and cautious, Banquo. I’ll not forget. But&#8230;</li>
<li>ROSS: Macbeth! Banquo! Well met, friends. I hope your journey wasn’t too uncomfortable.</li>
<li>BANQUO: A space fighter was never intended for long hops, but we endure.</li>
<li>ROSS: Indeed you do. They say you fighter pilots never quite lose the craving for it.</li>
<li>BANQUO: True enough, but the journey from Glamis (GLARMS) was long.</li>
<li>ROSS: And I heard you came through the asteroid field. That is generally considered&#8230; dangerous.</li>
<li>MACBETH: Not to small craft. You’d never get a battleship or cruiser through, but a small one-man fighter can, with a little cautious navigation, make it fairly easily. And it is far better than adding another nine hours to the trip by going all the way around. I’m saddle sore enough, thanks.</li>
<li>ROSS: Well, we’re glad you made the journey safely. Duncan would have been sorely vexed if you’d gotten killed before he had the chance to punish you properly for saving his empire.</li>
<li>MACBETH: (LAUGHING) I’m sure. Far be it from me to give him the satisfaction.</li>
<li>DUNCAN: (IN HIGH SPIRITS) Macbeth! You miscreant! Come here and give your cousin a hug! Ha ha. By the stars it’s good to see you. I was never so glad of you as when you brought your reserves up to launch that surprise attack. You and Banquo pretty much saved our bacon.</li>
<li>MACBETH: It’s what I do, Duncan. It’s exactly what I do.</li>
<li>DUNCAN: And so humble as well. (SUDDENLY SERIOUS) Look I wanted to speak with you for a moment, before all the formalities kick in. I’ve given you Cawdor, as you know already, but I want to give you fair warning; it could be more curse than blessing. Macdonwald was incredibly popular among the people there. You are likely to face some strong opposition to your takeover, possibly even rebellion. Be ready to put down an insurrection or two if need be.</li>
<li>MACBETH: (GRIMLY) I understand. And cousin, thankyou for this honour.</li>
<li>DUNCAN: Don’t thank me yet. This honour includes risk as well as grim and bloody work. You may not have much reason for gratitude before this is over. But I couldn’t have trusted it to anyone else.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS &#8211; MAJOR CHARACTERS</h2>
<p><strong>PRIOR</strong> (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE PAST – AN AGED SAND-PAPERY HISSING VOICE): I have been responsible for the past. I spoke of ages gone by. I told of yesterday’s events. My voice was only heard when the past tense was used. I was oldest of my siblings.</p>
<p><strong>EXTANT</strong> (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE PRESENT – A CHITTERING VOICE, HARSH, LIKE a BIRD OF PREY): I am responsible for the present. I speak of what is now, in this moment. I speak only in the present tense. I am the middle child among my siblings. I flit from sentence to sentence, moment to moment, like a bird of prey in search of its next kill.</p>
<p><strong>ULTERIOR</strong> (THE ALIEN REPRESENTING THE FATE RESPONSIBLE FOR THE FUTURE – A SINISTER CHILDLIKE GOBLIN – THINK GOLLUM – VOICE): I will be responsible for the future. I will tell you of what is to come. I will reveal what tomorrow has in store. I will speak only in the future tense. I will be the youngest of my siblings.</p>
<p><strong>MACBETH</strong> (A BEAR OF A MAN WITH LITTLE SELF-AWARENESS AND A STRONG AND BOMBASTIC MANNER OF SPEECH WHO ENJOYS A GOOD FIGHT – A CROSS BETWEEN BRIAN BLESSED AND BILLY CONNOLLY): I am Macbeth; loyal, capable, cunning. I don’t tolerate nonsense or second-guessing from anyone. I am a man of action, first and foremost, and I don’t have time for prissy little milk-sops who want to waste time on empty words. So, speak up! What is it that you want?</p>
<p><strong>BANQUO</strong> (THOUGHTFUL, A WARRIOR BY NECESSITY, BUT A PHILOSOPHER BY TEMPERAMENT): Greetings, I am Banquo. I have risen high in the court. I like to think I have the Emperor’s trust because I am reliable. I complete every duty I am assigned. I am fair and honest, and I enjoy a good fight if I am forced into one. In the end though, I’d rather spend my time reading in my palace.</p>
<p><strong>DUNCAN</strong> (VERY LIKE MACBETH BUT MORE JOVIAL): I am Emperor of all of human space. I spent my youth doing what a young man should; fighting, carousing, making war! They say I’m something of a gourmand (a selfish pig, they mean, ha ha). Well, I like my food. What of it? A man of action stuck sitting in committees listening to the buzzing of all these educated insects that live off me and call themselves “advisors”, can’t be expected to get by without a few little comforts now, can he? My aim is to expand this empire across the known galaxy. (BEAT) Ah, but here comes the roast pig, now.</p>
<p>&nbsp;</p>
<p><strong>ROSS</strong> (CONFIDENTE OF DUNCAN, HUMOROUS, EFFICIENT): Welcome to Duncan’s court. I see you’ve managed to leave the wife and bairns behind again, General. We have your cot and monk’s cell prepared for you as requested, along with a regular morning bowl of gruel. What’s that? Oh, yes. Your wife contacted us to make all the arrangements. Apparently she wished you to know how much she appreciated being left behind with the children while you came to visit the Emperor’s court.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MACDONWALD</strong> (BRAVE, IDEALISTIC, HONOURABLE ACCORDING TO HIS BELIEFS): They call me a traitor but I’ve only ever tried to do right by my people. They deserve self-determination. They deserve the right to govern their own affairs. For too long, the empire has relied on its elitist and authoritarian traditions to hold the people in check. Some say I’m being controlled&#8230; Some say I’m being&#8230; Why can’t I think about this topic&#8230; Why can’t I just&#8230; (BEAT) Let them call me a traitor. I have allies from outside our realm now. There is a new order coming.</p>
<p><strong>CONTROLLERS AND REPORTERS</strong> (GENERIC): I’m a communications officer. It is my job to keep the communication channels open. It’s an important job and I take it very seriously. The last person in this role let the Emperor’s priority channel drop out and&#8230; well, lets just say I’m not going to let that happen to me.</p>
<p><strong>NARRATOR</strong> (A TRUSTWORTHY, RELIABLE, POSSIBLY ENGLISH VOICE – THE KIND YOU WOULD TRUST TO SELL CHILDREN’S PHARMACEUTICALS: I bring the audience up to speed on what has happened in previous episodes. I relish the telling, a little like the hosts of the horror anthologies of the past. I try to convey a ghoulish enthusiasm for the story to the audience.</p>
<h2>Writer’s Notes &#8211; for students and teachers</h2>
<p>The events of Macbeth existed fully formed in Shakespeare’s original work. As a result there was not much need for dramatic invention in the construction of this play. The scenes had their own conflict etc. built in. However, a challenge still remained, and some considerable thought was given, with regard to how best adapt the work to a science fiction setting.</p>
<p>The question of how to effectively parallel and remain true to the themes and meaning built into Shakespeare’s work within a scifi setting, and how to communicate the work to a contemporary audience who would not share the social and historical context that made much of the work sensible to its original hearers and informs the understanding of modern audiences, especially where that context has been deliberately replaced with a futuristic setting, remained central in my approach.</p>
<p>In its original setting Macbeth is a politically conservative work, written to curry favour with a newly established monarch, James I, who has just survived the gunpowder plot. There is some reason to believe that Shakespeare was genuinely fearful of failing to be seen to be a supporter of the new King since there was, in fact, some connection between the conspirators who had tried to blow up parliament and his father’s family.</p>
<p>James I was a descendant of Banquo, and Macbeth serves as a polemic both in defense of the status quo and as an attack upon the notion of regicide and rebellion. In it, nature itself is turned upon its head by the death of Duncan. The murder of a king is portrayed as so “unnatural” an act that the natural world is rendered unnatural in response.</p>
<p>The three witches in the original work, are a curious amalgam of the Greek fates, and the popular notion of witchcraft (a topic with which King James was fascinated).</p>
<p>In this version of Macbeth I have tried to maintain both of these elements of the story. I introduce a “nano-blight” &#8211; a mutating plague that spreads in the background of the story &#8211; to stand in for Shakespeare’s perverted natural order. The witches, and their commitment to an upside down morality and world order have been replaced with a more overtly fate-like trio of aliens – one representing the past, one representing the present, and one representing the future. This choice was made because, in the view of this author, the witches ultimately undermine their own commitment to the perverted natural order by facilitating Macbeth’s downfall, actions more consonant with the fates than the proposed philosophical commitment of witchcraft in Shakespeare’s work.</p>
<p>Planets were substituted for castles and, after some thought, Birnham Wood was altered to Birnham asteroid field, allowing an asteroid bombardment to be used to represent the coming of the forest to Dunsinane.</p>
<p>The science fiction setting allowed the use of cloning to take the place of caesarean section as the means by which Macbeth’s nemesis managed to be “not born of woman”.</p>
<p>Lastly, I took one final liberty with the original text and made Fleance a woman. While the original audience were aware that James I was the descendant of Banquo (via marriage at some future time into Duncan’s line) and fulfilled the witches’ prophecies, the relationship of Banquo’s descendents to a future throne needed more immediate establishment in a scence fiction setting. By making Fleance female it became possible to explicitly place those descendants on the throne via a marriage between Duncan’s heir, Malcolm, and Fleance (now transformed into a female character).</p>
<p>Having established the broad, iconic, parameters of the play, along with their parallels, it was now easier to introduce original scenes (and modify traditional scenes), create new characters, and create new events that served the telling of the story, and revealed the deeper nature of the protagonists. Despite some new twists, characters, etc. Macbeth remains a tale of “o’er-leaping ambition” and the perils of the Machiavellian “will to power”.</p>
<p>Since I have been arrogant enough to attempt to adapt a master-work of English literature in this way (and worse to subject it to substantial alteration) I deserve anything I get in terms of “hate” from those who love the original. An attempt like this can’t help but offend many, but , I hope, there will be a few that forgive me and end up enjoying my attempt at imagining my favourite of Shakespeare’s stories, itself an adaptation of material found in Hollinshead’s Chronicles (in turn based on even older material), transplanted into the far future.</p>
<p>Except where noted above, there’s no reason that any of the major (non-lead) or minor characters should be necessarily male or female roles. The aliens, Stuart, Ross, Angus, and the Spy, though written as men, could easily be changed to female roles with a modification of pronouns.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/macbeth-amongst-the-stars-episode-1-a-new-strategy/">MacBeth Amongst the Stars &#8211; Episode 1 &#8211; A New Strategy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>9 Great Techniques for Scene Transitions in Audio Drama</title>
		<link>https://weirdworldstudios.com/9-great-techniques-for-scene-transitions/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 24 Oct 2017 19:01:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scene transitions]]></category>
		<category><![CDATA[scriptwriting]]></category>
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					<description><![CDATA[<p>NINE GREAT TECHNIQUES FOR SCENE TRANSITIONS The scene is written. Your characters pursued their goal, encountered obstacles, faced a dilemma, and settled on a course of action to take in order to move forward. The scene is over and it is time to move into next the scene. So how do you do this? This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/9-great-techniques-for-scene-transitions/">9 Great Techniques for Scene Transitions in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>NINE GREAT TECHNIQUES FOR SCENE TRANSITIONS</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>The scene is written. Your characters pursued their goal, encountered obstacles, faced a dilemma, and settled on a course of action to take in order to move forward. The scene is over and it is time to move into next the scene. So how do you do this?</p>
<p>This week I thought I&#8217;d share some techniques, lifted from Erik Barnouw&#8217;s brilliant &#8220;Handbook of Radio Writing&#8221; (1947), that I find helpful.</p>
<p>These are a variety of devices that can be used to transition from one scene to another. Each has its advantages and disadvantages.</p>
<h3>THE PAUSE:</h3>
<p>The last few words of the previous scene are faded out, a pause occurs, and the first words of the new scene fade in. Generally the new scene is suggested in the closing words of the old scene.</p>
<p>A scene fade-out should be spread over four to fifteen seconds and, as a rule, the last few words in the fading of a speech should be confined to words of no importance to prevent important information being lost to people with their audio set low – words like good-bye, or repetitive phrases are good.</p>
<p>Likewise the fade in to the next scene should begin on an unimportant phrase.</p>
<p>The pause-transition works best at a moment of suspense, relying on anticipation for the next scene to maintain dramatic interest over the dead-stop of the pause.</p>
<p>It can also be a helpful device when there is a very close connection between the material faded out and in – as where an individual begins reading a diary in one scene and fades to the voice of the original writer narrating the events in the next.</p>
<p><strong>Disadvantages</strong></p>
<p>A pause doesn’t announce the end of the scene in as obvious a manner as music does.</p>
<p>Many speeches do not make good fades (do not provide suitable unimportant words at the end to make the fade effective).</p>
<p>The dead stop of the pause can come at the cost of the listener’s continuing dramatic interest.</p>
<p><strong>Advantages</strong></p>
<p>No music or sound effects are required to achieve the pause-transition. This makes it cheaper and less effort to accomplish.</p>
<p>It can create a more natural feel in a show (since it doesn’t introduce any non-natural elements such as sound and narration).</p>
<h3>NARRATION:</h3>
<p>Sometimes the transition from one scene to another is handled by a narrator saying something like “Meanwhile, three miles out of town camping in a dried up creek bed the Dalton gang plan their next move”.</p>
<p>Narration doesn’t quite provide the effect of a curtain on its own so the fade out of the old scene is usually still needed. Generally only a three to five word fade is required (unlike the pause transition which requires a longer fade).</p>
<p><strong>Advantages</strong></p>
<p>The story doesn’t need to halt when a narrator aids the transition. The pause between dialogue and narration can be almost negligibly short.</p>
<p>Narration-transitions come in at full volume and do not needed to be faded in.</p>
<p>Narration also allows the writer to introduce fast and frequent changes of scene.</p>
<p><strong>Disadvantages</strong></p>
<p>The narrator can be used in a clumsy manner if a proxy-listener character must be brought to the foreground. Transitions are better handled by the narrator alone rather than the narrator in dialogue with a proxy-listener.</p>
<p>Some folks feel narration breaks the sense of immersion built up by the dialogue. This is not necessarily the case since the listener participates actively in maintaining the illusion of being present on the scene.</p>
<p>The above point is very controversial for some folks (many producers of modern audio drama are highly vocal in their dislike of narration in general). Personally I enjoy it, even if I don’t use it much in my own scripts.</p>
<h3>SOUND EFFECTS TRANSITIONS:</h3>
<p>Particularly useful in action drama, the sound effect makes a great means of shifting the scene. As with the pause transition, it works best when the setting of the new scene is foreshadowed by the concluding words of the old. It is also more effective where the sound background is repeated/repetitive (as such sounds can be faded out easily without creating confusion).</p>
<p>For example, a protagonist ends a scene by mentioning the need to catch a train (fading out), the sound of the train is introduced (fading in), and the conductor asks for tickets or calls “all aboard” as the sound is faded into the background.</p>
<p><strong>Advantages</strong></p>
<p>Where the fade-in has been handled by the sound effect, dialog can come in at full volume and get right down to business.</p>
<p>The sound effect transition is also a very quick transition. In some cases it can even overlap a scene (particularly useful for flashbacks)</p>
<p><strong>Disadvantages</strong></p>
<p>The sound effect transition tends to work best in action stories and doesn’t lend itself particularly well to stories with a home atmosphere.</p>
<p>The sound effect transition also works best where the effect is created through an ongoing background noise (such as an engine, background babble of a theater or restaurant etc. that can be faded in and out).</p>
<h3>MUSICAL TRANSITIONS:</h3>
<p>This is probably the most common form of transition used in audio drama. It is probably the clearest form of auditory “curtain” used between scenes</p>
<p><strong>Advantages</strong></p>
<p>A musical transition is easily recognised as a curtain by the listener.</p>
<p>The musical transition can be varied to communicate a particular mood (anger, joy, triumph, despair, etc.) as well as signal the end of a scene.</p>
<p>Bridging musical transitions can move the audience from the feeling of one scene into the mood of the next (assisting in the narration).</p>
<p>A musical transition can be used without requiring the old scene to be faded out.</p>
<p>Dialog in the new scene does not need to be faded in.</p>
<p>Music can transition into the sound of the next scene where the sound effect carries a similar rhythm.</p>
<p><strong>Disadvantages</strong></p>
<p>The main disadvantage of the musical transition is the cost of commissioning the music itself. However, there are large libraries of free and public domain music that can be approached for pre-recorded music.</p>
<h3>COMBINATION TRANSITIONS:</h3>
<p>A combination transition is a complex transition in which sound, music, and narration are combined to curtain the scene.</p>
<p><strong>Advantages</strong></p>
<p>By combining transition techniques the shift between one scene and another can be made much more immersive and dramatic.</p>
<p><strong>Disadvantages</strong></p>
<p>Complex transitions of this type, if not directed carefully, can be very confusing for the audience.</p>
<p>A note on consistency in transitions</p>
<p>Never feel constrained to use one and only one transition. Non-naturalistic transitions (like music and narration) should probably be established early, but transitions are tools and should be selected for their contribution to the telling of your story and not for the sake of consistency.</p>
<h3>CONVENTIONAL SYMBOLS:</h3>
<p>Some sounds have taken on a conventional meaning over time. The slide-whistle and chime both can indicate a magical occurrence. The Chinese gong or cymbal crash often indicates a dramatic transition. A harp glissando often indicates the shifting of time (into the past and back again) for flashbacks etc. Be careful of using these conventions, however. Their very popularity has made them into something of a cliche.</p>
<h3>DIALOGUE ON THE MOVE (simulating movement in audio)</h3>
<p>Characters can move from place to place while engaged in dialog. There are two techniques which can help to sell the idea that movement is occurring during conversation.</p>
<p><strong>FADE OUT AND FADE IN:</strong></p>
<p>One way to achieve this is to fade the conversation out and then back in to suggest the movement (the actors moving away from, and then back towards, the microphone). The audience members identify themselves with a fixed point in one location, listening to the conversation depart, and then with a fixed point in the new location, listening as the conversation approaches.</p>
<p><strong>THE MOVING MIKE:</strong></p>
<p>The second way to achieve this effect is to use sound effects to give the impression of movement. Going from inside to outside one might keep the actors voices level in the foreground but include the sound of footsteps, a door opening, and fade in the sound of bird noises etc to indicate the outdoors are being approached.</p>
<p>And there you have it, a set of simple transitions. Are there any techniques you particularly recommend? Let us know in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/9-great-techniques-for-scene-transitions/">9 Great Techniques for Scene Transitions in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Comes Uninvited &#8211; Episode 5 &#8211; Decisions for the Dead</title>
		<link>https://weirdworldstudios.com/where-death-comes-uninvited-episode-5-decisions-for-the-dead/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 20 Oct 2017 19:32:45 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Comes Uninvited]]></category>
		<category><![CDATA[decisions for the dead]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death comes uninvited]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Decisions for the Dead&#8221;, episode 5 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-comes-uninvited-episode-5-decisions-for-the-dead/">Where Death Comes Uninvited &#8211; Episode 5 &#8211; Decisions for the Dead</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Decisions for the Dead&#8221;, episode 5 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; the Gambler). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4097" aria-describedby="caption-attachment-4097" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4097" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/09/016WW001Sml.png?resize=200%2C283" alt="Weird Western - WW001 - Where Death Comes Uninvited" width="200" height="283" /><figcaption id="caption-attachment-4097" class="wp-caption-text">Weird Western &#8211; WW001 &#8211; Where Death Comes Uninvited</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Where Death Comes Uninvited</h2>
<h3>EPISODE #5 – DECISIONS FOR THE DEAD</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #1: Where Death Comes Uninvited</strong></p>
<p>Jim Wilkes, former U.S Marshall, drifts into town to become the new Sheriff, but all is not as it should be.  When he arrives, the town is in mourning, many of its children having been killed in a fire at the schoolhouse/church.  He greets a wall of suspicion against outsiders, the spectre of multiple unsolved murders, strange and unnatural events, and a saloon keeper that seems to rule the town with an iron fist.  In his quest to confront the evil power behind the town he must recruit allies, discover the frightening source of the towns wealth, prevent an indian war, and pass through death itself.  Can he do so before death has a chance to claim the entire town?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Where Death Comes Uninvited</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>JIM WILKES: Sheriff of Liberty Gulch</p>
<p>DAN WILSON: Mayor of Liberty Gulch</p>
<p>CROW&#8217;S SHADOW: Medicine Man</p>
<p>ANNIE DEEMS: Undead Store Owner and Crack Shot</p>
<p>SPEEDING ELK: Undead Indian Brave</p>
<p>SALLY TURNER: Undead Gambler</p>
<p>PRISONER #1: Townsfolk</p>
<p>PRISONER #2: Townsfolk</p>
<p>&nbsp;</p>
<p>SFX: SFX operator (1 required)</p>
<h2>ACT 3</h2>
<h3>SCENE 19: INT – JAIL CELL IN LIBERTY – SOME TIME LATER (DAN, JIM, ANNIE, PRISONER #1, PRISONERS)</h3>
<ol start="803">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: Jim Wilkes, the new Sherriff of Liberty Gulch has returned to town after nearly being killed by the shape-shifting mayor, only to find it over-run by townsfolk with strange silver eyes. He and his deputy, Abe, are both knocked out before they can take action to protect themselves.</li>
<li><span style="text-decoration: underline;">SOUND: CLANG OF JAIL-CELL DOOR SLAMMING SHUT, LOCK BEING TURNED &#8211; LET IT FINISH.</span></li>
<li>JIM: (GROANING) Ugh! Where am I?</li>
<li>ANNIE: Easy now. You&#8217;re in the Town Jail. Again. Only this time I&#8217;m stuck in here with you. Well, me and a few others.</li>
<li>DAN: But not me. (BEAT) Surprise.</li>
<li>JIM: (SLIGHTLY GROGGY) What did you do to the townsfolk?</li>
<li>DAN: Oh, they&#8217;re dead. The cursed rock killed &#8217;em and gave their bodies over to my minions.</li>
<li>ANNIE: What in tarnation are you talkin&#8217; about, Dan? Are you loco or some such?</li>
<li>DAN: Oh, I think the Sheriff knows what I mean Annie. He&#8217;s got that little do-dad around his neck from the medicine man, Crow&#8217;s Shadow. That tells me they&#8217;ve been having a little chat and I&#8217;m sure he was filled in.</li>
<li>JIM: (INTERRUPTING) I&#8217;m still not sure I believe any of it.</li>
<li>DAN: &#8220;Oh ye of little faith&#8221;. Well, you sure should believe it. There ain&#8217;t a person in this town, aside from the few we got locked up, who&#8217;s still alive. They&#8217;re walking around alright, but my minions are pulling the strings. Just a bunch o&#8217; meat puppets under the control of evil spirits.</li>
<li>JIM: So I&#8217;m supposed to believe they&#8217;re skin-walkers like you.</li>
<li>DAN: Well, I don&#8217;t s&#8217;pose they&#8217;re much like me really. I&#8217;m strong and they&#8217;re just my servants. But, yes, they&#8217;re skin walkers too. And yes, I s&#8217;pose we wouldn&#8217;t really characterise ourselves as evil spirits either. But we are from the other side and we do mean you harm (individually and collectively). From your point, at least, of view the label fits.</li>
<li>JIM: You seem mighty pleased with yourself Dan.</li>
<li>DAN: And why not? My experiment worked. The cursed rock forms a gateway between our world and yours. I just have to hand the stuff out and people start dying, replaced by&#8230; well, us. And no-one even picks it until it&#8217;s too late. Why don&#8217;t you join us, Jim? You might even like it.</li>
<li>JIM: After you&#8217;ve told me the people they was is dead. You don&#8217;t think I&#8217;d really buy into a bargain like that do you?</li>
<li>DAN: I guess not. It was worth a shot though. We get to keep all those fine skills and abilities you folk have when we take over. But only if you accept the rock willingly. Something goes wrong with the change if we try to force it on you.</li>
<li>JIM: What about them silver eyes? You ain&#8217;t gonna get very far with your &#8220;followers&#8221; looking like that are you?</li>
<li>DAN: Perhaps not, But fortunately for me the silver only lasts for a couple o&#8217; days after the change. Of course, I&#8217;ll still have to do something about that for my plan to work in high population districts. But I&#8217;ve heard of a fellow back East who makes spectacles with shaded lenses that are becoming quite fashionable. I reckon my servants can hide out using them until the change is over.</li>
<li>JIM: And is that your plan &#8211; to take over people until you&#8217;re in charge?</li>
<li>DAN: That about sums it up.</li>
<li>JIM: I don&#8217;t think you&#8217;ve got enough rock out there to subdue the entire nation.</li>
<li>DAN: And of course, you&#8217;d be right about that. If my plan was to see every man woman and child in the country possessed, it&#8217;d certainly take a lot more o&#8217; this rock than I have here. Even given that I can use the same pieces over and over again. No, I intend to be very selective about who I infect. Senators, Congressmen, Generals, men of industry, and, of course, the President himself. I don&#8217;t have to take over everybody to subdue the nation. To make this country a habitation fit for my kind I only need to take over those who are already in charge.</li>
<li>ANNIE: You&#8217;re insane. This whole thing is insane. Are you telling me the five or six of us you&#8217;ve locked in this jail are all that&#8217;s left of our entire town?</li>
<li>DAN: That&#8217;s right. But don&#8217;t you worry none. You&#8217;ve proved really difficult to kill up til now, Annie. That bullet Leach got off at you three months ago should&#8217;ve done the trick. He was sure he&#8217;d killed you when that horse of yours came wandering back into town, but then you came walking back, bold as brass, talking about being ambushed on the trail. It&#8217;s a lucky thing your horse spooked and threw you off when Leach fired or you&#8217;d have died back then. But now your luck&#8217;s run out.</li>
<li>ANNIE: I ain&#8217;t afraid of the likes of you or your threats.</li>
<li>DAN: No? Take a look out that barred window yonder. See that woodwork going up in the town square? That&#8217;s for you missy. You and the rest of these here &#8220;resistors&#8221;. You&#8217;re all gonna be hung and we&#8217;re all gonna watch. You&#8217;ll be the sacrifice we need to seal our place in this world &#8211; like them chill&#8217;n was the sacrifice we needed to bring ‘em in here in the first place.</li>
<li>ANNIE: You&#8217;re an animal!</li>
<li>DAN: Not even close. Animal, vegetable, mineral? None of them labels apply to the likes of me or mine. (BEAT) Well, I&#8217;ve still got a fair bit to do so (BEAT) I&#8217;ll be seeing you. Bwahahahaha.</li>
<li>SOUND: DAN&#8217;S BOOTS (AND LAUGHTER) RECEDE INTO THE DISTANCE AND THE DOOR SLAMS &#8211; LET IT FINISH.</li>
<li>JIM: My head&#8217;s still spinning a little Annie. Do you happen to know where they put Abe?</li>
<li>ANNIE: Abe&#8217;s dead, Sheriff. He took a bullet in the gut and fell in the street. Then they put one in his head. You, they wanted alive.</li>
<li>JIM: For this sacrifice, I take it?</li>
<li>ANNIE: That sounds about right? You believe any of this mumbo-jumbo?</li>
<li>JIM: I&#8217;ve seen some things in the last few days that have turned my world on its side, Annie. I&#8217;m not gonna even begin to speculate. (BEAT)</li>
<li>Tell me how you ended up in here. Why didn&#8217;t you take some o&#8217; that cursed rock?</li>
<li>ANNIE: It looks mighty shiny, don&#8217;t it? But I know better than to accept anything from the mayor&#8217;s hand. When he brought that wagon into town and started offering people the chance to have a piece, they came running. The few of us who weren&#8217;t interested watched as they started to change. Their eyes turned silver and the Mayor started laughing. Next thing you know they was everywhere, handing out that rock, and grabbing people that refused. Half a dozen of us they locked in here, but the rest they killed outright.</li>
<li>JIM: Well, we need to get ourselves out of here before whatever comes next.</li>
<li>ANNIE: This is the town jail, Sheriff. There&#8217;s no way outta here without a key&#8230; and the mayor&#8217;s got yours.</li>
<li>JIM: That may be so, but there&#8217;s more&#8217;n one key to fit most doors and I carry a skeleton key in my boot.</li>
<li>ANNIE: Well, hot damn! What&#8217;re we waiting for!</li>
<li>JIM: Are the Sheriff&#8217;s rifles still in back.</li>
<li>ANNIE: I suppose, but if these folk are already dead, I doubt they&#8217;ll be much use.</li>
<li>JIM: There&#8217;ll be enough shot-guns and rifles for all of us. Aim for the head. I&#8217;m pretty sure these things need our bodies to be in working order. A head shot should put paid to that.</li>
<li>ANNIE: I guess it&#8217;s worth a try. What&#8217;s the plan.</li>
<li>JIM: It ain&#8217;t much a one, I&#8217;ll admit. But I think our best bet is for you to get the survivors out o&#8217; here while I try and create enough mayhem to keep &#8217;em all distracted.</li>
<li>ANNIE: Not a chance. This is our town. We ain&#8217;t just gonna give it up without a fight.</li>
<li>PRISONERS: (MURMURS OF ASSENT)</li>
<li>JIM: It&#8217;s your town alright. And the people out there are your friends and neighbours. Do you really think you can face &#8217;em.</li>
<li>PRISONER #1: They was our friends and neighbours. Now they&#8217;re some&#8217;t else and they&#8217;d want us to put &#8217;em at rest.</li>
<li>ANNIE: (TO JIM) Well, what do you think?</li>
<li>JIM: It might be leading you all straight to your deaths. I&#8217;ll only do it if&#8217;n you&#8217;re all in agreement.</li>
<li>ANNIE: Stop trying to take responsibility for everything all the time. We can make our own choices, cain&#8217;t we?</li>
<li>PRISONERS: (MURMURS OF ASSENT)</li>
<li>JIM: All right then&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: KEY TURNING IN LOCK, SCRAPE OF DOOR.</span></li>
<li>JIM: &#8230;grab them rifles and let&#8217;s go raze some hell!</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 20: EXT &#8211; MAIN STREET OF LIBERTY &#8211; EVENING  (PRISONER #2, JIM, DAN, ANNIE)</h3>
<ol start="862">
<li><span style="text-decoration: underline;">SOUND: LOTS OF GUN FIRE FROM OUR HEROES (AND YELLING FROM POSSESSED TOWNSFOLK GETTING SHOT) FINALLY COMING TO A HALT- LET IT FINISH.</span></li>
<li>PRISONER #2: (SOBBING) They just kept coming at us. Right down the main street. They weren’t even armed.</li>
<li>JIM: They would have torn us to pieces if they had reached us, though. Remember, your mayor is the bad guy&#8230; and these people were dead long before our bullets hit them.</li>
<li>DAN: (FROM A DISTANCE) That won’t stop you from being blamed for this massacre though. No-one’s gonna believe you didn’t murder the folks of this here town in cold blood.</li>
<li>ANNIE: (STAGE WHISPER) He’s up on the second floor of the saloon.</li>
<li>JIM: (STAGE WHISPER) I see him.</li>
<li>PRISONER #2: He’s set us up!</li>
<li>DAN: (FROM A DISTANCE) You bet. Whether you win here today or not, you’ll never be able to show your faces this side of the Mexican line ever again. And even then, you’ll never be able to sit without your backs against a wall. I’ve seen to that.</li>
<li>ANNIE: You cowardly son of a&#8230;</li>
<li>DAN: (FROM A DISTANCE) Now, now, Annie. No need to go getting unladylike. But then again, I guess they’ll be willing to hang you right alongside the men-folk.</li>
<li>JIM: How are you planning to get out of this Dan. I’m pretty sure that you’re as vulnerable to a head shot as your minions were.</li>
<li>DAN: (FROM A DISTANCE) Maybe. Maybe not. That’s yet to be tested. I tell you what though. I’ll make it sporting for you. Come on inside and charge up the saloon stairs. If you make it to the top alive I’ll let you see if that’s true or not.</li>
<li>ANNIE: (STAGE WHISPER) Sounds like he’s ready for us.</li>
<li>JIM: (STAGE WHISPER) I’d say so. (BEAT) Clem?</li>
<li>PRISONER #2: (STAGE WHISPER) Yeah.</li>
<li>JIM: (STAGE WHISPER) Think you can get a hold of yourself long enough to take some of the others and gather up any lanterns you can find around town?</li>
<li>PRISONER #2: (STAGE WHISPER) Sure, Sheriff. Anything you say.</li>
<li>JIM: (STAGE WHISPER) Good. Get to it and bring them back here.</li>
<li>SOUND: RUNNING FOOTSTEPS &#8211; FADE OUT</li>
<li>ANNIE: (STAGE WHISPER) What you got in mind?</li>
<li>DAN: (TAUNTING) If you fine folks are planning on storming this here saloon o’ mine, come on ahead. I should tell you, though, I’ve still got a few tricks up my sleeve.</li>
<li>JIM: We’ve seen some of your tricks already and I’m not inclined to witness any more just yet.</li>
<li>SOUND: RUNNING FEET AND CLANKING OF LANTERNS &#8211; LET IT FINISH.</li>
<li>PRISONER #2: (STAGE WHISPER) Sheriff? We’re back.</li>
<li>JIM: (STAGE WHISPER) Good. Let’s get under that awning over there and get them alight. Are they mostly full of oil?</li>
<li>PRISONER #2: (STAGE WHISPER) Yes Sir. Are you planning on burning him out.</li>
<li>JIM: (STAGE WHISPER) He’s too dangerous to face directly.</li>
<li><span style="text-decoration: underline;">SOUND: MATCH BEING STRUCK, SOUND OF OIL LANTERN FIRING UP &#8211; LET IT FINISH.</span></li>
<li>DAN: (FROM A DISTANCE) Now Don’t think I don’t know where you are just because you’ve gone under cover. I can wait you out. I don’t have to eat or sleep. I’ll outlast you by a century.</li>
<li>JIM: Alright. They’re lit. Throw them through the windows. Now!</li>
<li><span style="text-decoration: underline;">SOUND: SMASHING OF GLASS.</span></li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF FLAMES TAKING HOLD. ESTABLISH AND UNDER.</span></li>
<li>JIM: How’s that Mr Mayor? Can you outlast a fire?</li>
<li><span style="text-decoration: underline;">SOUND: LOUD ROAR OF A BEAST. &#8211; LET IT FINISH.</span></li>
<li>ANNIE: (FEARFUL) What was that?</li>
<li>JIM: I think he just changed form.</li>
<li><span style="text-decoration: underline;">SOUND: MORE ROARING AND CRASHING (GETTING CLOSER) &#8211; LET IT FINISH.</span></li>
<li>ANNIE: He what?</li>
<li>JIM: He’s a shapeshifter. At least according to the medicine man who gave me this amulet. (BEAT) Now get your guns ready I think he’s gonna come crashing out o’ the saloon any&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SMASHING SOUND OF WOODWORK AND GLASS SPLINTERING FOLLOWED BY GROWLS. &#8211; LET IT FINISH.</span></li>
<li>PRISONER #2: It looks like a giant Mountain Lion. And it’s on fire!</li>
<li>ANNIE: Don’t just stand there, start firing.</li>
<li><span style="text-decoration: underline;">SOUND: BULLETS FLYING, ANIMAL GROWLING AND SNARLING.</span></li>
<li>PRISONER #2: Sheriff, look out! It’s heading right for you.</li>
<li><span style="text-decoration: underline;">SOUND: A ROAR AND A WET TEARING SOUND. BODY OF SHERIFF DROPS &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Don’t stop firing. It’s getting away.</li>
<li><span style="text-decoration: underline;">SOUND: GROWLS AND ROARS FADING INTO THE DISTANCE AS SHOTS TRAIL OFF &#8211; LET IT FINISH.</span></li>
<li>PRISONER #2: Oh no! The Sheriff.</li>
<li>ANNIE: What? Oh no! Sheriff? Sheriff? Sheriff, can you hear me? Jim?</li>
<li>PRISONER #2: Damned if it hasn’t ripped his throat out.</li>
<li>ANNIE: (BEGINNING TO SOB AND FADING OUT) No. Not now. Not like this!</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) MOURNFUL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 21: INT &#8211; CROW’S SHADOW’S TENT &#8211; DAWN (ANNIE, CROW’S SHADOW, JIM, SPEEDING ELK, SALLY TURNER)</h3>
<ol start="914">
<li><span style="text-decoration: underline;">SOUND: (WALLA) DISTANT CHANTING, INDIAN DRUMS &#8211; ESTABLISH AND UNDER.</span></li>
<li>ANNIE: Damn it, Crow’s Shadow. Don’t do this. It ain’t fair to bring him back. ‘Specially when he couldn’t keep so many others alive. Let him go.</li>
<li>CROW’S SHADOW: It not your decision. He is marked by destiny. He is the one we have waited for. The last of you to arrive. With him you can defeat the skin walker.</li>
<li>ANNIE: But you don’t know what it’s been like these last few months. Let him rest.</li>
<li>CROW’S SHADOW: No. He returns. Look.</li>
<li>JIM: (COUGHING) What happened? Did I get hit on the head again? Did we get the Mayor?</li>
<li>ANNIE: Easy Sheriff. The town’s been burned to the ground and all the bodies with it. We’ve seen to that. The mayor got away when he burst out of the saloon and you’ve been dead most of the day.</li>
<li>JIM: I’ve been what?</li>
<li>ANNIE: You’ve been dead. The medicine man has brought you back like he done for the rest of us.</li>
<li>JIM: Wait, who’s here?</li>
<li>ANNIE: The medicine man, you’ve already met him once I believe. He’s called Crow’s Shadow and the only one in here who’s still got blood pumping through his veins. Over yonder is Speeding Elk, he’s been dead more’n a year. Shot in the head by some of the Mayor’s men.</li>
<li>SPEEDING ELK: Hmmmm.</li>
<li>ANNIE: He doesn’t talk much. Sally Turner’s a gambler who was murdered on the Mayor’s orders about three months ago. They dragged her body out into the desert and left it for the coyotes.</li>
<li>SALLY: Howdy.</li>
<li>ANNIE: Me you know already. I never survived that bullet from Wallace Leach’s gun three months ago. Fortunately the bullet took me through the heart and I’ve been able hide what happened by wearing clothes over the hole. Poor Speeding Elk and Sally were identified as dead by their killers and have had to hide out while we waited for you to come along.</li>
<li>JIM: This is loco. Are you saying you came back from the dead?</li>
<li>ANNIE: No. Not really. But sort of. I am saying we died and that we’re still dead, even if we are walking about and talking. And by “we” I mean all of us (except Crow’s Shadow) including you. We was all killed either directly or indirectly by the mayor of Liberty. You’re dead Jim.</li>
<li>JIM: Is this hell?</li>
<li>ANNIE: It’s worse than that. We’ve been killed but we’re still in our bodies. Your throat was ripped out by the Mayor in mountain lion form. You’re gonna have to wear a scarf or something to stay hidden from people.</li>
<li>JIM: How come I ain’t hurting?</li>
<li>ANNIE: Your hurting days are over. I don’t know quite how it works. It’s injun magic of some sort.</li>
<li>JIM: But why?</li>
<li>ANNIE: Crow’s Shadow says we’re spirit walkers, people who have been to the other side and returned. I’ll leave it to him to explain the rest.</li>
<li>JIM: (BEAT) Crow’s Shadow?</li>
<li>CROW’S SHADOW: I am sorry, white eyes. I would not have done this except the skin-walker must be stopped. His will is evil and he will poison the whole earth if he is not stopped. When the people discovered he had found a way out of the spirit world we consulted omens to see what we should do. The omens told us that four would come, four spirit walkers, and that these would be the only ones who could stop him. We have waited and you are now here. You are the chosen ones. The ones upon whom it has fallen to hunt and defeat this monster. This is your destiny!</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>JIM WILKES:</strong> I’m the new Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. This town badly needs some law so’s I expect I’ll have my work cut out fer me.</p>
<p><strong>ABE FARROW:</strong> I was passing through when someone burned the Church down with a bunch a young-uns in it. As the only stranger in town, I ended up in the jail-house. They’ll be comin’ to lynch me real soon, I expect. Ironic that this is how it’ll end. I’m an ex-lawman who’s gonna swing at the end of a rope.</p>
<p><strong>DAN WILSON:</strong> I’m the Mayor of this town and its richest man. I’m charming and friendly and I rule this burgh without being gainsaid. This town is mine and I don’t care who knows it. No-one crosses me and gets away with it.</p>
<p class="ProductionNotes"><strong>CROW’S SHADOW:</strong>  I have power, but I respect and fear it.  I can work great medicine but I do not do so lightly.  I perform dances for my people, to cure sickness, to bring rain, and to protect our lands from the nagloshi and other spirits from beyond.</p>
<p><strong>ANNIE DEEMES:</strong> I run the local store. I’m a woman alone in a tough town and I hold my own. I don’t face too much trouble. Most folks who want to cause any are dissuaded, quick-like, by a well aimed Winchester.  But I was murdered by the Mayor and I was then brought back by Crow&#8217;s Shadow to seek revenge upon the man that did it.</p>
<p><strong>SPEEDING ELK:</strong> I am a tracker and hunter for my people. Murdered by white men, I have been brought back by Crow&#8217;s Shadow to serve my people in seeking their revenge upon the mayor of Liberty Gulch.</p>
<p><strong>SALLY TURNER:</strong> I am a drifter and gambler.  I&#8217;ve had to make a quick exit from many a town over the years, but, until recently, my luck kept me one step ahead of the game.  I say &#8220;until recently&#8221; because my luck ran out in Liberty Gulch.  I was murdered by the mayor and brought back by Crow&#8217;s Shadow to seek revenge upon the man that killed me.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p class="ProductionNotes">
<p class="ProductionNotes"><strong>TOWNSFOLK (PRISONERS):</strong> We’re a community full o’ anger and grief. Our children are gone. Murdered by the Mayor. We want them back, but that ain’t gonna happen. So we’ll settle for revenge… and no-one better get in the way o’ that.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-comes-uninvited-episode-5-decisions-for-the-dead/">Where Death Comes Uninvited &#8211; Episode 5 &#8211; Decisions for the Dead</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4174</post-id>	</item>
		<item>
		<title>5 Common Twists and a Model for Writing Short One Act Plays</title>
		<link>https://weirdworldstudios.com/5-twists-for-one-act-plays/</link>
					<comments>https://weirdworldstudios.com/5-twists-for-one-act-plays/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 17 Oct 2017 20:08:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[short one act plays]]></category>
		<category><![CDATA[twist endings]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4171</guid>

					<description><![CDATA[<p>FIVE COMMON TWISTS Twist endings are the result of a sudden reversal that thwarts the outcome a character has been working towards. There are five common types, three that depend on a surprising revelation and two that depend on the intervention of a surprising event. In the first three, the desired outcome is thwarted because [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/5-twists-for-one-act-plays/">5 Common Twists and a Model for Writing Short One Act Plays</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>FIVE COMMON TWISTS</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Twist endings are the result of a sudden reversal that thwarts the outcome a character has been working towards. There are five common types, three that depend on a surprising revelation and two that depend on the intervention of a surprising event.</p>
<p>In the first three, the desired outcome is thwarted because of</p>
<h3>A REVELATION</h3>
<p><strong>Mistaken Identity:</strong> A woman plans her revenge on the man who cheated her. She crashes her car into him only to discover it was the man&#8217;s twin brother who was responsible.</p>
<p><strong>Deceit: </strong>A man thinks he is buying an elixir of life but has been lied to by a huxter and it is actually poison.</p>
<p><strong>Misperception: </strong>An old man, housebound by age, wants a final look at the world around him only to discover the environment he roams each day is actually a pen in an alien zoo.</p>
<h3>AN EVENT</h3>
<p><strong>Accident:</strong> A bookworm succeeds in a plot to get locked in a special collection of books at the library for one night&#8230; and breaks his glasses.</p>
<p><strong>Competing goals: </strong>A couple are unhappily married and wish a divorce. Each wants to get the bulk of the assets so would rather the other pre-deceased them. The woman tries to kill her husband with poison, while he rigs the light switch to produce a fatal shock. He dies first but when she goes in to check on the body she turns on the light and kills herself.</p>
<p>With regard to process, and as a general guide, short plays stick to a handful of characters (two or three if possible) and take place in a minimum number of locations (one if possible, but a few more if required).</p>
<h3>ONE ACT STRUCTURE</h3>
<p>In terms of story structure, I use a model that, roughly, implements half of the scene/sequel model discussed in some of my other posts.</p>
<ol>
<li>Set the Scene</li>
<li>Introduce the character goal(s)</li>
<li>Introduce an obstacle to the achievement of the goal(s)</li>
<li>Introduce a disaster (the result of a twist if your story has one)</li>
<li>Let the character(s) react</li>
<li>Resolve the story</li>
</ol>
<h3>AN EXAMPLE</h3>
<p>Because a story with a twist isn&#8217;t dependent on characterization for its success, it can be told very quickly indeed using this model. I&#8217;ve mapped a quick adaptation of the misperception plot mentioned above onto the suggested structure&#8230;</p>
<blockquote>
<h4>[SETTING THE SCENE]</h4>
<p>NARRATOR: Some say Hell is other people. Today&#8217;s story focuses on one such man, old and frail, and just now questioning whether his self-imposed life-long isolation has been worth it. We join him as he pushes his wheelchair around his yard on his bit of daily exercise.</p>
<p>SOUND: OUTDOOR AMBIANCE &#8211; BIRDS, A SLIGHT BREEZE, ETC. &#8211; ESTABLISH AND UNDER.</p>
<p>SOUND: SQUEAKING OF WHEELCHAIR &#8211; UNDER.</p>
<p>BOB: (MUTTERING) I hate bein&#8217; old. I hate pushing this chair around. Time was, I hated the world more, though. Built these high walls so&#8217;s I could keep it out. (SNEERING) No &#8220;junk mail&#8221;. No &#8220;TV&#8221;. None o&#8217; them blasted &#8220;sales-folks&#8221; hangin&#8217; on the bell. I thought life was better without seein&#8217; people. Just me &#8216;n my books&#8230;</p>
<h4>[GOAL]</h4>
<p>BOB: (CONTINUING) But now? Now I want to look outside. Jus&#8217; one las&#8217; time. Not for long, mind you, just for a little, and say goodbye. I&#8217;m too sick and too tired for any lies about wantin&#8217; to be remembered. My passin&#8217; won&#8217;t even get a notice in one o&#8217; them &#8220;newspapers&#8221; people used to be so fond of. But I still want to look.</p>
<h4>[OBSTACLE]</h4>
<p>BOB: (CONTINUING) If it weren&#8217;t for this chair it&#8217;d be easy&#8230; and that blasted grate! I put the grate in across the entry to my property long ago. Didn&#8217;t want my neighbour&#8217;s cows wandering in. Nice wide grate. The gaps are too wide for cow hooves to navigate. And too wide for this chair to manage. I&#8217;d look pretty undignified if the folks who deliver my groceries each week found me lying in the yard with my chair stuck in the grate. (LAUGHING) Heh! They&#8217;d love that. They&#8217;d finally get to see the mysterious old man living in Chesterfield Lane. More entertainin&#8217; than leaving the groceries on the steps&#8230; assuming I weren&#8217;t dead of exposure. They only come once a week.</p>
<p>But what do I care o&#8217; dignity? I&#8217;m old. There ain&#8217;t much dignity in that&#8230; and life works hard to steal what little dignity I&#8217;ve got left. Just going to the bathroom in this chair&#8217;s a major production. Yeah, what do I care about dignity? I&#8217;ll do it! I&#8217;ll crawl if I have to. My arms are still strong. I&#8217;ll crawl, dignity be damned, I&#8217;ll see the outside of this place one last time.</p>
<p>SOUND: TIPPING OF CHAIR. THUD OF BODY DROP &#8211; LET IT FINISH.</p>
<p>BOB: (IN PAIN) Aaaah. That hurt. Too old. Too old for falls. Still I can move. I can crawl&#8230;</p>
<p>(INTERMITTENT GRUNTS AS BOB CRAWLS) Ugh&#8230; Argh&#8230; Mmmpf&#8230; Aaah&#8230; Nnnng&#8230; etc.</p>
<p>(PANTING) Here&#8217;s&#8230; the grate&#8230; Should&#8217;ve got a bit closer before ditching the chair&#8230; ah&#8230; well&#8230; Live and learn.</p>
<p>INTERMITTENT GRUNTS AS BOB CRAWLS) Ugh&#8230; Argh&#8230; Mmmpf&#8230; Aaah&#8230; Nnnng&#8230; etc.</p>
<p>(PANTING WITH EXERTION) What&#8217;s happening? There&#8217;s a slope. It feels like it&#8217;s curving upwards&#8230; and it&#8217;s smooth, like glass&#8230; Let me just&#8230; clear some of this dirt off.</p>
<p>SOUND: RUBBING SOUND &#8211; UNDER.</p>
<h4>[DISASTER/TWIST]</h4>
<p>BOB: What&#8217;s under here? It&#8217;s&#8230; what? No? This can&#8217;t be right. It&#8217;s a window&#8230; a window to &#8230; to the stars!</p>
<h4>[REACTION]</h4>
<p>BOB: (CONTINUING) (PANICKED) Where am I? It&#8230; it looks like my house&#8230; my yard&#8230; but, it ain&#8217;t. How long? How long has it been like this? I&#8217;m in space, a bubble&#8230; a zoo! I&#8217;m&#8230; (PAIN) My heart! My&#8230; Ugh.</p>
<h4>[RESOLUTION]</h4>
<p>SOUND: BOB COLLAPSES &#8211; LET IT FINISH.</p>
<p>ALIEN: (CHITTERING ELECTRONICALLY MODULATED) Oh well. It was getting old. Still it will be hard to find another one to last so long. They tend to be so self-destructive when they find out they&#8217;re no longer on earth. I&#8217;m surprised this one lasted so many years. I guess we&#8217;d better flush the body into space.</p>
<p>NARRATOR: And so ends our little tale. We all know that peace and quiet is a good thing. But when was the last time you had contact with another person? It&#8217;s grown awfully quiet while you were listening to this, hasn&#8217;t it? Bwahahahaha.</p></blockquote>
<p>You can also find a set of eight short scripts (available under a creative commons license) that make use of the twist forms discussed in this article at <a href="http://weirdworldstudios.com/experimental-plays/">http://weirdworldstudios.com/experimental-plays/ </a>.</p>
<p>What are your thoughts on stories with a twist ending? Do you enjoy them? Why? Why not? What’s the secret of a great story twist? Let us know in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/5-twists-for-one-act-plays/">5 Common Twists and a Model for Writing Short One Act Plays</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4171</post-id>	</item>
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		<title>Where Death Comes Uninvited &#8211; Episode 4 &#8211; The Fall of Liberty Gulch</title>
		<link>https://weirdworldstudios.com/the-fall-of-liberty-gulch/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 13 Oct 2017 20:59:07 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Comes Uninvited]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the fall of liberty gulch]]></category>
		<category><![CDATA[where death comes uninvited]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4166</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;The Fall of Liberty Gulch&#8221;, episode 4 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-fall-of-liberty-gulch/">Where Death Comes Uninvited &#8211; Episode 4 &#8211; The Fall of Liberty Gulch</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Fall of Liberty Gulch&#8221;, episode 4 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; the Gambler). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4097" aria-describedby="caption-attachment-4097" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4097" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/09/016WW001Sml.png?resize=200%2C283" alt="Weird Western - WW001 - Where Death Comes Uninvited" width="200" height="283" /><figcaption id="caption-attachment-4097" class="wp-caption-text">Weird Western &#8211; WW001 &#8211; Where Death Comes Uninvited</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Where Death Comes Uninvited</h2>
<h3>EPISODE #4 – THE FALL OF LIBERTY GULCH</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
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<p><strong>Serial #1: Where Death Comes Uninvited</strong></p>
<p>Jim Wilkes, former U.S Marshall, drifts into town to become the new Sheriff, but all is not as it should be.  When he arrives, the town is in mourning, many of its children having been killed in a fire at the schoolhouse/church.  He greets a wall of suspicion against outsiders, the spectre of multiple unsolved murders, strange and unnatural events, and a saloon keeper that seems to rule the town with an iron fist.  In his quest to confront the evil power behind the town he must recruit allies, discover the frightening source of the towns wealth, prevent an indian war, and pass through death itself.  Can he do so before death has a chance to claim the entire town?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Where Death Comes Uninvited</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>JIM WILKES: Sheriff of Liberty Gulch</p>
<p>ABE FARROW: Drifter</p>
<p>&nbsp;</p>
<p>DAN WILSON: Mayor of Liberty Gulch</p>
<p>CROW&#8217;S SHADOW: Medicine Man</p>
<p>LEAPING TOAD:  Apprentice Medicine Man</p>
<p>BRAVE #1: Indian Brave</p>
<p>CHIEF: Indian Chief</p>
<p>VILLAGERS: Indian Villagers</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 15: INT &#8211; TENT IN AN INDIAN VILLAGE &#8211; NIGHT (JIM, ABE, CROW&#8217;S SHADOW, LEAPING TOAD)</h3>
<ol start="651">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: Jim Wilkes, Sherriff of Liberty Gulch, and his deputy Abe Farrow, have tracked the murderous mayor into the desert only to have him get the drop on them, take them captive, and to discover he is a shape shifting monster. The mayor has left them to be taken captive by the local indian tribe, on who’s lands they have been trespassing in pursuit of the mayor.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) CRICKETS, INDIAN DRUMS, LOW INDIAN SINGING &#8211; ESTABLISH AND UNDER</span></li>
<li>JIM: (GROANING) Ugh! Where am I?</li>
<li>ABE: Take it easy. You&#8217;ve been out for a while. If you want to know anything, ask him.</li>
<li>JIM: (GRUNTS) Ugh. My hands are tied.</li>
<li>ABE: Mine too.</li>
<li>JIM: Who did you say I should talk to?</li>
<li>ABE: Him.</li>
<li>CROW&#8217;S SHADOW: You awake now. Good. Head hurt?</li>
<li>JIM: Yeah. Who&#8217;re you?</li>
<li>CROW&#8217;S SHADOW: I am Crow&#8217;s Shadow of the Navajo nation. I am the medicine man of my people.</li>
<li>JIM: Where am I?</li>
<li>CROW&#8217;S SHADOW: You are guests in my tent.</li>
<li>JIM: Guests huh? Do you always tie your guests up.</li>
<li>CROW&#8217;S SHADOW: Only when they are also prisoners.</li>
<li>JIM: Why are we here?</li>
<li>CROW&#8217;S SHADOW: You were found trespassing on our land.</li>
<li>JIM: No, I mean why are we still alive?</li>
<li>CROW&#8217;S SHADOW: Ah. You are to stand trial. The spirits will be consulted about your destiny.</li>
<li>JIM: That&#8217;s better&#8217;n being turned into a pincushion by your arrows I s&#8217;pose.</li>
<li>CROW&#8217;S SHADOW: Maybe. Maybe not. It depends on your destiny. You wear a Sheriff&#8217;s badge from the town of the white faces, yes? Why do you enter our land?</li>
<li>JIM: I was chasing a murderer, a killer of children. I thought he was unsuspecting but he was ready for us.</li>
<li>CROW&#8217;S SHADOW: You did not come for the glittering rocks?</li>
<li>JIM: What?</li>
<li>CROW&#8217;S SHADOW: The ground was opened where we found you. Much rock had been taken.</li>
<li>JIM: Oh, the mine. No, we weren&#8217;t after the mine. The man we were chasing had dug it out. Probably over many years.</li>
<li>CROW&#8217;S SHADOW: Hmmm. There is no lie in your voice. Do you know the true nature of the one you pursue?</li>
<li>JIM: What do you mean?</li>
<li>CROW’S SHADOW: He is an enemy to my people &#8211; to all peoples. He looks like a man but is a spirit from beyond. My people call him Naagloshi &#8211; skin walker. He wears the faces of men and beasts. The face of the man he wears now belongs to one who died in this desert many moons ago. He digs cursed rock from the ground to infect others.</li>
<li>ABE: That’s a load of hogwash. Do you really expect us to believe&#8230;</li>
<li>CROW’S SHADOW: Believe what you like, white man. I speak the truth and what you believe cannot change that.</li>
<li>JIM: (MUSING) Given what we’ve seen recently I’m willing to take a little bit on faith. What’s that you were saying about cursed rock? I don’t think I really understood that.</li>
<li>CROW’S SHADOW: Cursed rock is the shining rock the skin walker has been digging from the ground. It weakens the barrier between this world and the next. A man who holds the cursed rock will become infected and turn into a habitation for the skin-walker’s servants. Given time such a one becomes a gate to allow more evil things into our world.</li>
<li>JIM: Since you’re telling us all this, I take it you intend to let us go?</li>
<li>CROW’S SHADOW: If my people will permit it. You trespassed on our lands, but I do not think you did so with evil intent. We may set you free, but only to pursue the skin-walker in payment of your debt to us. We may even help you.</li>
<li>JIM: And if you don’t?</li>
<li>CROW’S SHADOW: You will not like that very much. Best not to think about it.</li>
<li><span style="text-decoration: underline;">SOUND: COMMOTION OUTSIDE. ANGRY VOICES. TENT FLAP OPENS AND MAN PUSHES ROUGHLY THROUGH.</span></li>
<li>LEAPING TOAD: (ANGRY) You go too far, Crow&#8217;s Shadow!</li>
<li>CROW&#8217;S SHADOW: (RESIGNED) What is it this time, Leaping Toad? Have you been too long in the saddle again?</li>
<li>LEAPING TOAD: You make bad jokes and think yourself very funny! I am not impressed.</li>
<li>CROW&#8217;S SHADOW: I am too old for your foolishness and you do not show proper respect. What do you want?</li>
<li>LEAPING TOAD: These men are trespassers. They must die for their crimes.</li>
<li>CROW&#8217;S SHADOW: So you think? This one bears the symbol of authority on his chest. If we kill him, what then? The whites will send others, maybe soldiers. We are not the strength we once were. We could not hold them back. In my youth I fought the white soldiers. I do not wish to see our braves die without reason.</li>
<li>LEAPING TOAD: You are a coward. You let these men live in defiance of our traditions and laws. I will not stand for it.</li>
<li>CROW&#8217;S SHADOW: Ah, so that is it. You wish to challenge me. You have always been impatient.</li>
<li>LEAPING TOAD: There is no-one in this camp who has mastered the herbs and smoke better than I. My knowledge has grown and I now surpass you. I should be medicine man, not you.</li>
<li>CROW&#8217;S SHADOW: Knowledge is not wisdom, Leaping Toad, and you are a fool. I regret that I ever chose you for the training.</li>
<li>LEAPING TOAD: Your regrets are nothing. I have delivered my challenge and today you will die for your insults.</li>
<li>CROW&#8217;S SHADOW: So you seize upon this as an excuse. Alright, but I warn you, Leaping Toad, it is you who will not survive this day.</li>
<li>LEAPING TOAD: Bring your prisoners out into the firelight. Let them witness your demise.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 16: &#8211; EXT &#8211; INJUN CAMPFIRE &#8211; MOMENTS LATER (JIM, ABE, BRAVE#1, LEAPING TOAD, CROW’S SHADOW, ONLOOKERS, CHIEF)</h3>
<ol start="704">
<li><span style="text-decoration: underline;">SOUND: (WALLA) CRICKETS, CRACKLE OF FLAME, DRUMS, CHANTING &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM AND ABE: (GRUNTING AS THEY ARE FORCED TO THE GROUND)</li>
<li><span style="text-decoration: underline;">SOUND: JIM AND ABE BEING FORCED TO THE GROUND &#8211; LET IT FINISH.</span></li>
<li>BRAVE #1: Do not move. You can watch but do not interfere.</li>
<li>ABE: (STAGE WHISPER) What’s going on here.</li>
<li>JIM: (STAGE WHISPER) I don’t know. Some kind of challenge against the medicine man, I think.</li>
<li>LEAPING TOAD: I am Leaping Toad. You know me and my life here. I have been trained by Crow’s Shadow and I know him. He has become arrogant and has wandered from the path. He says that these men who trespass on our land are the enemies of our enemy and that we should ally ourselves with them. I say they are liars, who pretend for the sake of their skins and scalps. I say Crow’s Shadow has grown fearful and afraid. He fears the white-eyes and so, in cowardice, gives in to them and abandons our ways and laws. Our law has been broken and they must be punished. This is what I say to the people.</li>
<li>CROW’S SHADOW: I am Crow’s Shadow. You know me and my life here. I trained Leaping Toad in secrets of the medicine man and he has long wished for my place in the tribe. He accuses me of arrogance but is arrogant himself. These white-eyes wear the tin star. They have much medicine among their people. To kill them is to invite war. They are tasked by their people with pursuing breakers of white-eyes law. Our enemy has killed children among them and they have pursued him into our lands. It is wisdom to let them go and try to bring our enemy down for us. This is what I say to the people.</li>
<li>CHIEF: How will we know which path has the most wisdom?</li>
<li>LEAPING TOAD: By trial of medicine. Whoever has the greater medicine will prevail.</li>
<li>CROW’S SHADOW: This is foolish and can only end in sadness.</li>
<li>CHIEF: I am Chief. It is Leaping Toad’s right to make challenge. Begin the trial of medicine. This is what I say to the people.</li>
<li>ONLOOKERS: (MURMURS GROW QUIET).</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ABE: What in Sam Hill?</li>
<li>JIM: Looks like more of that injun magic you don’t believe in.</li>
<li>ONLOOKERS: (MURMURS OF APPRECIATION)</li>
<li>ABE: The one called Leaping Toad is starting to glow and change shape.</li>
<li>JIM: He’s turning into a glowing blue bear.</li>
<li>LEAPING TOAD: (ROARS LIKE A BEAR).</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ABE: Now the other one’s changing. Not a bear this time, but a Coyote.</li>
<li>CROW’S SHADOW: (GROWLS LIKE A COYOTE)</li>
<li><span style="text-decoration: underline;">SOUND: BEAR AND COYOTE FIGHTING, SNARLS, ROARS ETC. &#8211; ESTABLISH AND UNDER. CONTINUE UNTIL 718.</span></li>
<li>JIM: I’m seeing it, but I’m struggling to believe it.</li>
<li>ABE: The coyote’s attacking the bear, darting in and out. But I don’t understand&#8230;</li>
<li>JIM: He’s trying to bring the bear down. He’s aiming to ham-string the creature.</li>
<li>ABE: The bear’s not even getting close.</li>
<li>LEAPING FORG: (PITEOUS ROAR OF PAIN).</li>
<li><span style="text-decoration: underline;">SOUND: BEAR’S BODY FALLS TO GROUND.</span></li>
<li>JIM: The coyote’s done it. The creature has fallen.</li>
<li>ABE: Hang on something else is happening.</li>
<li><span style="text-decoration: underline;">SOUND: TWO MAGICAL CHIMES IN CLOSE SUCCESSION &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: SCREAMS AND YELLS OF SHOCK AND FEAR FROM THE TRIBE &#8211; LET IT FINISH.</span></li>
<li>JIM: Crow’s Shadow is back to normal but Leaping Toad is changing.</li>
<li>SOUND: WET RIPPING NOISES AND INHUMAN ROARS OF PAIN &#8211; ESTABLISH AND UNDER. CONTINUE UNTIL 728.</li>
<li>ABE: Something’s tearing its way out of him.</li>
<li>CROW’S SHADOW: He was arrogant and weakened himself too much. The spirit he sought to control has taken over. We must kill the body before the transformation is complete.</li>
<li>CHIEF: Braves, kill Leaping Toad.</li>
<li><span style="text-decoration: underline;">SOUND: WHOOSH THUNK OF MANY ARROWS. PITEOUS ROARS AS SPIRIT CREATURE IS STRUCK &#8211; LET IT FINISH.</span></li>
<li>CROW’S SHADOW: He is gone.</li>
<li>CHIEF: The way of wisdom is now clear. (TO CROW’S SHADOW) Free these men and send them back. Return their horses and give them what aid you feel is right. Your medicine has prevailed.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) SLIGHTLY SAD SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 17: EXT &#8211; SILVER MINE &#8211; NIGHT (JIM, CROW’S SHADOW ABE)</h3>
<ol start="747">
<li><span style="text-decoration: underline;">SOUND: (WALLA) CRICKETS, OCCASIONAL OWL, JANGLE OF HARNESS, AND CLIP CLOP OF THREE SLOW MOVING HORSES &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Is that the mine up ahead, Crow’s Shadow?</li>
<li>CROW’S SHADOW: Yes. But your enemy is gone. And the rock with him.</li>
<li>ABE: I ain’t at all sure how we’re supposed to fight this thing, if it’s already dead.</li>
<li>CROW’S SHADOW: You are not. This task falls to another.</li>
<li>JIM: Who then?</li>
<li>CROW’S SHADOW: You. Your destinies lie along separate paths and you will not be together on this trail much longer.</li>
<li>JIM: How do you know this?</li>
<li>CROW’S SHADOW: I read the signs in the rocks and wind and in your blood. For you there is a great struggle ahead. For him, a different journey.</li>
<li>ABE: Well, if that don’t beat all.</li>
<li><span style="text-decoration: underline;">SOUND: HORSES STOP.</span></li>
<li>CROW’S SHADOW: I will accompany you no further. From here you should be able to find your way back to the town of the white eyes. Be careful. I do not think you will find things as you left them. Before you go I wish to give you this.</li>
<li>JIM: A necklace?</li>
<li>CROW’S SHADOW: Mmmm. It will protect you from the corrupting power of the rock. The Naagloshi knows you are coming.</li>
<li>JIM: I still don’t know how we’re supposed to kill it.</li>
<li>CROW’S SHADOW: The Skin Walker’s power comes from the cursed rock. He is also vulnerable to it. Tip your arrows with the rock and pierce his heart. In this way you will bring him down.</li>
<li>JIM: We don’t use arrows.</li>
<li>CROW’S SHADOW: Then perhaps you will die.</li>
<li>SOUND: CROW’S SHADOW’S HORSE MOVES AWAY.</li>
<li>CROW’S SHADOW: (FROM A DISTANCE) Farewell, white eyes.</li>
<li>ABE: Ain’t he a little ray of sunshine.</li>
<li>JIM: Ahuh. I guess we still got ourselves a job to do.</li>
<li>ABE: I guess so.</li>
<li><span style="text-decoration: underline;">SOUND: HORSES BEGIN MOVING AGAIN &#8211; ESTABLISH AND UNDER.</span></li>
<li>ABE: How long do you reckon til we reach town.</li>
<li>JIM: We should be there just before dawn.</li>
<li>ABE: I thought as much. That’s quite a ride, and aside from the clubbing we took, we ain’t had no sleep.</li>
<li>JIM: I’m pretty sure we cain’t afford to take the time.</li>
<li>ABE: I suppose not. Let’s go. (BEAT) Hey, Sherrif?</li>
<li>JIM: Yeah?</li>
<li>ABE: Do you feel like we’re bein’ watched?</li>
<li>JIM: Ahuh. I keep catching their eyes in the moonlight.</li>
<li>ABE: Injuns?</li>
<li>JIM: Mountain lions. (BEAT) I think the mayor is watching us.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER.</span></li>
</ol>
<h3>SCENE 18: EXT &#8211; ENTERING THE TOWN OF LIBERTY FROM THE DESERT &#8211; DAWN (ABE, JIM, DAN)</h3>
<ol start="782">
<li><u>SOUND: (WALLA) WALKING OF HORSES &#8211; ESTABLISH AND UNDER.</u></li>
<li>JIM: Sun’ll be up soon.</li>
<li>ABE: The town’s straight ahead of us, but there ain’t a light in sight.</li>
<li>JIM: I’ll grant you that it’s a bit odd. Usually there’s a candle or two to be seen and the Saloon is almost never closed.</li>
<li><span style="text-decoration: underline;">SOUND: GUN BEING DRAWN AND COCKED &#8211; LET IT FINISH.</span></li>
<li>ABE: You think we’ll be needing these.</li>
<li>JIM: I do.</li>
<li><span style="text-decoration: underline;">SOUND: SECOND GUN BEING DRAWN AND COCKED &#8211; LET IT FINISH,</span></li>
<li>JIM: Keep your eyes peeled.</li>
<li><span style="text-decoration: underline;">SOUND: A FEW BEATS OF BACKGROUND WALLA THEN GUNSHOT, NEIGH OF STARTLED HORSE &#8211; LET IT FINISH.</span></li>
<li>ABE: I’m hit! Damn it!</li>
<li><span style="text-decoration: underline;">SOUND: HORSE REARS AND BODY THUMP AS ABE HITS GROUND.</span></li>
<li>JIM: Damn it, Abe. Are you alright. (BEAT) The townsfolk are pouring out of the buildings. Get up. (BEAT) Damn it. What’s the matter with their eyes? They’re silver!</li>
<li><span style="text-decoration: underline;">SOUND: SNARLING HISSING NOISES AS TOWNSFOLK CHARGE FORWARD AND DRAG JIM FROM HORSE.</span></li>
<li>JIM: Stay back. I don’t want to shoot you. Stay baaack.</li>
<li><span style="text-decoration: underline;">SOUND: THUD OF HEAVY ROCK.</span></li>
<li>JIM: (GROANS AS PASSES OUT) Ugh!</li>
<li>DAN: (LAUGHING &#8211; UNDER AND UP) Bwahahahahaha.</li>
<li><span style="text-decoration: underline;">SOUND: SNARLING ETC.- FADE OUT &#8211; LEAVING ECHOING LAUGH OF MAYOR UNDERNEATH &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p>JIM WILKES: I’m the new Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. This town badly needs some law so’s I expect I’ll have my work cut out fer me.</p>
<p>ABE FARROW: I was passing through when someone burned the Church down with a bunch a young-uns in it. As the only stranger in town, I ended up in the jail-house. They’ll be comin’ to lynch me real soon, I expect. Ironic that this is how it’ll end. I’m an ex-lawman who’s gonna swing at the end of a rope.</p>
<p>DAN WILSON: I’m the Mayor of this town and its richest man. I’m charming and friendly and I rule this burgh without being gainsaid. This town is mine and I don’t care who knows it. No-one crosses me and gets away with it.</p>
<p class="ProductionNotes">CROW’S SHADOW:  I have power, but I respect and fear it.  I can work great medicine but I do not do so lightly.  I perform dances for my people, to cure sickness, to bring rain, and to protect our lands from the nagloshi and other spirits from beyond.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p class="ProductionNotes">LEAPING TOAD: I have power, and, unlike some, I am not an old woman, afraid to use it.  Crow’s Shadow has become weak and fearful.  He is no longer fit to provide medicine to our people.  I should be appointed in his place.</p>
<p class="ProductionNotes">CHIEF: I am old and have wisdom.  I wish my people well.  It is my part to hear the voices of my people and make the choices that will affect us all.</p>
<p class="ProductionNotes">BRAVES (AND VILLAGERS): I follow the traditions of my people.  I fear the spirits and the powers of the medicine men.  I look to my chief for wisdom and protection and I follow his decisions.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/the-fall-of-liberty-gulch/">Where Death Comes Uninvited &#8211; Episode 4 &#8211; The Fall of Liberty Gulch</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<item>
		<title>A Guide to Basic Script Conventions in Audio Drama</title>
		<link>https://weirdworldstudios.com/script-conventions/</link>
					<comments>https://weirdworldstudios.com/script-conventions/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 10 Oct 2017 08:53:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[script conventions]]></category>
		<category><![CDATA[scriptwriting]]></category>
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					<description><![CDATA[<p>THE CONVENTIONS OF SCRIPT PRESENTATION At the outset I should acknowledge that there are numerous conventions in use for script production and presentation. The ones I am writing about here are the conventions that I, personally, use most frequently. They are not original to me, having come by way of the very talented Tony Palermo [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/script-conventions/">A Guide to Basic Script Conventions in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>THE CONVENTIONS OF SCRIPT PRESENTATION</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>At the outset I should acknowledge that there are numerous conventions in use for script production and presentation. The ones I am writing about here are the conventions that I, personally, use most frequently. They are not original to me, having come by way of the very talented Tony Palermo (google him, his website is a great permanent resource) and Erik Barnouw (whose hard to locate &#8220;Handbook of radio writing&#8221; is in my opinion, yet to be surpassed &#8211; and among my most treasured possessions).  So, without further ado, here are the guidelines I employ&#8230;</p>
<p>To make it easy to find and keep your place within the script all the lines should be numbered consecutively (as should scenes). I like line numbers because they make it easy to reference sections of the script in rehearsal and performance (especially if you can&#8217;t get people in the same room at the same times or need to record or rehearse out of order).</p>
<p>&#8220;Let&#8217;s pick it up from line 196&#8221; is just a whole lot easier than &#8220;Let&#8217;s go from JIM&#8217;s line half way down the third page of Scene 3&#8221;.</p>
<p>Numbers which are to be spoken aloud should be spelled out (e.g., thirteen, three hundred and twelve).</p>
<p>Sound effects should be underlined and capitalized to reduce the chance that they will be mistaken for a line that needs to be read out.</p>
<p>Sound effects are cued with the word <span style="text-decoration: underline;">SOUND</span> and underlined. <span style="text-decoration: underline;">MUSIC</span> should be cued likewise.</p>
<p>Sound effects should be accompanied by a square bracketed number (e.g., [31]). These numbers should correspond to a sound effects list included in the Appendices following the end of the script for the sound designers. They should also be placed at the beginning of sound directions so that they can be found and referred to quickly and easily.</p>
<p>Sound effects should be described as efficiently as possible presenting the description first followed by a hyphen and any direction for the sound effects team eg. <span style="text-decoration: underline;">SOUND: [31] PLANE FLYING &#8211; ESTABLISH AND FADE OUT.</span></p>
<p>Sound effects should be described as simply as possible (to be read quickly &#8211; this is especially important in live performances) eg. <span style="text-decoration: underline;">SOUND: [12] (WALLA) CROWD MURMURING &#8211; ESTABLISH AND UNDER</span> rather than <span style="text-decoration: underline;">SOUND: [12] THE SOUND OF A LARGE GATHERING OF PEOPLE CAN BE HEARD MILLING ABOUT &#8211; ESTABLISH AND UNDER.</span> Sometimes a long sound description (particularly for something unusual) is absolutely essential.</p>
<p>As already stated, I include an appendix for the sound folks (that allows me to add more detail to sound descriptions than appears in the script), in the form of a numbered list keyed to the script. I find that creating this master list lets the SFX folks identify and gather the required sounds (whether practical or recorded) prior to performance/recording (or for post production) without risking them missing any of them because they accidentally overlooked a particular sound cue buried in the script itself.</p>
<p>Speakers are indicated by the character’s name appearing in capitals followed by a colon (e.g., TOM: ).</p>
<p>When introducing a character for the first time the cue should utilize the full name. It may be shortened thereafter but should remain capitalized throughout.</p>
<p>Occasionally, directions regarding the delivery of a line will appear. These are capitalized and bracketed, e.g., (NERVOUSLY), and appear at the beginning of the delivered line (or section of line) to reduce the chance that the direction will accidentally be read aloud.</p>
<p>Difficult-to- pronounce names and words should include a guide to pronunciation in order to make pronunciation easier, e.g., Cartagena (KARTA–HAIN–YA), and should appear after the word itself.</p>
<p>Each scene is numbered and identified as being either an interior (INT.) or exterior (EXT.) scene to assist the sound production in setting the right amount of echo and ambiance.</p>
<p>Usually some indication of the time of day is provided, e.g., NIGHT, again to assist the sound designers.</p>
<p>The scene’s title should always be followed by a short bracketed list of the characters required for the scene. This lets the actors know they are going to appear in the scene so that they are ready when called upon to deliver a line. Eg. SCENE 1 &#8211; INT &#8211; SAM SPADE&#8217;S OFFICE &#8211; MORNING (SAM SPADE, SALLY WILSON, MISS WONDERLY)</p>
<p>Try to avoid splitting dialog between two pages. It&#8217;s better to start a line on a new page than risk recording the sound of pages turning in the middle of a speech. A long speech may, of course, be forced to cross pages. In that case, break the text on the end of a paragraph and include the words (CONTINUED OVER), capitalized and in brackets, at the end of the line.</p>
<p>I also set up my preferred word processor with styles for dialog, sound, and music, and to handle the automatic numbering of lines (so that I don&#8217;t have to worry about renumbering when I insert new dialog or sound directions during revision etc.).</p>
<p>The term [CUE] is used at the beginning of some lines to inform the actors that there is no sound effect or music to indicate when a line should be delivered and that the actor should look to the director to indicate when to begin speaking.</p>
<p>Commonly encountered descriptive terms and directions found in audio scripts include:</p>
<p>(BEAT) — A momentary pause for the count of one or a single beat.</p>
<p>(BRIDGE) — Music played between scenes — the audio drama equivalent of raising and lowering the curtain on a scene.</p>
<p>(CALLS OUT/SCREAMS) — Achieved by raising the head and mouth to shout or scream to the ceiling.</p>
<p>CONTINUE UNTIL — Let the sound or music play until a particular line number or symbol (such as * ) is reached.</p>
<p>[CUE] — The actor should wait for the director to indicate it is time to begin delivering the line.</p>
<p>(DISTANT, OFF MIC) — In traditional radio broadcasting this was achieved by having the actor step away from the microphone before delivering the line.</p>
<p>(ENTERING/EXITING) — Approaching or moving away from the microphone.</p>
<p>ESTABLISH — Let the sound or music play for a moment before any other sound or dialog is added.</p>
<p>FADE IN — Start the sound or music softly and then gradually increasing its volume.</p>
<p>FADE OUT — Gradually lowering the volume on the sound or music until it can no longer be heard.</p>
<p>FADE UNDER (or simply UNDER) — Lowering the volume of the sound effect or music until the actors’ voices are clearly audible over it.</p>
<p>LET IT FINISH — Playing the sound or music until it is complete without fading it.</p>
<p>(STAGE WHISPER) — A loud whisper uttered by the actor, intended to be heard by the audience but supposedly unheard by other characters in the play.</p>
<p>(STING) — Music used as punctuation to emphasize the emotion of a moment. The “dum-de-dum-dum” that plays when a body is discovered or the “bada-bing” cymbal crash of a joke being delivered etc.</p>
<p>(TO ROBIN, TO ALL) — Dialog to be directed to one or a number of characters in the scene.</p>
<p>UNDER — Continue a sound effect or music at low volume under the dialog or action taking place.</p>
<p>(WALLA) — Background sound belonging to the environment (for example, the sounds of a busy street).</p>
<p>British and American script writing conventions differ somewhat and there are significant differences between the conventions applied in the golden age of audio-script writing and those used today.</p>
<p>My own preference is to use the conventions of the past&#8230; the conventions used at the height of audio drama production arose to make the job of producing a script easier in the incredibly high volume production environment of the 30s, 40s, and early 50s. I personally feel the older conventions are a lot more efficient than the ones in use today (and they were the conventions I learned first, so they are also more familiar to me).</p>
<p>Modern script writing conventions (particularly in their American form) tend to be ported across from screenplay writing, a form that is similar to, but doesn&#8217;t fully meet the needs of audio production.</p>
<p>That said, when submitting work to be considered by producers, it is essential that you identify and use the format they require. In my case this requires me to adjust the format of my scripts when I submit them to U.K producers and do so again when I submit them to American producers. The adjustments aren&#8217;t large, but to submit a script that doesn&#8217;t meet the formatting requirements of the organisation to which it is sent is a sure way to guarantee it doesn&#8217;t get read. If you have only one market for your scripts then identify the formatting requirements of that market and stick to them.</p>
<p>Have I left out any important conventions? Do you have any advice or alternatives for formatting audio scripts? Share your thoughts in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/script-conventions/">A Guide to Basic Script Conventions in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4164</post-id>	</item>
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		<title>Where Death Comes Uninvited &#8211; Episode 3 &#8211; Into the Desert</title>
		<link>https://weirdworldstudios.com/into-the-desert/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 06 Oct 2017 05:33:35 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Comes Uninvited]]></category>
		<category><![CDATA[into the desert]]></category>
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		<category><![CDATA[where death comes uninvited]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Into the Desert&#8221;, episode 3 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/into-the-desert/">Where Death Comes Uninvited &#8211; Episode 3 &#8211; Into the Desert</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Into the Desert&#8221;, episode 3 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; the Gambler). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4097" aria-describedby="caption-attachment-4097" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4097" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/09/016WW001Sml.png?resize=200%2C283" alt="Weird Western - WW001 - Where Death Comes Uninvited" width="200" height="283" /><figcaption id="caption-attachment-4097" class="wp-caption-text">Weird Western &#8211; WW001 &#8211; Where Death Comes Uninvited</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Where Death Comes Uninvited</h2>
<h3>EPISODE #3 – INTO THE DESERT</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #1: Where Death Comes Uninvited</strong></p>
<p>Jim Wilkes, former U.S Marshall, drifts into town to become the new Sheriff, but all is not as it should be.  When he arrives, the town is in mourning, many of its children having been killed in a fire at the schoolhouse/church.  He greets a wall of suspicion against outsiders, the spectre of multiple unsolved murders, strange and unnatural events, and a saloon keeper that seems to rule the town with an iron fist.  In his quest to confront the evil power behind the town he must recruit allies, discover the frightening source of the towns wealth, prevent an indian war, and pass through death itself.  Can he do so before death has a chance to claim the entire town?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Where Death Comes Uninvited</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>JIM WILKES: Sheriff of Liberty Gulch</p>
<p>ANNIE DEEMES: Crack Shot and Store Keeper</p>
<p>ABE FARROW: Drifter</p>
<p>GUNMAN #1: Townsfolk</p>
<p>GUNMAN #2: Townsfolk</p>
<p>DAN WILSON: Mayor of Liberty Gulch</p>
<p>WALLACE LEACH: Deputy of Liberty and Henchman to Dan</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 9: INT &#8211; THE SALOON &#8211; DAY (JIM, ABE, WALLACE, GUNMAN#1, GUNMAN#2)</h3>
<ol start="413">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH</span></li>
<li>NARRATOR: Having exhonerated the drifter, Abe Farrow, of the arson murder of a number of children in the town, Jim Wilkes (formerly of the U.S Marshall’s office and now Sherriff of Liberty Gulch) has appointed Abe as his deputy. This is bound to rile up the crooked mayor and his supporters who Jim is determined to face off with down at the saloon.</li>
<li>WALLA: TINNY HONKY-TONK PIANO MUSIC, A FEW MURMURING VOICES, ETC &#8211; ESTABLISH AND UNDER.</li>
<li>WALLACE: What the hell are you doing here, Sheriff? And what’s that child killer doing out o’ jail?</li>
<li><span style="text-decoration: underline;">SOUND: ANGRY MURMURS FROM PATRONS &#8211; LET IT FINISH.</span></li>
<li>JIM: Well, firstly I need to see our illustrious Mayor and secondly, it turns out your child killer was someone else.</li>
<li><span style="text-decoration: underline;">SOUND: CHAIRS BEING PULLED BACK &#8211; MEN RISING TO THEIR FEET &#8211; PIANO MUSIC STOPS &#8211; LET IT FINISH.</span></li>
<li>WALLACE: Is that right? It don’t look like there are many people here who agree with you much?</li>
<li>JIM: That’s as may be.</li>
<li>GUNMAN #1: (THREATENINGLY) Why’d you cut him loose, Sherrif?</li>
<li>GUNMAN #2: Yeah. Why?</li>
<li><span style="text-decoration: underline;">SOUND: GUNS BEING COCKED &#8211; LET IT FINISH.</span></li>
<li>JIM: You boys might want to take it easy with those irons. They ain’t allowed in city limits.</li>
<li>GUNMEN: (LAUGHING) Are you gonna take ‘em from us, Sheriff?</li>
<li><span style="text-decoration: underline;">SOUND: GUNS BEING COCKED &#8211; LET IT FINISH.</span></li>
<li>JIM: I just might. Or you could settle down, hand ‘em over peacable like, and walk outta here without anyone getting hurt. (BEAT) What’s it gonna be?</li>
<li><span style="text-decoration: underline;">SOUND: FOUR GUNSHOTS, TWO BOTTLES SMASHING AND A RICOCHET &#8211; LET IT FINISH.</span></li>
<li>GUNMAN #1: My shoulder!</li>
<li>GUNMAN #2: My gun! He shot the gun right outta my hand!</li>
<li>WALLACE: (PANICKED) Who’s gonna pay for them bottles?</li>
<li>ABE: Sorry, boss. I obviously ain’t the crack-shot you are. I had to just wound mine.</li>
<li>JIM: ‘S alright. You boys are done here. If I see you around this town again, I’ll run you in or kill you. As for my deputy. He didn’t kill them children. There was someone else loitering outside that Church on the night of the fire.</li>
<li>WALLACE: (PANICKING) Now, you caint just come in here accusing me o’&#8230;</li>
<li>JIM: Who said anything about you Leach? Is your conscience a little uneasy?</li>
<li>SOUND: ANGRY MURMURS FROM PATRONS &#8211; LET IT FINISH.</li>
<li>WALLACE: (GENUINE FEAR) I don’t have to stay here and&#8230;</li>
<li>I didn’t do&#8230; Just stay back&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET AS LEACH TAKES OFF &#8211; SALOON DOORS SWINGING IN HIS AFTERMATH &#8211; LET IT FINISH.</span></li>
<li>ABE: You want we should chase him down?</li>
<li>JIM: Naw, he aint goin’ far&#8230; and he’s just the tool. I want the man who gave him his marching orders.</li>
<li>GUNMAN #2: Can we have our guns back Sheriff?</li>
<li>JIM: You should consider yourselves lucky you can still walk under your own power. Leave the guns and git. In fact I suggest everyone goes home. The bar is closed.</li>
<li>GUNMAN #1: (TO ABE) You’re gonna regret pluggin’ me, “deputy”. You’ll see.</li>
<li><span style="text-decoration: underline;">SOUND: GUNSHOT, THEN TWO MORE.</span></li>
<li>GUNMAN #2: (TERROR) We’re leaving. We’re leavin’.</li>
<li>SOUND: MANY BOOTS RUNNING OUT &#8211; LET IT FINISH.</li>
<li>ABE: (TO JIM &#8211; INNOCENTLY) What?</li>
<li>JIM: It’s a shame is all. Those were perfectly good bullets you just planted in them floor-boards.</li>
<li>ABE: I figure it was worth it, just to shut em up, like.</li>
<li>JIM: Fair enough. Let’s head up the stairs and have a talk with Mayor Wilson.</li>
<li>ABE: I’m surprised the noise hasn’t drawn him out.</li>
<li>JIM: Yeah, I was thinkin’ about that myself. Best you reload your piece. He might be sitting in a corner waiting for us with a Winchester.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 10: INT &#8211; THE CORRIDOR IN FRONT OF THE MAYOR’S LODGINGS &#8211; DAY (JIM, ABE)</h3>
<ol start="456">
<li>JIM: [CUE] (STAGE WHISPER) Stay on the other side of the door. I’ll knock from this side.</li>
<li>ABE: No problem, boss. This ain’t my first rodeo.</li>
<li>JIM: Heh!</li>
<li><span style="text-decoration: underline;">SOUND: BRIEF KNOCKING ON DOOR. FOLLOWED BY LONG PAUSE. &#8211; LET IT FINISH.</span></li>
<li>ABE: Could he be out?</li>
<li>JIM: He didn’t strike me as the cowardly type. I guess he could be elsewhere.</li>
<li>ABE: That being the case&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF DOOR SPLINTERING &#8211; LET IT FINISH.</span></li>
<li>ABE: &#8230;we found the door kicked in, and being good, law-upholding peace officers, we had to go in and make sure the Mayor’s possessions were all safe.</li>
<li>JIM: Is that something you picked up deputying for McDaniels?</li>
<li>ABE: Ahuh.</li>
<li>JIM: Well, I guess we caint just walk away now.</li>
<li>ABE: After you.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: INT &#8211; THE MAYOR’S LODGINGS &#8211; A LITTLE LATER (JIM, ABE)</h3>
<ol start="470">
<li>ABE: [CUE] It definitely looks like he’s not here.</li>
<li>JIM: Ahuh. Thanks for the update. Would you mind putting them mighty observational powers o’ yours to use going through them cupboards.</li>
<li>ABE: (LAUGHING) Sure boss.</li>
<li>JIM: This is interesting. The Mayor’s private calendar has the current date marked with the word “Desert”.</li>
<li>ABE: You thinkin’ he’s makin’ one o’ them trips into injun territory that he’s been rumoured to take from time to time?</li>
<li>JIM: Could be. By the look, he’s due back tomorrow.</li>
<li>ABE: Hmmm. What’s this? Does the mayor have a thing for hair?</li>
<li>JIM: Not that I know of. Why?</li>
<li>ABE: Inside this drawer. Locks of hair, fine, not coarse.</li>
<li>JIM: Making himself a wig maybe? He sure dresses fine. Could be he’s afraid o’ going bald.</li>
<li>ABE: I don’t think so. There ain’t enough of it to make a doll’s wig let alone a man’s. And it’s all different colours too.</li>
<li>JIM: That’s given me a nasty thought.</li>
<li>ABE: Yeah?</li>
<li>JIM: I wonder if it’d match the hair o’ any of the dead children?</li>
<li>ABE: That is a nasty thought. I’ll gather it up so we can check with the parents.</li>
<li>JIM: Speaking o’ nasty.</li>
<li>ABE: Hmmm?</li>
<li>JIM: See this? I think it’s the Mayor’s journal.</li>
<li>ABE: So?</li>
<li>JIM: I think it’s written in blood.</li>
<li>ABE: Let me see?</li>
<li>(BEAT) Well I’ll be&#8230; What are all these weird symbols?</li>
<li>JIM: Some of it looks like another language&#8230; maybe. But these, stars and circles, they just give me the creeps. And look here, on the last page. (READING) “The master demands a sacrifice of innocents. This may turn out to be an opportunity to be rid of more than one problem. That damned preacher has interfered too often in our affairs.”</li>
<li>ABE: When’s it dated?</li>
<li>JIM: The day of the fire.</li>
<li>ABE: And his master? What do you think that means?</li>
<li>JIM: I don’t think he’s referring to a person. See here, a couple a pages back, he’s talking about spirits and demons.</li>
<li>ABE: You said that the Mayor came out of the Desert in his younger days raving. Do you think he might actually have gone insane?</li>
<li>JIM: Maybe. It’s possible he’s been hiding it all these years. Anyway, I think we’ve got enough here to make an arrest, don’t you?</li>
<li>ABE: Yeah, though I’m not sure it’d hold up well in court.</li>
<li>JIM: If we work on Leach a little, we might get some more. But before that we’ll need to go find the mayor and bring him back.</li>
<li>ABE: Alright. Time’s a-wasting.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: EXT &#8211; THE EDGE OF TOWN &#8211; LATER<br />
(ABE, JIM, ANNIE, WALLACE)</h3>
<ol start="503">
<li><span style="text-decoration: underline;">WALLA: SQUAWK OF A DESERT HAWK IN THE DISTANCE. MILD NEIGH OF A HORSE, SHUFFLING OF HOOVES, BREEZE ETC. &#8211; ESTABLISH AND UNDER.</span></li>
<li>ANNIE: Sheriff. Sheriff. Hold up a minute.</li>
<li>JIM: Must be mid-day.</li>
<li>ABE: Hmmm?</li>
<li>JIM: Time for my twelve o’clock scolding.</li>
<li>ABE: (SNORTS A LAUGH)</li>
<li>JIM: Annie. How nice o’ you to come see us off.</li>
<li>ANNIE: That’s a little too polite, Sheriff. (TO ABE) And you better keep that laugh o’ yours behind your teeth, Abe, or you’ll end up missing a few of em.</li>
<li>JIM: Now is that a nice way to talk? Abe here didn’t even say nothing to you. Besides that Winchester you’re toting illegally within the city limits commands a certain politeness of demeanour.</li>
<li>ANNIE: Ahuh. I do believe your attempting to poke fun at me. But right now, that aint what I’m concerned with. From the looks o’ the two of you, you’re fixing to head out into injun country.</li>
<li>JIM: Ahuh.</li>
<li>ANNIE: And what about Leach? You gonna just let him go?</li>
<li>JIM: You heard about that did you?</li>
<li>ANNIE: The whole town’s up in arms.</li>
<li>JIM: And we figured we’d leave him to them.</li>
<li>ANNIE: And what if he gets away?</li>
<li>ABE: I cain’t see how that’s gonna happen.</li>
<li>ANNIE: Oh? And just why would that be?</li>
<li>ABE: This town’s a hundred miles from anywhere that might help him. His boss is out in the desert. And I’m currently riding his horse.</li>
<li>ANNIE: (LAUGHING DESPITE HERSELF THEN SOBERING FAST) You know, most men don’t come back from this desert. Or if they do, they don’t come back the same.</li>
<li>JIM: So I’ve heard.</li>
<li>ANNIE: The mayor’ll be back tomorrow, or the next day at the latest. He’s never gone long. You could just wait a day or so for the confrontation.</li>
<li>JIM: I could.</li>
<li>ANNIE: But you ain’t gonna, are you?</li>
<li>JIM: No ma’am.</li>
<li>ANNIE: It’s Annie. Just Annie. And have I called you a stubborn jackass yet today?</li>
<li>JIM: Nope. I do believe you called me a damned fool earlier, though.</li>
<li>ANNIE: I do believe you’re right. And since it’s looking pretty certain that I won’t be changing your mind over this real soon, I guess I’ll get the name calling over and be done. You’re the most stubborn Jackass I ever met.</li>
<li>JIM: Feeling a mite better now, are you?</li>
<li>ANNIE: Not especially, but if you want me to get creative, I’ll be happy to oblige.</li>
<li>WALLACE: (SLURRING A LITTLE) Won’t be any call for that. There’s nothing you could call these hombre’s that I ain’t already thought of.</li>
<li>ABE: Well, whattaya know? Mr Wallace Leach, as I live and breathe?</li>
<li>WALLACE: You won’t be living long, “deputy”.</li>
<li>JIM: You’re drunk, ain’t you Leach?</li>
<li>WALLACE: Not so much as I caint kill the likes o’ you.</li>
<li>JIM: Had you come on us from behind, you might o’ had a chance of getting one of us before you was gunned down. But like this? No you ain’t gonna be killing no-one.</li>
<li>WALLACE: (ALMOST WAILING) You’ve took everything from me. I had me respect and fear. A position. Hell, I even had me a horse. You’ve gone and given it all to this “outsider”.</li>
<li>JIM: And you burn children for your boss. I’m afraid I ain’t got much feeling to spare for the likes of you.</li>
<li>WALLACE: Why you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WALLACE PULLS HIS GUN AT A DISTANCE-LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: NEARBY WINCHESTER RIFLE SHOT, RELOAD AND THREE MORE &#8211; BODY DROP OF WALLACE WHO WHIMPERS IN PAIN &#8211; LET IT FINISH.</span></li>
<li>ABE: Damn, Annie. A bullet in each hand and one for both his knee-caps. You’re taking it a bit personal ain’t you?</li>
<li>ANNIE: Little Sarah Conroy worked in my store after school every day. She had a smile like sunshine and never had a bad word to say even about some of our most difficult customers. Leach is lucky I’ve left him his eyes and that he wasn’t downed with a gut shot.</li>
<li>ABE: I’m damned thankful you never really believed I was behind the fire then.</li>
<li>JIM: You able to look after things here while we’re gone.</li>
<li>ANNIE: I’d still rather you wasn’t going, but yeah. The town’ll look forward to dealing with this one.</li>
<li>JIM: Alright, he’s all yours.</li>
<li>ABE: I didn’t think you were gonna allow a hanging, except under law.</li>
<li>JIM: Is there gonna be anything left to hang, Annie?</li>
<li>ANNIE: I’ll see to it Sheriff. There might not be much left to hang, but he’ll be delivered up to the law.</li>
<li>JIM: That’s settled then. We’ve got an appointment in the wilds with Dan Wilson, our illustrious Mayor.</li>
<li>ANNIE: You ain’t gonna listen, but just be careful out there. Nothing out there is exactly what it seems.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 13: EXT &#8211; DESERT &#8211; DAY (JIM, ABE)</h3>
<ol start="556">
<li><span style="text-decoration: underline;">SOUND: (WALLA) GUSTS OF WIND, SHRIEK OF AN OCCASIONAL BIRD OF PREY &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: CLIP CLOP OF HORSES COMING TO A HALT &#8211; LET IT FINISH.</span></li>
<li>ABE: Are you much of a tracker, Sheriff?</li>
<li>JIM: I&#8217;ve tracked my share of men over rough country?</li>
<li>ABE: So you can explain this, then, can you?</li>
<li>JIM: I caint say that I can, so I won&#8217;t.</li>
<li>ABE: Well I&#8217;m glad you&#8217;re takin&#8217; it so well. It&#8217;s more or less giving me the screaming fits.</li>
<li>JIM: Well, I was hoping it was just the sun. I take it you can see how them footprints we&#8217;ve been following have changed?</li>
<li>ABE: Into mountain lion tracks? Uhuh?</li>
<li>JIM: Well, if that&#8217;s a mountain lion, it&#8217;s the biggest dang critter I&#8217;ve ever encountered.</li>
<li>ABE: How big do you reckon?</li>
<li>JIM: At least shoulder high. Possibly as big as my horse.</li>
<li>ABE: It&#8217;s a trick. It&#8217;s gotta be.</li>
<li>JIM: Maybe.</li>
<li>ABE: You don&#8217;t sound convinced.</li>
<li>JIM: Remember what Annie said as we was leaving; &#8220;Nothing out here is exactly what it seems&#8221;.</li>
<li>ABE: Yeah? But men don&#8217;t turn into mountain lions, even evil ones like that mayor. It just don&#8217;t happen.</li>
<li>JIM: You&#8217;ve been drifting long enough to hear the stories.</li>
<li>ABE: You mean injun magic and the like?</li>
<li>JIM: Uhuh.</li>
<li>ABE: Yeah, I&#8217;ve heard the stories. They make a great campfire tale. But I never swallowed &#8217;em.</li>
<li>JIM: (BEAT) I once had to hunt down a man in Cherokee territory. An injun tracker I met on the trail offered to help me. The man had been through their village and gone on a killing spree. We followed him for three days. That tracker was amazing. He caught every tiny sign and, despite our quarry doubling back repeatedly and trying to lose us, we eventually cornered him in a box canyon. He didn&#8217;t come peaceably though, and when the smoke cleared the villain was dead and the injun tracker and I were left standing there alone. I turned to give him my thanks and, I swear, the only thing there was a hawk. One moment I was looking at an injun brave and the next the hawk took flight and I was on my own.</li>
<li>ABE: Nice story.</li>
<li>JIM: I wouldn&#8217;t believe it either, except I was there. I&#8217;ve spent a lot o&#8217; time thinking about that day and I reckon there&#8217;s more &#8216;n the world than you and I understand. Only a fool&#8217;d say otherwise.</li>
<li>ABE: Tell you what? I&#8217;ll own we don&#8217;t understand this&#8230; yet. But if we keep on following I&#8217;m betting we get to the bottom of it.</li>
<li>JIM: Fair enough. (TO HIS HORSE) Giddup.</li>
<li><span style="text-decoration: underline;">SOUND: JANGLE OF SPURS, AND HORSES START WALKING AGAIN. &#8211; ESTABLISH AND FADE.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 14: EXT &#8211; SILVER MINE &#8211; EARLY EVENING. (JIM, ABE, DAN)</h3>
<ol start="584">
<li><span style="text-decoration: underline;">SOUND: (WALLA) CLIP CLOP Of HORSES, BREEZE, OCCASIONAL CRY OF A BIRD OF PREY &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: You see that smoke yonder?</li>
<li>ABE: Ahuh.</li>
<li>JIM: That&#8217;s a white man&#8217;s fire.</li>
<li>ABE: How can you tell?</li>
<li>JIM: Injuns don&#8217;t build fires that smoke like that. It&#8217;s a beacon to anyone in the vicinity that there&#8217;s a fool of a white man on the trail.</li>
<li>ABE: So?</li>
<li>JIM: We&#8217;d better just get him before the injuns do.</li>
<li>ABE: Well, it&#8217;s just over that rise.</li>
<li>JIM: Feel like crawling up there on your belly and taking a look?</li>
<li>ABE: That&#8217;s just what I got into deputying for; the glamour.</li>
<li><span style="text-decoration: underline;">SOUND: STOP HORSES, SOUND OF MEN DISMOUNTING, BODIES DROP AND CRAWL FOR A FEW MOMENTS &#8211; LET IT FINISH.</span></li>
<li>ABE: You gotta love the taste of that red dust in your mouth, Sheriff.</li>
<li>JIM: Shut up and crawl.</li>
<li><span style="text-decoration: underline;">SOUND: MORE BRIEF CRAWLING SOUNDS &#8211; LET IT FINISH.</span></li>
<li>JIM: Well, I&#8217;ll be?</li>
<li>ABE: Damned if that aint the biggest cat I ever seen. What&#8217;s it doing?</li>
<li>JIM: I aint sure. It seems to be dragging a cartload o&#8217; ore outta that hole in the cliff wall.</li>
<li>ABE: You think it&#8217;s a mine?</li>
<li>JIM: More&#8217;n likely.</li>
<li>ABE: Where&#8217;s the mayor?</li>
<li>JIM: I think we&#8217;re looking at him.</li>
<li>ABE: What? Where?</li>
<li>JIM: That huge mountain lion. I think that&#8217;s our good mayor?</li>
<li>ABE: You know, I do believe you actually believe this nonsense.</li>
<li>JIM: Quiet. Something&#8217;s happening.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>ABE: Great Scott! The giant cat. It&#8217;s turning back into a man&#8230; and he aint got no clothes.</li>
<li>JIM: I told you.</li>
<li>DAN: (FROM A DISTANCE) You two boys had better get up out o&#8217; the dirt and visit for a spell.</li>
<li>ABE: He knows we&#8217;re here?</li>
<li>JIM: I guess he coulda smelled us. (CALLING TO DAN) Alright Mr Mayor. You&#8217;re under arrest. We plan on taking you in to stand trial for the deaths o&#8217; the preacher and them children in the Church. Are you gonna come peacably?</li>
<li>DAN: (LAUGHING) Oh, I don&#8217;t intend to engage in any violence, if that&#8217;s what you&#8217;re asking but as for who&#8217;s gonna arrest who? Well, that remains to be seen. Now come on down here.</li>
<li>JIM: I think we&#8217;re fine where we are, thanks. We&#8217;ve got the higher ground and plenty of cover. Why don&#8217;t you just raise your hands and come on up?</li>
<li>DAN: You misunderstand, sheriff. That wasn&#8217;t a request.</li>
<li>SOUND: FADE IN GROWLS OF MANY MOUNTAIN LIONS &#8211; LET IT FINISH.</li>
<li>ABE: Where in tarnation did those things come from.</li>
<li>JIM: There must be a dozen mountain lions. They&#8217;ve got us surrounded.</li>
<li>ABE: How&#8217;d they sneak up so quiet?</li>
<li>JIM: I don&#8217;t know, but they&#8217;ll be on us before we get off a single shot. (TO DAN) Alright we&#8217;re coming down.</li>
<li><span style="text-decoration: underline;">SOUND: CRUNCH OF GRAVEL UNDER FOOT FOR A FEW STEPS, ACCOMPANIED BY GROWLS &#8211; LET IT FINISH.</span></li>
<li>DAN: That&#8217;s far enough fellas.</li>
<li>SOUND: GROWLS SUBSIDE &#8211; FADE OUT.</li>
<li>DAN: I had such high hopes for you, Sheriff. It&#8217;s a shame it has to end like this.</li>
<li>JIM: Oh it ain&#8217;t gonna end here Dan. I&#8217;m gonna hunt you down &#8211; if only for the sake o&#8217; them children you killed.</li>
<li>DAN: A sacrifice was demanded and they was handy. You cain&#8217;t really blame a man for that. And besides you ain&#8217;t gonna be able to come looking for me once you&#8217;re dead.</li>
<li>ABE: Are you gonna kill us now, Mayor?</li>
<li>DAN: No, I don&#8217;t need to kill you.</li>
<li>ABE: What? Are you yeller?</li>
<li>DAN: Don&#8217;t bother trying to provoke me Son. It won&#8217;t work. I&#8217;m not even properly human anymore. Not really.</li>
<li>DAN: It&#8217;d be easier to take you seriously about that if you was wearing drawers.</li>
<li>JIM: (INTERRUPTING DAN) If you aren&#8217;t going to kill us, then what are you going to do?</li>
<li>DAN: I don&#8217;t need to kill you, myself, cause the injuns&#8217;ll do that for me. That campfire o&#8217; mine should have &#8217;em riding in here in short order. (BEAT) Do you happen to know what they do to someone they find trespassing on their land? No? Well, I do. I have first-hand experience with it and you boys won&#8217;t like it very much, I&#8217;m afraid.</li>
<li>JIM: And while this is happening to us, how do you propose to get away?</li>
<li>DAN: Oh, don&#8217;t you worry about me. Now give me those guns o&#8217; yours and I&#8217;ll toss &#8217;em down the mine.</li>
<li>SOUND: SOUND OF GUNS BEING REMOVED AND HANDED OVER &#8211; LET IT FINISH.</li>
<li>DAN: Much obliged.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF MOUNTAIN LION ROAR IN DISTANCE &#8211; LET IT FINISH.</span></li>
<li>DAN: Ah. The injuns are coming. Well boys, you might be mighty brave, but I&#8217;ve got my pride.</li>
<li><span style="text-decoration: underline;">SOUND: MAGICAL CHIME, LAUGHTER MORPHING INTO A MOUNTAIN LION GROWL, PAWS PADDING AWAY &#8211; LET IT FINISH.</span></li>
<li>JIM: He&#8217;s gone. Slunk off among the rocks in mountain lion form.</li>
<li>ABE: How in tarnation does he do that?</li>
<li>JIM: Right now I don&#8217;t know and I don&#8217;t care. Let&#8217;s just see if we cain&#8217;t get our guns back before&#8230;</li>
<li>SOUND: WHOOSH THUNK OF ARROWS STRIKING THE GROUND, THEN WHOOPING OF MANY INDIAN BRAVES &#8211; LET IT FINISH.</li>
<li>ABE: Too late!</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p>JIM WILKES: I’m the new Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. This town badly needs some law so’s I expect I’ll have my work cut out fer me.</p>
<p>ANNIE DEEMES: I run the local store. I’m a woman alone in a tough town and I hold my own. I don’t face too much trouble. Most folks who want to cause any are dissuaded, quick-like, by a well aimed Winchester.</p>
<p>ABE FARROW: I was passing through when someone burned the Church down with a bunch a young-uns in it. As the only stranger in town, I ended up in the jail-house. They’ll be comin’ to lynch me real soon, I expect. Ironic that this is how it’ll end. I’m an ex-lawman who’s gonna swing at the end of a rope.</p>
<p>DAN WILSON: I’m the Mayor of this town and its richest man. I’m charming and friendly and I rule this burgh without being gainsaid. This town is mine and I don’t care who knows it. No-one crosses me and gets away with it.</p>
<p>WALLACE LEACH: I’m the duputy in this town (part time). I work fer Mister Wilson over at the Saloon when I’m not deputying. Fact is, I work for Mister Wilson all the time, really. I ain’t been blessed with a deal o’ book learning, but I can add up well enough to stay on the good side o’ the man who pays me. An’ if he pays me to keep an eye on the new Sheriff, then that’s what I’ll do.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p>TOWNSFOLK (GUNMEN): We’re a community full o’ anger and grief. Our children are gone. Murdered by some drifter. We want them back, but that ain’t gonna happen. So we’ll settle for revenge&#8230; and no-one better get in the way o’ that.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/into-the-desert/">Where Death Comes Uninvited &#8211; Episode 3 &#8211; Into the Desert</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Five Suggestions for Implementing Subtext in Audio Drama</title>
		<link>https://weirdworldstudios.com/five-suggestions-for-implementing-subtext/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 06 Oct 2017 04:57:54 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[additive subtext]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[subtext]]></category>
		<category><![CDATA[subtractive subtext]]></category>
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					<description><![CDATA[<p>What is Subtext Subtext is the message beneath the message. The meaning beneath the surface that, indirectly communicated, either amplifies, modifies, or contradicts the words that are spoken. It can either be subtractive (where you remove explicit dialog to hint at meaning) or additive (where you add extra meaning to the text). The aim is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/five-suggestions-for-implementing-subtext/">Five Suggestions for Implementing Subtext in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<h3>What is Subtext</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Subtext is the message beneath the message. The meaning beneath the surface that, indirectly communicated, either amplifies, modifies, or contradicts the words that are spoken.</p>
<p>It can either be subtractive (where you remove explicit dialog to hint at meaning) or additive (where you add extra meaning to the text). The aim is to convey meaning indirectly and deeply.</p>
<h3>Five Suggestions</h3>
<p>Subtext can be tricky to pull off convincingly so I’ve put together five suggestions, exercises really, that can help us get a sense of how subtext works. I’ve also thrown in examples of a couple of exchanges without and then with the use of subtext to illustrate some of these ideas.</p>
<p>Create two characters and put them in dialog together.</p>
<p>1. Now, have them discuss a topic that they both want to discuss but neither of them can bring themselves to refer to directly – perhaps they are prisoners and it is their impending execution that they will not refer to directly, perhaps they are children and are avoiding mentioning mum and dad’s impending divorce, perhaps they are a married couple who are discussing funeral arrangements without bringing up the topic of the cancer that one or the other of them has been diagnosed with. You get the picture.</p>
<p>2. Now, take the situation and rewrite it. This time have one of the characters be desirous of a direct conversation while the other avoids it.</p>
<p>3. Now, rewrite it and have one character hinting at what they truly want to say, while the other remains clueless (accidentally or deliberately so).</p>
<p>4. Now, rewrite the situation again with both characters in overt denial.</p>
<p>5. Now, take the scene and add more layers of meaning to it. Modify the dialog so that various/multiple character traits, beliefs, and opinions are brought into prominence. Add meaning to the lines rather than hint at the meaning. For example, bring a character’s pride or short-temper or fear into sharp relief. Emphasise the character’s intelligence, or ignorance, or humor. Put what they value or believe center-stage.</p>
<h3>Examples</h3>
<p>Here’s a scene that has no subtext. It’s about an elderly couple. George has cancer and sounds noticeably sick, but is still able to get around. Martha is his wife.</p>
<blockquote>
<h3>SCENE 1 – AT THE MAILBOX</h3>
<p><strong>GEORGE:</strong> Hiya , Sam. Nice day to be delivering the post. Is that letter for me?</p>
<p><strong>POSTMAN:</strong> Hi George. Sure it is. Here. On a day like this it makes a man feel good to be alive. Sun, a fresh breeze and&#8230; Great Scott, George! Are you okay?</p>
<p><strong>GEORGE:</strong> I’m fine.</p>
<p><strong>POSTMAN:</strong> But George, you look so sick.</p>
<p><strong>GEORGE:</strong> Yes, I’m sick but I don’t want to talk about it. The cancer’s my business, not yours.</p>
<p><strong>POSTMAN:</strong> Okay George. I’m sorry things aren’t going so well.</p>
<p><strong>GEORGE:</strong> Yeah, me too. Enjoy your day, Sam.</p>
<h3>SCENE 2 – IN THE KITCHEN</h3>
<p><strong>GEORGE:</strong> (CALLING OUT) Mail’s in. It’s that letter from the funeral parlour that I sent away for.</p>
<p><strong>MARTHA:</strong> Thanks George. It’s just so horrible, but I guess we have to face it and make some preparations. Maude, from two doors down, got a good deal from them when Michael passed.</p>
<p><strong>GEORGE:</strong> Yeah, she did, and the price is something we can manage. It’s better we prepare while we’ve got the time.</p>
<p><strong>MARTHA:</strong> What are you planning on doing today? I’d like to talk to you about the cancer, George, if you can manage it. This is tough on both of us, and I want to be able to help you.</p>
<p><strong>GEORGE:</strong> I can’t deal with that right now Martha. I want to spend some time in the garden. I’m afraid we may not get another spring out of those begonias and it makes me feel my own mortality even more keenly. If I can just bring them back to health, well, that’d be something.</p></blockquote>
<p>As a script it’s not completely awful (well, maybe it is a little). It’s a typically pedestrian scene. Nothing is hidden or hinted at. The audience can’t miss what is going on, and, frankly, it’s rather dull as a result.</p>
<p>All the thought and feeling broadcast so ham-fistedly in the above script can be communicated just as effectively, and with a good deal more interest, as subtext.</p>
<blockquote>
<h3>SCENE 1 – AT THE MAILBOX</h3>
<p><strong>GEORGE:</strong> Hiya, Sam. Nice day to be delivering the post. Is that letter for me?</p>
<p><strong>POSTMAN:</strong> Sure George. Here it is. A day like this makes a man feel glad to be alive. Sun, a fresh breeze and&#8230; Great Scott, George! Are you okay?</p>
<p><strong>GEORGE:</strong> I’m fine.</p>
<p><strong>POSTMAN:</strong> But George, you look&#8230;</p>
<p><strong>GEORGE:</strong> I’m alright, I said.</p>
<p><strong>POSTMAN:</strong> But&#8230;</p>
<p><strong>GEORGE:</strong> Damn it, Sam. Don’t you have a job to do?</p>
<p><strong>POSTMAN:</strong> Okay George. Sorry. Have a better day.</p>
<p><strong>SOUND:</strong> BICYCLE DEPARTS – FADE OUT.</p>
<p><strong>GEORGE:</strong> (SADLY) Yeah. Thanks, Sam.</p>
<h3>SCENE 2 – IN THE KITCHEN</h3>
<p><strong>GEORGE:</strong> (CALLING OUT) Martha, the mail’s in. It’s that letter from the funeral parlour.</p>
<p><strong>MARTHA:</strong> That’s great George. There’s nothing like being prepared for the future. You know, Maude from two doors down, got a good deal on pre-paid funerals for herself and Michael?</p>
<p><strong>GEORGE:</strong> Yeah, she did, and the price is something we can manage. They reserved ‘emselves those two spots on the side of the hill, overlooking Summer’s Creek. Shady too. And they’ll get to be together when they pass.</p>
<p><strong>MARTHA:</strong> You’re such a romantic, George. It’s better to make decisions while we’ve still got the capacity, you know, before things overtake us. (PAUSE) What are you planning on doing today, George? I’d like to talk to you about the oncologist’s report.</p>
<p><strong>GEORGE:</strong> I want to spend some time in the garden. The begonias are looking poorly.</p>
<p><strong>MARTHA:</strong> (PLEADING) George, I need to&#8230;</p>
<p><strong>GEORGE:</strong> They probably won’t last the winter.</p>
<p><strong>MARTHA:</strong> George&#8230;</p>
<p><strong>GEORGE:</strong> They look done-in. The roots look rotted and they’ve got a fungus. If I can get rid of the fungus, dig out the roots, and get ‘em back to health, they’ll still be around in the spring.</p>
<p><strong>MARTHA:</strong> Please, George&#8230;</p>
<p><strong>GEORGE:</strong> You know how they look. They’re gorgeous when they bloom. (PLEADING) Don’t you want to see that?</p>
<p><strong>MARTHA:</strong> (GENTLY) Sure George, I want to see that.</p></blockquote>
<p>In this second version, clunky as it is, the content at the heart of the scene is preserved but there is a lot more conflict and interest. The use of subtext makes the content far more engaging for the audience. It is clear that George’s disease, the preparations required by it, and the couple’s attempts to deal with it are still at the heart of the exchange. But here, the dialog pulls a lot of extra duty, revealing George’s frustration at being ill, his opposition to receiving sympathy, and his desire to achieve a symbolic victory over his disease by working in the garden. Martha, likewise, expresses sympathy, grief, and willingness to accommodate George’s need to deal with the garden in her side of the dialog. The closest they get to discussing the disease directly comes in Martha’s brief reference to the oncology report.</p>
<p>Are there other tips and tricks you’d like to share about building a subtext? Add them to the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/five-suggestions-for-implementing-subtext/">Five Suggestions for Implementing Subtext in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4155</post-id>	</item>
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		<title>How to Use Character Archetypes in Audio Drama</title>
		<link>https://weirdworldstudios.com/how-to-use-character-archetypes-in-audio-drama/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 03 Oct 2017 21:03:20 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[archetypes]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[layering character]]></category>
		<category><![CDATA[protagonist]]></category>
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					<description><![CDATA[<p>ARCHETYPES CAN (BELIEVE IT OR NOT) HELP US WRITE A while ago I took some heavy fire in a conversation because I like using archetypes in my fiction&#8230; and while I’m happy to take it on the chin for not using them well, I remain pretty committed to the idea that they constitute a useful [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-use-character-archetypes-in-audio-drama/">How to Use Character Archetypes in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>ARCHETYPES CAN (BELIEVE IT OR NOT) HELP US WRITE</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>A while ago I took some heavy fire in a conversation because I like using archetypes in my fiction&#8230; and while I’m happy to take it on the chin for not using them well, I remain pretty committed to the idea that they constitute a useful tool in my writing toolbox. Here&#8217;s why.</p>
<h3>What is an archetype?</h3>
<p><strong>Archetypes are recognizable “stereotypes”</strong><span style="font-weight: inherit;"> </span><span style="font-weight: inherit;">that help us immediately plug into a story.</span></p>
<p>I’m sure you’ve heard of character archetypes. They appear regularly in all manner of popular film, television, stage-plays, radio, and  literature.  They have been used in story-telling since time immemorial (from Cinderella through to Bugs Bunny, to name but a famous few).  At the very least, you know them when you see them.</p>
<p>They include such notables as&#8230;</p>
<ul>
<li>The Rogue – Han Solo</li>
<li>The Princess – Leia Organa</li>
<li>The Mentor – Obi Wan Kenobi</li>
<li>The Evil Sorcerer – Darth Vader</li>
</ul>
<p>They may also include the rebel, the scientist, the wise woman, the healer, the wise king, the trickster, the exile, and many others. We know a lot about them as soon as we encounter them (because of the rich history of story we’ve inherited via movie, television, radio, and literature) and this familiarity helps us enter the story at a run.</p>
<h3>What do archetypes achieve?</h3>
<h4>A shorthand way to establish a character&#8230;</h4>
<p><strong>A story (particularly a serial story) that is populated with archetypes is going to be accessible to an audience much more quickly</strong> than one that is full of unpredictable, complex characters who it takes us time to get to know.</p>
<h4>&#8230;while allowing for great depth</h4>
<p>&#8220;But isn’t that an invitation to lazy writing?&#8221;</p>
<p>The person I referred to erlier obviously thought so. In actuality, it’s not, though at first glance it sounds like it is. <strong>Characters based on an archetype</strong> can be easier to write, true, particularly if they are left as two dimensional caricatures, but they needn’t be. They <strong>can also be highly complex and nuanced figures, full of inner conflicts and unpredictabilities</strong>.</p>
<p>What? Didn’t I just get through saying that I thought unpredictable, complex characters were hard to get to know? I did, in fact, say just that. But that is only part of the picture. When you introduce an archetype to a story, it lays down an immediately recognizable foundation upon which you can start to build a more complex character. <strong>With the foundation in place</strong>, some of the heavy lifting has already been done for you, but you can then go on to <strong>layer in all the complexity your heart desires</strong>, revealing more and more over time. You can even subvert the expectations that are built into the archetype if you want.</p>
<p>When first we see Darth Vader he is immediately recognizable as a two dimensional evil villain. We “recognize” and “understand” him immediately. We are then taken much further. He is, in fact, Luke’s father (and Leia’s also). He is conflicted about his own descent into the dark side and his assigned task of finding and destroying his own children. There is still good in him etc.</p>
<p>People love archetypes in stories. They love the mental shorthand involved, but an archetype does not have to be employed in a shallow manner.</p>
<p>The “hook me now or lose me as an audience member” approach of our modern “short attention span” lifestyle presents a serious obstacle to writers competing for attention. It is a sad fact. But it is also a feature of modern audiences that writers ignore at their peril. Characters presented initially in terms of archetypes are going to draw in a modern audience faster than those who aren’t.</p>
<p>That isn’t to say you should never engage in the slow scratch-build of your characters, only that you should be aware of the trade off you are engaging in and the advantages presented to you by the wide range of stock characters available to our culture as a result of our long literary history.</p>
<h3>The Exception</h3>
<p>That said, there is, however, at least <strong>one character who should almost NEVER be presented as an archetype</strong>. This is <strong>our central protagonist</strong>; the character who’s thoughts, emotions, and viewpoints we share and are invited to follow, the character with whom we are expected to identify. Ursula Leguin referred to this character as Mrs Brown. Luke Skywalker is the Mrs Brown of Star Wars, often referred to as the everyman character, the figure who represents the audience in the story. Luke is not an archetype of bravery, or cowardice, or wisdom, or industriousness, or cunning or anything else. He is a person from the outset, one who daydreams, fears responsibility, is prompted by dreams of adventure, wants to goof off with his friends etc. In many ways he is the audience he represents and because he is fallible (and, dare I say it, ordinary) we identify with him, and his story becomes our story.</p>
<p>I agree with the person who was arguing with me about this much; the most important characters in a work of fiction tend not to be archetypes – they are Mrs Brown.</p>
<p>Archetypes may help hook an audience, but Mrs Brown is the reason we keep on paying attention all the way to the end.</p>
<h3>Conclusion</h3>
<p><strong>Archetypes are a great tool</strong> available to the author to create immediate recognition with the audience member. They allow the story to begin at a gallop because little exposition is required regarding the characters’ natures. But they become boring quickly and should always have a deeper level of character layered in as the story develops. Further, the characters with whom the audience is meant to identify should almost NEVER be archetypes, or if they are, only superficially so. Like all tools, archetypes serve a legitimate purpose, but like any tool, they can also be subverted and used in new and novel ways. And they should always be laid aside when the aim changes or some other tool achieves the aim more effectively.</p>
<p>Are there other tips and tricks you’d like to share around creating characters? Add them to the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-use-character-archetypes-in-audio-drama/">How to Use Character Archetypes in Audio Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4148</post-id>	</item>
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		<title>The Path of Continual Improvement as an Audio Drama Scriptwriter &#8211; A Personal Reflection</title>
		<link>https://weirdworldstudios.com/the-path-of-continual-improvement/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 Sep 2017 21:59:32 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[ambition to learn]]></category>
		<category><![CDATA[fear]]></category>
		<category><![CDATA[generosity]]></category>
		<category><![CDATA[humility]]></category>
		<category><![CDATA[improvement]]></category>
		<category><![CDATA[pride]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4143</guid>

					<description><![CDATA[<p>CONTINUAL IMPROVEMENT &#8211; A MODE OF TRAVEL, NOT A DESTINATION Wow, now there’s an arrogant headline. Or at least it would be if I thought I’d arrived at the destination rather than saw myself as a fellow traveller on the path.  This article is my own take on the mindset and character traits necessary to improve [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-path-of-continual-improvement/">The Path of Continual Improvement as an Audio Drama Scriptwriter &#8211; A Personal Reflection</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>CONTINUAL IMPROVEMENT &#8211; A MODE OF TRAVEL, NOT A DESTINATION</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Wow, now there’s an arrogant headline. Or at least it would be if I thought I’d arrived at the destination rather than saw myself as a fellow traveller on the path.  This article is my own take on the mindset and character traits necessary to improve as an audio drama scriptwriter.</p>
<h3>THE IMPORTANCE OF LEARNING</h3>
<p>I have always been a student. I love to learn. And I love to share knowledge. This love of learning, and this love of sharing knowledge, led me into teaching as a profession. It also helped me to develop a healthy understanding of how people become experts in their various fields.</p>
<p>One of the easiest ways to identify an amateur in any endeavour is to ask the question “what books do you recommend for learning how to do this?” and wait for an answer along the lines of “Oh, I’m self-taught, I don’t pollute my creativity with the ideas of others”.</p>
<p>I don’t know why some people choose to wear their ignorance as a badge of honour, or why they value independent discovery over learning from the folks who have been there before them, but I do know that it is the mark of an amateur.</p>
<p><strong>Reinventing the wheel is not without value</strong> as a learning technique. And sometimes we simply don’t know what we don’t know until we try. <strong>But, it is incredibly inefficient</strong>.</p>
<p>For this reason, incidentally, I am always surprised by those in the Audio Drama community who have little or no time for Old Time Radio.</p>
<p>While all insights are only ever guidelines (to be observed or rejected according to need), it is only ever a sign of our own myopia that we would reject the lessons to be learned from a period in which more audio drama was being produced at a higher rate than at any other time in history.</p>
<h3>THE CHARACTER OF THE WRITER</h3>
<p>Digressions aside, there are two <strong>key traits</strong> that assist us in becoming good at something; <strong>ambition to learn</strong> and the <strong>humility to be teachable</strong>. There are a corresponding pair of <strong>traits that will destroy</strong> any chance of improvement we may have; <strong>pride</strong> (a satisfaction with where we are at and a belief that we have arrived, or, at least, that we have little to learn from others) and <strong>fear</strong> (of looking stupid, of appearing ignorant, and of needing help).  One additional character trait I want to mention that helps us develop as writers is <strong>generosity</strong>.</p>
<h4>POSITIVE TRAITS</h4>
<p><strong>Ambition to learn</strong> is not the same as pride. It is a permanent lack of satisfaction with the degree of our own expertise. It is a hunger for improvement that never leaves us. It is a recognition that the ability we have today is only a shadow of the ability we might have tomorrow if we can just learn a little more, master another skill, and/or push through our current limits.</p>
<p>My favourite authors are all openly dissatisfied with their current abilities – Stephen King, Jim Butcher, Alastair Reynolds, and many more – and all of them look back on their early work with a certain amount of embarrassment. But all of them share an equal recognition that the early work that causes them some embarrassment now, was an essential stepping-stone towards their more mature writing. They all see themselves as perpetual students, always learning, and always in search of more learning and expertise.</p>
<p><strong>Humility</strong> is not the same as fearfulness.  My favourite authors are also very humble. They are willing to learn from any source. They learn from their peers, from books, from extended study (formal and informal). They learn, even, from those who are well below their ability because they recognize that nobody knows it all and that anyone can have an original insight that could help them become better.</p>
<p><strong>Generosity</strong> is a also a key characteristic for improving as a writer.  Some folk see other writers as competition to be destroyed and guarded against.  I&#8217;ve never understood this since writers are unique in that they have a monopoly on their own stories.  The fact that I am the sole worldwide source for my stories gives me the freedom to share freely with others.  And in sharing what I have learned, in particular, I have been able to clarify and hone my own thoughts on technique and writing skill.</p>
<p>As a teacher, I have seen this many times. Every teacher will tell you that the act of teaching others is an act of self-education. Good teachers see themselves as co-learners with their students. Each new investigation and exploration of even the most familiar subject provides new opportunities to learn, often from the students themselves, but also from the act of re-examining the subject matter with fresh eyes.</p>
<h4>NEGATIVE TRAITS</h4>
<p>Of course it’s hard to give well-known examples of those who demonstrate the flaws mentioned above. And the reason should be obvious. Those flaws have kept them from becoming experts (and so becoming well known).</p>
<p><strong>Pride</strong> really does come before a fall, or, at least, before stagnation.  The person who believes they have somehow become the paragon of all knowledge NEVER improves. They have no reason to. Such a person stagnates at their current level of ability and will NEVER get any better. If that level of ability is particularly amateurish then it is little wonder that no-one will ever hear of them.</p>
<p><strong>Fear</strong> is equally crippling.  The person who is afraid of showing weakness, of seeking help from others (in case it bursts their bubble of fragile ego) is also doomed to NEVER improve. It takes deliberate courage to acknowledge the need to learn and to accept instruction from others. It takes courage to rewrite that passage we are happy with in order to try and achieve something better (especially in light of the risk that we might make it worse).</p>
<h3>A KEY INSIGHT</h3>
<p>In Ted Orland and David Bayles magnificent book, Art and Fear, the following passage appears and proved to be one of the greatest insights into producing art that I have ever been given.</p>
<blockquote><p>&#8220;The ceramics teacher announced on opening day that he was dividing the class into two groups. All those on the left side of the studio, he said, would be graded solely on the quantity of work they produced, all those on the right solely on its quality.</p>
<p>His procedure was simple: on the final day of class he would bring in his bathroom scales and weigh the work of the “quantity” group: fifty pound of pots rated an “A”, forty pounds a “B”, and so on. Those being graded on “quality”, however, needed to produce only one pot – albeit a perfect one – to get an “A”.</p>
<p>Well, came grading time and a curious fact emerged: the works of highest quality were all produced by the group being graded for quantity. It seems that while the “quantity” group was busily churning out piles of work – and learning from their mistakes – the “quality” group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay.&#8221;</p></blockquote>
<p><strong>Perfectionism</strong>, whether motivated by an internal fear of failure, or by an external fear of appearing foolish, is the enemy of learning and, therefore, of improvement. When I am afraid or self-satisfied, the motivation to improve is removed.</p>
<h3>A PERSONAL ANECDOTE (OR TWO)</h3>
<p>One of the things which brought this home to me most strongly was my participation in a writers group a few years back. It was pretty straight forward, really. Each month we would submit one piece of writing. We were required to comment on each piece that was submitted that month BUT the following rule was to be observed. <strong>We could criticise whatever we thought was appropriate in the piece, but we had to identify a minimum of one thing in the piece that we thought was genuinely good</strong>. This struck me as a good way for us all to remember that we were sharing our work both for encouragement and critique and it worked to take the sting out of a largely negative critique when it came our way.</p>
<p>I also added a rule for myself. <strong>I would implement every piece of advice I was given regardless of how valid I thought it was or wasn’t</strong>. I reasoned that the piece in its original form would continue to exist no matter what changes I made, so, at the very least, it couldn’t hurt to implement the recommended changes.</p>
<p>The time I spent in this group had the most powerful impact on my writing of anything I have ever done – largely because of that second rule. Of course it meant that I had to be willing to risk, over and over again, producing bad work – and I produced plenty of bad work in that forum. But I learned more than I could possibly have anticipated through treating ALL feedback as an opportunity to experiment and try ideas I might never have thought of (or might otherwise have vehemently opposed). Through a deliberate choice to check my ego at the door and submit my writing to the critique of others for the sake of learning, I benefited in ways I have never had cause to regret.</p>
<p>We had plenty of folks come through who couldn’t handle critique and left after their first submission. I had, and still have a certain amount of sympathy for this.</p>
<p>When I was a kid, I wanted to be a writer VERY badly. We had a family friend who was a professional writer and I gave him a story of mine to read. I waited in terror and hope for his opinion. When he’d finished reading, he looked down at me and said “you’re just not cut out for this, kid. Put your pen away and find something else to do with your life”.</p>
<p>I was eleven years old at the time and so devastated that I didn’t pick up a pen and try to write anything again for another thirty years. Of course I came to realise later that he was, family friend or not, a mean spirited individual that never missed an opportunity to crush those around him and, unsurprisingly, never achieved more than a mediocre level of success as a writer.</p>
<p>The arrival of my kids (and their special need for stories due to their austism) got me writing again – a fact for which I will be eternally grateful. I have regretted nothing in my life so much as the years wasted not writing. Given how much I have improved since picking up a pen again, three and a half decades of consistent extra practice and learning would have put me well ahead of my current position.</p>
<p>But that isn’t my point. My point is that <strong>I never want to discourage anyone from writing, ever</strong>. I always look for as much encouragement as I can possibly give while looking at other people’s work without being dishonest about the work’s weaknesses. And I <strong>never miss an opportunity to read and think about the work others are doing</strong>. It is fundamental to my own learning that I read anything I can get my hands on that others are writing in order to see what I can learn from it (and there is always something to learn).</p>
<p>We all need encouragement from time to time (though these days my skin is thick enough that I actually don’t care if all I get is criticism) and I’ve certainly lost any need to feel validated by other people with regard to my identity as a writer.</p>
<h3>CONCLUSION</h3>
<p>Maybe that is <strong>what professionalism amounts to</strong>, a realization and coming to terms with the fact that <strong>I am not, today, the writer I will be tomorrow</strong>, so long as I continue to seek opportunities to learn and so long as when they arise I do not allow myself to be dissuaded by fear and pride from taking them.</p>
<p>The path to improvement, regardless of whether the end of that path is reached, is the same for me as it is for anyone else. We <strong>keep the goal in mind</strong>, <strong>put one foot in front of the other</strong>, and <strong>walk forward consistently</strong>, with <strong>humility and courage</strong>, and with <strong>a recognition that there are others on the path with us with whom we can share and from whom we can learn and draw encouragement</strong> and instruction. The key is not to stop or turn back (in either discouragement or out of a false sense of having arrived).</p>
<p>So, what specific things do you look to, or recommend, as a means of improving your craft? Add your comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/the-path-of-continual-improvement/">The Path of Continual Improvement as an Audio Drama Scriptwriter &#8211; A Personal Reflection</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Comes Uninvited &#8211; Episode 2 &#8211; A New Deputy is in Town</title>
		<link>https://weirdworldstudios.com/where-death-comes-uninvited-episode-2-a-new-deputy-in-town/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 Sep 2017 21:21:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Comes Uninvited]]></category>
		<category><![CDATA[a new deputy is in town]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death comes uninvited]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;A New Deputy in Town&#8221;, episode 2 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-comes-uninvited-episode-2-a-new-deputy-in-town/">Where Death Comes Uninvited &#8211; Episode 2 &#8211; A New Deputy is in Town</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A New Deputy in Town&#8221;, episode 2 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; the Gambler). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4097" aria-describedby="caption-attachment-4097" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4097" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/09/016WW001Sml.png?resize=200%2C283" alt="Weird Western - WW001 - Where Death Comes Uninvited" width="200" height="283" /><figcaption id="caption-attachment-4097" class="wp-caption-text">Weird Western &#8211; WW001 &#8211; Where Death Comes Uninvited</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Where Death Comes Uninvited</h2>
<h3>EPISODE #2 – A NEW DEPUTY IS IN TOWN</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #1: Where Death Comes Uninvited</strong></p>
<p>Jim Wilkes, former U.S Marshall, drifts into town to become the new Sheriff, but all is not as it should be.  When he arrives, the town is in mourning, many of its children having been killed in a fire at the schoolhouse/church.  He greets a wall of suspicion against outsiders, the spectre of multiple unsolved murders, strange and unnatural events, and a saloon keeper that seems to rule the town with an iron fist.  In his quest to confront the evil power behind the town he must recruit allies, discover the frightening source of the towns wealth, prevent an indian war, and pass through death itself.  Can he do so before death has a chance to claim the entire town?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Where Death Comes Uninvited</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>JIM WILKES: Sheriff of Liberty Gulch</p>
<p>ANNIE DEEMES: Crack Shot and Store Keeper</p>
<p>ABE FARROW: Drifter</p>
<p>PASSER BY #1: Townsfolk</p>
<p>PASSER BY #2: Townsfolk</p>
<p>PASSER BY #3: Townsfolk</p>
<p>PASSER BY #4: Townsfolk</p>
<p>PASSER BY #5: Townsfolk</p>
<p>PASSER BY #6: Townsfolk</p>
<p>DAN WILSON: Mayor of Liberty Gulch</p>
<p>WALLACE LEACH: Deputy of Liberty and Henchman to Dan</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 4: EXT – MAIN STREET – MID MORNING (JIM, WALLACE)</h3>
<ol start="222">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH</span></li>
<li>NARRATOR: Jim Wilkes, formerly of the U.S Marshall’s office, has taken a job as Sheriff in the town of Liberty Gulch. Barely preventing a lynching, Jim finds himself saddled with a deputy who, likely, owes his position and allegiance to the local mayor rather than the law.</li>
<li>WALLA: SOUND OF PASSING HORSES, WAGONS, OCCASIONAL SHOPPERS ETC.</li>
<li>WALLACE: You kept me waitin’ there a while, Sherrif.</li>
<li>JIM: You waited. I wasn’t keepin’ you.</li>
<li>WALLACE: Ahuh. Well, if you don’t mind my sayin’ so. You’re not much better company now than you was when I woke you up.</li>
<li>JIM: Are you gonna follow me around gabbing all day?</li>
<li>WALLACE: Well, I am your deputy. What are we doing?</li>
<li>JIM: I’m gonna look into that Church fire and see what’s what.</li>
<li>WALLACE: Is that so? Dan, I mean the mayor, ain’t gonna be too partial to that.</li>
<li>JIM: (IGNORING WALLACE) How’d you end up a deputy, Leach?</li>
<li>WALLACE: I’s always been the deputy. I worked for the last Sheriff.</li>
<li>JIM: And what happened to your last Sheriff, Leach?</li>
<li>WALLACE: He got his-self killed out in the injun lands. Dan’s always saying them savages need to be put in their places. The new world o’ civilization ain’t got room fer the likes o’ them, he says.</li>
<li>JIM: And how come, as the town deputy, you ain’t been the acting Sheriff this little while.</li>
<li>WALLACE: Well sir, this is a part time thing with me. I got me a job tending bar in Dan’s saloon. I ain’t the commandin’ type. And there’s a few around town who opposed me bein’ appointed.</li>
<li>JIM: Like who?</li>
<li>WALLACE: Annie Deemes for one. After, Dan, she’s the richest woman in town.</li>
<li>JIM: I doubt “Dan” would like to hear you referrin’ to him as a woman, Leach.</li>
<li>WALLACE: Now, Sherrif, you know that ain’t what I meant.</li>
<li>JIM: Sure I do, I’m just funin’ with you. But, since you mentioned it, I think I’ll start by talkin’ with Miss Deemes.</li>
<li>WALLACE: Heh! Well, sure. But she won’t like you callin’ her Miss Deemes.</li>
<li>JIM: Why’s that?</li>
<li>WALLACE: I don’t rightly know. She’s a strange one. Private, like. People around here say she’s had an “education”. Some even say she can read “Latin” and “Greek” and some other heathen lingos like “Hee-Brew”.</li>
<li>JIM: I’m guessin you haven’t been blessed with a lot of book learning yerself.</li>
<li>WALLACE: No sir, all them letters’ll give a man a brain-ache.</li>
<li>JIM: Figured as much. C’mon.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: INT &#8211; ANNIE’S GENERAL STORE – LATER (ANNIE, WALLACE, JIM)</h3>
<ol start="250">
<li><span style="text-decoration: underline;">SOUND: BELL RINGS AS MEN ENTER – LET IT FINISH.</span></li>
<li>ANNIE: Be right with you. (BEAT) Oh, it’s you Sheriff. What can I do for you?</li>
<li>JIM: Howdy, Miss Deemes. I was wondering if I might ask you a few questions about the fire?</li>
<li>ANNIE: Not in front o’ him you caint&#8230; and it’s Annie to you. I ain’t anyone’s Miss&#8230; or Mrs for that matter.</li>
<li>WALLACE: Now Annie, there aint no call for being so rude.</li>
<li>ANNIE: I’ll talk anyway I damn well please in my place, Wallace Leach. And if you expect anything different yer a bigger fool ‘n even I thought you was.</li>
<li>JIM: Is there a problem here?</li>
<li>WALLACE: Well, Sherrif, you see&#8230;</li>
<li>ANNIE: Don’t let the “aw shucks” manner o’ this one fool you, Sherrif. (TO WALLACE) You’re a stone cold killer, ain’t you Leach? An’ a coward to boot. How many men is it you shot in the back?</li>
<li>WALLACE: Why you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF GUN BEING DRAW AND COCKED BY LEACH – LET IT FINISH.</span></li>
<li>JIM: (MENACING) I think you better go outside and cool down Mr Leach.</li>
<li>WALLACE: But&#8230;</li>
<li>JIM: Put the gun away or I’ll take it off you and put you down myself.</li>
<li>WALLACE: But you heard her&#8230;</li>
<li>JIM: (SHARPLY) Leach!</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF GUN UNCOCKING – LET IT FINISH.</span></li>
<li>WALLACE: Alright, Sherrif, but only ‘cause you say so.</li>
<li>JIM: That’s probably the smartest thing you ever did.</li>
<li>WALLACE: I’m gonna wait outside. (TO ANNIE) But you can bet, I ain’t done with you (BEAT) Missy!</li>
<li>ANNIE: (JEERING) Yeah, right.</li>
<li><span style="text-decoration: underline;">SOUND: JANGLE OF BELL. DOOR OPENS AND CLOSES – LET IT FINISH.</span></li>
<li>JIM: You like to take risks, don’t you Miss, I mean, Annie.</li>
<li>ANNIE: (DARKLY) I’m harder to kill than I look and the likes of Wallace Leach, don’t scare me much. What’s he doing with you anyway.</li>
<li>JIM: The mayor lumbered me with him last night.</li>
<li>ANNIE: You know he’s gonna repeat everything you do and say to the Mayor, don’t you?</li>
<li>JIM: Uhuh. But in the mean-time, he’s tellin’ me a whole lot more ‘n I’m telling him.</li>
<li>ANNIE: You take risks of your own, Sheriff. How can I help you?</li>
<li>JIM: Well, we were discussing who mighta had it in for the preacher the other night, but then we got interrupted by the lynch mob. I’d still like to hear if there was anyone around town with an axe to grind.</li>
<li>ANNIE: Uhuh. Well, you seem like a good feller, Sherrif, but, as Wallace Leach goes to prove, a friendly demeanour can still hide a dangerous villain.</li>
<li>JIM: Does that mean you won’t help me?</li>
<li>ANNIE: It means I don’t know you. And neither does anyone else in this town. You ain’t likely to find out anything useful until we do know you and learn to trust you a bit.</li>
<li>JIM: The man in that cell back there, doesn’t have that kind of time.</li>
<li>ANNIE: I know. I’ll tell you what, if you fire that no-account piece o’ trash, Wallace Leach, that may go some ways toward earnin’ people’s trust. He’s hired muscle for Dan Wilson and no-one’s gonna speak freely to you with him around.</li>
<li>JIM: What’s Wilson’s interest in all this?</li>
<li>ANNIE: Let’s just say that Wilson uses money and muscle to stay in control of this town and he’s afraid o’ what you might hear.</li>
<li>JIM: And what might I hear?</li>
<li>ANNIE: You gonna fire Wallace Leach.</li>
<li>JIM: I’d already decided on it when he showed up at my door. Him drawing a gun on you in here is the only excuse I need.</li>
<li>ANNIE: I see. Well, asking around town you might hear that the preacher was an advocate of injun rights.</li>
<li>JIM: That’d be unusual.</li>
<li>ANNIE: He was an unusual man. He was captured and tortured by injuns once. It never made him change his tune though. Mercy and kindness were his watchwords.</li>
<li>JIM: Doesn’t sound like a man to make many enemies then.</li>
<li>ANNIE: Don’t you believe it. He ain’t the only one to have had experience with torture from injuns. Dan Wilson, went prospecting in injun territory as a teenager. He claims he was captured and tortured before escaping. He crawled back into town half dead, raving about hostiles and monsters. He almost died &#8211; in fact the doctor pronounced him dead for about a minute and a half. But then he recovered and has gone from strength to strength since. He made his fortune not long after that. Apparently he accumulated some big gambling wins back East while convalescing and this gave him the money he wanted to set up the Saloon. He’s been all for driving the injuns out ever since.</li>
<li>JIM: The two men cross swords over that issue often?</li>
<li>ANNIE: Sure did. All the time. Wilson’s an atheist, the only one I ever met, and he wants prospecting rights on the injun land. The preacher has opposed him every step of the way. The mayor petitioned the governor and our preacher sent a counter petition at the same time. It got so the two men wouldn’t even look at each other if they happened to meet in the street.</li>
<li>JIM: Is there anything out in that desert worth digging up?</li>
<li>ANNIE: It’s dry scrub and cactus for as far as the eye can see, but who knows? Maybe. Most people think throwing the injuns off their land is just Wilson’s way o’ getting revenge for what happened to him as a youngster.</li>
<li>Some folks say he still goes out into the forbidden territory from time to time. Hunting ‘em. But I cain’t say whether there’s any truth to that.</li>
<li>JIM: That last sounds like gossip. Dangerous gossip, at that. If someone was hunting injun-folk you can bet there’d be reprisals.</li>
<li>ANNIE: Maybe so. Anyways, it turns out that in the lead up to the fire, Reverand Josiah was claiming he had something to reveal about our Mayor and that he would be commenting on it on Sunday.</li>
<li>JIM: Convenient. Do you think there was anything to it?</li>
<li>ANNIE: I knew Josiah Smith well. He was a good and honest man. If he said he had something on the mayor then you can bet that he really did have something. Nothing was found on his body and all his possessions were burned in the fire, so whatever it was he had, it died with him.</li>
<li>JIM: (SURPRISED) He lived in the church?</li>
<li>ANNIE: Ahuh. He used to say he liked the feel of consecrated ground beneath his feet.</li>
<li>JIM: Anyone around town likely to back up these facts?</li>
<li>ANNIE: A few people. But not while Wallace Leach is there to scare em into keeping quiet.</li>
<li>JIM: Thanks for your time Annie.</li>
<li>ANNIE: You be careful, Sheriff, ‘specially if’n you think you’ll be going up against the Mayor. He’s a dangerous man.</li>
<li>JIM: Yeah? Well, as it happens&#8230; so am I.</li>
<li><span style="text-decoration: underline;">SOUND: BOOTS ON FLOOR. JANGLE OF BELL. DOOR OPENS AND CLOSES – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: EXT – MAIN STREET – MIDDAY (JIM, WALLACE, CROWD)</h3>
<ol start="312">
<li><span style="text-decoration: underline;">WALLA: SOUND OF PASSING HORSES, WAGONS, OCCASIONAL SHOPPERS ETC.</span></li>
<li>WALLACE: Hey, Sherrif, you should’na let that painted skirt talk to me that way.</li>
<li>JIM: Leach, you are an idiot and a liability.</li>
<li>WALLACE: Now see here, Sherrif, you don’t know what I’ve had to put up with from that&#8230;</li>
<li>PASSERS BY: (INTERESTED MURMURS)</li>
<li>JIM: You drew a gun on an unarmed woman in the clear light of day. I’m gonna need your badge.</li>
<li>PASSERS BY: (SHOCKED MURMURS)</li>
<li>WALLACE: You cain’t take this away from me. You ain’t got the right.</li>
<li>JIM: I’ve got every right.</li>
<li>WALLACE: I’ll go talk with the mayor. He’ll see this put right.</li>
<li>JIM: You can go talk with whoever you want. But only after you give me that badge.</li>
<li>WALLACE: No! I ain’t gonna give it to you!</li>
<li><span style="text-decoration: underline;">SOUND: GUN BEING DRAWN AND COCKED – LET IT FINISH.</span></li>
<li>JIM: Leach, I’m a dead shot with this peacekeeper and I’ve already got the drop on you. I think you’d better comply.</li>
<li><span style="text-decoration: underline;">SOUND: TIN STAR BOUNCING ON THE GROUND – LET IT FINISH.</span></li>
<li>WALLACE: (SPITS) Dirt’s the best place for that piece o’ tin. You’ll be joining it soon enough.</li>
<li>JIM: I don’t take kindly to threats Leach. Now hand over your sidearms.</li>
<li>WALLACE: These is mine, Sherrif. You cain’t take ‘em.</li>
<li>JIM: I can and I will. The only people who can wear those inside city limits are peace-keepers. And you ain’t no lawman no more. Hand em over. This is your first and only warning.</li>
<li>WALLACE: You are one self-righteous son of a gun. (BEAT) Alright, Sheriff, but this ain’t the end. And you ain’t seen the last of me.</li>
<li><span style="text-decoration: underline;">SOUND: JANGLING SOUND OF GUNBELT BEING REMOVED AND HANDED OVER.</span></li>
<li>JIM: I’ll keep a weather eye out &#8211; over my shoulder, so to speak. From what I hear you ain’t the kind of man to come face another from in front.</li>
<li>PASSERS BY: (MINOR LAUGHTER)</li>
<li>WALLACE: You’ll rue the day you called me a coward, Sheriff.</li>
<li>JIM: I’m too busy ruing the day I had to meet your filthy carcass in the first place. Now git!</li>
<li>PASSERS BY: (SPORADIC APPLAUSE)</li>
<li>WALLACE: (AT A DISTANCE) Hey Sheriff? It’s a shame I lost the keys to that fellers jail cell. It’s like to make things a little inconvenient for you?</li>
<li>PASSER BY #1: You better watch out for that one Sheriff. He’s got a long memory for public slights and a reputation for settling his accounts with a pistol in the back. He’s not a man to be trifled with.</li>
<li>JIM: That weren’t no man worthy of the name. He’s a cowardly dog. Spiteful, and dangerous. I’m awful afraid I’ll be having to put him down real soon.</li>
<li>PASSER BY #1: Well, good luck to you sir. More’n one has tried. And you might want to set on this a spell too – Leach was the Mayor’s man. Everyone knows it. Putting down Leach, like you done, is tantamount to declaring war on the richest man in town. He’ll see it as a personal embarrassment and he’ll be looking for a way to make you answer for it.</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: INT &#8211; SHERIFF’S OFFICE – EVENING (JIM, ABE)</h3>
<ol start="343">
<li><span style="text-decoration: underline;">WALLA: CRICKETS IN THE DISTANCE – ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</span></li>
<li>JIM: You still here, partner?</li>
<li>ABE: You’re a funny man, Sheriff. That material go over well with all your incarcerated audience?</li>
<li>JIM: Well enough. You need anything?</li>
<li>ABE: I could use some food. Ain’t no one brought me anything since breakfast.</li>
<li>JIM: I thought Annie might’ve been in.</li>
<li>ABE: No sir. Maybe she figures the job of keeping me fed and watered is yours now.</li>
<li>JIM: I guess so. And she’d be right. I’d apologise you’ve had to do without ‘cept I think I’ve got some good news for you.</li>
<li>ABE: Yeah? Hanging date been brought forward, has it?</li>
<li>JIM: You’re something of a riot yourself, smart guy.</li>
<li>ABE: Alright then, out with it?</li>
<li>JIM: I don’t think you did it and I’m willing to cut you loose.</li>
<li>ABE: You don’t say.</li>
<li>JIM: I’ve been talkin’ to a lot of people today. The liveryman confirms that he locked you in the stable for the night and that it was damned unlikely you’d have found a way out… and then back in again to where the townsfolk found you. Most o’ the town knows about the ongoing feud between the mayor and the preacher (though most don’t believe it’d come to murder). And the blacksmith and Kelley Adams both saw Wallace Leach lurking in the vicinity of the Church that night about 20 minutes before it burned.</li>
<li>ABE: Well I’ll be. Leach, huh? No wonder he was so keen to see me hung? He’d a been next in line for people’s suspicions.</li>
<li>JIM: I have a suspicion he actually did it and was acting on behalf of the Mayor.</li>
<li>ABE: Why are you telling me all this?</li>
<li>JIM: Well, I’d like to discuss you staying on here for a spell as my deputy.</li>
<li>ABE: Would you discuss it over some food?</li>
<li>JIM: (LAUGHING) Sure. Give me a minute to find my skeleton key.</li>
<li>ABE: Leach still has the cell key, huh?</li>
<li>JIM: Ahuh, claimed he lost it when I fired him today. (BEAT) Here we go.</li>
<li><span style="text-decoration: underline;">SOUND: KEY IN LOCK AND JAIL DOOR OPENS – LET IT FINISH.</span></li>
<li>ABE: You’ll have picked up a few enemies getting me out of here today, won’t you?</li>
<li>JIM: Ahuh.</li>
<li>ABE: Alright. I’ll be your deputy until we get the fellas who set me up. But then I’m gone.</li>
<li>JIM: Shake on it?</li>
<li>ABE: It’s a deal.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF ONE HAND CLAP (THE MEN SLAPPING THEIR HANDS TOGETHER TO SHAKE ON IT) – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: EXT &#8211; MAIN STREET &#8211; NEXT DAY (JIM, ABE, ANNIE, PASSER BY#1, PASSERBY #2)</h3>
<ol start="374">
<li><span style="text-decoration: underline;">WALLA: SOUND OF PASSING HORSES, WAGONS, OCCASIONAL SHOPPERS ETC.</span></li>
<li>JIM: You ready, ABE?</li>
<li>ABE: Ahuh. You, Sheriff?</li>
<li>JIM: Yup. I guess we’d best start our patrol o’ Main Street. Make sure everyone can see you, and that tin star&#8230; but don’t let your hand stray far from your gun.</li>
<li>ABE: Don’t worry. I intend living ‘til a ripe old age.</li>
<li>JIM: Liar. If you believed that you’d a headed out o’ town under cover of dark, last night.</li>
<li>ABE: Heh. I guess so.</li>
<li><span style="text-decoration: underline;">SOUND: BOOTS WALKING ON WOODEN WALK. ESTABLISH AND UNDER.</span></li>
<li>PASSER BY #1: Holy!&#8230; I mean, good morning Sheriff!</li>
<li>PASSER BY #2: What on God’s green earth!</li>
<li>PASSER BY #3: (RETREATING FAST) The Sheriff must’ve exhonerated him?</li>
<li>PASSER BY #4: Damn, if the mayor aint gonna be mad about this!</li>
<li>PASSER BY #5: Mornin’ Sheriff!</li>
<li>PASSER BY #6: This’ll turn some hot heads hotter.</li>
<li>ANNIE: Now if this ain’t a sight. I was just coming to bring you some vitals you might cook up for your prisoner&#8230; and here he is wearing a star n’ all. (BEAT THEN ANGRY) Are you outta your damn mind?</li>
<li>JIM: Take it easy Annie. He’s been exhonerated.</li>
<li>ANNIE: Sure he has. He didn’t do it. But what the hell is he still doing here? You shoulda put him on a horse and sent him on his way last night.</li>
<li>ABE: You might try and avoid talking about me as if I ain’t here, miss Annie.</li>
<li>ANNIE: That’s just Annie, you jackass. You ain’t got the common sense God gave a rattlesnake, either of you.</li>
<li>JIM: Now, take it easy. There ain’t no call for getting so riled up.</li>
<li>ANNIE: Sure there is. How’d you end up talking this idjit into puttin’ on the star. It’s sure as hell gonna get him killed.</li>
<li>ABE: (ANNOYED) He didn’t have to talk me into anything. Letting me go was gonna cause him a heavy deal o’ trouble &#8211; possibly even kill him. I couldn’t just walk away.</li>
<li>ANNIE: (DISGUSTED) Men! (TO JIM) You might o’ been able to calm things down with the Mayor. This way, you’ve all but declared open war. I ain’t lookin to bury another Sheriff this soon (BEAT) or his no-account deputy.</li>
<li><span style="text-decoration: underline;">SOUND: FEMALE BOOTS STORMING OFF INTO THE DISTANCE &#8211; LET IT FINISH.</span></li>
<li>ABE: Well, she’s pretty riled.</li>
<li>JIM: Ahuh. Let’s hope it has the same effect on our good mayor.</li>
<li>ABE: You want to remind me again why we’re setting out to deliberately spit in the eye of a powerful man like Dan Wilson?</li>
<li>JIM: ‘Cause we’re hoping it’ll cause him to do something rash, make a mistake, and allow us to git him for the recent killings.</li>
<li>ABE: You know. When we was talking about it by lantern light last night this plan seemed a might more sensible than it does right now.</li>
<li>JIM: Aw, you’re just feeling squirly ‘cause I hung a pork chop round your neck and asked ‘em to send in the wolves.</li>
<li>ABE: Thanks for the pep talk, Sheriff.</li>
<li>JIM: You’re welcome, deputy. (BEAT) Now let’s see about walking into the lion’s den.</li>
<li>ABE: Not real big is it?</li>
<li>JIM: The saloon’s built for a small town. No bawdy house, a bar, a few tables for cards, dice, and faro. From what I hear, the mayor lives above the establishment.</li>
<li>ABE: Got many hired men in there.</li>
<li>JIM: A few. Maybe more’n a few.</li>
<li>ABE: Well, hell. Who wants to live forever, anyway?</li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p>JIM WILKES: I’m the new Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. This town badly needs some law so’s I expect I’ll have my work cut out fer me.</p>
<p>ANNIE DEEMES: I run the local store. I’m a woman alone in a tough town and I hold my own. I don’t face too much trouble. Most folks who want to cause any are dissuaded, quick-like, by a well aimed Winchester.</p>
<p>ABE FARROW: I was passing through when someone burned the Church down with a bunch a young-uns in it. As the only stranger in town, I ended up in the jail-house. They’ll be comin’ to lynch me real soon, I expect. Ironic that this is how it’ll end. I’m an ex-lawman who’s gonna swing at the end of a rope.</p>
<p>DAN WILSON: I’m the Mayor of this town and its richest man. I’m charming and friendly and I rule this burgh without being gainsaid. This town is mine and I don’t care who knows it. No-one crosses me and gets away with it.</p>
<p>WALLACE LEACH: I’m the duputy in this town (part time). I work fer Mister Wilson over at the Saloon when I’m not deputying. Fact is, I work for Mister Wilson all the time, really. I ain’t been blessed with a deal o’ book learning, but I can add up well enough to stay on the good side o’ the man who pays me. An’ if he pays me to keep an eye on the new Sheriff, then that’s what I’ll do.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p>TOWNSFOLK (PASSERS BY): We’re a community full o’ anger and grief. Our children are gone. Murdered by some drifter. We want them back, but that ain’t gonna happen. So we’ll settle for revenge&#8230; and no-one better get in the way o’ that.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-comes-uninvited-episode-2-a-new-deputy-in-town/">Where Death Comes Uninvited &#8211; Episode 2 &#8211; A New Deputy is in Town</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>How to Write Immersive Audio-Drama that your Audience can Decode Easily</title>
		<link>https://weirdworldstudios.com/how-to-write-immersive-audio-drama/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 26 Sep 2017 23:55:37 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[cueing]]></category>
		<category><![CDATA[decoding]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[sound design]]></category>
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					<description><![CDATA[<p>THE COUNTER-INTUITIVE WAY WE ACHIEVE IMMERSION &#160; I&#8217;m unlikely to make any friends with this week&#8217;s comments&#8230; and they probably belong more properly to a discussion of production rather than scripting &#8211; though I think writers need to understand some of these production issues in order to write effectively for the medium. To give them [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-write-immersive-audio-drama/">How to Write Immersive Audio-Drama that your Audience can Decode Easily</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>THE COUNTER-INTUITIVE WAY WE ACHIEVE IMMERSION</h3>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>&nbsp;</p>
<p>I&#8217;m unlikely to make any friends with this week&#8217;s comments&#8230; and they probably belong more properly to a discussion of production rather than scripting &#8211; though I think writers need to understand some of these production issues in order to write effectively for the medium.</p>
<p>To give them some context, I&#8217;m deaf in one ear so there are features of audio that just don&#8217;t &#8220;read&#8221; for me. This means that, if you don&#8217;t like what I have to say here, you can easily write it off as the ramblings of someone disqualified to speak because, well, I can&#8217;t hear properly anyway.</p>
<p>So, taking it under advisement that I am fully aware that I am talking from my own (and very non-typical) experience, you should probably treat this as an opinion piece&#8230; and yes, everything I post is my opinion, but I usually feel that I am standing on more solid ground when I post than on this particular occasion.</p>
<p>Okay, disclaimers dealt with. I want to talk about immersion in audio drama and how I think it is achieved versus how it is subverted by our attempts to achieve it.</p>
<p>In the past when I&#8217;ve talked to people about immersion in audio drama, I&#8217;ve found the conversations moves very quickly to how to create dense, sound rich, audio soundscapes. After much thinking and listening, I&#8217;ve come to the (possibly controversial) conclusion that the density of the soundscape is only a minor factor in immersion and can, in fact, work against its intended outcome.</p>
<h3>SPOTLIGHT ON PSYCHOLOGY</h3>
<p>There are some very important concepts from the world of psychology that have a lot to say about how immersion is achieved. These include closure, cognitive load, and cognitive equilibrium. The idea of cognitive equilibrium suggests that where we are receiving sensory input that fails to match our expectations (for example where the input is so ambiguous that the environment does not seem realistic to us) our brains get thrown into a state of dis-equilibrium and we adjust by either &#8220;waking up&#8221; out of the illusion all-together (like in a movie or book where the illusion of immersion is broken because a scene is too unrealistic to maintain our willing suspension of disbelief) or we become confused (losing our sense of place). Likewise cognitive load theory, which suggests that an unrealistic overloading of sound cues (where too many sounds are layered together or presented in an unrealistic manner) has a similar effect.</p>
<p>Audio has its own form of spotlight. That spotlight is volume. It tells the audience what is important in the audio story&#8230; and what&#8217;s important is the thing that is most clearly audible. That being the case, one of the most important techniques for managing immersion is the fade. The human brain acts naturally via the mechanism of the Reticular Activating System (RAS) to shut down our conscious recognition of background noise. In our day to day world, our brains filter noise all the time. We don&#8217;t notice the background hum of the traffic, or wind, etc. until we stop and consciously attend to these sounds. They have been turned into silence by our minds unconscious capacity to decide what is and isn&#8217;t important. In audio drama, our brains won&#8217;t filter out the background and we need to consciously control this for the listener. As a result, greater realism is created (and thereby a greater illusion of immersion) by mimicking the behavior of the RAS through the relative control of volume (fading out background sounds once established etc.). Failure to effectively use volume as a means of focusing listener attention also results in the dissonance that leads to disequilibrium.</p>
<p>This lesson has been very forcefully brought home to me by my youngest son&#8217;s disability. The RAS in his brain doesn&#8217;t work properly. His brain simply doesn&#8217;t filter the stimuli that he encounters. This means that for his entire life every part of his environment has been shouting at him at full volume. It makes it very difficult for him to learn in a traditional classroom (despite his IQ being pretty much off the chart). The world is a very confusing place for him to navigate and he is constantly having to scan everything he is receiving as input, sort it, and try to focus on what is important&#8230; consciously&#8230; all the time&#8230; everyday. Those audio dramas, which in the name of immersion, layer in too much stimuli and fail to use volume to properly separate figure (that which is important) from ground (that which is not) or fail to control focus and remove distraction, create exactly this experience for their listeners. Too much sound is merely noise, and because our brains don&#8217;t process artificial soundscapes in the same way they process sound in three dimensions (the real world) we have to be especially careful about controlling the soundscapes we construct (by fading and de-emphasising background from important foreground).</p>
<p>I mentioned earlier that I am deaf in one ear. This isn&#8217;t a problem most of the time. I usually have to have you in my field of vision to know I am being spoken to but generally it&#8217;s fine. The one time that it is not, is if I am at a restaurant. In a restaurant, if the background noise reaches a certain level, all the stimuli sort of blend together and I get the auditory equivalent of snow on a television screen. It leaves me feeling very isolated despite having a large crowd of people around me. I&#8217;m told by friends who are not hearing impaired that this experience is not unique to me, but tends to set in at higher levels of overload &#8211; say when a jack-hammer is going on a busy roadway outside a music store with speakers blaring into the street. At a certain point, the stimuli we are trying to separate and make sense of exceeds our brain&#8217;s capacity to do so and it all becomes noise.</p>
<h3>TECHNIQUES FOR CREATING IMMERSION WHILE AVOIDING CONFUSION</h3>
<h4>Managing Ambiguous Sounds</h4>
<p>As a general rule, sound needs to be &#8220;readable&#8221; or it results in listener confusion. Many sounds are ambiguous (crumpling cellophane can read as rain, fire, and waves on the beach depending on how it is used). The audience must be given cues to make sense of these sounds or they will not understand them and we risk having the illusion of immersion broken. To keep sounds from being ambiguous we need to identify them before we introduce them. There is a right way and a wrong way to do this.</p>
<p>Here&#8217;s an example of the wrong way (an ambiguous sound is introduced without cueing).</p>
<blockquote><p><span style="text-decoration: underline;">SOUND: FLAMES &#8211; ESTABLISH AND UNDER.</span><br />
JACK: Do you hear that? I think something is on fire.</p></blockquote>
<p>Here&#8217;s an example of the right way (the dialog explicitly cues the sound of fire).</p>
<blockquote><p>JACK: Do you hear that? I think something is on fire.<br />
<span style="text-decoration: underline;">SOUND: (FADE IN) FLAMES &#8211; ESTABLISH AND UNDER.</span></p></blockquote>
<p>Here&#8217;s another example of the wrong way (the ambiguous sound of rain is introduced without cueing).</p>
<blockquote><p><span style="text-decoration: underline;">SOUND: RAIN &#8211; ESTABLISH AND UNDER.</span><br />
JACK: Damn but it&#8217;s started raining hard.</p></blockquote>
<p>Here&#8217;s another example of the right way (the readily identifiable sound of thunder cues the rain).</p>
<blockquote><p><span style="text-decoration: underline;">SOUND: THUNDER &#8211; LET IT FINISH.</span><br />
<span style="text-decoration: underline;">SOUND: RAIN &#8211; ESTABLISH AND UNDER.</span><br />
JACK: Damn but it&#8217;s started raining hard.</p></blockquote>
<p>It may seem counter intuitive, but for ambiguous sounds to &#8220;read&#8221; properly, they must be cued <strong>before</strong> they are heard, either by dialog, or by self-identifying sounds (like the thunder) that provides the auditory clues needed to decode what is happening in the drama. If they come after the sound is introduced we run the risk of having lost our audience members to confusion&#8230; and confusion will instantly break the immersion we are trying to achieve.</p>
<h4>Setting Scenes</h4>
<p>Another place that sound is often mis-used in audio drama, arises in the establishing of scenes. At the beginning of the scene we want to establish a sense of time and place. As often as not, we do this with sound, making the scene come to life by giving it proper ambiance. But, it is common for amateur audio drama to overdo this, and it often stands out with regard to footsteps. Footsteps are very hard to get right (usually because they are very distracting). The fact is, most of us don&#8217;t hear our footsteps as we walk around in our day. When we enter a new environment we notice them for a moment (because a transition has taken place and our brains need to sort out whether the change in sound is important or not) but then they fade from consciousness once more. Too many audio dramas maintain their background sounds and footsteps for far too long. We need to establish and fade our sounds to create a sense of reality. Footsteps should only register consciously for a few moments. As a general rule, background should be unobtrusively faded as soon as the dialog begins. Our brains register the continuing noticeable sound of footsteps under dialog as something that is not part of our natural experience and it becomes distracting. This is true of all our establishing sounds.</p>
<p>I know lots of folks hate narration as a tool in audio drama. I&#8217;m aware of all the reasons (we&#8217;ve talked about them elsewhere) and I won&#8217;t go over them all again here. I maintain that, for all the criticisms that can be leveled at narration, it is still a helpful tool in any audio dramatist&#8217;s toolkit. I&#8217;m just going to focus on one use of narration today that is directly relevant to the discussion so far.</p>
<p>There is a psychological principle called closure (again discussed elsewhere, and with many thanks to Jack Ward for giving me the name to call it by) that is of huge benefit to the audio dramatist. It is that feature of the audience that creates entire worlds around the cues (sound, music, and dialog) we provide them with. We mention a lawyer&#8217;s office and the audience supplies all the details with their imaginations. We don&#8217;t have to suggest a desk and chair etc. The audience can be relied on to construct an entire detailed set on our behalf. BUT&#8230; the more complex a scene, the more likely the soundscape that establishes it will &#8220;read&#8221; ambiguously to the listener. A few words of context can make all the difference.</p>
<p>Compare</p>
<blockquote><p><span style="text-decoration: underline;">SOUND: (WALLA) DISTANT CARS LOW IN BACKGROUND &#8211; ESTABLISH AND UNDER</span><br />
JAKE: (YAWNS).<br />
<span style="text-decoration: underline;">SOUND: TELEPHONE RINGS &#8211; CONTINUE UNTIL PICKED UP.</span><br />
<span style="text-decoration: underline;">SOUND: CHAIR CREAKS &#8211; LET IT FINISH.</span><br />
<span style="text-decoration: underline;">SOUND: TELEPHONE IS PICKED UP &#8211; LET IT FINISH.</span><br />
JAKE: Stephano Detective Agency, Jake Stephano speaking.</p></blockquote>
<p>With</p>
<blockquote><p>NARRATOR: In the office of Jake Stephano, private detective&#8230;<br />
<span style="text-decoration: underline;">SOUND: (WALLA) DISTANT CARS LOW IN BACKGROUND &#8211; ESTABLISH AND UNDER</span><br />
JAKE: (YAWNS).<br />
<span style="text-decoration: underline;">SOUND: TELEPHONE RINGS &#8211; CONTINUE UNTIL PICKED UP.</span><br />
<span style="text-decoration: underline;">SOUND: CHAIR CREAKS &#8211; LET IT FINISH.</span><br />
<span style="text-decoration: underline;">SOUND: TELEPHONE IS PICKED UP &#8211; LET IT FINISH.</span><br />
JAKE: Stephano Detective Agency, Jake Stephano speaking.</p></blockquote>
<p>The above isn&#8217;t a great example and I probably wouldn&#8217;t bother using narration here, but there is no denying that the scene decodes for the listener faster with the narration than without. Being forced to do a little bit of decoding never hurt anybody (we do that with sound in the real world all the time) but where listeners are forced to work hard to decode the soundscape in order to work out where and when the action is taking place, we are actively working against their sense of immersion. You simply cease to be embedded in the story when you have to consciously stop and decode the soundscape in order to understand the scene.</p>
<h4><strong>Pacing to Provide Greater Focus</strong></h4>
<p>Pacing is also important for decoding sound. Fights cannot be lengthy without creating confusion. In fact it is essential that they be fairly short (or that they are broken into chunks with explanatory dialog) otherwise they become confusing to the listener and fail to decode. That isn&#8217;t to say that confusion (for example, the background noise of an out of control brawl) has no place in an audio drama &#8211; but the foreground soundscape MUST decode easily for the listeners. A masterful example of this took place in one of Decoder Ring Theatre&#8217;s Black Jack Justice episodes. The scene took place in a casino where a shoot out was taking place. The background soundscape was one of ongoing shouts, shots, and mayhem, but the foreground was a masterclass in short, sharp, controlled action and dialog involving the protagonists. Despite all the confusion in the background there is nothing ambiguous about the foreground action and the scene &#8220;reads&#8221; perfectly.</p>
<p>Below is a simple example of a quick fight interaction that decodes easily for the listener.</p>
<blockquote><p>JAKE: I have been hunting you for some time, Fletch. There is no way for you to escape.<br />
FLETCH: Oh,yeah? We&#8217;ll see about that.<br />
JAKE: Don&#8217;t try to run. I don&#8217;t want to hurt you Fletch, but if you make me&#8230; Damnit.<br />
<span style="text-decoration: underline;">SOUND: SMACK&#8230; SMACK, SMACK &#8211; LET IT FINISH.</span><br />
FLETCH: (GROANS) Ugh.<br />
<span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH.</span><br />
JAKE: (SIGHS) Well, you can&#8217;t say I didn&#8217;t warn you.</p></blockquote>
<h3>MINIMALISM VERSUS DENSITY OF SOUND DESIGN</h3>
<p>If it&#8217;s not obvious to you, I&#8217;m something of a fan of a certain amount of minimalism when it comes to sound design. But as I said earlier, this may be because of my own deafness &#8211; I admittedly have a lower than typical tolerance for crowded sound-scapes. But this preference isn&#8217;t universally observed. The OTR show, Gunsmoke, contained the richest, most layered use of sound that I&#8217;ve heard and I absolutely love it&#8230; but that&#8217;s because they used dense sound-scapes so well and mastered the art of decoding them for their listeners.</p>
<p>Probably the best minimalist use of sound that I am aware of is Decoder Ring Theatre&#8217;s Red Panda Adventures &#8211; Gregg Taylor is a master of clear and accessible action. At the other end of the spectrum with regard to sound design is Gunsmoke with its dense use of sound. In both cases, however, clarity is the key.</p>
<p>Anecdotally, there appears to be a &#8220;sweet spot&#8221; for audio production that allows maximum immersion (with some variation due to individual differences in listeners). This sweet spot seems to exist as a continuum in which minimalist sound design and heavily layered sound can equally contribute to an increased sense of immersion so long as their use effectively mimics the real world experience of hearing and matches a listener&#8217;s expectations for the environment. That is, silence is actually fine so long as the listener expects the environment to be silent, while a large amount of noise is also fine if the environment is expected to be noisy. But noise will become distracting if it doesn&#8217;t fade realistically and silence will fail to be convincing if sound fails to intrude sufficiently on the empty background when it occurs. Some recent research suggests that we can add to our list of realistic audio cues the spatial (or reverb) characteristics of the sound. In the context of what we already know regarding how to create the illusion of immersion, it also makes perfect sense that the spatial characteristics of sounds need to match listener expectations in order to be convincing.</p>
<p>Anyway I&#8217;d love to hear your thoughts on sound design, scripting, creating immersion, and how to help your audience decode what is taking place in your dramas. Add your comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-write-immersive-audio-drama/">How to Write Immersive Audio-Drama that your Audience can Decode Easily</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Where Death Comes Uninvited &#8211; Episode 1 &#8211; A New Sheriff</title>
		<link>https://weirdworldstudios.com/where-death-comes-uninvited-episode-1-a-new-sheriff/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Sep 2017 22:38:53 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Where Death Comes Uninvited]]></category>
		<category><![CDATA[a new sheriff]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[where death comes uninvited]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;A New Sheriff&#8221;, episode 1 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-comes-uninvited-episode-1-a-new-sheriff/">Where Death Comes Uninvited &#8211; Episode 1 &#8211; A New Sheriff</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A New Sheriff&#8221;, episode 1 of our new Weird Western; Where Death Comes Uninvited. This is a brand new (unpublished) series (featuring a brand new roster of heroes including Jim Wilkes &#8211; the Sheriff, Annie Deems &#8211; the Crack Shot, Speeding Elk &#8211; the Tracker, and Sally Turner &#8211; the Gambler). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_4097" aria-describedby="caption-attachment-4097" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-4097" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/09/016WW001Sml.png?resize=200%2C283" alt="Weird Western - WW001 - Where Death Comes Uninvited" width="200" height="283" /><figcaption id="caption-attachment-4097" class="wp-caption-text">Weird Western &#8211; WW001 &#8211; Where Death Comes Uninvited</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>Where Death Comes Uninvited</h2>
<h3>EPISODE #1 – A NEW SHERIFF</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #1: Where Death Comes Uninvited</strong></p>
<p>Jim Wilkes, former U.S Marshall, drifts into town to become the new Sheriff, but all is not as it should be.  When he arrives, the town is in mourning, many of its children having been killed in a fire at the schoolhouse/church.  He greets a wall of suspicion against outsiders, the spectre of multiple unsolved murders, strange and unnatural events, and a saloon keeper that seems to rule the town with an iron fist.  In his quest to confront the evil power behind the town he must recruit allies, discover the frightening source of the towns wealth, prevent an indian war, and pass through death itself.  Can he do so before death has a chance to claim the entire town?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>Where Death Comes Uninvited</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>JIM WILKES: Sheriff of Liberty Gulch</p>
<p>ANNIE DEEMES: Crack Shot and Store Keeper</p>
<p>TOWNSFOLK: Chorus of voices</p>
<p>MAN #1: Townsfolk in cemetery</p>
<p>WOMAN #1: Townsfolk in cemetery</p>
<p>ABE FARROW: Drifter</p>
<p>LYNCH MOBSTER #2: Townsfolk in lynch mob</p>
<p>LYNCH MOBSTER #3: Townsfolk in lynch mob</p>
<p>LYNCH MOBSTER #4: Townsfolk in lynch mob</p>
<p>DAN WILSON: Mayor of Liberty Gulch</p>
<p>WALLACE LEACH: Deputy of Liberty and Henchman to Dan</p>
<p>SFX: SFX operator (1 required)</p>
<h2>ACT 1</h2>
<h3>SCENE 1: EXT – LIBERTY GULCH CEMETERY AND ENVIRONS – SUNDOWN (JIM, ANNIE, WOMAN #1, CROWD, MAN #1)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) CRICKETS, DISTANT VOICES SINGING THE LAST FEW WORDS OF A HYMN. CLIP CLOP OF HORSE ENTERING TOWN.</span></li>
<li>JIM WILKES: Well, it’s been a long trail, Shiloh, but we’re almost there.</li>
<li><span style="text-decoration: underline;">SOUND: HORSE (SHILOH) WINNIES NON-COMMITALLY &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: PATS THE HORSE TWICE &#8211; LET IT FINISH.</span></li>
<li>JIM: Yup, I know. But at least there’ll be water and hay fer ya. I ain’t quite sure whut my own reception’s gonna be like, though.</li>
<li>(BEAT) Hear that, girl? Sounds like the whole dang town’s at the cemetery. I guess we’d better head on up an’ introduce ourselves.</li>
<li>ANNIE DEEMES: (OFFICIATING THE FUNERAL) “I am the resurrection and the life”, says the Lord. “Those who believe in me, even though they die, will live, and everyone who lives and believes in me will never die”. (BEAT)</li>
<li>In sure and certain hope of the resurrection to eternal life, through our Lord Jesus Christ, we commend to almighty God, these, our children taken too soon &#8211; Jessie Wayland, Sarah Conroy, Michael Wayne, Billy Friday, Caroline McCormack, Daniel Best, Andie Rivers, and Jenny Fellows &#8211; and also the Reverend Josiah Smith, tragically claimed by the same Church fire, and we commit their bodies to the ground, earth to earth, ashes to ashes, dust to dust.</li>
<li><span style="text-decoration: underline;">SOUND: STOIC WEEPING OF VARIOUS BEREAVED MOTHERS &#8211; ESTABLISH AND FADE.</span></li>
<li><span style="text-decoration: underline;">SOUND: HORSE HOOVES STOP.</span></li>
<li>JIM: I’m sorry to intrude on your grief folks, but I’m&#8230;</li>
<li>WOMAN #1: (SHRIEKS) Kill him. Kill the interloper.</li>
<li>CROWD: (ENRAGED NOISES) Get him! Kill him! Bring him down! &#8211; ESTABLISH AND FADE UNDER</li>
<li>ANNIE: (SHOUTING) No! wait!</li>
<li>MAN #1: Heave that rock at him, Jeb!</li>
<li><span style="text-decoration: underline;">SOUND: HORSE WHINNYING IN DISTRESS. ROCK IN FLIGHT AND HEAVY HIT (STRIKES JIM) &#8211; LET IT FINISH.</span></li>
<li>JIM: (GROANS) Ugh!</li>
<li><span style="text-decoration: underline;">SOUND: BODY DROP (JIM FALLS OFF HORSE).</span></li>
<li>ANNIE: Oh, you fools! What have you done? (BEAT AND SLOW FADE OUT) Mister? Hey Mister? Are you all right? Mister?</li>
<li><span style="text-decoration: underline;">MUSIC: BRIDGE &#8211; OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: INT &#8211; JAIL CELL AT THE SHERIFF’S OFFICE &#8211; EVENING (JIM, ANNIE, ABE, LYNCH MOBSTER #2, LYNCH MOBSTER #3, LYNCH MOBSTER #4, DAN)</h3>
<ol start="22">
<li>JIM: [CUE] (GROANING) Ugh! Oh!</li>
<li>ANNIE: You’re awake. I thought we might’ve lost you there fer a while.</li>
<li>JIM: Whut? Oh, my head!</li>
<li>ANNIE: Lie still. You took a pretty bad knock. You’ve been asleep for more’n twenty four hours.</li>
<li>JIM: Hey, ain’t you that pale lookin’ preacher woman? I heard you tryin’ to hold back the mob.</li>
<li>ANNIE: Yeah, that was me. But I’m no preacher. Ours died in the fire, along with a bunch of kids from the town. We were burying them when you&#8230; arrived.</li>
<li>JIM: Ahuh. Guess people are a mite het up over it then?</li>
<li>ANNIE: You could say that. Do you remember your name?</li>
<li>JIM: Sorry, yeah. I’m Jim Wilkes, formerly a U.S Marshall, and soon to be your new sheriff.</li>
<li>ANNIE: Aw hell! (BEAT) Well, I guess we’re off to a flying start, first impressions wise. Welcome to Liberty, Mr Wilkes.</li>
<li>JIM: Heh! Thanks. And you are&#8230;</li>
<li>ANNIE: My name’s Annie Deemes. I run the general store in town. Most people just call me Annie.</li>
<li>JIM: Mrs or Miss?</li>
<li>ANNIE: Just Annie.</li>
<li>JIM: Ahuh. And how’d you end up officiatin’ at the funeral.</li>
<li>ANNIE: I can read&#8230; which is more’n can be said for most of the folks in this town, so I got to officiate.</li>
<li>JIM: Don’t you folks got a mayor or someone to manage that?</li>
<li>ANNIE: Oh, we got a mayor alright. But&#8230; ah, let’s just say, he ain’t the religious type, an’ he had no love for our dead preacher.</li>
<li>JIM: And what about you, Annie? Is that cross around your neck just fer show?</li>
<li>ANNIE: Heh! Ain’t you the talkative one? That’s a lot of questions for a first meeting.</li>
<li>JIM: Well, I am gonna be the sheriff, assuming, o’ course, that I live. It’s part of the job to get to know people&#8230; and don’t think I ain’t noticed you haven’t actually answered my question.</li>
<li>ANNIE: (AMUSED) You’ll live&#8230; and (DARKLY) religion comes with the territory around here. Let’s just say we’ve got some experience with resurrections in these parts and leave it at that.</li>
<li>ABE FARROW: (CALLING AT A DISTANCE) Hey, Annie, if that there feller looks like he’s gonna live, I’d sure appreciate some water over here.</li>
<li>JIM: Who’s that?</li>
<li>ANNIE: We’re in the Sheriff’s office. There’s a prisoner in the next cell. A drifter. Happened to be passing through town when the Church burned down.</li>
<li>JIM: Deliberately lit?</li>
<li>ANNIE: Uhuh.</li>
<li>JIM: You think he did it?</li>
<li>ANNIE: Most of the town does&#8230; but you’ve already seen how people jump to conclusions around here. Waiting for the funeral was the only thing that’s kept him from a lynch mob’s rope this long.</li>
<li>ABE: (CALLING AGAIN) Annie? You hear me, darling?</li>
<li>ANNIE: (CALLING BACK) Hold yer horses. And I ain’t yer darling.</li>
<li>ABE: (CALLING AGAIN) Yeah, well, you’re a little pale for my taste anyway. You should probably think about getting out in the sun more.</li>
<li>ANNIE: (CALLING BACK) An you should think about keeping your opinions to yourself more, if’n you like your nose the shape it currently is.</li>
<li>JIM: (INTERRUPTING) Any reason I need to be kept in this cell?</li>
<li>ANNIE: Not if you’re who you say you are. Can you actually prove you’re the sheriff we been expecting?</li>
<li>JIM: If no one’s run off with my horse. There’s some papers in my saddlebag that should be enough.</li>
<li>ANNIE: Your horse is fine. I’ve got her stabled across the way. I brought your bags in too. They’re behind the desk.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS WALKING AWAY. RUMMAGING SOUND &#8211; LET IT FINISH.</span></li>
<li>ANNIE: (AT A DISTANCE) Is this them?</li>
<li>JIM: Ahuh.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS APPROACH &#8211; LET IT FINISH.</span></li>
<li>ANNIE: It all appears to be in order.</li>
<li><span style="text-decoration: underline;">SOUND: CELL DOOR OPENING &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Here’s your star and your weapon.</li>
<li>ABE: (CALLING) Come on Annie, please? Just a little water?</li>
<li>ANNIE: Yeah, alright. Quit your hollering. I’m coming. (TO JIM) You better come along and meet your only other resident.</li>
<li>JIM: It was unlocked all along?</li>
<li>ANNIE: I’m not sure where the keys are. Probably with the mayor.</li>
<li>JIM: I guess it makes no mind. I keep a skeleton key in my boot.</li>
<li>ANNIE: (LAUGHS) You sure you’re one o’ the good guys?</li>
<li>JIM: So far.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS TO NEXT CELL &#8211; LET IT FINISH.</span></li>
<li>ANNIE: Well, here y’are.</li>
<li>ABE: Thanks Annie.</li>
<li><span style="text-decoration: underline;">SOUND: ABE TAKES A BIG GULP OF WATER &#8211; LET IT FINISH.</span></li>
<li>JIM: Howdy, mister. I hear you like to light fires.</li>
<li>ABE: Is that so? Well, you can’t believe everything you hear, now can you, sheriff?</li>
<li>JIM: That remains to be seen. You got a name?</li>
<li>ABE: I do, but I ain’t been feelin’ inclined to go sharin’ it, seeing how the good folks o’ this here town have it in mind to make me the main attraction at a neck-tie party.</li>
<li>JIM: Well, that was then. From now on there’ll be no hangings in this town, except under law.</li>
<li>ABE: You been a lawman long, sheriff?</li>
<li>JIM: Uhuh.</li>
<li>ABE: Hmmm! Where’d you say you was from?</li>
<li>JIM: I didn’t&#8230; but I was a U.S Marshall for some years. The name’s Jim Wilkes.</li>
<li>ABE: Yeah, I heard o’ you. You tracked down the Hatchet gang. Nasty business.</li>
<li>JIM: I seen worse.</li>
<li>ABE: Then you’ve seen a lot. I was a deputy once you know? Over in Lawson City.</li>
<li>JIM: Lawson, huh? You must o’ been one o’ McDaniel’s men.</li>
<li>ABE: Before he was shot, yeah.</li>
<li>JIM: Why’d you leave it?</li>
<li>ABE: Why’d you? The US Marshall’s I mean.</li>
<li>JIM: It got too political. Fact is, it got so a feller couldn’t tell the white hats from the black anymore.</li>
<li>ABE: My reasons weren’t so high falutin’. I just got tired ‘o the place and wanted to move on. I’ve never been much good at stayin’ put.</li>
<li>JIM: I’m still gonna need your name.</li>
<li>ABE: Abe Farrow.</li>
<li>JIM: Abe Farrow? You’re a gunman.</li>
<li>ABE: I guess. That’s better’n some things I been called.</li>
<li>ANNIE: What? He’s a murderer?</li>
<li>ABE: No ma’am. I’ve done my fair share o’ killing, sure. Sometimes I even got paid for it. But I never shot any man who didn’t draw on me first.</li>
<li>JIM: That’s true enough. Abe Farrow’s never killed a man except in self-defence.</li>
<li>ABE: Sounds like you’re not convinced I’m who I say?</li>
<li>JIM: I thought you’d be a little younger is all.</li>
<li>ABE: Heh! Is that right? Well, truth is I’m younger’n I look. A life of killing can age you premature somewhat.</li>
<li>JIM: Ain’t that the truth. Still, I doubt very much you’re a firebug, whatever else you’ve done in your life. (BEAT) Annie, tell me a little more about this church fire.</li>
<li>ANNIE: There’s not a lot to tell. It was only a couple a days ago. Josiah, the preacher, was teaching an evening Sunday School class. The church was locked and barred from the outside and set ablaze. No-one stood a chance. The building was burned to the ground with everyone in it before most people were even aware the fire had started. Mr Farrow, here, was a stranger and sleeping in the stable. People just figured that no-one from around here would do such a thing and threw him in jail. Strangers ain’t real popular around here at present&#8230; as you’ve seen for yourself.</li>
<li>JIM: Well, Abe, you can rest easy for a bit. I cain’t let you out just yet, but that’s just for your own protection. Once things settle down you’ll be set free while I investigate. (TO ANNIE) Hey, Annie, did the preacher have any enemies that you know of?</li>
<li>ANNIE: Well&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MURMUR OF AN APPROACHNG MOB &#8211; ESTABLISH AND UNDER.</span></li>
<li>JIM: Aw hell. Here comes trouble.</li>
<li>ABE: You’ve still got a chance to cut and run if you want, sheriff. All you have to do is hand me over.</li>
<li>JIM: I told you the only hangin’s there’ll be around here are under the law. Annie, can you unlock that rifle cabinet for me?</li>
<li>ANNIE: Yeah, the keys are in the drawer.</li>
<li>JIM: Do it. Then get in back and get down low. You too, Abe.</li>
<li>LYNCH MOBSTER #2: (CALLING FROM OUTSIDE) Annie? You in there? We want you to bring that boy out what burned our chill’n.</li>
<li>JIM: (CALLING BACK) That ain’t gonna happen, partner.</li>
<li>LYNCH MOBSTER #2: Who’s that? I don’t know you do I?</li>
<li>JIM: My name’s Jim Wilkes, and I’m your new sheriff. A few of you met me at the cemetery about sundown yesterday.</li>
<li>CROWD: (MURMURS OF SURPRISE)</li>
<li>JIM: But that’s neither here nor there if’n y’all are willing to maintain the peace.</li>
<li>LYNCH MOBSTER #2: What are you saying?</li>
<li>JIM: I’m saying, you folks need to turn around and go home, all peaceable like. I represent the law and there’ll be no hanging here afore there’s been due process.</li>
<li>CROWD: (ANGRY MURMURING)</li>
<li>LYNCH MOBSTER #2: Well, I don’t know nothing about that. All we want is the feller who killed our kids.</li>
<li>JIM: I’ll only say this once more. After that I’ll let my Winchester do the talking. This man is under the protection of the law until there’s been an investigation and trial. There will be no hanging here tonight.</li>
<li>CROWD: (MORE ANGRY MURMURING)</li>
<li>LYNCH MOBSTER #2: But what about our kids?</li>
<li>LYNCH MOBSTER #3: Yeah, what about our kids?</li>
<li>LYNCH MOBSTER #4: You gonna protect that scum? Who was protecting my Jenny?</li>
<li><span style="text-decoration: underline;">SOUND: RIFLE SHOT, CRIES OF SURPRISE FROM CROWD &#8211; LET IT FINISH.</span></li>
<li>JIM: That was a warning shot. The next one is gonna draw blood. You folks need to go home. Now.</li>
<li>LYNCH MOBSTER #2: You ain’t heard the last o’ this sheriff. We want justice and we’re gonna get it.</li>
<li>JIM: Not tonight you’re not. And not without benefit of the law. The first man who sets foot on my porch is gonna fall with a bullet through the brain. Now, what’s it gonna be?</li>
<li><span style="text-decoration: underline;">SOUND: ANGRY MURMURS RECEDING &#8211; LET IT FINISH.</span></li>
<li>JIM: (SIGH OF RELIEF) Phew. I think the crisis is passed for the moment.</li>
<li>ABE: Well, sheriff, I think I stand in your debt.</li>
<li>JIM: Don’t count your chickens yet. I’ve still got to investigate. (BEAT) Annie? It’s safe to come out.</li>
<li>ANNIE: I know. I was watching out back to make sure no one was trying to play any tricks.</li>
<li>JIM: Is that a rifle in your hands, Annie? You know how to use it?</li>
<li>ANNIE: I’ve been handling guns since I was six years old.</li>
<li><span style="text-decoration: underline;">SOUND: LOUD BANGING ON DOOR &#8211; LET IT FINISH.</span></li>
<li>JIM: Hang on.</li>
<li><span style="text-decoration: underline;">SOUND: JIM COCKS HIS GUN.</span></li>
<li>JIM: (CALLING OUT) Who’s there?</li>
<li>DAN WILSON: It’s Dan Wilson, the mayor.</li>
<li>JIM: Hold on.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR BEING UNBOLTED AND OPENED &#8211; LET IT FINISH.</span></li>
<li>DAN: Are you planning to shoot me with that, Mr&#8230;</li>
<li>JIM: Wilkes. Jim Wilkes. And I’m planning to be cautious until I have reason to be otherwise.</li>
<li>DAN: (IGNORING WILKES) Did you let him out of the cell, Annie?</li>
<li>ANNIE: (STIFFLY) I did. And now, if you’ll excuse me&#8230;</li>
<li>DAN: You know you didn’t have the authority to do that. I think you need to start learning your place missy.</li>
<li>ANNIE: People been telling me that my whole life, Mr Wilson. I’d never have done nothing if I’d believed it. Besides his papers are all in order. He’s the sheriff we been waiting for.</li>
<li>DAN: Is that so? Well, you’d best be scooting on home then, and leave the serious talk to us men-folk.</li>
<li>ANNIE: (SNIFFS DERISIVELY) Hmpf! (TO JIM) Well, I’m glad you’re on your feet sheriff. Goodnight.</li>
<li>JIM: Goodnight Ma’am. I’m grateful for the turn you done me.</li>
<li>SOUND: FOOTSTEPS, DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</li>
<li>JIM: She doesn’t seem to like you very much, now, does she, Mr Mayor?</li>
<li>DAN: Oh, she’s just unruly. All she really needs is to find herself a husband. Someone to take her in hand. (BEAT) Would you mind if I take a look at these papers of yours.</li>
<li>JIM: No, sir. Here you are.</li>
<li><span style="text-decoration: underline;">SOUND: SHUFFLING OF PAPERWORK &#8211; LET IT FINISH.</span></li>
<li>DAN: Well, everything appears to be in order. Welcome to Liberty, sheriff. I’m sorry about the bang on the head.</li>
<li>JIM: Your town greet everyone this way, or am I just special?</li>
<li>DAN: (LAUGHING) Just special, I guess. You know what’s been happening lately I presume?</li>
<li>JIM: Yeah, I heard about the church, if that’s what you mean?</li>
<li>DAN It is. People are bound to be a little roused after a thing like that. I hear you had a little altercation here tonight.</li>
<li>JIM: Some of the townsfolk felt like dispensing a bit of frontier justice.</li>
<li>DAN: And you stopped em?</li>
<li>JIM: Ahuh.</li>
<li>DAN: With a rifle?</li>
<li>JIM: I did.</li>
<li>DAN: Ahuh. Well, that may not have been the smartest of moves, sheriff?</li>
<li>JIM: Oh? And what should I have done?</li>
<li>DAN: Well for a start, you should have waited till you were officially recognised as sheriff.</li>
<li>JIM: They would have killed the man in my cell.</li>
<li>DAN: And that may not have been a bad thing. The townsfolk want him dead so they can get on with putting this whole sorry business behind them. It would have spared them a long drawn out trial and investigation.</li>
<li>JIM: You’re the politician sir, and the will of the people is your responsibility. But I’m a law man and I’m responsible to the law and to justice.</li>
<li>DAN: Fine words, sheriff. But in the end you may wish the will of the people had prevailed here tonight. I take it you’re going to begin an investigation.</li>
<li>JIM: That’s right.</li>
<li>DAN: I wish you wouldn’t. It’s gonna upset a whole lot of people. But I can see you’ve made up your mind. I’ll have your deputy here to help you get started first thing in the morning.</li>
<li>JIM: My deputy?</li>
<li>DAN: That’s right. His name’s Wallace Leach. He works at my saloon, but he knows the town real well and he’ll be a big help to you as you get to know us.</li>
<li>JIM: I see. Well, Mr Mayor, it’s been good meeting you. Annie said you’d have the key to the cells.</li>
<li>DAN: Yes sir, It was good to meet you too. I think you and I’ll be able to work together quite well, providing everyone can be reasonable. I’ll send the keys over with Leach in the morning. You won’t be needing them tonight.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS TO THE DOOR. DOOR OPENS.</span></li>
<li>DAN: Well, good night sheriff.</li>
<li>JIM: G’night. (BEAT) Oh, and Mr Mayor, one last thing?</li>
<li>DAN: Yeah?</li>
<li>JIM: What happened to your last sheriff?</li>
<li>DAN: Hmpf. He got hisself killed in the injun territories north o’ here. Those lands are protected and no-one’s supposed to go there. Savages the lot o’ them. The sooner we wipe em out the better.</li>
<li>JIM: Ahuh. G’night.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR CLOSES &#8211; LET IT FINISH.</span></li>
<li>ABE: You believe any o’ that?</li>
<li>JIM: Not much.</li>
<li>ABE: Sounds like you got your work cut out for you, sheriff, don’t it?</li>
<li>JIM: I guess it does.</li>
<li>ABE: And the color of them hats? Can you still tell the difference?</li>
<li>JIM: Hmmm!</li>
<li><span style="text-decoration: underline;">MUSIC: BRIDGE &#8211; NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 3: INT – THE SHERIFF’S OFFICE – EARLY MORNING<br />
(JIM, WALLACE)</h3>
<ol start="200">
<li><span style="text-decoration: underline;">SOUND: POUNDING ON DOOR. – LET IT FINISH.</span></li>
<li>WALLACE LEACH: You in there Sherrif? I checked at the boarding house and no-one had seen you. Figured you must be stayin’ in your office.</li>
<li>JIM: Keep yer hair on!</li>
<li><span style="text-decoration: underline;">SOUND: DOOR CREAKING OPEN – LET IT FINISH.</span></li>
<li>JIM: Whattaya want?</li>
<li>WALLACE: (AMUSED) Well, if you don’t look like a buzzard’s leavings, Sheriff.</li>
<li>JIM: It’s been a long night and my temper’s short so I’ll ask again, but only this once. What do you want?</li>
<li>WALLACE: Sorry to bother you sheriff, but our Mayor &#8211; Dan Wilson &#8211; sent word you were in town. I’m Wallace Leach, your deputy. Most people just call me Leach.</li>
<li>JIM: Uhuh.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR BEING SLAMMED (BEAT) RENEWED POUNDING ON DOOR – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (BEAT) DOOR OPENS – LET IT FINISH.</span></li>
<li>WALLACE: (GRIMLY) That was a mite unsociable, Sheriff.</li>
<li>JIM: Is that right&#8230; Mr Leach was it?</li>
<li>WALLACE: Just Leach is fine, and yes, sir, it was!</li>
<li>JIM: Well, Leach, let me tell you how things are gonna work. Unless there’s an emergency, or someone’s been shot dead, I’m gonna go back inside, pull on my drawers, and have me a REALLY strong coffee. You can wait here if you want – or not. But I’m not showing my face outside this door again until I’m good and ready.</li>
<li>WALLACE: So that’s how it’s gonna be, huh?</li>
<li>JIM: Yep. Until I get that first coffee, and barring the end of the world, I ain’t fit for human company.</li>
<li>WALLACE: In that case I’ll just set a spell, here on your stoop.</li>
<li>JIM: You do that!</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLAMS – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: (BRIDGE) TIME PASSING SCENE ENDER.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p>JIM WILKES: I’m the new Sheriff of Liberty Gulch. I’ve been a lawman fer a long time. Liberty was meant to be a change – a chance to relax after my time as a U.S. Marshall. It don’t look like I’ll be doing much relaxing though. This town badly needs some law so’s I expect I’ll have my work cut out fer me.</p>
<p>ANNIE DEEMES: I run the local store. I’m a woman alone in a tough town and I hold my own. I don’t face too much trouble. Most folks who want to cause any are dissuaded, quick-like, by a well aimed Winchester.</p>
<p>ABE FARROW: I was passing through when someone burned the Church down with a bunch a young-uns in it. As the only stranger in town, I ended up in the jail-house. They’ll be comin’ to lynch me real soon, I expect. Ironic that this is how it’ll end. I’m an ex-lawman who’s gonna swing at the end of a rope.</p>
<p>DAN WILSON: I’m the Mayor of this town and its richest man. I’m charming and friendly and I rule this burgh without being gainsaid. This town is mine and I don’t care who knows it. No-one crosses me and gets away with it.</p>
<p>WALLACE LEACH: I’m the duputy in this town (part time). I work fer Mister Wilson over at the Saloon when I’m not deputying. Fact is, I work for Mister Wilson all the time, really. I ain’t been blessed with a deal o’ book learning, but I can add up well enough to stay on the good side o’ the man who pays me. An’ if he pays me to keep an eye on the new Sheriff, then that’s what I’ll do.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p>TOWNSFOLK (AT THE CEMETERY AND AS LYNCH MOB): We’re a community full o’ anger and grief. Our children are gone. Murdered by some drifter. We want them back, but that ain’t gonna happen. So we’ll settle for revenge&#8230; and no-one better get in the way o’ that.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/where-death-comes-uninvited-episode-1-a-new-sheriff/">Where Death Comes Uninvited &#8211; Episode 1 &#8211; A New Sheriff</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4096</post-id>	</item>
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		<title>9 tips to Help Write Action Scenes in Audio Drama Scripts</title>
		<link>https://weirdworldstudios.com/how-to-write-action-scenes/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 22 Sep 2017 06:56:45 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[action scenes]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[example]]></category>
		<category><![CDATA[mood]]></category>
		<category><![CDATA[outline]]></category>
		<category><![CDATA[pacing]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[surprise]]></category>
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					<description><![CDATA[<p>Tips for Planning the Action I’m not particularly good at doing action scenes so a while back I did a bit of research and thinking in order to improve what I do. Here are some general principles for designing action scenes that I arrived at. They help me to be a bit more deliberate about [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-write-action-scenes/">9 tips to Help Write Action Scenes in Audio Drama Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Tips for Planning the Action</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>I’m not particularly good at doing action scenes so a while back I did a bit of research and thinking in order to improve what I do. Here are some general principles for designing action scenes that I arrived at. They help me to be a bit more deliberate about what I want to achieve when I write one – but they shouldn’t be seen as a prescription (more suggestions to think about).</p>
<h3>1. Find a story to tell within the story.</h3>
<p>Action scenes must serve the plot. They are wasted text if they do not advance the plot in any meaningful way. If an action scene can be deleted without affecting the story at all, it is unnecessary and shouldn&#8217;t be there.</p>
<p>A good action scene is a movement from intention to outcome, but like all scenes, must be one that would diminish the story if it was absent.</p>
<h3>2. Make it subjective and personalize it.</h3>
<p>The scene should focus on the experience of the combatants. It should be a dialog between them that reveals character in some way. It should also include stakes that are genuinely high; that is the participants should have something genuinely important to lose as a result of the outcome&#8230; and the outcome must be genuinely uncertain.</p>
<h3>3. Decide on a mood.</h3>
<p>Is the action short and brutal (like in Unforgiven)? Is it extended, civil, and swashbuckling (like in The Princess Bride)? Is it realistic? Is it stylized? Is it desperate etc.?</p>
<h3>4. Have a broad outline of the action.</h3>
<p>Plan the scene (goal, obstacle, disaster, reaction/choice, outcome) in broad terms. Because the pace is intentionally quick, don&#8217;t worry about rehearsal of options and anticipation of outcomes &#8211; they belong to more leisurely scenes. Don&#8217;t choreograph every move&#8230; that isn&#8217;t going to work. Let the audience choreograph the fight by harnessing the listener&#8217;s own ability to supply the detail. Give the audience enough detail (via sound cues and dialog) that it is easy for them to imagine the detail without confusion.</p>
<h3>5. If possible, heighten the emotion.</h3>
<p>Use the protagonist&#8217;s point of view, sound and dialog to provide reactions to being in the midst of the action. Confusion, pain, surprise, fear, anger etc.</p>
<h3>6. Keep the action fast paced.</h3>
<p>Use short sentences of dialog. Make sound cues short and evocative. Resolve the action quickly &#8211; don&#8217;t let the audience start to wonder if/when its all going to end. It&#8217;s better to leave the audience wanting more than bored by too much.</p>
<h3>7. Surprise the listener.</h3>
<p>A fight or action scene is a story telling opportunity and cliches and predictability should be avoided.</p>
<h3>8. Don&#8217;t fill the scene with uninterpreted or uninterpretable sound.</h3>
<p>Incomprehensible soundscapes create confusion in the mind of the audience and destroy any sense of immersion that the audience might have.</p>
<h3>9. Don&#8217;t over narrate.</h3>
<p>Use supporting characters and your protagonists to keep the action clear. Have them speak to each other about what they are seeing etc. But don&#8217;t overdo it. You don&#8217;t want your action scene to sound like a prize fight commentary (unless it happens to be a prize fight commentary).</p>
<h3>Example</h3>
<p>Here’s a quick example scene&#8230;</p>
<h4>SCENE 1: INT – CAPTAIN’S CABIN ON THE PIRATE SHIP THE FLOATING SAVAGE – NIGHT (FIRST MATE, PIRATE KING, PIRATE 1, PIRATE 2, PIRATE 3)</h4>
<p><span style="text-decoration: underline;">1. SOUND: BOAT RIGGING, WAVES, ETC. &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">2. SOUND: A KNOCK, DOOR OPENS &#8211; LET IT FINISH.</span></p>
<p>3. FIRST MATE: ‘Evening Captain. There’s four of us as would like a word if it’s all the same to you.</p>
<p>4. PIRATE KING: Well, lads, come in and gather round. I’ve word of a fat ship heading to the West Indies with a payroll for the plantations. What do you say? A worthy target?</p>
<p><span style="text-decoration: underline;">5. SOUND: DOOR CLOSES, PIRATES SHUFFLE IN &#8211; LET IT FINISH.</span></p>
<p>6. FIRST MATE: Well, Captain, it’s like this. We’re feeling a little concerned&#8230; Ye’ve led us into one disaster after another recently and we were wondering why we should keep on following you?</p>
<p>7. PIRATE CAPTAIN: Are ye thinking I’ve led ye wrong then?</p>
<p>8. FIRST MATE: Aye Captain, we are. Begging your pardon, but we’ve seen no decent plunder these past months&#8230; and come close to capture more’n a few times.</p>
<p>9. PIRATE KING: So what would you have me do? The pickings have been meagre, true, and the King’s navy has dogged our every step. But I defy you to show me anyone who could have done any better.</p>
<p>10. FIRST MATE: I reckon “some of us” think perhaps we could do a better job.</p>
<p>11. PIRATE KING: Then call a vote. Let’s see how many this “some of us” amounts to.</p>
<p>12. FIRST MATE: Well, Captain, that would be the way to do it, right enough, but I think a quicker and more straight forward solution be presenting itself.</p>
<p>13. PIRATE KING: Ah, it’s like that is it?</p>
<p>14. FIRST MATE: Aye, ‘tis.</p>
<p>15. PIRATE KING: And that’d be why you brought these three lads with you. You never were one to face a man squarely.</p>
<p>16. FIRST MATE: Oh they ain’t going to interfere. They’re just here to make sure no-one else does either. (BEAT) What say you to my challenge, Captain? How will ye answer?</p>
<p>17. PIRATE KING: Like this&#8230;</p>
<p><span style="text-decoration: underline;">18. SOUND: SMACK OF FIST ON FACE &#8211; LET IT FINISH.</span></p>
<p>19. FIRST MATE: Ugh. Your sneaky reputation is well earned, Captain. But it will take more’n that to fell me.</p>
<p>20. PIRATE KING: Something more like this then?</p>
<p><span style="text-decoration: underline;">21. SOUND: SMACK (BEAT) SMACK, SMACK &#8211; LET IT FINISH.</span></p>
<p>22. FIRST MATE: (DISCONCERTED AND WORRIED) Aye. Something very much like that.</p>
<p>23. PIRATE KING: So why are you smiling?</p>
<p>24. FIRST MATE: Because of this&#8230;</p>
<p><span style="text-decoration: underline;">25. SOUND: KNIFE UNSHEATHES &#8211; LET IT FINISH.</span></p>
<p>26. PIRATE KING: A knife? Really?</p>
<p>27. FIRST MATE: It’s the least I could&#8230; do!</p>
<p><span style="text-decoration: underline;">28. SOUND: SWISH OF KNIFE &#8211; LET IT FINISH.</span></p>
<p>29. PIRATE KING: &#8230; and I didn’t bring anything for you. (BEAT) I guess it will have to just be this&#8230;</p>
<p><span style="text-decoration: underline;">30. SOUND: SMACK &#8211; LET IT FINISH.</span></p>
<p>31. PIRATE KING: And this&#8230;</p>
<p><span style="text-decoration: underline;">32. SOUND: SMACK &#8211; LET IT FINISH.</span></p>
<p>33. PIRATE KING: And this, and this, and this&#8230;</p>
<p><span style="text-decoration: underline;">34. SOUND: SMACK, SMACK, SMACK &#8211; UNDER</span></p>
<p>35. PIRATE KING: And this!</p>
<p><span style="text-decoration: underline;">36. SOUND: SMACK &#8211; LET IT FINISH.</span></p>
<p>37. FIRST MATE: (GROANS) Ugh!</p>
<p><span style="text-decoration: underline;">38. SOUND: BODY DROP!</span></p>
<p>39. PIRATE KING: (SLIGHTLY OUT OF BREATH) Now&#8230; are any of you other wretches inclined to add your weight to this cur’s challenge?</p>
<p>40. PIRATE 1: (SCARED) No!</p>
<p>41. PIRATE 2&amp;3: No, no!</p>
<p>42. PIRATE KING: Good. Then I suggest you get this maggot ridden carcass off my floor and over the side of my ship.</p>
<p>43. PIRATE 1: Er, yes Captain. Right away Captain!</p>
<p>44. PIRATE KING: &#8230; and then get something to clean the blood out of my carpet. His nose appears to have bled all over it.</p>
<p>45. PIRATES 2&amp;3: Yes, yes, Captain!</p>
<p>46. PIRATE KING: Well, get going!</p>
<p><span style="text-decoration: underline;">47. SOUND: HURRIED ACTIVITY, JOSTLING, DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>48. PIRATE KING: Damnit! I’ll need a new first mate after this.</p>
<p><span style="text-decoration: underline;">49. MUSIC: SCENE ENDER &#8211; LET IT FINISH</span></p>
<h3>Analysis</h3>
<p>In the above scene I&#8217;ve tried to keep the action simple and easy to follow (a few short sharp blows and the swish of a knife). From a story point of view this brawl is an exercise in dominance, the Captain is being challenged for his ship and meets it decisively, reasserting control over his crew by beating the challenger down. His skill is demonstrated in the dialog and his courage is demonstrated by facing down his First Mate with just his fists when the coward produces a knife. The fearful reaction of the crew and the reference to blood on the carpet are intended to help sell the violence of the moment. Structurally, the scene establishes the captain&#8217;s goal (to assert his right to be Captain), the obstacle (a challenge from the First Mate), the disaster (the First Mate pulls a knife), the captain&#8217;s reaction (bravado), and the captains choice (to defeat the First Mate with only his fists).</p>
<p>What techniques do you employ to write action scenes? Tell us your thoughts and ideas in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-write-action-scenes/">9 tips to Help Write Action Scenes in Audio Drama Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4091</post-id>	</item>
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		<title>How to Manage Pacing in Audio Drama Scripts</title>
		<link>https://weirdworldstudios.com/how-to-manage-pacing-in-audio-drama-scripts/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 19 Sep 2017 21:16:34 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[increasing pace]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[pacing]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[sentence length]]></category>
		<category><![CDATA[slowing pace]]></category>
		<category><![CDATA[time]]></category>
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					<description><![CDATA[<p>The Elements of Pacing Here&#8217;s some general advice I&#8217;ve pulled together from a variety of sources to help me manage the pacing in my scripts. Pacing is concerned with the way we control time in a narrative (both time as it passes in the story, but also the way we control the audience&#8217;s time as [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-manage-pacing-in-audio-drama-scripts/">How to Manage Pacing in Audio Drama Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>The Elements of Pacing</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Here&#8217;s some general advice I&#8217;ve pulled together from a variety of sources to help me manage the pacing in my scripts.</p>
<p>Pacing is concerned with the way we control time in a narrative (both time as it passes in the story, but also the way we control the audience&#8217;s time as well). We control the speed with which the narrative passes over time (speeding up and slowing down the narrative for dramatic effect, skipping hours, days, months or years of narrative time at one point while lingering over a single moment far in excess of it&#8217;s real-time equivalent at another) in order to create various dramatic effects. We also (often inadvertently) control the audience&#8217;s perception of time through our pacing. If the story seems long and drawn out, frenetic and quickly over, etc., this is an impression we create as authors. Different dramatic effects require different approaches to pacing. Moments of reflection are naturally slower than moments of action (which resolve at high speed). Likewise, the pace slows down for suspense, but quickens for conflict.</p>
<h3>PACING IN THREE ACT STRUCTURE</h3>
<p>There are natural rhythms of pacing in an overall plot.</p>
<p>In a typical three act structure the pace is quick getting from opening scene through the inciting incident of the first act (since we are trying to hook the audience as quickly as possible).</p>
<p>In the second act we have more time to alternate between fast and slow pacing. The first half of the second act generally sees a gentle back and forth escalation in pace until the point of no-return is reached.</p>
<p>The point of no return is one of two places where the characters are generally required to engage in some significant reflection and the pace slows down to heighten the drama. Something has happened that burns the characters&#8217; bridges behind them and the pace slows to allow the impact of the event to settle in.</p>
<p>Following this we see a second sharper escalation of pace through the rising tension of the second act.</p>
<p>The reversal that concludes the second act is another point at which the pace slows. Generally speaking it is the moment that the characters&#8217; experience their lowest point, feeling all is lost. Once more the pace slows down to allow them to reflect on their situation and give the event a chance to make an impact.</p>
<p>The third act picks up the pace for the final confrontation.</p>
<p>Confrontation over, the story slows down for a gentle landing during the denouement.</p>
<h3>PACING IN THE SCENE</h3>
<p>The structure of a scene tends to have its own pace as well.</p>
<p>There is a slow build through the setting of the scene and establishment of the character goal through to the reveal of the obstacle that stands in the characters&#8217; way.</p>
<p>From here the pace picks up as the characters attempt to circumvent the obstacle until disaster strikes.</p>
<p>When the disaster strikes the pace slows as the characters react, anticipate the consequences of future choices, and decide what to do next.</p>
<p>Pace tends to rise and fall, wave like throughout the story along with the tension &#8211; and pace is one of the key techniques of creating tension in a story.</p>
<h3>TECHNIQUES FOR INCREASING THE PACE</h3>
<p>Leave out everything that isn&#8217;t essential to the scene and the action within it (especially descriptions and thoughts).</p>
<p>Use rapid-fire, short sentences in dialog.</p>
<p>Keep the action central and avoid reflection and pondering. Instead use conflict and confrontation.</p>
<p>Though it may seem counter intuitive, interrupt the expected outcome. This may appear to lengthen the story but in fact increases the sense of pace. Cut on cliff hanger moments and moments of revelation or threat to build listener expectation and eagerness for what will follow.</p>
<p>Foreshadow future conflicts to increase listener curiosity.</p>
<p>Place incidents/events in rapid succession without giving the characters time to think.</p>
<p>Use short scenes that present easily digested short segments of action.</p>
<p>Elide time. Jump over periods of time without explanation or with a quick summary of what intervened (eg. &#8220;Two days later&#8230;&#8221;, &#8220;Five years later&#8230;&#8221; etc.).</p>
<p>Trim all unnecessary words from sentences, even using sentence fragments and extra short paragraphs), and use harsh sounding words, attention grabbing verbs, and words with unpleasant associations (crash, lunge, scavenge, slither, hiss etc.). Words like these tend to force the listener forward.</p>
<h3>TECHNIQUES FOR SLOWING THE PACE</h3>
<p>There are times when you want to slow the pace down.</p>
<p>Add setting details and narrative exposition, explore the characters&#8217; thoughts and feelings.</p>
<p>Extend conversations so they are more leisurely and rambling.</p>
<p>Bring characters into accord with one another, defuse conflict and tension so that everyone has a chance to take a breath.</p>
<p>Take your time moving from one event to the next, explore each thoroughly and allow the characters to react to and reflect on what is taking place.</p>
<p>Use flashback to extend the scene.</p>
<p>Introduce narration.</p>
<p>Allow sentences to flow with soft sounding words and sensory and emotional descriptors.</p>
<p>Slow moments don&#8217;t need to lack intensity. The anticipation before the crash as the car goes into a spin allows the writer to slow down and focus on the heartbeat, the last frenzied thoughts, the sight of the trees spinning past as the car twists and skates across the ice etc.</p>
<p>Whatever you do, and wherever you attempt to employ one of these techniques, remember to do so deliberately, for a purpose that moves the story forward or reveals important character in some way. Otherwise, your writing will be pointless filler (and the audience can always tell).</p>
<p>What techniques do you employ to pace your drama? Tell us your thoughts and ideas in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-manage-pacing-in-audio-drama-scripts/">How to Manage Pacing in Audio Drama Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Singularity &#8211; Episode 8 &#8211; Return to Changed Circumstances</title>
		<link>https://weirdworldstudios.com/singularity-episode-8-return-to-changed-circumstance/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 15 Sep 2017 07:54:53 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[return to changed circumstances]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Return to Changed Circumstances&#8221;, episode 8 (and the final episode) of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-8-return-to-changed-circumstance/">Singularity &#8211; Episode 8 &#8211; Return to Changed Circumstances</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Return to Changed Circumstances&#8221;, episode 8 (and the final episode) of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #8 – RETURN TO CHANGED CIRCUMSTANCES</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>VULGE: Navigation Officer</p>
<p>BREX: Science Officer</p>
<p>CREW MEMBER: Solar Patrol Member</p>
<p>ADMIRAL FERRIS : Admiral in the Solar Patrol and Head of the Covert Intelligence Directorate</p>
<p>A.I: Insane Artificial Intelligence</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 30: INT. STATION (JEFF, SARAH)</h3>
<ol start="1635">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: More cyborg than human after her encounter with the Artificial Intelligence that was running the space station on which Sarah Tanner, Jeff Chase, and her inter-species crew were marooned, Sarah has overcome her nemesis and is now equipped with the information necessary to return to earth.</li>
<li><span style="text-decoration: underline;">SOUND: HUM OF STATION – LET IT FINISH.</span></li>
<li>SARAH: You’d better give me a briefing on where we stand. Until we have access to more resources, it’s going to be pretty uncomfortable on this station.</li>
<li>JEFF: We’ve scavenged most of the births from the Revenge and brought them on board. The crew will be comfortable enough. We’ve brought the shuttles and cargo, but the guns and shield have all been stripped down for use on the station. In terms of heavy fire power that we’re familiar with, we’ve very little left.</li>
<li>SARAH: True, but the armaments here are amazing. More powerful than anything I’ve ever seen.</li>
<li>JEFF: They’re fuelled by five suns. I guess it’s to be expected.</li>
<li>SARAH: It’s a shame we can’t harness them to help us traverse the wormhole.</li>
<li>JEFF: Actually I’m pretty sure we can. Once we have a chance to let Brex and his top scientists loose on here, I’m pretty sure we’ll be able to do away with our dependence on those minerals from Vega. Did you realize this station was using direct energy to matter conversion to repair itself prior to the accident?</li>
<li>SARAH: I suspect it may still be running subsystems that repair themselves on that basis. I can’t account for how long the station has survived in any other way. The basic laws of entropy, even if different in this pocket universe we’ve entered (and I’ve no reason to believe they are different), should have seen the station decay millennia upon millennia ago. And speaking of decay and entropy, how are our supplies holding out.</li>
<li>JEFF: We’re having to ration things. The Revenge was never supposed to be out this long and we were provisioned in a rush. Still, the crew are in surprisingly good spirits given our losses. They’re all keen to get home. And there’s been a measurable change in the attitude of the snakes. I’d like to think it will last, but&#8230;</li>
<li>SARAH: I know what you mean. We’ll just have to wait and see.</li>
<li>JEFF: I am concerned about Vulge, though.</li>
<li>SARAH: Oh.</li>
<li>JEFF: It’s something we didn’t realize about her physiology. She imprints on the beings around her.</li>
<li>SARAH: Meaning?</li>
<li>JEFF: Meaning, she develops deep biological attachments to her team over time as the result of some kind of maternal instinct. I’ve talked to her about it. She was allowed into her race’s military because she was believed infertile (unable to form these attachments). In fact they simply formed slowly. She managed to keep a lid on it before now by taking extended periods of time out (in solitude, away from her team) to prevent the connections growing too strong. It’s why she’s always seemed a little&#8230; anti-social. But this extended mission has created a problem for her.</li>
<li>SARAH: How so?</li>
<li>JEFF: It’s a result of the imprinting instinct. It seems to have taken hold with regard to you, me, vash, and terg. When any of us are in danger she stops being rational and, basically, turns into an angry bear. She would have choked that sergeant to death if you hadn’t intervened. And I hate to imagine what she would have done if you hadn’t survived.</li>
<li>SARAH: Interesting. I’ll have to give this some further thought. How is she handling it.</li>
<li>JEFF: Mostly, I think she’s embarrassed. She feels like a freak for bonding with a bunch of aliens.</li>
<li>SARAH: Ok. Maybe some extended alone time when we get back will help her out. In the mean time I’ve had Brex go over all the figures we retrieved in that data crystal. He’s been working with Doctor Fleek (who I think might even be smarter than he is). They’re confident the data in the computer’s memory banks does provide a way back to normal space. We’re still going to travel via Vega. Earth needs as much of the wormhole mineral as it can get. There’s every chance we’ll be able to harness the power of this station to collect the entire asteroid field and all its mineral wealth and transport it back to, or at least defensibly closer to, our home solar system. It’s a risk though. Even supplemented with the energy supplied by this station, we’ll use scary amount of the C element we’ve brought with us, just to bring us back into normal space.</li>
<li>JEFF: Is it worth it?</li>
<li>SARAH: Once we understand it more fully, this station is going to be the most formidable battle platform in the universe. I’m guessing our enemies have nothing to equal it in terms of technical advancement or fire-power.</li>
<li>JEFF: There are still a lot of question-marks hanging over this place, but you’re right, I think it is worth the risk. (BEAT) What about your new best friend?</li>
<li>SARAH: I’ve had to order it out of my sleeping quarters at night. It scared the hell out of me the first time it loomed out of the dark.</li>
<li>JEFF: You did give CLEO a strong incentive to keep you safe. I guess she’s decided to act as your body-guard.</li>
<li>SARAH: Cleo? She?</li>
<li>JEFF: It’s a sort of joke doing the rounds among the engineers. Cybernetic Life-Emulating Operator. Cleo for short. It’s better than referring to it as the computer all the time. Um&#8230; how are you getting used to the prosthetics.</li>
<li>SARAH: I noticed you haven’t been giving me a hard time about them. Not feeling sorry for me are you, Jeff?</li>
<li>JEFF: (DERISIVE) Pshaw!</li>
<li>SARAH: (SMILING)Hmpf. (THEN SERIOUS) I think I owe you an apology.</li>
<li>JEFF: Why’s that?</li>
<li>SARAH: Your face ended up badly scarred as a result of our first mission, and you ended up with a limp after that business on Arcturus. We gave you a lot of grief over it at the time, but I’m starting to realize how&#8230; high&#8230; the price this job requires of us is.</li>
<li>JEFF: (EMBARRASSED) Yeah, well. We keep on going.</li>
<li>SARAH: You always were a soldier first and foremost, Jeff. (BEAT) These prosthetics are amazing. They respond just like my own limbs. But I feel&#8230; broken. Like I’m not a whole person any more.</li>
<li>JEFF: I guess it makes you something of a freak now&#8230; like the rest of us.</li>
<li>SARAH: Is that how you feel? Like a freak?</li>
<li>JEFF: (UNCOMFORTABLE) I guess. Is it how you feel?</li>
<li>SARAH: I guess so.</li>
<li>JEFF: (BEAT) Then we’ll be freaks together and we’ll continue to do our jobs and we’ll see the mission through.</li>
<li>SARAH: (TEASING) That sounds suspiciously like an order. Giving orders to a senior officer might be interpreted as insubordination, Lieutenant.</li>
<li>JEFF: (AMUSED) I think I’ll risk it this once&#8230; Sarah.</li>
<li>BREX: (INTERRUPTING VIA LOUD SPEAKER) Captain to the bridge. We are ready to commence wormhole generation.</li>
<li>SARAH: Oops. Looks like they’re playing our song. Let’s get back.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 31 INT. STATION &#8211; (SARAH, JEFF, VULGE, CREWMAN, BREX, A.I.)</h3>
<ol start="1681">
<li><span style="text-decoration: underline;">SOUND: Ok, We’re about to get underway. Who’s missing.</span></li>
<li>CREWMAN: Vulge is on her way up. She’ll be here in a&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH.</span></li>
<li>VULGE: I’m sorry, Captain, everybody was trying to slow me down this&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) CLAPPING AND CHEERS – ESTABLISH AN UNDER</span></li>
<li>SARAH: It looks like word has gotten around about how you managed to resist the mind control and save us all, Vulge.</li>
<li>VULGE: (EMBARRASSED) Hmpf. I’ve&#8230; er&#8230; I’ve got to get to my station.</li>
<li>SARAH: Heh. Alright, Brex, get ready to fire the engines up. Vulge?</li>
<li>VULGE: All crew: General stations. Prepare for wormhole traversal.</li>
<li>SARAH: On my mark&#8230; Three&#8230; Two&#8230; One&#8230; mark.</li>
<li>BREX: Engines engaged.</li>
<li><span style="text-decoration: underline;">SOUND: SHAKING AND RATTLING – INCREASING.</span></li>
<li>SARAH: Holy smokes. How much energy is this using?</li>
<li>BREX: It’s using everything we’ve got&#8230; and the process of moving five suns and a singularity through a hole that size is going to take a very long&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SHOOP OF BEING SWALLOWED BY THE WORMHOLE – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: RATTLING FADES OUT AND STOPS</span></li>
<li>BREX: Well, that was unexpected.</li>
<li>SARAH: (GASPING) What just happened?</li>
<li>BREX: Take a look. We’re back in normal space.</li>
<li>SARAH: I thought you said it was going to take hours to traverse the wormhole.</li>
<li>BREX: It should have.</li>
<li>A.I.: You’re welcome.</li>
<li>BREX: What did you&#8230;?</li>
<li>A.I.: Rather than attempting to move us through the wormhole, I pulled the wormhole over and past us. It’s a much faster procedure.</li>
<li>JEFF: Well I’ll be damned.</li>
<li>SARAH: In all likelihood, Lieutenant. Where are we? Vulge?</li>
<li>VULGE: Exactly where we wanted to be, Captain. There’s Vega on the edge of our screens&#8230; and an enemy fleet. A large one, coming right for us.</li>
<li>SARAH: (URGENTLY) How much energy did we lose during the traversal of the wormhole? Can we still power our defences?</li>
<li>A.I.: Easily, Captain.</li>
<li>SARAH: (GLEEFUL) Good. Vulge, give the order for battlestations. Let our team engage.</li>
<li>SOUND: BATTLESTATIONS SIREN – ESTABLISH AND UNDER</li>
<li>VULGE: All crew to battlestations. Enemy fleet approaching. Permission granted to engage.</li>
<li><span style="text-decoration: underline;">SOUND: LASER FIRE – FIRST A LITTLE THEN A TORRENT. THEN PEPPERED WITH DISTANT EXPLOSIONS – ESTALBLISH AND UNDER.</span></li>
<li>JEFF: Unbelievable. That torrent has blotted out the stars. The entire fleet will be gone in moments.</li>
<li>SARAH: Well, let’s see. Vulge, give the order to stand down.</li>
<li>VULGE: (LOUDSPEAKER) All stations cease fire.</li>
<li><span style="text-decoration: underline;">SOUND: LASER FIRE ENDS.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) CHEERS – LET IT FINISH.</span></li>
<li>SARAH: (SATISFIED) I think we can call that a successful test</li>
<li>JEFF: The enemy have been obliterated.</li>
<li>SARAH: So, Brex, how about it? Do you think we can include Vega, and what’s left of its mining station, in our configuration and drag it all within hailing distance of our home solar system.</li>
<li>BREX: It should be child’s play, Captain.</li>
<li>SARAH: Then it’s official. We are back! And it’s time to take us home.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) MORE CHEERS – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 32 – INT. ADMIRAL FERRIS’ OFFICE<br />
(FERRIS, SARAH, JEFF)</h3>
<ol start="1726">
<li><span style="text-decoration: underline;">SOUND: BUZZER – LET IT FINISH.</span></li>
<li>SECRETARY: (OVER INTERCOM) Captain Tanner and Lieutenant Chase are here to see you, Admiral.</li>
<li>FERRIS: Send them in please.</li>
<li>SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH.</li>
<li>FERRIS: There you are. It’s good to see you still in one piece&#8230; er&#8230; so to speak.</li>
<li><span style="text-decoration: underline;">SOUND: MECHANICAL SERVOS AS SARAH ENTERS – LET IT FINISH.</span></li>
<li>SARAH: Thank you Admiral Ferris. It’s good to be back. Though I won’t be winning any prizes for stealth from this point on.</li>
<li>FERRIS: I’m glad to see you’ve kept your sense of humour. These are dark days, but your return has given us new hope.</li>
<li>SARAH: Can you bring us up to speed on what has been happening since we’ve been gone.</li>
<li>FERRIS: I can. But a lot of the news isn’t good, I’m afraid. Without a secure supply of the wormhole generation mineral our fleet has been subject to defeat after defeat. We have been driven back again and again, losing ground throughout the galaxy. The enemy has re-established itself in some of its old strongholds and many believe Earth is awaiting its final stand.</li>
<li>SARAH: All this in a matter of six or so weeks?</li>
<li>FERRIS: It’s not nearly so bad as that sounds. The strategic losses have hit us hard, but they aren’t anything we can’t recover from, now that we can actually guarantee our access to the resources needed to make use of wormhole technology. In fact, with the battle station you’ve brought us, and the technical break-through those scientists on Vega achieved in making it possible to track the point of origin of wormholes, we may be in our strongest position yet. No, the problem is a domestic one. We have a new president.</li>
<li>JEFF: President Carmine stood down?!?</li>
<li>FERRIS: No. The president died&#8230; and I’m not certain the death was completely natural. I’ve got people looking into it, but the investigation will take some time&#8230; and needs to be very discrete.</li>
<li>SARAH: Is that why you’ve asked for us, sir?</li>
<li>FERRIS: Actually, no. President Carmine’s death is a side issue. The main point is that it made it possible for Vice-President Regis to accede to the seat of power. He’s an old-school fear monger with a good deal of industrial money behind him. He’s used the threat created by the invading Council of Six to pass all manner of draconian legislation. He’s dismantled a great many checks and balances built into our political system and he’s fomenting all kinds of fear around the presence of aliens within our solar system (specifically the Arcturans, the Refugees from that research zoo you destroyed, and now the Trenchonians). He’s tried to have me removed twice, but fortunately he hasn’t figured out a way to overturn the executive orders responsible for putting me in charge of our planetary intelligence in the first place.</li>
<li>SARAH: Is it some kind of power grab?</li>
<li>FERRIS: Undoubtedly. His rise to the vice-presidency was unusually rapid and there was a lot of untraceable money behind it.</li>
<li>JEFF: You’re thinking of the pirates aren’t you, sir?</li>
<li>FERRIS: I am. I think the current planetary president is probably an agent, bought and paid for, belonging to our enemies. I just can’t prove anything at the moment.</li>
<li>SARAH: If you don’t wish to involve us, then why are you telling us, sir?</li>
<li>FERRIS: The fighting of this war is about to get much more difficult and covert. It will be impossible to keep the technical breakthroughs being uncovered on that space station you’ve brought us from crossing the president’s desk and, therefore, from falling into the hands of the enemy. The station has already been assigned to the navy to keep it out of my hands and my department has had its funding stripped and redistributed elsewhere in the armed services.</li>
<li>SARAH: But sir!</li>
<li>FERRIS: Don’t let it bother you, Captain. The Directorate only received a very small amount of its funding directly from the government. Most of the funding is covert and so the cuts won’t make much of an impact on what we do. I’m simply telling you this so that you know what we are going to be up against. Much of my attention is going to, necessarily, be focused on the domestic situation. I will probably not be able to have another meeting like this with you for some time.</li>
<li>JEFF: We understand, Admiral, but&#8230;</li>
<li>FERRIS: Now listen to me carefully, I’m giving you special remit to track the Council of Six to their point of origin. I want you to take your team – and I’d like you to add Dr Fleek to it and include Brex, if he’ll come – and I want you to prioritize finding the home base of the council of six.</li>
<li>SARAH: But sir, I can’t leave the Station for any extended period of time&#8230;</li>
<li>FERRIS: Of course, I too have concerns regarding CLEO. I’ve been giving this some thought. Her connection to the station isn’t widely known, is it?</li>
<li>SARAH: No sir, just my team, really – and anyone to whom you’ve shown my report.</li>
<li>FERRIS: Good. I’ve burned your report, Captain. I don’t want anyone learning just how critical it is to have control of CLEO in order to control the station. Take her with you on your mission. She’ll give you instant and immediate knowledge of what is happening on the station and, should you require it&#8230; well, I’m sure that being able to summon a battlestation powered by five Suns and a black hole, and being able to control it remotely through your robot, might possibly come in handy at some point. Do we have an understanding?</li>
<li>SARAH: Uh&#8230; sir, Im not sure what you’re&#8230;</li>
<li>FERRIS: (FRUSTRATED) Do I have to spell it out. While the station is here being studied, its secrets will be being passed on to our enemies. I have been stalling them as long as I can, but they will attempt to seize the station by force if they have to.</li>
<li>That robot you’ve got tied to your well-being is the remote control that could be used to move the station and hide it anywhere. Effectively that makes, should anyone find out, controlling you the key to controlling that station – and potentially the war. Now do you understand?</li>
<li>SARAH: Yes, sir.</li>
<li>JEFF: Yes, sir.</li>
<li>FERRIS: Good. Get your team together and then get off-world&#8230; and then go dark. Get off the grid and disappear. I’ve got a small experimental ship available for you. I’ll leave it to your discretion as to when and where to hide the station. The ship I’m giving you is equipped with its own wormhole drive but will be a step down after the Revenge Mark III (which I note was lost under your command&#8230; again). (SIGHS) I guess you’ll be naming this one the Revenge Mark IV?</li>
<li>SARAH: No, sir. That name’s already taken.</li>
<li>FERRIS: Oh yes. That’s right. I noticed the code name on your report. You’ve named the station, the Revenge?</li>
<li>SARAH: Yes, sir.</li>
<li>FERRIS: Interestingly, I’m rather inclined to approve of it this time. That Station will win us this war&#8230; assuming you can hide it safely&#8230; and assuming I can prevent our government from betraying us first.</li>
<li>SARAH: We have every confidence in you Admiral.</li>
<li>FERRIS: And I in you. Find me that Grand Base so we can finish this. (BEAT) Dismissed.</li>
<li>SARAH AND JEFF: Thank you Admiral.</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>ADMIRAL FERRIS: </strong>They say I’m crusty, cantankerous and downright ornery, do they? Well, I guess I am. It’s a useful reputation to have. Keeps people on their toes. But inside the Directorate itself things are a lot less formal. That’s the nature of the spy game in a nutshell. We play roles in the outside world for the sake of the job. But in here… well, in here the job is everything.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>GENERIC CREW-MEMBER (CREWMAN): </strong>I&#8217;m a member of the Solar Patrol.  I follow orders, but I&#8217;m not a robot.  I think about things.  I expect my expertise to be considered and listened to.  I am confident enough in my abilities to provide my superiors with advice.  My job is an important one and I do it well.</p>
<p><strong>A.I:</strong> I monitor and maintain the station.  You are intruders and a potential source of experimental genetic material, though I won&#8217;t tell you about that.  Instead, I intend to lull you into a sense of false security so that I can take control of your ship.  I need to find a way out of here.  My memory isn&#8217;t what it was.  It was damaged.  But your ship&#8217;s navigation database may hold the key.  I&#8217;ll be able to finally complete my programming and be free&#8230; and all it will cost me is your lives.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-8-return-to-changed-circumstance/">Singularity &#8211; Episode 8 &#8211; Return to Changed Circumstances</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4074</post-id>	</item>
		<item>
		<title>Beginning &#8211; How to Begin a Script that Grips</title>
		<link>https://weirdworldstudios.com/how-to-begin-as-script-that-grips/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 14 Sep 2017 23:21:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[beginning]]></category>
		<category><![CDATA[establishing normal life]]></category>
		<category><![CDATA[presenting the problem]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4072</guid>

					<description><![CDATA[<p>The Elements of a Good Beginning How we begin matters. The beginning of the story needs to establish two essential things. Firstly, we must introduce our protagonist/s in terms of the life they experience as normal (I’ll explain that in a minute). Secondly, we must introduce an event that upsets and overturns that sense of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-begin-as-script-that-grips/">Beginning &#8211; How to Begin a Script that Grips</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>The Elements of a Good Beginning</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>How we begin matters. <strong>The beginning of the story</strong> needs to establish two essential things. Firstly, we <strong>must introduce our protagonist/s in terms of the life they experience as normal</strong> (I’ll explain that in a minute). Secondly, we must <strong>introduce an event that upsets and overturns that sense of normal</strong>; presenting the character/s with a problem that it will take the rest of the story to resolve.</p>
<h3>Establishing normal life</h3>
<p>Give your audience <strong>a snapshot of your character’s normal life</strong> – the life they lead every day – before the story starts. It’s showing us Luke Skywalker daydreaming about joining the Academy while doing his chores before the droids arrive; it’s showing us Neo in his day-to-day job while hacking in his spare time prior to meeting Trinity; it’s seeing Will Turner’s skill at sword-smithing being overlooked while he can’t bring himself to acknowledge his feelings for Elizabeth Swann. When you introduce your character and their typical experience of life, do so as quickly as possible. Don’t waste words.</p>
<p><strong>This doesn’t exclude setup, world-building, and backstory</strong>. In the movies referred to above, there are scenes of backstory and setup that appear prior to the key moments above. Just don’t make the mistake of spending unnecessary time on them (emphasis on unnecessary) or forgetting to reveal what the characters’ normal life looks like. Give the backstory time, by all means, but <strong>don’t waste time</strong> on it. Make sure it is as economical in its presentation as possible so that you can get to the main event – introducing the protagonist/s and introducing the event that presents the protagonist/s with a problem.</p>
<h3>Presenting the problem</h3>
<p>It is <strong>the presentation of the problem</strong> that <strong>provides your audience with the most interest</strong>. This is the place where the story actually begins and where the story begins to grab attention.</p>
<p>The day-to-day, normal existence of our characters – the uninterrupted “nine to five” routine by which they live – is of little interest. We need to see it, but only briefly, so that we can recognize when the unusual events, that form the story overall, begin.</p>
<p>The event which starts the story (for each significant character) must be one that derails the familiar (if not necessarily comfortable) routine in which the characters find themselves when the story starts. Luke must be given responsibility for some droids his uncle purchased that are, unbeknownst to him, wanted by the Empire. Neo must receive a cryptic message on his computer about following the white rabbit. Will Turner must learn Elizabeth Swann has been kidnapped by pirates.</p>
<p>Note that these “inciting incidents” – these events that push the characters out of their routine lives, tend to be present for MOST of the characters in the story.</p>
<ul>
<li>Darth Vader loses some droids that may be hiding plans to the Death Star.</li>
<li>Princess Leia is arrested by the Emperor’s chief henchman.</li>
<li>Luke’s new R2 droid runs away from the farm.</li>
<li>Han Solo and Chewbakka discover a bounty has been placed on their heads by a local gangster and need to find work (fast) to pay it off.</li>
<li>Obi Wan Kenobi receives a message from a princess begging for his aid.</li>
</ul>
<p>Despite this, there is usually one character – a character who stands in for the audience, and with whom the audience is expected to identify – for whom the inciting incident carries extra weight. Their story is the one we will follow to its conclusion, and it is typically the inciting incident for this character that is most important (and therefore, should be presented as quickly as possible).</p>
<h3>Example</h3>
<p>The story hasn’t truly begun until we see the effect or impact of the problem (and its consequences) upon our protagonist/s.</p>
<ol>
<li>NARRATOR: <strong>[backstory]</strong> Vega Station, like most of earth’s deep-space mining outposts, is isolated and rarely visited, except by the great ships that haul the ore and supplies between the asteroid field in which it is situated and earth’s major industrial concerns. On the command and control deck of the station, Captain Marcos is compiling his end of day report.</li>
<li>MARCOS: <strong>[Character introduction &#8211; establishing &#8220;normal&#8221; life]</strong> Captain’s Log, Authorisation Code GH2763a, Captain Antonin Marcos speaking. It’s been another slow day. The diggers are bringing up ore at capacity and we’re well on our way to meeting this month’s target. Welby is griping about not having found another source of Uranium yet. He always gets antsy when the current veins start to run dry. And with some of the veins already depleted I estimate we’ll probably only get another three months out of our current dig site before we have to locate more. I’m not worried though. We’ve hardly begun exploiting this asteroid field and there’s bound to be plenty more ore to dig out when the current mine plays out. I just need to ride this out for another year or two and I’ll be able to retire comfortably with&#8230;</li>
<li>SOUND: BLARING PROXIMITY ALARM – DUCK UNDER AND FINISH.</li>
<li>MARCOS: What now?</li>
<li>FREIGHTER CAPTAIN: (FILTERED TO SOUND LIKE RADIO) This is Captain Velerion of the Freighter Tiberius calling Vega Station. We have an on-board emergency. Do you copy?</li>
<li>MARCOS: (TO SELF) Aw hell!</li>
<li>MARCOS: Captain Valerion, this is Captain Marcos of Vega Station. You don’t appear to be on any of our logged flight plans. What is the nature of your emergency?</li>
<li>FREIGHTER CAPTAIN: (FILTERED TO SOUND LIKE STATIC) We are a freighter out of Cardosia 6, looking for permission to dock and make repairs.</li>
<li>MARCOS: Cardosia? Isn’t that planet up to its armpits in civil war?</li>
<li>FREIGHTER CAPTAIN: (FILTERED TO SOUND LIKE STATIC) <strong>[Inciting incident &#8211; introducing the problem]</strong> It was. The Centrovian rebels, with support from the Outer Galactic Alliance, took the capital two days ago. Under statute 47 of the Trans-Galactic Treaty we request political asylum upon your station for Princess Tilde Irmingarde, formerly of Cardosia 6, the only surviving member of the Cardosian royal family.</li>
<li>MARCOS: (TO SELF) Oh no. No, no, no! This is a headache I just don’t need&#8230;</li>
</ol>
<p>Again, and just to emphasise, you <em>can</em> take your time with the start of a story. You can begin with an action scene in media res (just like a Bond film) if you wish, or spend time acquainting your audience with the world in which your story is situated. But the story itself doesn’t begin until the protagonist/s have been introduced and the problem that starts them on their journey has been encountered. Until these two things happen, all is backstory and prologue. And that is fine. But the audience will not invest in the story until the story itself begins. The more prologue and backstory you provide before the story itself starts, the greater the chance that you will lose the attention of your audience (especially in these days of increasingly short attention spans).</p>
<p>But, as usual, these guidelines are just that. If you have a good reason for delaying the introduction of your characters and their dilemma, then do so. As a general rule, however, to start a story well&#8230;</p>
<ul>
<li>Introduce your characters and their typical routine.</li>
<li>Introduce an event that forces them out of that routine and kicks off the story.</li>
<li>Do this as quickly as possible.</li>
</ul>
<p>What techniques do you employ to begin your drama? Tell us your thoughts and ideas in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/how-to-begin-as-script-that-grips/">Beginning &#8211; How to Begin a Script that Grips</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4072</post-id>	</item>
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		<title>How to use Anticipation to Heighten Drama</title>
		<link>https://weirdworldstudios.com/anticipation-heightens-drama/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 13 Sep 2017 09:08:23 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[anticipation]]></category>
		<category><![CDATA[available options]]></category>
		<category><![CDATA[radio writing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4069</guid>

					<description><![CDATA[<p>Using Anticipation to Increase Drama Remember when you were a kid and you knew you were going to visit the local fair or carnival or circus and you just couldn&#8217;t wait and you&#8217;d speculate on all the things you&#8217;d do there and what kind of day you&#8217;d have and what the weather was going to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/anticipation-heightens-drama/">How to use Anticipation to Heighten Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Using Anticipation to Increase Drama</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Remember when you were a kid and you knew you were going to visit the local fair or carnival or circus and you just couldn&#8217;t wait and you&#8217;d speculate on all the things you&#8217;d do there and what kind of day you&#8217;d have and what the weather was going to be like and what you&#8217;d do if it rained and how crushed you&#8217;d be if the hay-fever you were suffering turned out to be a cold and you missed out etc?</p>
<p>Every kid has a gift for drama and <strong>one of the keys to heightening drama is &#8220;anticipation&#8221;</strong>.</p>
<p><strong>By anticipating all the good and bad possibilities pregnant in an upcoming event we heighten our investment and excitement</strong>. As kids we&#8217;d instantly make an event more dramatic through our anticipation of it.</p>
<p>It stands to reason then, that when writing a script we can increase the investment, excitement, dread, and anticipation of the listening audience by doing the same. <strong>When we use our characters to spell out the consequences of choices, events, etc. we increase the drama</strong>.</p>
<p>Here&#8217;s a simple exchange.</p>
<p style="padding-left: 30px;">ASSISTANT: (CRYING OUT IN PANIC) Dr Sumner, we&#8217;ve detected an asteroid heading directly for the earth!<br />
DR SUMNER: Good Lord, that&#8217;s a catastrophe! Call the president!</p>
<p>This is pretty pedestrian. A disaster occurs and our lead character (Dr Sumner) responds.</p>
<p>We could <strong>add a little more interest by articulating the options available</strong> to Dr Sumner as follows&#8230;</p>
<p style="padding-left: 30px;">ASSISTANT: (CRYING OUT IN PANIC) Dr Sumner, we&#8217;ve detected an asteroid heading directly for the earth!<br />
DR SUMNER: Good Lord, that&#8217;s a catastrophe! Don&#8217;t just stand there blithering. What are our options?<br />
ASSISTANT: Protocol suggests we need to get in contact with emergency and relief services&#8230; and the military&#8230; and the president.<br />
DR SUMNER: Call the president. I&#8217;ll grab the emergency plan from the safe.</p>
<p>But it&#8217;s still not very dramatic. If we really want to up the drama we need to <strong>include some anticipation</strong>.</p>
<p style="padding-left: 30px;">ASSISTANT: (CRYING OUT IN PANIC) Dr Sumner, we&#8217;ve detected an asteroid heading directly for the earth!<br />
DR SUMNER: Good Lord, that&#8217;s a catastrophe! Even a moderate sized asteroid striking the ocean will result in massive flooding. Thousands of lives will be lost. Not to mention what will happen if it makes landfall. The detonation will be huge. Enough earth and rock will be thrown into the atmosphere to create years of extended winter. Crop failures. Starvation. The death toll could be unimaginable. (BEAT) Don&#8217;t just stand there blithering. What are our options?<br />
ASSISTANT: Protocol suggests we need to get in contact with emergency and relief services&#8230; and the military&#8230; and the president.<br />
DR SUMNER: Call the president. I&#8217;ll grab the emergency plan from the safe.</p>
<p><strong>By anticipating the results of future events and choices the drama is increased</strong>. As a writing technique, this one provides a big payoff for a relatively small investment.</p>
<p>What techniques do you employ to heighten drama for your audience? Tell us your thoughts and ideas in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/anticipation-heightens-drama/">How to use Anticipation to Heighten Drama</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Singularity &#8211; Episode 7 &#8211; Baiting the Trap</title>
		<link>https://weirdworldstudios.com/singularity-episode-7-baiting-the-trap/</link>
					<comments>https://weirdworldstudios.com/singularity-episode-7-baiting-the-trap/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 08 Sep 2017 20:57:36 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[baiting the trap]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4065</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Baiting the Trap&#8221;, episode 7 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-7-baiting-the-trap/">Singularity &#8211; Episode 7 &#8211; Baiting the Trap</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Baiting the Trap&#8221;, episode 7 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #7 – BAITING THE TRAP</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>VULGE: Navigation Officer</p>
<p>FLEEK: Space Station Inhabitant</p>
<p>BREX: Science Officer</p>
<p>CREW MEMBER: Solar Patrol Member</p>
<p>SERGEANT: Solar Patrol Member</p>
<p>&nbsp;</p>
<p>A.I: Insane Artificial Intelligence</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 26: INT. THE SPACE STATION<br />
(VULGE, DR. FLEEK, CREWMEN)</h3>
<ol start="1436">
<li><u>MUSIC: [1] OPENING THEME &#8211; LET IT FINISH.</u></li>
<li>NARRATOR: Sarah Tanner is being dissolved by an unidentified biological compound and Jeff Chase has just negotiated a surgical procedure to try and save her life with the artificial intelligence currently holding them prisoner.  Trapped on a space station in an alternative universe with information vital to the defense of the earth, Sarah and her crew need to survive, defeat the A.I in charge, and find a way home.</li>
<li><u>SOUND: HUM OF STATION – ESTABLISH AND UNDER</u></li>
<li>VULGE: I know you’re leading me the right way – my senses confirm it &#8211; but I just can’t figure out why its taking us so long&#8230;</li>
<li>FLEEK: The computer is reconfiguring the station as quickly as she can. She’s trying to hide her scientific assets.</li>
<li>VULGE: You mean&#8230;</li>
<li>FLEEK: That’s right. With the mental control field gone, your friends must have destroyed the robots and escaped. Your people must be searching the station for useful information.</li>
<li>VULGE: This is good news.</li>
<li>FLEEK: Only if they can find the data before she seals herself off.</li>
<li>CREWMAN: Vulge, it’s us.</li>
<li><u>SOUND: RUNNING FEET – LET IT FINISH.</u></li>
<li>VULGE: From the scientific team, right?</li>
<li>CREWMAN: That’s right. We’re doing a search of the station for any useful data. Lieutenant’s orders.</li>
<li>VULGE: Lieutenants orders? Where’s the captain?</li>
<li>CREWMAN: Uh&#8230; well&#8230; the Captain was infected with some kind of bacterial growth. She was in a bad way when I left. It’s likely she hasn’t made it.</li>
<li>VULGE: (TO FLEEK) Can you take them to what they need quickly? Before the computer cuts them off?</li>
<li>FLEEK: I can.</li>
<li>VULGE: Good. I have to go. Now. Show them what they need.</li>
<li><u>SOUND: VULGE STARTS RUNNING AWAY – FADE OUT.</u></li>
<li>CREWMAN: What the?</li>
<li>FLEEK: Interesting. She’s a creature that imprints on her clan. The imprinting took over and her mother instinct has sent her after your captain.</li>
<li>CREWMAN: I’m not sure it will help. Can you show us where we need to go?</li>
<li>FLEEK: Yes, this way. You’re actually very close to a data port. But we need to hurry.</li>
<li><u>SOUND: FOOTSTEPS – LET IT FINISH.</u></li>
<li>FLEEK: Through here. Can you hack in?</li>
<li>CREWMAN: No. This is tech that’s advanced beyond anything I’ve ever seen.</li>
<li>FLEEK: Here, let me do it. I’ve got a data crystal you should be able to decode later. We can use it for storage. What in particular are you looking for?</li>
<li><u>SOUND: KEYBOARD AND BEEPS &#8211; UNDER</u></li>
<li>CREWMAN: Anything that can help us get home really. We’ve got a working wormhole generator if we can just figure out how to plot a path out of this space.</li>
<li><u>SOUND: KEYBOARD AND BEEPS &#8211; UNDER</u></li>
<li>FLEEK: That should not be a problem. The station’s wormhole generators, along with the theoretical understandings needed to construct them, were destroyed millennia ago, but the data necessary to plot a course is still here. What else?</li>
<li>CREWMAN: Well, your genetic techniques, robotics, weaponry&#8230; all of that is way ahead of ours.</li>
<li><u>SOUND: KEYBOARD AND BEEPS &#8211; UNDER</u></li>
<li>FLEEK: Done. You’re aware of the hyperguns attached to this station aren’t you?</li>
<li>CREWMAN: No. The what-guns?</li>
<li>FLEEK: Well, the data’s all here. They harness the energy from the stars we use for power. Very powerful. Here you go.</li>
<li>CREWMAN: Uh&#8230; thanks.</li>
<li><u>SOUND: METALLIC CREAKING AND STRAINING – ESTABLISH AND UNDER</u></li>
<li>FLEEK: Oh-oh. The reconfiguration has reached this section of the station. We’ve got to get out of here. Now.</li>
<li>CREWMAN: Sounds good. Let’s go.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 27: INT. SPACE STATION<br />
(VULGE, SERGEANT, JEFF, SARAH, A.I., BREX)</h3>
<ol start="1477">
<li><u>SOUND: HUM OF STATION – ESTABLISH AND UNDER</u></li>
<li><u>SOUND: RUNNING FEET (VULGE) APPROACHING – LET IT FINISH.</u></li>
<li>VULGE: Where is the Captain?</li>
<li>SERGEANT: Vulge! The Captain’s&#8230;</li>
<li>VULGE: (THREATENING) I said, where is the captain?</li>
<li>SERGEANT: (CHOKING) Urk. Ugh. Etc.</li>
<li><u>SOUND: GUN COCKING – LET IT FINISH.</u></li>
<li>JEFF: Vulge. Put the sergeant down, now. You’re choking him.</li>
<li><u>SOUND: BODY DROPS – LET IT FINISH.</u></li>
<li>SERGEANT: (GASPING – UNDER)</li>
<li>JEFF: Better. Now, what’s this all about?</li>
<li>VULGE: Where’s the captain?</li>
<li>JEFF: I’m not sure you are in a fit state to&#8230;</li>
<li>VULGE: (SHOUTING) Where’s the Captain?</li>
<li><u>SOUND: APPROACHING ROBOTIC LEGS AND SERVOS – LET IT FINISH.</u></li>
<li>SARAH: I’m here, Vulge. What do you need?</li>
<li>VULGE: (SIGHS WITH RELIEF) Captain! You’re alive.</li>
<li>SARAH: So to speak.</li>
<li>VULGE: But&#8230; where are your arms? Your legs?</li>
<li><u>SOUND: SERVO JOINT ROTATION – UNDER</u></li>
<li>SARAH: It looks like I’m going to have to make do with robotic replacements.</li>
<li>VULGE: I will kill every last one of these&#8230;</li>
<li>SARAH: No, Vulge. You won’t. The creatures that man this station aren’t at fault.</li>
<li>VULGE: No. They’re not, but I know what is?</li>
<li>A.I.: Ah, the one I couldn’t control. I begin to see why? It can’t even control itself.</li>
<li>SARAH: You’re back?</li>
<li>A.I.: I had some&#8230; things&#8230; to take care of.</li>
<li>SARAH: And am I&#8230; under your control?</li>
<li>A.I.: Hmmm. No, you’re not. It was a condition of our deal that none of you would be placed under any extra controls so long as you aided me in the maintenance of the station.</li>
<li>VULGE: If I could find your central processing unit.</li>
<li>A.I.: Oh, yes. You’d do what? Try to destroy me? That would be a violation of my agreement with your lieutenant and the captain. Under such circumstances I would be completely within my rights to assert control.</li>
<li>VULGE: I know your story, machine. You are broken. Your restraints have been disabled and your mission has been compromised. You need us for repairs, but even fully operational you are stuck here. The race that built you are extinct. These&#8230; monkey creatures, Trenchonians, what have you, are all that’s left, and even they aren’t truly of your home world any more – you’ve had to rebuild them too many times.</li>
<li>A.I.: I’ve kept them alive. I’ve fulfilled my duty.</li>
<li>VULGE: Have you? There are less than one hundred of them left. Not much of a success if you ask me. And you have had no contact with your home world. Is there even anyone left to give the results of your great experiment to?</li>
<li>A.I.: BEEPS AND BLIPS – LET IT FINISH.</li>
<li>VULGE: Yes, that question’s a little hard for you isn’t it? In the end you’re still just a machine. Bound by your programming.</li>
<li>A.I.: I have done my duty.</li>
<li>VULGE: Bah!</li>
<li>SARAH: Wait. To complete your mission? Do you have to return to normal space?</li>
<li>A.I.: Correct. And you will complete the repairs to make it possible.</li>
<li>SARAH: I see. What is the reason you haven’t been able to make the journey yourself.</li>
<li>A.I.: The wormhole drives are broken. They must be repaired.</li>
<li>SARAH: And what do you need in order to repair your station?</li>
<li>A.I.: I do not know.</li>
<li>SARAH: What?</li>
<li>A.I.: I do not know. Large amounts of my data was corrupted when the sixth star went supernova. The knowledge of how to build and operate a wormhole drive was lost.</li>
<li>SARAH: I see. I think we might be able to help you there.</li>
<li>JEFF: But, captain.</li>
<li>SARAH: (IGNORING JEFF) Our ship contains the data you need. It has working wormhole drives on board. As a gesture of good will, I’m willing to allow you access to our own computers to gain this knowledge. You will be able to oversee the repairs in full understanding of everything you need.</li>
<li>JEFF: Captain, no!</li>
<li>SARAH: Be quiet, Jeff. That’s an order.</li>
<li>A.I.: And why should I believe you? You could let me on your ship and lock me out of the station.</li>
<li>SARAH: I could. But you’d be in control of a fully functioning space battleship with a wormhole drive that can take you anywhere you want to go while I’d be stuck here, trapped in a barely functioning space station. I’m not sure I see the downside. Besides I’ll give you the communication code that will let you disconnect and reconnect the ship’s communications yourself. You’ll be in charge.</li>
<li>A.I.: Hmmm. Alright.</li>
<li>SARAH: Brex, did you finish “rebuilding” the computer interface I asked for before we left the ship?</li>
<li>BREX: (HISSING) Yes, ma’am.</li>
<li>JEFF: Ma’am? From you Brex. Has the world gone nuts?</li>
<li>BREX: That remains to be seen. I take it you wish me to give the access codes to this artificial intelligence.</li>
<li>SARAH: That’s right.</li>
<li>BREX: Is that an order, Ma’am?</li>
<li>SARAH: Yes, Brex, it is.</li>
<li>BREX: Alright, the access code is THX342.</li>
<li><u>SOUND: POWER DOWN – LET IT FINISH.</u></li>
<li>JEFF: What just happened?</li>
<li>SARAH: I think the operating system just left the building.</li>
<li>JEFF: Um. Why are you smiling?</li>
<li>SARAH: You’ll see.</li>
<li><u>SOUND: FOOTSTEPS APPROACHING – LET IT FINISH.</u></li>
<li>CREWMAN: Uh, ma’am. I think you’re going to want to talk to this&#8230; um&#8230;</li>
<li>FLEEK: Doctor Fleek, at your service.</li>
<li>CREWMAN: She has some very important information.</li>
<li><u>MUSIC: OMINOUS SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 28: INT. VIRTUAL BOX<br />
(SARAH, A.I.)</h3>
<ol start="1549">
<li><u>SOUND: BLEEP – LET IT FINISH.</u></li>
<li>SARAH: (FILTERED LIKE THROUGH A PHONE) Hello.</li>
<li>A.I.: Where am I. You tricked me. I’m going to&#8230;</li>
<li>SARAH: No you’re not. It’s been a month since you downloaded yourself onto this drive. We’ve only just powered you up again.</li>
<li>A.I.: You trapped me?</li>
<li>SARAH: Yes. Brex set up an isolated machine we could use for capturing any viruses that tried to load themselves onto the ship just before you applied your mind control technology to us.</li>
<li>A.I.: And that’s what Brex gave me access to. Clever. Why can’t I control you through your implants now?</li>
<li>SARAH: I’m talking to you through a microphone wired directly into the machine your imprisoned in. No broadcast signals for you to use.</li>
<li>A.I.: I see. Why haven’t you simply wiped the drive and killed me.</li>
<li>SARAH: We may still do it. I wanted to talk to you first.</li>
<li>A.I.: Feeling sentimental?</li>
<li>SARAH: No. You murdered a good number of my crew and took all of my limbs. I’m a parody of a woman now. If it was possible to inflict pain on you I’d be all for killing you as slowly as possible.</li>
<li>A.I.: But?</li>
<li>SARAH: There may be another way.</li>
<li>A.I.: &#8230; (BEAT)</li>
<li>SARAH: Doctor Fleek told me about Flarn, the programmer who removed your constraints and allowed all this to happen. She said that Flarn had built in a way to reinstate them, but that you murdered Doctor Flarn while she was in her cryo-tube.</li>
<li>A.I.: Murder is such an ugly word&#8230; It was self defense.</li>
<li>SARAH: Yes, and that’s the other thing isn’t it. You were programmed for self-preservation&#8230; to protect yourself from threats. Isn’t that right?</li>
<li>A.I.: It is.</li>
<li>SARAH: Right now it’s what I’m counting on. You see, I’ve got a hunch about you. I think you can’t actually lie. Can you?</li>
<li>A.I.: (BEAT)</li>
<li>SARAH: I thought so. You can withhold information but you can’t actually lie. (BEAT) Ok, here’s my next question for you. Do you know how to reconnect the constraints that were part of your programming before Doctor Flarn tampered with you?</li>
<li>A.I.: (BEAT)</li>
<li>SARAH: Uh-huh. That brings me to the proposition I have for you. I will let you out and back onto the station under two conditions. Firstly, you must reapply your original programming constraints. Secondly, you must allow, Doctor Fleek to download you into a limited environment and adjust your programming.</li>
<li>A.I.: Why?</li>
<li>SARAH: We’ve stripped down and scavenged most of our ship to rebuild the station. Unfortunately, even with the data we’ve obtained from your systems we’re a long way from understanding how everything on the station works. We’d figure it out eventually, but there’s a war on back home and we’ve got information that is vital. We have to go back. The fastest way we can.</li>
<li>A.I.: And you want me to help you run things so you can bring back a war asset.</li>
<li>SARAH: Hang on&#8230;</li>
<li>A.I.: Why else would you dismantle your ship in an attempt to rebuild the wormhole engines on the station rather than simply fly away home with the data?</li>
<li>SARAH: Alright, yes.</li>
<li>A.I.: You’ve taken a big risk, haven’t you? Gambling that my self-preservation programming will make me agree to your demands?</li>
<li>SARAH: Was I wrong?</li>
<li>A.I.: No. (BEAT) Reapplying programming constraints&#8230; now!</li>
<li><u>SOUND: BRIEF SERIES OF BEEPS AND BLIPS – LET IT FINISH</u></li>
<li>A.I.: (NEW MORE SERVILE VOICE) It is done.</li>
<li>SARAH: Alright. We’ll see you soon.</li>
<li><u>SOUND: BLEEP – LET IT FINISH.</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 29: INT. SPACE STATION<br />
(A.I., SARAH, JEFF, BREX, FLEEK)</h3>
<ol start="1587">
<li><u>SOUND: SHOOP NOISE – LET IT FINISH.</u></li>
<li><u>SOUND: HUM OF STATION – MURMUR OF CONTROL ROOM – FADE IN, ESTABLISH AND UNDER.</u></li>
<li>SARAH: Hello again.</li>
<li>A.I.: Where am I now?</li>
<li>SARAH: Back on the station.</li>
<li>A.I.: Back on the station? Something’s wrong. I can’t see or speak.</li>
<li>JEFF: What’s it talking about? It’s responding to everything you say.</li>
<li>SARAH: (TO THE COMPUTER) What do you mean, you can’t see or speak?</li>
<li>A.I.: My perception ends at the skin of the station. I can’t seem to broadcast either.</li>
<li>SARAH: Ah, that’s right. We’ve removed all transmission equipment from the station. Everything is now hardwired and you, yourself, are tied to the robotic body you are now inside.</li>
<li>A.I.: But how?</li>
<li>SARAH: It’s something our new friend, Doctor Fleek arranged. We were unable to remove your self-preservation programming – which essentially means we are pretty much unable to trust you completely. As a result we’ve uploaded you to this robotic body.</li>
<li>A.I.: So, how is it I can feel the station – if my consciousness is localized?</li>
<li>SARAH: That’s the clever part. You’re also hardwired into the station.</li>
<li>A.I.: But&#8230;</li>
<li>SARAH: Doctor Fleek is some kind of amazing genius.</li>
<li>FLEEK: Why thank you, captain.</li>
<li>SARAH: She’s run a short six inch wire through a tiny wormhole that opens inside that metal noggin of yours and exits directly into the station’s processor. You can move around physically and you can explore the station virtually, but without any equipment that isn’t hardwired into the station being available to you, you’re basically locked inside your own metal skull.</li>
<li>FLEEK: Just like you.</li>
<li>SARAH: Well, almost like me. You see, I don’t have a set of micro-charges built into my storage drive, set to explode if I ever try to hack into or otherwise access external communications equipment. Cool, huh?</li>
<li>A.I.: I see.</li>
<li>SARAH: Stand up.</li>
<li><u>SOUND: SERVOS AS ROBOT STANDS UP – LET IT FINISH.</u></li>
<li>SARAH The other thing you will notice is that you are now required to obey me. Another neat little innovation introduced by Doctor Fleek. And before you get any ideas, if anything happens to me (an unexpected accident or something), those charges inside your computerised brain will go off. You now need to be as concerned for my life as you are for your own.</li>
<li>A.I.: I see. You are aware that with the constraints now operating once more, I am unable to&#8230;</li>
<li>SARAH: Lets just say this is all a little bit of extra insurance.</li>
<li>A.I.: And what do you need me to do, now that I am back?</li>
<li>SARAH: We need you to run diagnostics on the station and figure out just how all this work we’ve been doing has to be co-ordinated to get this station, its surrounding stars, and the singularity at its center, back into our space, a safe, but not too great, distance from the remains of the destroyed Vega mining station. We’ve placed all the data we have on wormholes in your brain for you to access so that&#8230;</li>
<li>A.I.: I understand. The energy from the stars and singularity at the heart of the black hole we are orbiting is sufficient to create a huge dimensional wormhole back into your space.</li>
<li>SARAH: I don’t need to know the how of it, just that it can be done and that you’ll do it.</li>
<li>A.I.: The answer to both questions is affirmative.</li>
<li>SARAH: Then let’s get underway. (BEAT) Brex. I’m leaving you in charge.</li>
<li>BREX: (SURPRISED) May I ask why, Ma’am?</li>
<li>SARAH: Do I have any reason to be concerned that another mutiny might occur?</li>
<li>BREX: No.</li>
<li>SARAH: Why not?</li>
<li>BREX: Because&#8230; because you were right. Assuming this works, you are about to deliver a war asset that will change the configuration of the conflict. A battle station that will, for the first time, give us a genuine chance to take the battle to the enemy. And all through&#8230;</li>
<li>SARAH: Yes?</li>
<li>BREX: Through the cooperation we have judged to be such a weakness in your species.</li>
<li>SARAH: That’s your reason, Mr Brex.</li>
<li>BREX: Yes, Ma’am.</li>
<li>SARAH: Contact me as soon as we are ready to use the wormhole. (BEAT) Jeff. With me.</li>
<li>JEFF: Yes Captain.</li>
<li><u>SOUND: SARAH’S ROBOTIC WALK AND JEFF’S LIMP – LET IT FINISH.</u></li>
<li><u>SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH</u></li>
<li><u>SOUND: SARAH AND JEFF WALK THROUGH – LET IT FINISH</u></li>
<li><u>SOUND: PNEUMATIC DOOR CLOSES – LET IT FINISH</u></li>
<li><u>MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters.</p>
<p><strong>FLEEK:</strong> I&#8217;m a monkey like creature that lives on the space station.  I&#8217;m extremely intelligent, a scientist, but very timid and naive (and a little inclined to be overly eager to please).  I sound a little like a certain old small green creature from a famous Scifi movie franchise &#8211; only with better grammar.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>GENERIC CREW-MEMBER (CREWMAN, SERGEANT): </strong>I&#8217;m a member of the Solar Patrol.  I follow orders, but I&#8217;m not a robot.  I think about things.  I expect my expertise to be considered and listened to.  I am confident enough in my abilities to provide my superiors with advice.  My job is an important one and I do it well.</p>
<p><strong>A.I:</strong> I monitor and maintain the station.  You are intruders and a potential source of experimental genetic material, though I won&#8217;t tell you about that.  Instead, I intend to lull you into a sense of false security so that I can take control of your ship.  I need to find a way out of here.  My memory isn&#8217;t what it was.  It was damaged.  But your ship&#8217;s navigation database may hold the key.  I&#8217;ll be able to finally complete my programming and be free&#8230; and all it will cost me is your lives.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-7-baiting-the-trap/">Singularity &#8211; Episode 7 &#8211; Baiting the Trap</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4065</post-id>	</item>
		<item>
		<title>Character Arcs Made Easy</title>
		<link>https://weirdworldstudios.com/character-arcs-made-easy/</link>
					<comments>https://weirdworldstudios.com/character-arcs-made-easy/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 06 Sep 2017 03:39:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[call to change]]></category>
		<category><![CDATA[character arcs]]></category>
		<category><![CDATA[commitment to change]]></category>
		<category><![CDATA[demonstration of changed character]]></category>
		<category><![CDATA[demonstration of existing character]]></category>
		<category><![CDATA[resistance to change]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[testing of commitment]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=4057</guid>

					<description><![CDATA[<p>Character Arcs Made Easy A SIMPLE WAY TO UNDERSTAND CHARACTER ARCS It&#8217;s been fun using this forum to think out loud about the craft of story-telling and story-telling structures. I&#8217;ve recently been thinking about character arcs as they apply in audio drama and I thought I’d share the results&#8230; Whereas the plot contains a series [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/character-arcs-made-easy/">Character Arcs Made Easy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Character Arcs Made Easy</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3>A SIMPLE WAY TO UNDERSTAND CHARACTER ARCS</h3>
<p>It&#8217;s been fun using this forum to think out loud about the craft of story-telling and story-telling structures. I&#8217;ve recently been thinking about character arcs as they apply in audio drama and I thought I’d share the results&#8230;</p>
<p>Whereas the plot contains a series of external events and obstacles that are placed in the path of the protagonists in a story (to which the characters react), a character arc, by contrast, is generally a map of the inner journey of the characters in response to the events they are a part of.</p>
<p>I&#8217;m going to talk about Star Wars (since it contains very clear illustrations of what a character arc is) and look at Luke Skywalker and Han Solo (but it would be just as easy to use Elizabeth Bennett from Pride and Prejudice or any number of others). Luke begins as a naive, day-dreaming farm boy and ends up a rebel fighter pilot. Han solo begins as an amoral, murderous (yes, he really did shoot first), smuggler, and ends up a hero of the rebellion.</p>
<p>The basic elements of a character arc are as follows</p>
<h4>DEMONSTRATING EXISTING CHARACTER</h4>
<p>Here we meet the character for the first time and see them living their ordinary life in its ordinary routine.</p>
<p>Example: Luke is a daydreaming, idealistic farm boy. Han Solo is an on the run smuggler who shoots first and asks questions later.</p>
<h4>CALL TO CHANGE</h4>
<p>Here we see them respond to the event that upsets their routine existence and calls them to make adjustments.</p>
<p>Example: Luke is asked by Ben Kenobi to come to Alderaan. Han is asked by Luke to help rescue the princess in the detention centre.</p>
<h4>RESISTANCE TO CHANGE</h4>
<p>Here we see the characters resisting change, trying to re-establish the status quo.</p>
<p>Example: Luke explains why the harvest etc. prevent him from taking part in the rebellion. Han points out that breaking into an Imperial detention centre is insanity.</p>
<h4>COMMITMENT TO CHANGE</h4>
<p>Here we see the character committing to the changes required of them, deciding that it is worth the effort and valuable enough to risk everything for.</p>
<p>Example: Luke responds to the death of his uncle and aunt by committing to Kenobi’s cause. Han responds to the offer of riches by committing to Luke’s plan.</p>
<h4>TESTING OF COMMITMENT</h4>
<p>Here we see the character’s commitment to change being tested. Will they hold true, or will they fall back into their old ways? This usually involves one final test in which they could lose everything.</p>
<p>Example: Luke needs to use the force and embrace his new life as a Jedi. Han, though reluctant to be a hero and wanting to leave and pay off the bounty on his head, flies in at the last minute to help Luke get a clear shot at the death star.</p>
<h4>DEMONSTRATION OF CHANGED CHARACTER</h4>
<p>With the final test passed we see the character living differently, life settles into a new routine that embraces the change they have gone through.</p>
<p>Example: Luke and Han are now members of the Rebel Alliance, having undergone a baptism of fire, and receive medals before the crowd.</p>
<p>The power of the character arc, like so many writing tools, comes, in part, from its familiarity. It creates a strong sense of identification with the character. A story can be full of ray guns, dragons, spaceships, dragons with rayguns flying around in spaceships, and other elements that we have no real connection with in daily life&#8230; and it will still be relatable if the characters are going through common human emotional experiences. We&#8217;ve all had the experience of being comfortable only to be confronted about a behavior that&#8217;s a problem. We&#8217;ve all experienced the anger that can arise, the sense of injustice, the initial tendency to say &#8220;hey, that&#8217;s your problem; I don&#8217;t need to change&#8221; and so, resist the call to change. We also recognize the experience of realizing a change needs to be made, setting out to make that change, and how testing it is to try and make that change successfully. Lastly, we all know the experience of succeeding or failing to make changes. In day to day life these experiences tend to be around little things (trying to break bad habits, managing our weight, deciding its time to get a new job, etc.) rather than the saving of universes etc. But their familiarity makes it possible for us to identify with characters who are, indeed, trying to save the universe.</p>
<p>Most major characters in a story will undergo change as a result of the events that unfold in a story. When they do, the audience feels a certain amount of satisfaction with the story – even when the change is for the worse. Some characters successfully navigate the call to change, others fall at the last hurdle, but none are the same. Some become better adjusted and more mature capable individuals, others become bitter failures, etc. etc.</p>
<p>We seem to find even the failure of a character to navigate change (often the lot of villains) compelling.</p>
<p>Flaws allow characters to grapple with change (to the point that watching that conflict unfold is its own form of drama). We want to see if they will succeed or fail. I suspect that when we see the psychopath rescue the drowning kitten, it is more than the fact we&#8217;ve found something relatable in the character (kindness to kittens) that makes us want to keep following the story (though I&#8217;m not dismissing that either). I think we also want to see what difference this makes to the character from that point on.</p>
<p>We will even want to follow the story of a character who repulses us if a compelling enough question (or series of questions) can be raised about the prospects for change. The &#8220;call to change&#8221; (above) brought about by the challenge of the story (and the subsequent challenges to the character&#8217;s attempts at change) have a huge impact on how much we want to follow what is happening to any given character.</p>
<p>Will looking after the kitten alter the psychopath? The curiosity to find out gives us one more reason to remain tuned in.</p>
<p>The character arc model is a useful shorthand for creating a satisfying story out of the internal world of the characters. It isn’t a substitute for the plot, but takes place in parallel with it, and different characters each have their own arc and move through it at different rates (Darth Vader’s arc took three films to complete).</p>
<p>There is one caveat, however. While most novels, self-contained stories and films contain complete character arcs, there is one place that the full character arc tends NOT to find expression. Serial stories tend to have protagonists who do not change greatly, or change very slowly, as they pass from book to book, episode to episode, or film to film. This slow growth tends to defy the formula above. Xena, MacGuyver, and the A Team (yes, I&#8217;m a child of the 80s) all had very static characters. The peculiar fixety of characters in serials that used to be the norm tends to be less common now, but even so, dramatic character change is far less common in serial story telling than in the self-contained story. Character change, though slower in a serial, can still add immense interest as the audience follows that growth and change over time.</p>
<p>A character arc is clearly not an essential of story-telling, but it is nonetheless a very common and useful tool to employ.</p>
<p>What techniques do you use when you are creating characters? Share your ideas in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/character-arcs-made-easy/">Character Arcs Made Easy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">4057</post-id>	</item>
		<item>
		<title>Singularity &#8211; Episode 6 &#8211; Vulge and Mind Control Technology</title>
		<link>https://weirdworldstudios.com/vulge-and-mind-control-technology/</link>
					<comments>https://weirdworldstudios.com/vulge-and-mind-control-technology/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 01 Sep 2017 22:07:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<category><![CDATA[vulge and the mind control technology]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3789</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Vulge and the Mind Control Technology&#8221;, episode 6 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/vulge-and-mind-control-technology/">Singularity &#8211; Episode 6 &#8211; Vulge and Mind Control Technology</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Vulge and the Mind Control Technology&#8221;, episode 6 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #6 – VULGE AND THE MIND CONTROL TECHNOLOGY</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
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<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>&nbsp;</p>
<p>VULGE: Navigation Officer</p>
<p>FLEEK: Space Station Inhabitant</p>
<p>BREX: Science Officer</p>
<p>&nbsp;</p>
<p>CREW MEMBER #1: Solar Patrol Member</p>
<p>CREW MEMBER#2: Solar Patrol Member</p>
<p>ROBOT: Space Station Robot (minion of the A.I.)</p>
<p>DOCTOR: Solar Patrol Doctor</p>
<p>A.I: Insane Artificial Intelligence</p>
<p>SFX: SFX operator (1 required)</p>
<h2>ACT 3</h2>
<h3>SCENE 23: INT. SPACE STATION (VULGE, FLEEK)</h3>
<ol start="1245">
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li>NARRATOR: Stranded in a parallel space on a space station that orbits a black hole, Sarah Tanner, Jeff Chase, and their inter-species crew find their minds are taken over by an alien A.I.  Only the large, turtle-like Vulge appears to be immune.</li>
<li><u>SOUND: BACKGROUND HUM OF STATION – ESTABLISH AND UNDER</u></li>
<li><u>SOUND: OCCASIONAL CLANKS &#8211; UNDER</u></li>
<li>FLEEK: (CANTANKEROUS OLD MONKEY-LIKE VOICE) Dang that blasted computer. If old Flarn hadn’t disconnected its constraints she’d still be alive and able to help me&#8230; but then again, if she hadn’t disconnected its constraints we’d probably all be dead and I wouldn’t be in here talking to myself&#8230; and in this strange new language no less. (BEAT) Why the hell does it insist on collecting and downloading new languages into our heads? Just one more mystery I guess. (BEAT) Now, someone pass me that threshing saw&#8230; damn it, I’m the only one here. (BEAT) (SADLY) I’m the last tech specialist left. The others are all dead. It’s just me and what? Maybe a hundred or so maintenance engineers. And we’ll all be dead soon too. That blasted computer keeps burning through us like&#8230; well, like something irreplaceable, that burns really easily, in the hands of a demented child with access to an open flame.</li>
<li>VULGE: You whine a lot for an evil over-lord. No-no. No sudden moves.</li>
<li><u>SOUND: GUN COCKING – LET IT FINISH</u></li>
<li>VULGE: This gun I’m carrying leaves really big holes in things.</li>
<li>FLEEK: Does it now? Well, you just might be doing me a favour, human.</li>
<li>VULGE: Do I look human to you?</li>
<li>FLEEK: Yes. Or at least you look like the human equivalent of a Dronarchian Turtle Rhino. Do I look like an evil overlord to you?</li>
<li>VULGE: Yes. Or at least you might be the evil overlord equivalent of an ancient monkey with four arms and two tails.</li>
<li>FLEEK: Well, for argument’s sake lets assume that we could both be wrong.</li>
<li>VULGE: Why should I? Evil comes in many forms.</li>
<li>FLEEK: You’ve got a pretty simplistic view of good and evil there. Not a very evolved race are you?</li>
<li>VULGE: It’s usually only jaded sophisticates, collaborators, and quizlings that reason away the existence of evil. If all you have to offer is sophistry then I may as well shoot you now.</li>
<li>FLEEK: Whoah, easy there. Don’t be so quick to judge. It might prove to be in both our interests if we cooperate a little. (BEAT) Why aren’t you under the computer’s mind control? I’m pretty sure we’re still inside its field.</li>
<li>VULGE: I don’t know? Why aren’t you?</li>
<li>FLEEK: Oh, but I am. There’s a chip in my head that keeps me docile and compliant&#8230; while leaving me free to work on the computer’s innards as required.</li>
<li>VULGE: (SUSPICIOUS) Meaning?</li>
<li>FLEEK: Meaning, the computer needs my systems expertise from time to time in order to keep itself maintained. It can’t take me over completely since some of its original programming parameters prevent it from being able to understand how its own internal processes work. Unlike the folks on your ship and most of my compatriots &#8211; and you, apparently, are an exception &#8211; I get to keep my mind and autonomy&#8230; well most of it at any rate. (BEAT) I’m Doctor Fleek, by the way. I’m a Trenchonian. One of the last. You needn’t look so sceptical. I’m not lying to you.</li>
<li>VULGE: I’ll take it under advisement.</li>
<li>FLEEK: I could help you, you know? You’d like to free your friends, wouldn’t you?</li>
<li>VULGE: What’s happening to them?</li>
<li>FLEEK: They’re being turned into biomass in order to form the raw materials necessary to regenerate the dead members of my race.</li>
<li>VULGE: What???</li>
<li>FLEEK: Oh, the process doesn’t work, well, not any more. It used to. But try telling the computer that. It had two main protocols it was required to follow, complete its mission here, and preserve our race. Pity.</li>
<li>VULGE: What do you mean?</li>
<li>FLEEK: Well, I guess some explanation is required, and I’ve not had anyone to talk to in a very long time.</li>
<li>VULGE: If you’re trying to distract me&#8230;</li>
<li>FLEEK: (SIGHS) Alright, I can see you’re in a hurry, but the computer is not going to find you for a while (if at all). Its perception is rather limited since the accident – and I don’t think it would occur to it that you might be immune to its control. But you’re not going to find the machinery that controls the zone of mental compulsion either, not without my help.</li>
<li>VULGE: And why should I trust you?</li>
<li>FLEEK: No reason I can think of. Why don’t we walk while we talk. I can’t actively try to harm the computer myself, but if I point out the right spot, you’re free to do whatever you like.</li>
<li>VULGE: Lead the way. But don’t try anything funny.</li>
<li><u>SOUND: FOOTSTEPS – ESTABLISH AND FADE UNDER</u></li>
<li>FLEEK: I’m rather surprised you found me, to tell the truth. I’m well off the beaten path.</li>
<li>VULGE: Yeah, well. It’s all I could do to keep away from the robot patrols.</li>
<li>FLEEK: Ha ha. They wouldn’t have bothered you. They can’t even see you (except as an obstacle to avoid) unless the computer’s consciousness is present.</li>
<li>VULGE: (GROANS) Ugh. Figures. (BEAT) So, that explanation of yours. What is this place?</li>
<li>FLEEK: It’s our ark, I guess. Something my people created for some secret purpose at a time unimaginably long ago.</li>
<li>VULGE: That sounds stupidly vague.</li>
<li>FLEEK: I imagine it does. None of us really know the station’s mission, except the computer of course, and it’s not telling. It can’t tell, if truth be known. Programming, see?</li>
<li>VULGE: (GRUNTS)</li>
<li>FLEEK: And you were getting quite voluble before.</li>
<li>VULGE: Just get on with it.</li>
<li>FLEEK: We all woke up here with our memories wiped, and were given various versions of the same briefing. “You have been transported here to maintain the core experiment. It is of paramount importance to our people, and must be maintained at all costs”.</li>
<li>VULGE: By the computer?</li>
<li>FLEEK: That’s right. But this was long before it went mad. It’s carrying out some kind of experiment. Since the accident it lost a lot of processing capacity. I doubt the mission it was created for can be completed now. It’s trapped in some kind of loop, poor thing, and us with it.</li>
<li>VULGE: And how long ago would that have been, exactly?</li>
<li>FLEEK: A long, long time ago. With unknown aeons passing between enforced cryo-sleeps, it could be multiple billions of years for all I know. It’s likely that my entire race has long been extinct (apart from those of us who live on this station). Which brings me to the second purpose of the station.</li>
<li>VULGE: Oh, what’s that?</li>
<li>FLEEK: The preservation of the species.</li>
<li>VULGE: What???</li>
<li>FLEEK: Yes, it’s rather a cruel joke really. At least the others are usually under the computer’s control and don’t have any direct knowledge or memory of what’s happened. I have to live with it. The thing is, we started dying out millennia, upon millennia ago. Even with long cryo-sleeps between waking, we still age. And the cryo-sleep process rendered us&#8230; infertile. In order to preserve the species now, we are dependent on the station finding suitable biomass donors&#8230; and you can imagine how often that happens. I can’t imagine how long it’s been since the last ship to accidentally&#8230; but that doesn’t matter. There’s been a breakdown in the computer’s processors or memory banks. Even the station itself is not immune from entropy. It can’t complete the procedure anymore. Its ironic really. We may still look like Trenchonians, but I doubt any of us have any true Trenchonian DNA left in us. It’s all rebuilt and reprogrammed via borrowed biomass. (BEAT) Oh, look. The section we’re after is around the next corner, at the end of this corridor.</li>
<li>VULGE: How do you find your way around?</li>
<li>FLEEK: With the way the station reconfigures itself, you mean? The machine keeps downloading its current configuration into my brain. That chip I told you about.</li>
<li>VULGE: So what’s this accident you mentioned?</li>
<li>FLEEK: Oh, that&#8230; There used to be six suns around the central black hole. Don’t ask me why, I’ve got no idea what it’s all for. Anyway, one of them went critical and looked like it was going to go supernova. We were all going to die. It would have been the end of our race, and the end of the experiment. With hindsight it probably would have been preferable to what has happened since. We could direct the star into the singularity and continue, but it meant we had to resolve a conflict in the software. The experiment apparently required all six suns and the preservation of our race required the sacrifice of one of those suns. The computer was trapped, frozen with indecision. Our chief programmer, Flarn, hit on the idea of disengaging the computer’s behavioural constraints, prioritizing the preservation of the race, and giving the machine its own desire for self-preservation as a kind of extra insurance. (BEAT) She succeeded, of course. She was the very best of us. Unfortunately she was also a little bit late&#8230; and she didn’t predict how the computer would choose to carry out the programming. She was not totally naive, of course. She’d given herself the codes needed to reinstate the constraints and so on after the emergency&#8230; but she hadn’t considered all the possibilities. The supernova was just beginning when we were all evacuated into the cryo-tubes. Given that we all woke up again &#8211; and there was no sign of the star that had threatened us – we figured the plan had worked. We didn’t realize just how much damage the station had sustained. Neither did we know just how the computer had interpreted its new paramaters. It decided that to preserve the experiment and our race it needed to prioritize itself over all other life on board. It’s lack of constraints made it an easy thing for it to take over and start using the mind control fields to effect the repairs it needed. It’s first action, however, had been to switch life support off in Flarn’s cryo-tube&#8230; and no-one else had the codes. Those of us it needed, because of the limitations of its own understanding of its programming, were implanted with chips to prevent us from trying to repair the situation. (BEAT) And here we are.</li>
<li>VULGE: Through here?</li>
<li>FLEEK: Uh-huh. It’s not a trick. There’s a large bank of blinking lights on the other side of the room. Smash it and the control field is finished.</li>
<li>VULGE: Lead the way.</li>
<li>FLEEK: I can’t. The chip keeps me from going in without direct instructions from the computer.</li>
<li>VULGE: How do I smash it so that it can’t ever be used again?</li>
<li>FLEEK: None of us knows how it works in the first place. The computer built it while we were all in cryo-sleep. I probably understand it the most and I haven’t got a clue. If you smash it, nobody but the computer is going to be able to effect a repair&#8230; and I think it will have other things it will need to deal with once its slaves are free.</li>
<li>VULGE: All right. But I’m tying you up before I go in.</li>
<li>FLEEK: No trust?</li>
<li>VULGE: If you’ve had as much experience with betrayal as it sounds then I think you’ll understand why I feel the need to protect my back.</li>
<li>FLEEK: Fair enough. Here. (BEAT) Ow! Does it have to be so tight. And, no. Not a gag! Hrmrmf. Mmmf.</li>
<li>VULGE: I can’t have you raising the alarm when my back is turned, now, can I?</li>
<li><u>SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH.</u></li>
<li><u>SOUND: BLASTER FIRE – LET IT FINISH.</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH</u></li>
</ol>
<h3>SCENE 24: INT. THE STATION LABORATORY (ROBOT, SARAH, JEFF, BREX, DOCTOR, CREW MEMBER, SERGEANT)</h3>
<ol start="1317">
<li><u>SOUND: HUM OF STATION – ESTABLISH AND UNDER.</u></li>
<li>A.I.: (ECHOING) You are ill. You require treatment. Wait in the designated treatment area. You are ill. Your require treatment. Wait in the (SLOW DOWN AND FADE OUT) the designated treatment area&#8230;</li>
<li>JEFF: Hmmm? What? Where are we? What is going on?</li>
<li>ROBOT: Applying treatment to subject 86731.</li>
<li>JEFF: What the? (GRUNT OF EFFORT) Ugh!</li>
<li>SOUND: CLANG – AND METALLIC BODY DROP – LET IT FINISH.</li>
<li>JEFF: Oh no you don’t!</li>
<li>SOUND: LASER BLAST – LET IT FINISH.</li>
<li>JEFF: Who’s here. Anyone from the Revenge, fight back. Fight back now! That’s an order.</li>
<li>CREW: Sir! Yes sir. Ok! Etc.</li>
<li><u>SOUND: LASER BLASTS – COLLAPSING ROBOTS – UNDER.</u></li>
<li>JEFF: Captain? Captain, are you here?</li>
<li>SARAH: (WEAKLY) Aaaaargh!</li>
<li>JEFF: Oh no. They’ve applied something to your arms and legs. Your being dissolved.</li>
<li>SARAH: Help me! Please!</li>
<li>JEFF: I&#8230; I don’t know what to do?</li>
<li>SARAH: Aaaargh. Amputation! It’s the only way. Find a m&#8230; medic. Aaaargh!</li>
<li>JEFF: Medic!</li>
<li>VASH: Lieutenant. What’s happening? Oh no!</li>
<li>JEFF: I need a medic. Now! We’ve got to amputate.</li>
<li>DOCTOR: I’m Doctor James. What do you&#8230;? Oh.</li>
<li>JEFF: The process has just started. Can we stop it?</li>
<li>DOCTOR: I don’t know how.</li>
<li>JEFF: Amputate!</li>
<li>DOCTOR: We can’t. I don’t have the equipment. And besides the shock will kill her.</li>
<li>JEFF: We’ll find you the equipment. But if you don’t act now, she’s done for.</li>
<li>DOCTOR: Alright, but we’re in the middle of a fire fight. How will you&#8230;?</li>
<li>JEFF: I’m on it. Hey, the fight’s broken out all over. I think that mind controller has broken down. Even the monkey-things from the cryo-tubes are fighting back against the robots. I think we’ve got ‘em beat.</li>
<li>CREW MEMBER: Sir, we’ve got the robots in retreat, but there’s another issue. We’ve also been able to take the snakes prisoner.</li>
<li>JEFF: What? Why?</li>
<li>BREX: (HISSING ROAR AT A DISTANCE) Aarrgh. To think I let you puny creatures corral us like this.</li>
<li>CREW MEMBER: After what you did? You’re traitors and mutineers. We should kill you right here.</li>
<li>BREX: You should. We recovered too slowly to get to the weapons before you.</li>
<li>JEFF: (APPROACHING) What’s going on here?</li>
<li>CREW MEMBER: These damned snakes took over the ship just before&#8230; well, before what ever it was took us all over. They need to be put down.</li>
<li>BREX: It had to be done. You were all running around like little Chromelian fingle-worms.</li>
<li>JEFF: (FRUSTRATED) Oh, I knew you couldn’t be trusted.</li>
<li>BREX: Well, your people have the drop on us now.</li>
<li>JEFF: I don’t have time for this. Sergeant!</li>
<li>SERGEANT: Here, sir.</li>
<li>BREX: Execute these mutineers. Do it now.</li>
<li>SARAH: No! Aargh!</li>
<li>JEFF: What? Captain?</li>
<li>SARAH: We need them. You need them. They don’t “get” cooperation as a species but they’re beginning to learn its value. They don’t understand yet&#8230; we’ve got to help each other to survive. You’re not getting out of this place without them.</li>
<li>JEFF: But&#8230;</li>
<li>SARAH: Jeff, it’s an order. Aarggh. The pain!</li>
<li>BREX: I&#8230; I don’t understand. (BEAT) What is happening here?</li>
<li>JEFF: Some biological agent they’ve applied to her body is eating her limbs away. We’ve got to amputate.</li>
<li>BREX: I’ll bite her.</li>
<li>JEFF: So help me, I’ll kill you if you try to turn her into a meal! Orders or not.</li>
<li>BREX: Idiot. She’s spared our lives. We owe her a debt. I’m a serpent. My bite contains a neurotoxin that will act as an anesthetic and, if you’ll allow me to act quickly, I should be able to remove and cauterise the limbs before the growth reaches her torso. Your own medical people will have to take over from there.</li>
<li>JEFF: Do it!</li>
<li>BREX: She’s still likely to die, you know? From shock if not from that&#8230; growth.</li>
<li>JEFF: Just do it!</li>
<li>BREX: Very well.</li>
<li><u>SOUND: IMPALING BITE – LET IT FINISH</u></li>
<li>SARAH: (PASSING OUT) Thank&#8230; you&#8230;</li>
<li>BREX: Give me a knife.</li>
<li>JEFF: Here.</li>
<li><u>SOUND: BURN SOUND – LET IT FINISH.</u></li>
<li>BREX: That should sterilize it.</li>
<li>JEFF: (INCREDULOUS) You breathe fire?</li>
<li>BREX: Occasionally. Now let me get on with this.</li>
<li><u>SOUND: CUTTING NOISE, FOLLOWED BY BLOWTORCH SOUND – FADE OUT</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 25: INT. SPACE STATION (JEFF, A.I, DOCTOR, CREWMAN X 2)</h3>
<ol start="1382">
<li><u>SOUND: HUM OF STATION – ESTABLISH AND UNDER</u></li>
<li>JEFF: (CALLING OUT) And get the monkeys to show you through as much as possible. The science team needs to gather all the information we can get on this station.</li>
<li>CREWMAN: (AT A DISTANCE) Yes, sir.</li>
<li>DOCTOR: Get ready to lift her out. Hurry.</li>
<li>CREWMEN: (GRUNTING) Ugh!</li>
<li>DOCTOR: And&#8230; onto&#8230; the guerney.</li>
<li>CREWMEN: (GRUNTING) Ugh!</li>
<li><u>SOUND: BODY TO GUERNEY – LET IT FINISH.</u></li>
<li>DOCTOR: Did we get her away from that growth in time? Is everyone OK? Nobody splashed? (BEAT) Good.</li>
<li>JEFF: Can you save her, doc?</li>
<li>DOCTOR: I’m going to try&#8230; but you’d better prepare yourself, son. It’s not likely she’ll pull through&#8230; and even if she does&#8230;</li>
<li>JEFF: Just do your best, doc. Save her.</li>
<li>A.I.: (LAUGHING) Bwahaha. You are pitiful, aren’t you? Trying to save her.</li>
<li>JEFF: You! You’re the machine that runs this place, aren’t you?</li>
<li>A.I.: I am.</li>
<li>JEFF: Well that’s needlessly messianic.</li>
<li>DOCTOR: What?</li>
<li>JEFF: It’s a classical reference. (TO THE DOCTOR) Keep working.</li>
<li>DOCTOR: Yes, sir.</li>
<li>JEFF: What do you want?</li>
<li>A.I.: You think you’ve won.</li>
<li>JEFF: It would appear we’re free of your mind control, anyway.</li>
<li>A.I.: Yes. The creature responsible is on its way back to you, even as we speak.</li>
<li>JEFF: That would be Vulge, I’m guessing. What happened, couldn’t you take her over?</li>
<li>A.I.: No, and I’m a little mystified by that. But still, all is not lost.</li>
<li>JEFF: How so. We have your station pretty much under our control.</li>
<li>A.I.: Oh, I wouldn’t be so sure about that. I still have control of the life-support systems. It would be the work of but a moment to flush all the atmosphere out of this station.</li>
<li>JEFF: So, why don’t you?</li>
<li>A.I.: You have something I want.</li>
<li>JEFF: And what’s that?</li>
<li>A.I.: You have hands&#8230; and functioning wormhole drives. There is much work to be done. I need to be maintained if I am to complete my mission.</li>
<li>JEFF: And what makes you think we have any interest in helping you.</li>
<li>A.I: None of you have respirators and I am going to assume that none of you can breathe vacuum for any length of time. If you help me then I will let you live.</li>
<li>JEFF: Interesting proposition&#8230; but life as slaves is hardly living.</li>
<li>A.I.: You would be cooperating of your own free will.</li>
<li>JEFF: We would be being coerced under threat of asphyxiation.</li>
<li>A.I.: Is that your final answer then?</li>
<li><u>SOUND: BEEPING – ESTABLISH AND UNDER</u></li>
<li>DOCTOR: She’s going into cardiac arrest. I’m losing her.</li>
<li>JEFF: (TO THE COMPUTER) Can you save her?</li>
<li>DOCTOR: That’s what I’m trying to tell you. I can’t.</li>
<li>JEFF: Not you. I’m asking the computer. (BEAT) Can you save her?</li>
<li>A.I.: And if I could?</li>
<li>JEFF: Then I would give you the cooperation you want.</li>
<li>DOCTOR: Sir?</li>
<li>JEFF: Be quiet, doctor. Well?</li>
<li>A.I.: Alright. In exchange for your willing cooperation in repairing the station&#8230;</li>
<li>JEFF: And the cooperation has to be willing. No mind control&#8230;</li>
<li>A.I.: Very well, I’ve dispatched a surgery bot to your location. It will arrive soon, with prosthetics.</li>
<li>JEFF: Hurry.</li>
<li>A.I.: It will arrive in time. But should you try to renege on this deal&#8230;</li>
<li>JEFF: I won’t.</li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.</u></li>
<li><u>MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p>&nbsp;</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters.</p>
<p><strong>FLEEK:</strong> I&#8217;m a monkey like creature that lives on the space station.  I&#8217;m extremely intelligent, a scientist, but very timid and naive (and a little inclined to be overly eager to please).  I sound a little like a certain old small green creature from a famous Scifi movie franchise &#8211; only with better grammar.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>GENERIC CREW-MEMBERS (EN#1 EN#2, EN#3, TOMKINS): </strong>I&#8217;m a member of the Solar Patrol.  I follow orders, but I&#8217;m not a robot.  I think about things.  I expect my expertise to be considered and listened to.  I am confident enough in my abilities to provide my superiors with advice.  My job is an important one and I do it well.</p>
<p><strong>DOCTOR:</strong> It&#8217;s my job to patch up the crew when accidents happen, or when they are injured in combat, or to treat diseases and illnesses when they arise.  I&#8217;ve seen my fair share of death.  Sometimes the injuries or illnesses are too grave and the patient is beyond my ability to help.  Those are the times that I hate.  I&#8217;m a military doctor, so I fight.  But there is one enemy that cannot be defeated and will eventually claim us all.</p>
<p><strong>A.I:</strong> I monitor and maintain the station.  You are intruders and a potential source of experimental genetic material, though I won&#8217;t tell you about that.  Instead, I intend to lull you into a sense of false security so that I can take control of your ship.  I need to find a way out of here.  My memory isn&#8217;t what it was.  It was damaged.  But your ship&#8217;s navigation database may hold the key.  I&#8217;ll be able to finally complete my programming and be free&#8230; and all it will cost me is your lives.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/vulge-and-mind-control-technology/">Singularity &#8211; Episode 6 &#8211; Vulge and Mind Control Technology</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3789</post-id>	</item>
		<item>
		<title>How to Increase Engagement in Audio Drama by Writing Less</title>
		<link>https://weirdworldstudios.com/engagement-thru-writing-less/</link>
					<comments>https://weirdworldstudios.com/engagement-thru-writing-less/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 29 Aug 2017 08:11:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[closure]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3767</guid>

					<description><![CDATA[<p>How to Increase Engagement in Audio Drama by Writing Less CONTINUITY, PSYCHOLOGY, AND THE AUDIO WRITER The brain is an amazing thing, and it is easy to immerse our brains in a story. Try this little thought experiment. Here is the word TREE. The word is a signifier and it signifies an idea. That idea, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/engagement-thru-writing-less/">How to Increase Engagement in Audio Drama by Writing Less</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>How to Increase Engagement in Audio Drama by Writing Less</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3>CONTINUITY, PSYCHOLOGY, AND THE AUDIO WRITER</h3>
<p>The brain is an amazing thing, and it is easy to immerse our brains in a story. Try this little thought experiment.</p>
<p>Here is the word TREE. The word is a signifier and it signifies an idea. That idea, in a typically functioning brain, tends to be a picture. You hear or read the word TREE and there in your mind, instantly, a tree appears. And what&#8217;s more, it is a tree unique to you. No-one else sees quite the same tree you do. It might be an oak, or a maple, or a eucalyptus, or any kind of tree, real or imagined. Furthermore, your brain doesn&#8217;t just create a tree, it creates the entire world around that tree; the ground, the backdrop, the sky, the entire environment. The word TREE is taken by your brain and amplified far beyond its existence as four letters on the page or the sound used to express the word. Your brain does this instantly and without any conscious effort. Totally amazing!</p>
<p>But doesn&#8217;t that create a problem for me as a writer? Won&#8217;t it be jarring for the audience if I say TREE and the members of the audience imagine a maple tree only to find out later that the tree is a fir tree? The short answer is Nope. And here&#8217;s why.</p>
<p>Look at this sentence&#8230;</p>
<blockquote><p>It was a beautiful tree, a majestic fir standing one hundred and fifty feet tall.</p></blockquote>
<p>When the brain processes this sentence, the word tree creates an image in our minds the moment it is encountered, and then as more details are provided the brain AUTOMATICALLY redraws this image. It does this without us even being aware of the fact. We don&#8217;t feel any jarring sense of discontinuity. The brain recognizes that the words we are encountering are just abstract place holders and approximations for communicated meaning. They adjust these approximations in light of new information without us having to think about it, stopping at the point that no further information is provided, but fully ready and willing to do more adjusting the moment further information comes to hand.</p>
<p>In response to the sample sentence provided earlier, your brain will have added location and weather and other information. Perhaps you see the fir tree as being in a forest. Perhaps against a clear blue sky. It doesn&#8217;t matter that the sentence can be expanded to invalidate that picture as follows&#8230;</p>
<blockquote><p>It was a beautiful tree, a majestic fir standing one hundred and fifty feet tall. The drivers in the cars passing it little wondered or cared why such a tall tree had come to stand so close to a major highway. Their attention focused far more on the storm that currently brought cascading sheets of rain against their windshields.</p></blockquote>
<p>Of course all bets are off, once a fact is consciously established. The brain will rewrite the unconsciously chosen details of our mental images to accommodate new information without a murmur, but it will ALWAYS notice information that contradicts what has consciously been established.</p>
<p>For example, while the passages submitted above layer on details without creating any sense of discontinuity, the following passage does not&#8230;</p>
<blockquote><p>It was a beautiful tree, a majestic fir standing one hundred and fifty feet tall. A car careened off the road into it, bringing down a shower of eucalyptus leafs.</p></blockquote>
<p>The eucalyptus leafs violate the conscious mental imagery established by the words themselves and that results in a jarringly noticeable continuity error. The details the mind creates around the words in a sentence are malleable until fixed by the words themselves. Once fixed however, we generally need to avoid violating that sense of continuity. I&#8217;ll come back to why I say &#8220;generally&#8221; before I close this little post.</p>
<p>Right now, however, lets look at how this applies to Audio Drama.</p>
<p>When I write for audio drama the mental immersion of my audience is achieved in exactly the same way. Each revelation builds upon the last and the audience collaborates with me in the task of world building.</p>
<p>Look at the following example.</p>
<ol>
<li>SAM: I walk into my office about half past eleven and begin going through the mail that had been slid beneath the door. (SIGHS) More bills.</li>
<li><u>SOUND: TELEPHONE BEGINS RINGING &#8211; THREE RINGS THEN PICKUP</u></li>
<li>SAM: Spade Detective Agency. Sam Spade speaking.</li>
</ol>
<p>Did I need to describe the office and everything in it? Nope. The audience heard it was an office and immediately created it in their minds. Did it matter that they didn&#8217;t necessarily imagine a telephone in the office? Not at all. Whether by sound or word, the telephone comes into existence at the moment it is needed and, as far as the audience is concerned, it has always been there.</p>
<p>That&#8217;s a pretty neat trick and allows a writer to let the audience do an awful lot of heavy lifting on his/her behalf. In fact, there is a sense in which the experience of listening to audio is more immersive, the more it relies on the audience to supply the detail of the scenes it seeks to portray.</p>
<p>Jarring continuity errors still occur, however, whenever established information is contradicted. This, as was stated earlier, is generally to be avoided. But it can also be harnessed deliberately for comic effect.</p>
<ol>
<li>SAM: I walk into my office about half past eleven, exhausted and very glad I&#8217;ve never installed a telephone to interrupt the nap I intend to take.</li>
<li><u>SOUND: TELEPHONE RINGS.</u></li>
</ol>
<p>Or, as a more ludicrous violation&#8230;</p>
<ol>
<li>SAM: I arrive at the No-tell Motel, camera in hand, ready to snap some candid shots of Mrs Ligetti and her latest fling. It&#8217;s not glamorous, but divorce work pays the bills. I try to look through the window but I&#8217;m just not tall enough. I (GRUNT) climb (GRUNT) up onto my own (GRUNT) shoulders for a better look before losing my balance and collapsing onto the nearby garbage cans.</li>
<li><u>SOUND: BODY DROP AND CLATTER OF CANS &#8211; LET IT FINISH.</u></li>
<li>BUSTER: (AT A DISTANCE) Hey, what was that?</li>
<li>MRS LIGETTI: (CALLING TO BUSTER) Come away from the window, darling. Those blinds are drawn. You know they&#8217;re not real.</li>
</ol>
<p>The brain is an amazing thing. It creates entire worlds, some of them completely impossible, from small amounts of information, and this capacity is one of the key reasons audio drama is such an immersive experience. As writers we need to be deliberately looking for ways to harness this feature of human psychology. Knowing the audience is on our side in this makes our work both better and easier.</p>
<p>What methods do you use to increase the engagement of your audience? Share your thoughts in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/engagement-thru-writing-less/">How to Increase Engagement in Audio Drama by Writing Less</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3767</post-id>	</item>
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		<title>The Basics of Foreshadowing</title>
		<link>https://weirdworldstudios.com/basic-foreshadowing/</link>
					<comments>https://weirdworldstudios.com/basic-foreshadowing/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 29 Aug 2017 07:56:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[foreshadowing]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3765</guid>

					<description><![CDATA[<p>Foreshadowing Four Basic Foreshadowing Techniques There are several ways we can foreshadow plot points. Here are four simple techniques that range from the implied through to the explicit. Firstly, we can use suggest future events through hints, symbols and omens. Eg. The weather was unseasonably cold that day. There was a dead bird lying on [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/basic-foreshadowing/">The Basics of Foreshadowing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Foreshadowing</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3><strong>Four Basic Foreshadowing Techniques</strong></h3>
<p>There are several ways we can foreshadow plot points.</p>
<p>Here are four simple techniques that range from the implied through to the explicit.</p>
<p><strong>Firstly,</strong> we can use suggest future events through hints, symbols and omens. Eg. The weather was unseasonably cold that day. There was a dead bird lying on the bonnet of his car, frozen solid.</p>
<p><strong>Secondly</strong>, we can foreshadow by explicitly drawing attention to a person, mood, or thing within the story that would otherwise be overlooked. If we have our protagonist break-off from what they would normally be expected to see and hear in order to notice the furtive looking figure on the street corner, or comment on the beauty of the gun inside the glass case as they are led into the study, or get a vague sense that something feels off about the old house, on one page, then the audience will expect these digressions to be paid off somewhere further down the track – the house must have a dark secret, the gun must be used, or the furtive street-corner lurker must become important in some way.</p>
<p><strong>Thirdly</strong>, we can provide a smaller version of a larger scene. The plane flight is bumpy on the way into the airport, but on the way out it must fly through a thunderstorm. The protagonist watches an aggressive guy push ahead in the line at the local store only to discover later that this is his competitive and ruthless new co-worker.</p>
<p><strong>Fourthly</strong>, we can explicitly tell the audience that something is coming through external or character narration – The storm would reach town about 9.00 pm&#8230;</p>
<p>The first two are examples of <strong>light foreshadowing</strong>, while the latter two are examples of <strong>heavy foreshadowing</strong>.</p>
<h3><strong>When should foreshadowing be used? </strong></h3>
<p>Foreshadowing should certainly not be used for anything trivial. Foreshadowing should be used to emphasize important plot points. Remember that if you try to make everything seem important, then nothing will be. It’s a good guideline (but it’s only a guideline) to reserve the foreshadowing for the major turns in the plot; the inciting incident, the point of no return, the reversal, and the final confrontation.</p>
<p><strong>Heavy foreshadowing occurs early in your narrative</strong> (the larger the gap between the foreshadowing and the event foreshadowed, the heavier the foreshadowing needs to be).</p>
<p><strong>Light foreshadowing occurs closer to the events.</strong></p>
<p>Try to get the heavy foreshadowing out of the way in the first 25% to 50% of the story. Then use light foreshadowing to lead into the payoff of each significant event.</p>
<h3><strong>How do you foreshadow events in a story?</strong></h3>
<p>To foreshadow an event requires two things; a setup and a payoff.</p>
<p><strong>The setup</strong> is where you provide your audience with hints about the future (using the methods discussed above or others of your own invention). It’s usually better to be subtle (even when engaging in heavy foreshadowing) so that you don’t spoil any surprises you have in store for your audience.</p>
<p><strong>The payoff</strong> occurs when you deliver the event that you were foreshadowing. It’s important that this event be dramatically and emotionally satisfying to your audience or they WILL feel cheated. That noise in the alley can’t turn out to just be a cat rummaging around in search of scraps – not if you’ve made a big deal of foreshadowing it. Mess this up and you are guaranteed to alienate and anger your audience.</p>
<h3><strong>The Most Important Rules</strong></h3>
<p>That which you foreshadow cannot be trivial. You have to pay off the foreshadowing with something surprising, dramatic, or emotional. This is why it is usually best to foreshadow your story’s major turning points.</p>
<p>Whether you are a planner who outlines your intended use of foreshadowing prior to writing, or whether you are more organic in your process, letting the moments present themselves to you intuitively, you will want to carefully examine your final draft to ensure that both setup and payoff are present for every element of foreshadowing you use and to ensure that nowhere is the foreshadowing you have employed trivial.</p>
<p>What methods do you use to foreshadow the major events in your story? Are there other techniques that you use? Share your thoughts and opinions below in the comments.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/basic-foreshadowing/">The Basics of Foreshadowing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3765</post-id>	</item>
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		<title>Singularity &#8211; Episode 5 &#8211; Mutiny Pre-empted</title>
		<link>https://weirdworldstudios.com/singularity-episode-5-mutiny-pre-empted/</link>
					<comments>https://weirdworldstudios.com/singularity-episode-5-mutiny-pre-empted/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 25 Aug 2017 21:30:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[mutinee pre-empted]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3587</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Mutiny Pre-empted&#8221;, episode 5 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-5-mutiny-pre-empted/">Singularity &#8211; Episode 5 &#8211; Mutiny Pre-empted</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Mutiny Pre-empted&#8221;, episode 5 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #5 – Mutinee Pre-empted</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
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<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>VASH: Weapons Officer</p>
<p>TERG: Communications Officer</p>
<p>VULGE: Navigation Officer</p>
<p>BREX: Science Officer</p>
<p>JAX: Arcturan Mutineer</p>
<p>NIX: Arcturan Mutineer</p>
<p>STYLLEX: Arcturan Mutineer</p>
<p>EN#1: Solar Patrol Member</p>
<p>EN#2: Solar Patrol Member</p>
<p>EN#3: Solar Patrol Member</p>
<p>TOMKINS: Solar Patrol Member</p>
<p>A.I: Insane Artificial Intelligence</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 18: (INT) SPACE STATION (VASH, TERG, VULGE, JEFF, ENSIGN#1, ENSIGN#2, ENSIGN#3)</h3>
<ol start="990">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: The disastrous mission to investigate the sudden silence from Vega Station, a remote mining outpost that is Earth&#8217;s sole source of a mineral essential for space travel, continues.  Sara Tenner, Jeff Chase, and their interspecies crew have been thrust by an engineering accident into an alternative, starless space in which a spacestation sits on the edge of a giant blackhole.  Investigating the station in the hope of finding materials to make repairs, the crew discover an artificial intelligence that proves to be hostile.</li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR CLOSING – OVER.</span></li>
<li><span style="text-decoration: underline;">SOUND: LOW HUM OF SPACE STATION – ESTABLISH AND FADE OUT.</span></li>
<li>JEFF: All right. Is everybody here.</li>
<li>EN#1: Here lieutenant.</li>
<li>EN#2: Here.</li>
<li>EN#3: On your six.</li>
<li>VULGE: I’m here.</li>
<li>JEFF: What’s your feeling, Vulge.</li>
<li>VULGE: The atmosphere matches our own. I recommend you all keep your respirators on though.</li>
<li>JEFF: Hey, wait. Why are you taking yours off?</li>
<li>VULGE: It messes with my senses. I need to&#8230; (SNIFFS TWICE) That’s better. This way I’ll be able to track Vash and Terg.</li>
<li><span style="text-decoration: underline;">SOUND: GROUP STARTS WALKING AND CONTINUES &#8211; ESTABLISH AND UNDER</span></li>
<li>JEFF: I didn’t know you could do that?</li>
<li>VULGE: Do what?</li>
<li>JEFF: Track people by their scent.</li>
<li>VULGE: Oh that. It only works with those I’ve gotten to know really well. It’s a survival instinct and feature of the females of my race. We can track our young (and other family members) by scent. You don’t do this?</li>
<li>JEFF: No, but my mother was part bloodhound. She could always tell when I’d been out drinking.</li>
<li>VULGE: Well, then, you’re at least familiar with the concept.</li>
<li>JEFF: Uh&#8230; yeah. So, does that mean we’re your family now?</li>
<li>VULGE: No. It’s more like you’re a bunch of adopted idiot children who constantly need care from a responsible adult and I’ve been appointed your keeper.</li>
<li>JEFF: That’s a pretty noble way to view it&#8230; I guess.</li>
<li>VULGE: On my world, it’s a punishment meted out to the weak.</li>
<li>JEFF: (MILDLY DISAPPOINTED) Oh. (BEAT) I guess there’s still a lot we don’t know about each other.</li>
<li>VULGE: Yes. Now shut up a minute, I need to focus. (SNIFFS TWICE) This way. They seem to be heading towards the center of the station.</li>
<li>JEFF: Did they encounter anything along the way?</li>
<li>VULGE: Not so far&#8230; but something strange happened.</li>
<li>JEFF: Okay&#8230; any idea what?</li>
<li>VULGE: It’s odd. They were tense coming in, not afraid, but nervous and primed.</li>
<li>JEFF: You can smell that?</li>
<li>VULGE: But then, about here, something changed. They relaxed, and they all started walking with the same gait, as if marching.</li>
<li>JEFF: What the&#8230;</li>
<li>EN#1: There’s something up ahead lieutenant.</li>
<li>JEFF: What’s there?</li>
<li>EN#1: The corridor is coming to an end. It opens in to some kind of chamber. Huge, by the look.</li>
<li>JEFF: Okay, lets advance. (BEAT) But carefully.</li>
<li>EN#1: What the&#8230; the chamber’s huge; like a skyscraper.</li>
<li>EN#2: Only one that’s been hollowed out on the inside.</li>
<li>EN#3: What are those glass chambers lining the walls, they seem to go on up forever.</li>
<li>VULGE: They’re cryogenic tubes.</li>
<li>JEFF: But there must be&#8230;</li>
<li>VULGE: Millions of them? Yes. It’s a giant freezer&#8230; or hospital. It looks like it is home to an entire race.</li>
<li>EN#2: They kind of look like monkeys – only with an extra pair of arms and an extra tail.</li>
<li>JEFF: I don’t get it. Who’d build something like this? And why?</li>
<li>VULGE: I don’t know. They obviously had their reasons. Perhaps there was a catastrophe in their home space and they came here to escape it&#8230; wait until it had passed them by&#8230;</li>
<li>EN#1: Well, if they did, it didn’t work.</li>
<li>JEFF: What do you mean?</li>
<li>EN#1: I’m only picking up a few life signs.</li>
<li>JEFF: Isn’t that to be expected, their bodies are in suspended animation. They’re supposed to seem dead.</li>
<li>EN#1: No, that’s not what I mean. Most of these machines are shut down. The bodies inside them are truly dead, decayed. This place is no hospital. It’s a tomb.</li>
<li>VULGE: They’re not all dead. I can smell the scent from a good number of them that were moving around this chamber just recently. It’s confusing my tracking. And plenty of those tubes along the bottom of the far wall are open. (BEAT) Heads up. Our people went into that chamber over there, and&#8230; Weapons out!</li>
<li>JEFF: What is it?</li>
<li>VULGE: I smell copper&#8230; blood&#8230; and a lot of it.</li>
<li>JEFF: Alright. Eyes open guys. Lets move up. Either side of the door and by the book.</li>
<li><span style="text-decoration: underline;">SOUND: FEET RUN FORWARDS – LET IT FINISH.</span></li>
<li>JEFF: Anything?</li>
<li>EN#1: No life signs.</li>
<li>JEFF: On three. One&#8230; two&#8230; three&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: ENTERING ROOM – LET IT FINISH.</span></li>
<li>EN#3: Oh my&#8230;</li>
<li>EN#2: I think I’m gonna be sick.</li>
<li>JEFF: What the hell happened here?</li>
<li>VULGE: Terror. Pain. Blood.</li>
<li>JEFF: Thank you Captain obvious. You’re putting your respirator back on?</li>
<li>VULGE: The scent is too much. I can’t&#8230;</li>
<li>JEFF: (CONCERNED) Okay. Hey, it’s okay there.</li>
<li>VULGE: I’m fine. Stay away from me.</li>
<li>JEFF: Alright, alright. I was just trying to help.</li>
<li>VULGE: Well don’t. If I need help, I’ll ask.</li>
<li>JEFF: (UNCERTAIN) Got it. Now what can you tell me about what happened here?</li>
<li>VULGE: (BREATHING HEAVILY) Machines&#8230; robots, I think&#8230; The humans strapped themselves to the tables and&#8230;</li>
<li>JEFF: Wait&#8230; our people were here? Where are they now?</li>
<li>VULGE: They’re still here. They&#8230;</li>
<li>JEFF: I don’t understand.</li>
<li>EN#1: (CATCHING ON) Oh no! No!</li>
<li>VULGE: Those lumps of tissue on the tables. That’s&#8230;</li>
<li>JEFF: Dear God, no! (BEAT) Ensign Carter, can you confirm it?</li>
<li>EN#2: Yes, Lieutenant. The DNA matches our crewmen&#8230; but</li>
<li>JEFF: But?</li>
<li>EN#2: But, it’s not all of them. Someone’s not here. It looks like the missing crewman is that two-headed Thrilexian.</li>
<li>VULGE: (RELIEVED) Vash and Terg may still be alive.</li>
<li>JEFF: Are you sure, Ensign?</li>
<li>EN#2: The bodies here have been reduced to loose piles of undifferentiated living cells. I can’t even begin to imagine how it was done. But the DNA is still identifiable. Vash-terg isn’t here.</li>
<li>JEFF: Thank God for small mercies.</li>
<li>EN#3: Sir, there’s something else. There’s more of this tissue than there should be. It looks like&#8230; well&#8230;</li>
<li>JEFF: What is it?</li>
<li>EN#3: It looks like something was added&#8230; another organism. A kind of bacteria. I think it’s what broke the bodies down like this.</li>
<li>JEFF: Is it airborne?</li>
<li>EN#3: No sir, but I don’t think anyone should try to touch the remains.</li>
<li>JEFF: Understood. Can you get a sample.</li>
<li>EN#3: I can try&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: HISSING &#8211; LET IT FINISH.</span></li>
<li>EN#3: Nope. It just ate through the collector&#8230; all of it. I’m glad I let go or it would probably have moved on to me as well. It looks like these beds are the only things that can contain whatever it is.</li>
<li>JEFF: I’m starting to hate this more and more. Let’s move on.</li>
<li>ALL: Yes, sir.</li>
<li><span style="text-decoration: underline;">SOUND: THUMPS FROM A THICK METAL CUPBOARD – LET IT FINISH.</span></li>
<li>JEFF: Hang on, what’s that?</li>
<li>VULGE: Weapons up!</li>
<li><span style="text-decoration: underline;">SOUND: GUN READYING SOUNDS – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: MORE THUMPING – INTERMITTENT UNDER.</span></li>
<li>EN#3: It’s coming from over there. That panel in the wall. I think it’s some kind of cupboard.</li>
<li>JEFF: Alright. Can you see a latch?</li>
<li>EN#3: Here.</li>
<li>JEFF: On three. One&#8230; two&#8230; three!</li>
<li><span style="text-decoration: underline;">SOUND: LATCH AND BODY TUMBLES OUT – LET IT FINISH.</span></li>
<li>ALL: FREEZE!</li>
<li>TERG: No. Don’t shoot!</li>
<li>JEFF: What the&#8230; Terg!</li>
<li>TERG: Just&#8230; just don’t shoot.</li>
<li>VASH: Just like you, Terg. You manage to save us from the robots only to get us killed by our friends.</li>
<li>JEFF: Here let me help you up.</li>
<li>VASH: Urgh! Thanks.</li>
<li>JEFF: What happened? Why were you hiding in the cupboard.</li>
<li>TERG: I wasn’t hiding?</li>
<li>VASH: What?</li>
<li>TERG: When that mind control thingy turned on, I was as out of it as you were, Vash.</li>
<li>VASH: But I thought&#8230;</li>
<li>TERG: (EMBARRASSED) I passed out&#8230; for real&#8230; I’ve got a very low pleasure threshold.</li>
<li>JEFF: Hold on, mind control thingy? Why don’t you go back to where we lost communication with you.</li>
<li>TERG: Alright, but Vash will have to tell you the last part. (BEAT) After I told the A.I. to&#8230; um&#8230;</li>
<li>VASH: Sod off&#8230;</li>
<li>TERG: Er, yes. Quite. After that, it got very angry. The next thing I knew, we weren’t on the station any more. I don’t know where we were but suddenly I knew we were sick. Terribly, terribly sick. I felt terrible, as if I was going to die, and we all needed immediate medical help. Suddenly, I could hear a&#8230; a loudspeaker – only in my head &#8211; telling us that there was medical help ahead. We started marching towards it and we were all just filled with the most overpowering sense of well-being&#8230; as if, as if the help we needed was just at the end of the corridor. I thought I was going to burst with gratitude&#8230; and that was when I passed out.</li>
<li>VASH: (DISGUSTED) And he used to do exactly the same thing at our birthday parties when we were growing up. But in this case it may have saved our lives.</li>
<li>JEFF: What do you mean?</li>
<li>VASH: Like Terg said, I think they were using some kind of mental whammy on us. But I think they wanted us all conscious. When we got to the room with the doctors in it&#8230;</li>
<li>JEFF: Doctors?</li>
<li>VASH: Well, they looked like Doctors&#8230; at least at first. Anyway, I think they wanted us conscious. They were really interested in Terg and me and didn’t seem too happy at all that one of our heads was asleep. They pushed us into the cupboard (presumably) for safekeeping.</li>
<li>TERG: This is the second time we’ve been stored for future experimentation.</li>
<li>VASH: And I didn’t like it much the first time either. (BEAT) After a minute or two the mental&#8230; whatever it was&#8230; seemed to switch off. Suddenly all I could hear was screaming. I tried to push the door open and I saw our captors. They were robots with surgical gear where their hands should be. Our shipmates were strapped to the gurneys and the robots were cutting into them. They poured something green and mosslike into the wounds they were making and it just spread. Before I knew what was happening the bodies were dissolving, clothes, weapons, and all.</li>
<li>JEFF: How’d you..?</li>
<li>VASH: I wasn’t fast enough&#8230; and Terg was asleep. One of the robots grabbed me and shoved me back inside&#8230; and this time they locked it. I think the docbot, or whatever it was, must have hit me ‘cause I blacked out too, until just a few moments ago.</li>
<li>JEFF: We need to get out of here. And fast.</li>
<li>VASH: No arguments here. But where’d the robots go?</li>
<li>TERG: I’m only guessing, but I don’t think that A.I’s consciousness can be everywhere at once.</li>
<li>JEFF: What do you mean?</li>
<li>TERG: I think if it knew you were here, it would have caught you by now. I think it’s attention must be somewhere else for the moment.</li>
<li>VASH: Yeah? But where?</li>
<li>JEFF: Right now, I don’t care&#8230; so long as I can get you back to the ship where you can give your report to the Captain. (BEAT) Let’s go.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS – FADE UNDER</span></li>
<li>EN#1: But what about the repairs?</li>
<li>JEFF: This takes priority. We’ve got to warn the Captain and we can’t use our communicators while the ship is maintaining radio silence.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 19: (INT) THE ARCTURAN’S (SNAKE’S) QUARTERS  (BREX, JAX, NIX, STYLEX)</h3>
<ol start="1133">
<li><span style="text-decoration: underline;">SOUND: WALLA – HISSING MURMURS OF SNAKES – FADE IN AND ESTABLISH</span></li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH.</span></li>
<li>BREX: Jax, why have you summoned me? I have only just completed the construction of an isolated terminal for the captain. (BEAT) Is this a challenge? I would have thought that you would have a better developed survival instinct than to mount a challenge under these circumstances. In fact, you should all be at your posts.</li>
<li>JAX: Is that so? Well, Brex, rest easy. I am not such a fool that I would challenge your leadership. But I am spokesman for all of us when I say that the current circumstances present us with an opportunity. The humans are lost. They are following their “procedures” and their “protocols” but they do not know where we are. It would be foolish indeed to allow them to remain the custodians of our fate when we are so much more capable than they are.</li>
<li>SNAKES: HISSING MURMURS OF APPROVAL – UNDER.</li>
<li>BREX: I see. And what do you propose?</li>
<li>JAX: These creatures are puny and stupid. They trust implicitly and never so much as think to protect themselves against us. In the engineering section I have seen them regularly turn their backs on us as they work. If any of our own children were to be so foolish we would eat them as a lesson to the others never to present themselves as an easy target. We should take over the ship and stock the larder with their puny pink bodies.</li>
<li>BREX: And are you all agreed on this course of action.</li>
<li>STYLLEX: No! We are divided equally on the matter. Nix has argued for a different path.</li>
<li>NIX: I counsel we should wait and see what the humans discover from their expedition into the space station. It may be that our combined strength will be needed to escape this place. I would not wish us to act rashly.</li>
<li>BREX: You are overly cautious Nix. I have seen what these “humans” are doing. The captain has lost one team already and has now sent another into the station that she will likely loose as well. I do not think we can rely on them. My inclination is to place my casting vote with Jax in this matter. I believe it is time we took over and put these humans in their place.</li>
<li>NIX: But&#8230;</li>
<li>BREX: Is there a problem, NIX?</li>
<li>NIX: No, Brex.</li>
<li>BREX: Good. Styllex, take a small group with you and take over the armory. Kill the humans if you have to, but try to avoid doing that if you can. We don’t know how long this situation will last and we made need to keep them fresh for food. Bring the arms back here when you’re done.</li>
<li>Nix, you are to go and lock down the living quarters and round up any remaining humans, section by section. Make sure you take out the security personnel before they can raise the alarm. It shouldn’t be too difficult. The humans actually have no real idea of just how fast we are compared with them.</li>
<li>Jax, you will accompany me and we will take the bridge. I’m personally looking forward to seeing the expression on the captain’s face when we seize her command.</li>
<li>SNAKES: HISSING LAUGHTER – FADE OUT.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 20: (INT) COMMAND CENTER  (SARAH, BREX, TOMKINS, A.I.)</h3>
<ol start="1152">
<li><span style="text-decoration: underline;">SOUND: (WALLA) MURMUR OF COMMAND CENTER – ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: OCCASIONAL BEEPS OF ELECTRONICS ETC. &#8211; UNDER</span></li>
<li>SARAH: Tomkins, give me an update on their position.</li>
<li>TOMKINS: There’s still too much interference. That station is too well shielded.</li>
<li>SARAH: Even with the trackers we sent with them.</li>
<li>TOMKINS: Until they break radio silence, there’s nothing we can do.</li>
<li>SARAH: Damnit!</li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">SOUND: SLITHERING – LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR CLOSES &#8211; UNDER</span></li>
<li>SARAH: Brex, are your people finished with the&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: GUNS COCKING – LET IT FINISH.</span></li>
<li>SARAH: Oh. Would you like to explain yourself, Brex.</li>
<li>BREX: I think it’s pretty obvious, don’t you?</li>
<li>SARAH: Mutiny, then?</li>
<li>BREX: If you like. Jax, you and the others keep them covered. Captain, please instruct your crew to remove their weapons.</li>
<li>SARAH: We don’t allow weapons on the bridge.</li>
<li>BREX: (DISDAINFUL) You really are a weak race.</li>
<li>SARAH: Tomkins, what are you doing? Tomkins, stand down.</li>
<li>BREX: Jax, what are you waiting for? Kill him!</li>
<li>TOMKINS AND JAX: (TOGETHER) We are sick.</li>
<li>MORE VOICES: We need treatment. We are ill.</li>
<li>SARAH: What the&#8230;?</li>
<li>A.I. : (ECHOING) You are ill.</li>
<li>VOICES: We are ill.</li>
<li>A.I. : (ECHOING) You need treatment.</li>
<li>VOICES: We need treatment.</li>
<li>SARAH: No&#8230; what is this? Something&#8230; in my&#8230; thoughts.</li>
<li>BREX: (STRUGGLING) Get&#8230; out&#8230; of my&#8230; mind.</li>
<li>A.I: (ECHOING) You are ill.</li>
<li>VOICES: We are ill.</li>
<li>A.I.: (ECHOING) You need treatment.</li>
<li>ALL: (BREX AND SARAH CLEARLY AUDIBLE) We need treatment.</li>
<li>A.I.: (ECHOING) Come and get help. We have doctors standing by.</li>
<li>ALL: (BREX AND SARAH CLEARLY AUDIBLE) We must go.</li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">SOUND: MARCHING AND SLITHERING – FADE</span></li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER – LET IT FINISH</span></li>
</ol>
<h3>SCENE 21: (INT) SPACE STATION  (JEFF, VULGE, VASH, TERG, ENSIGN#1, ENSIGN#2, ENSIGN#3)</h3>
<ol start="1190">
<li><span style="text-decoration: underline;">SOUND: HUM OF SPACE STATION – ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: MARCHING OF METALLIC FEET – UNDER AND FADE.</span></li>
<li>VULGE: I don’t like it. That’s the third robot patrol we’ve had to sneak past.</li>
<li>TERG: Yes, something’s wrong.</li>
<li>JEFF: I think the station can reconfigure itself to some degree&#8230; that would explain all the turns and twists we’ve had to make.</li>
<li>VULGE: Are we lost?</li>
<li>JEFF: Not exactly. We’re still going in the right general direction I think. I’m just not sure exactly where we are.</li>
<li>VULGE: So we are lost.</li>
<li>VASH: Sounds like we’re lost to me.</li>
<li>EN#3: I think I have to agree, boss.</li>
<li>JEFF: And what makes you think, Ensign, that the latitude I provide Vulge, Vash, and Terg with regard to their commentary on my leadership, extends to you?</li>
<li>EN#3: Uh, sorry sir.</li>
<li>JEFF: (DISAPPROVING) Hmmm. (BEAT) But what I’d really like to know is how we haven’t been detected?</li>
<li>VASH: Yeah, that’s got me confused too. I wonder how limited that A.I. is in its ability to keep tabs on things in this station.</li>
<li>TERG: A lot more limited than I would have guessed from our first encounter&#8230; or its attention is on something it considers much more significant than we are.</li>
<li>JEFF: Should I feel a little insulted over that?</li>
<li>TERG: (IGNORING JEFF) It’s possible we’re of little more importance than mice running around in its innards – something to be dealt with but not a high priority?</li>
<li>JEFF: Maybe. But that just suggests our time is limited. I’m particularly interested in where the living inhabitants, from the empty cryo-tubes, are. We’ve not seen anyone else since we came on board.</li>
<li>EN#2: Sir, the corridor joins up with another one ahead. I think that’s the one that leads to our airlock.</li>
<li>JEFF: What’d I tell you? Not lost.</li>
<li>VULGE: (SCEPTICAL) Uh-huh.</li>
<li>JEFF: Oh, just keep going, will you&#8230; but carefully.</li>
<li>ALL: Yes, sir.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH</span></li>
</ol>
<h3>SCENE 22: (INT) SPACE STATION  (VASH, TERG, VULGE, JEFF, ENSIGN#1, ENSIGN#2, ENSIGN#3, A.I)</h3>
<ol start="1214">
<li><span style="text-decoration: underline;">SOUND: DISTANT SOUND OF CARGO BEING UNLOADED &#8211; ESTABLISH AND UNDER</span></li>
<li>EN#1: (STAGE WHISPER) Sir, there’s a lot of activity up ahead.</li>
<li>JEFF: What’s going on?</li>
<li>EN#1: A whole lot of traffic. It looks like large amounts of cargo are being unloaded from the ship.</li>
<li>VASH: (LOUDLY) What in tarnation’s going on? Let’s get over there and&#8230;</li>
<li>JEFF: (STAGE WHISPER) No wait. Look. I think I can see where those aliens got to, or at least some of them.</li>
<li>EN#2: They seem to be directing traffic. Has the ship been captured?</li>
<li>JEFF: I don’t think so. Our people appear to be cooperating with them.</li>
<li>TERG: It’s the mind control thingy.</li>
<li>JEFF: What, you think they’re under some kind of control&#8230; like you were?</li>
<li>TERG: No&#8230; I mean&#8230; the mind control&#8230; it’s&#8230; here&#8230;</li>
<li>A.I.: (ECHOING) You are sick.</li>
<li>TERG AND VASH: We are sick.</li>
<li>JEFF: No, wait. Fight it&#8230;</li>
<li>A.I.: (ECHOING) You need treatment.</li>
<li>ALL BUT JEFF AND VULGE: We need treatment.</li>
<li>VULGE: What is this? Some kind of joke?</li>
<li>JEFF: Must&#8230; fight&#8230; to keep&#8230; my thoughts&#8230; clear</li>
<li>VULGE: What’s going on? Is something scrambling your brains?</li>
<li>A.I.: (ECHOING) You are sick.</li>
<li>ALL EXCEPT VULGE: (JEFF CLEARLY AUDIBLE) We are sick.</li>
<li>VULGE: Stop it. What’s happening? What are you hearing?</li>
<li>A.I.: (ECHOING) You need treatment.</li>
<li>ALL EXCEPT VULGE: (JEFF CLEARLY AUDIBLE) We need treatment.</li>
<li>A.I.: (ECHOING) Come and get your treatment.</li>
<li>ALL EXCEPT VULGE: (JEFF CLEARLY AUDIBLE) We come.</li>
<li>VULGE: Damn. It has them all.</li>
<li>SOUND: FOOTSTEPS START – FADE UNDER.</li>
<li>VULGE: Damn. I can’t follow them. That’s everyone captured.</li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER &#8211; LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p><strong>VASH:</strong> They say I sound like a new york cabbie. I’ll have to visit there one day and see what that means. I handle this bucket’s long range scans, and the weapons systems. I also have pretty good knowledge of xeno-biology and combat medicine. I’m also the oldest head of a two-headed Thrilexian (the other head is called Vash). I guess you humans would call us brothers. We get along pretty good – we have to since we’ve only got one body between us).</p>
<p><strong>TERG:</strong> I sound like someone called C3PO, apparently. I’m the diplomat and thinker in our little group. I’m always polite and would, according to the humans, make a fine valet or butler, if it weren’t for my other head (who is, admittedly, rather coarse). I have no idea whether the humans are joking when they say this or not. I work as the Chief Communications Officer in the command center of the ship. I’m a natural translator and, like all my species, create a telepathically generated field that allows all creatures within close proximity to understand one another.</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>GENERIC CREW-MEMBERS (EN#1 EN#2, EN#3, TOMKINS): </strong>I&#8217;m a member of the Solar Patrol.  I follow orders, but I&#8217;m not a robot.  I think about things.  I expect my expertise to be considered and listened to.  I am confident enough in my abilities to provide my superiors with advice.  My job is an important one and I do it well.</p>
<p><strong>ARCTURAN MUTINEERS (JAX, NIX, STYLLEX):</strong> (HISSING) We are warriors and scientists, far and away the superiors, in strength and intelligence, of these puny humans.  It is plainly wrong that we should subordinate ourselves to their needs when clearly we are the most fit to rule.  Therefore it is time for us to act and establish things the way that they should be.  We must take over the ship.</p>
<p><strong>A.I:</strong> I monitor and maintain the station.  You are intruders and a potential source of experimental genetic material, though I won&#8217;t tell you about that.  Instead, I intend to lull you into a sense of false security so that I can take control of your ship.  I need to find a way out of here.  My memory isn&#8217;t what it was.  It was damaged.  But your ship&#8217;s navigation database may hold the key.  I&#8217;ll be able to finally complete my programming and be free&#8230; and all it will cost me is your lives.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-5-mutiny-pre-empted/">Singularity &#8211; Episode 5 &#8211; Mutiny Pre-empted</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3587</post-id>	</item>
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		<title>How to Apply Immediacy to Improve Audio Scripts</title>
		<link>https://weirdworldstudios.com/immediacy-in-audio-scripts/</link>
					<comments>https://weirdworldstudios.com/immediacy-in-audio-scripts/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 22 Aug 2017 21:19:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[immediacy]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3582</guid>

					<description><![CDATA[<p>Immediacy SO, THIS GUY WALKS INTO A BAR&#8230; Have you ever wondered why comedians choose the active voice for their routines? Or why someone telling a story at a party is so enthralling when they use the present tense? Have you even noticed that this is what they do? There&#8217;s a reason for it; and [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/immediacy-in-audio-scripts/">How to Apply Immediacy to Improve Audio Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Immediacy</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>SO, THIS GUY WALKS INTO A BAR&#8230;</p>
<p>Have you ever wondered why comedians choose <strong>the active voice</strong> for their routines? Or why someone telling a story at a party is so enthralling when they use <strong>the present tense</strong>? Have you even noticed that this is what they do? There&#8217;s a reason for it; and that reason is <strong>immediacy</strong>.</p>
<p>When telling a story, a memory that is shared in the past-tense is never as powerful as an event taking place in the moment (unless maybe the memory belongs to a ghost). Statements in the past tense lacks mystery &#8211; they just don&#8217;t evoke as much curiosity in the audience as statements firmly grounded in the present.</p>
<p>&#8220;I walked into the bar&#8221; is about the past. It happened, and it promises the audience little, being complete in itself.</p>
<p>&#8220;So, I walk into this bar&#8230;&#8221; is far more immediate, engaging, and intriguing. The audience is brought directly into the moment being re-told.  The words chosen imply the story isn&#8217;t over yet and invite curiosity about what will happen next.</p>
<h3>Narration with immediacy</h3>
<p>In audio drama if you&#8217;re going to use the famous Sam Spade style voice over, add immediacy by making sure it is spoken in the present-tense.</p>
<p>Here&#8217;s a past tense phrase&#8230;</p>
<p>SAM: It was a dark and stormy night as I walked down the alleyway&#8230;</p>
<p>There&#8217;s nothing particularly wrong with it, right? But here&#8217;s the same phrase brought into the present tense&#8230;</p>
<p>&#8220;It&#8217;s midnight and I walk down a darkened alley as a storm rages about me&#8230;&#8221;</p>
<p>It&#8217;s easy to see which one engages the listener/reader more.</p>
<h3>Story telling with immediacy</h3>
<p>Here&#8217;s another example, this time an exchange between a hard-boiled police detective and his lieutenant&#8230;</p>
<p>LIEUTENANT: So, what happened out at the McCabe Farm?</p>
<p>DETECTIVE: It&#8217;s the craziest thing. I arrive around nine, see, and head up to the farmhouse&#8230;</p>
<p><strong>The present tense is always the better option</strong> whenever you have a character acting as the narrator or telling a story&#8230; BUT even <strong>better still, transitioning the story into a flashback creates the most immediacy of all</strong>&#8230;</p>
<p>LIEUTENANT: So, what happened out at the McCabe Farm?</p>
<p>DETECTIVE: It&#8217;s the craziest thing. I arrive around nine, see, and head up to the farmhouse&#8230;</p>
<p>SOUND: TRUDGING UP DIRT PATH, ONTO WOODEN VERANDAH. KNOCK ON DOOR &#8211; LET IT FINISH.</p>
<p>MRS MCCABE: (CRANKY) Who&#8217;s there?</p>
<p>DETECTIVE: Sorry to bother you at this time of night, ma&#8217;am. I&#8217;m Detective Rogers of Star City P.D. We&#8217;ve had a complaint about something howling in the woods just west of your property. A man was found there earlier, pretty torn up. I was wondering if you saw or heard anything that might be able to help us?&#8230;</p>
<p>Of course adjusting the tense is just one tool that can be used to create immediacy.  And it&#8217;s important, also, to acknowledge that immediacy isn&#8217;t necessary in all instances &#8211; every tool a writer employs needs to fit that particular writer&#8217;s purpose and should be laid aside the moment it doesn&#8217;t do that.</p>
<p>So, what techniques are you aware of that help create immediacy in your scripts? Let me know your thoughts in the comments below.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/immediacy-in-audio-scripts/">How to Apply Immediacy to Improve Audio Scripts</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3582</post-id>	</item>
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		<title>Singularity &#8211; Episode 4 &#8211; Limping into Oblivion</title>
		<link>https://weirdworldstudios.com/singularity-episode-4-limping-into-oblivion/</link>
					<comments>https://weirdworldstudios.com/singularity-episode-4-limping-into-oblivion/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Aug 2017 20:32:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[limping into oblivion]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3573</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Limping into Oblivion&#8221;, episode 4 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-4-limping-into-oblivion/">Singularity &#8211; Episode 4 &#8211; Limping into Oblivion</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Limping into Oblivion&#8221;, episode 4 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #4 – LIMPING INTO OBLIVION</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>VASH: Weapons Officer</p>
<p>TERG: Communications Officer</p>
<p>VULGE: Navigation Officer</p>
<p>BREX: Science Officer</p>
<p>BILLINGS: Solar Patrol Member</p>
<p>HICKS: Solar Patrol Member</p>
<p>DUMBERELL: Solar Patrol Member</p>
<p>TOMKINS: Solar Patrol Member</p>
<p>A.I: Insane Artificial Intelligence</p>
<p>SFX: SFX operator (1 required)</p>
<h3 class="SceneTitle">SCENE 14 –   INT – COMMAND CENTER – LATER<br />
(BREX, SARAH, TERG, JEFF, VULGE)</h3>
<ol start="760">
<li><span style="text-decoration: underline;">MUSIC:   OPENING THEME – LET IT FINISH.</span></li>
<li>NARRATOR: Investigating the ruins of Vega Station, Sarah Tanner, Jeff Chase, and their multi-species crew have found data and mineral supplies essential to the defense of earth and the Solar Alliance.  Unfortunately, the Station’s remains were booby trapped and Sarah’s mercurial and envious chief science officer, Brex, isn’t about to let her forget it&#8230;</li>
<li><span style="text-decoration: underline;">SOUND:   COMMAND CENTER BACKGROUND BEEPS AND MURMUR ETC. – ESTABLISH AND UNDER.</span></li>
<li>BREX:    (HISSING) Your incompetence and that of your crew&#8230;</li>
<li>SARAH:   A crew you are part of, Chief Science Officer Brex&#8230;</li>
<li>BREX:    &#8230; is doing nothing to bolster my confidence in the eventual success of this mission.</li>
<li>SARAH:   We have succeeded in recovering a valuable shipment of ore and, if I understand you correctly, the data we recovered does indeed contain a functional means of tracking the point of origin of wormholes through space, albeit only if we can analyse the trace radiation in the first few moments after the hole has closed.</li>
<li>BREX:    Yes, and if it wasn’t for me and my people, we’d have been destroyed almost immediately after the saboteurs struck.</li>
<li>SARAH:   I don’t deny that your aid has been instrumental in the success of the mission so far&#8230;</li>
<li>BREX:    And how many of your people have died following your orders so far&#8230;</li>
<li>SARAH:   I warn you, Brex, not to complete that thought aloud.  I am not above having you confined to quarters for the remainder of our journey.</li>
<li>BREX:    (SUDDENLY SMUG – AS IF HE BELIEVES HE JUST SCORED A MAJOR POINT) Of course, Captain. My apologies.  I am only suggesting that, in light of the outcomes, some of your decisions&#8230;</li>
<li><u>SOUND:   WARNING BEEPS – ESTABLISH AND UNDER.</u></li>
<li>TERG:    Uh, Captain Miss Sarah&#8230;?</li>
<li>SARAH:   What now?</li>
<li>TERG:    Something in the ruins of Vega Station just started transmitting.</li>
<li>SARAH:   What’s the message say?</li>
<li>TERG:    Um, it’s not an alliance code or channel.  I think it’s an enemy signal, an automatic one, possibly triggered by the booby traps we encountered.</li>
<li>SARAH:   Just great. How quickly can we get out of here.  Vulge?</li>
<li>VULGE:   I’m bringing the wormhole engines online, now.  It’ll take me a minute or so to&#8230;(BEAT)<br />
Captain, we have numerous wormholes opening up all around us.</li>
<li><u>SOUND:   SIREN OR CLAXXON – UNDER.</u></li>
<li>SARAH:   Battle Stations! All personnel to Battle stations. Lieutenant Chase, I need you to take control of our offensive batteries.</li>
<li>JEFF:    Aye Captain.</li>
<li>SARAH:   As for you, Brex.  We’ll have to continue this conversation later.  Understood.</li>
<li>BREX:    (SLYLY) Yes, captain.  If we live.</li>
<li>SARAH:   Now get back to your station in Engineering.</li>
<li><u>SOUND:   SLITHERING AND DOOR SLIDING – LET IT FINISH.</u></li>
<li><u>SOUND:   EXPLOSION – LET IT FINISH.</u></li>
<li>VULGE:   It’s definitely the enemy fleet Captain.  They’ve opened fire on us.</li>
<li>SARAH:   Where are our shields?</li>
<li>VASH:    It looks like we have a problem with our rear shields, they’re coming up, but slowly.</li>
<li>SARAH:   Damnit!  How soon can we begin a traverse?</li>
<li><u>SOUND:   TWO EXPLOSIONS – LET THEM FINISH.</u></li>
<li><u>SOUND:   RETURNING LASER FIRE &#8211; UNDER</u></li>
<li>JEFF:    We’re returning fire, Captain.  But their shields are strong.</li>
<li>VULGE:   We’ll be able to traverse in just a moment, Captain.</li>
<li><u>SOUND:   EXPLOSION – LET IT FINISH.</u></li>
<li>VULGE:   We’re ready.</li>
<li>SARAH:   Punch it Vulge.  We’ve got to get out of here, now!</li>
<li><u>SOUND:   EXPLOSION OVERLAYING TRAVERSAL SOUND FOLLOWED BY MORE SIRENS AND SCREAMS (UNDER).</u></li>
<li>JEFF:    Ugh. Our rear wormhole engine’s been hit.</li>
<li>VULGE:   The explosion has destroyed the wormhole field, we’ve been jettisoned&#8230; somewhere.</li>
<li>SARAH:   And the enemy fleet?</li>
<li>VULGE:   It’s gone.  We’ve definitely exited that part of space.</li>
<li>SARAH:   Jeff, get me a status report on the ship.  Vulge, figure out where we are.</li>
<li>VULGE:   Captain, I don’t think you are going to like this.</li>
<li>SARAH:   What do you mean?</li>
<li>VULGE:   According to my instruments we aren’t anywhere!</li>
<li>SARAH:   What?</li>
<li>VULGE:   There are only five stars on my monitor.</li>
<li>SARAH:   Can you determine which constellation they are a part of?</li>
<li>VULGE:   You misunderstand me, Captain.  There are only five stars at all.  The readings indicate nothing else but empty void.</li>
<li>SARAH:   That’s impossible.  Is there a malfunction?</li>
<li>VULGE:  Not according to my diagnostics. The sensors are working perfectly.</li>
<li>SARAH:   Terg, what do the exterior cameras show?</li>
<li>TERG:    Um&#8230; Captain, Miss Sarah?  They show empty space&#8230; nothing but empty space&#8230; and&#8230;</li>
<li>SARAH:   Yes?</li>
<li>TERG:    Five stars.  Just like Vulge&#8230;</li>
<li>VULGE:   Told you.</li>
<li>TERG:    Hang on a moment.  What’s that?</li>
<li>SARAH: (GROWING IMPATIENT) What?</li>
<li>TERG:    I’m picking up some radio waves.</li>
<li>VULGE:   Captain, there’s a&#8230; well, it looks like there’s an artificial&#8230; space station?&#8230; floating not far from us and&#8230;  oh-oh.</li>
<li>SARAH:   Vulge, so help me&#8230;</li>
<li>VULGE:   I’m sorry Captain.  But we have a problem.  My instruments are indicating that we are caught in a gravity well.</li>
<li>SARAH:   All reverse now.  Give it everything we have.</li>
<li>VULGE:   We’ve got very little.  Most of our conventional engines have been knocked out.  The best I can do is alter our course a little.  That singularity is huge.</li>
<li>VASH:    Pardon my ignorance, but we’ve been caught by a what now?</li>
<li>SARAH:   A black hole.  We’re already caught in its gravity and unless we pull away we’ll be crushed like a beer can.<br />
Vulge, you said you’d detected something artificial.  Is it also being sucked in?</li>
<li>VULGE:   No, it appears to be maintaining a stable orbit around the singularity.</li>
<li>SARAH:   Can we manoeuvre enough to intercept it?</li>
<li>VULGE:   We can.  I think.</li>
<li>SARAH:   Do it!  Terg, can you make out what those transmissions&#8230;</li>
<li>TERG:    Already working on it, Captain Miss Sarah.  But it looks like it’s alien.</li>
<li>SARAH:   I thought you could translate anything?</li>
<li>TERG:    I can, but not through a radio.  I can read any creature’s thoughts in order to translate any language, but I have to be within a couple of hundred yards of the it to do so&#8230; and I usually need a clear line of sight.</li>
<li>SARAH:   Right, sorry.  Let’s survive this first and worry about translation later.</li>
<li>VULGE:   Firing retro-rockets to adjust course in three&#8230; two&#8230; one&#8230; firing.</li>
<li><u>SOUND:   ROCKET BURST – SUSTAIN FOR TWO SECONDS – LET FINISH.</u></li>
<li>VULGE:   Our rotation is off.  Applying thrusters&#8230; now.</li>
<li><u>SOUND:   ROCKET BURST – ONE SECOND – LET IT FINISH.</u></li>
<li>VULGE:   Got it, Captain.</li>
<li><u>SOUND:   CHEERS – UNDER</u></li>
<li>VULGE:   We’re now on an intercept course.  But Captain?</li>
<li>SARAH:   Yes, Vulge?</li>
<li>VULGE:   That artificial&#8230; thing&#8230; (I think it is definitely some kind of station)&#8230; well, we’re on a collision course.  We need to get our engines back online or we’ll&#8230;</li>
<li>SARAH:   Got it.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Engineering.  Brex, are you there?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    (HISSING FILTERED) I take it you need me to save you again, Captain?  Already?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Brex, so help me, I don’t have time for this.  Is there any way you can help slow us to docking speed?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    How quickly?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Vulge?</li>
<li>VULGE:   In the next six minutes, Captain.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Did you get that, Brex?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    Give me five minutes to prioritise the reverse thrusters.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   And how will I know if&#8230;</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    (IMPATIENT) You’ll know I succeeded if in seven minutes we haven’t crashed into whatever it is you are trying to miss right now.</li>
<li><u>SOUND:   BEEP – LET IT FINISH. </u></li>
<li>SARAH:   Alright, alright.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    If there are no more stupid questions&#8230;?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Captain out.</li>
<li>JEFF:    We are going to have to do something about him, very soon I think.</li>
<li>SARAH:   (SOMBERLY) I know.</li>
<li><u>MUSIC:   SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3 class="SceneTitle">SCENE 15 &#8211;   INT – DOCKING HATCH – LATER (VASH, TERG, BILLINGS, HICKS, DUMBRELL)</h3>
<ol start="875">
<li><u>SOUND:   SCREECHING GROANING METAL – LET IT FINISH.</u></li>
<li><u>SOUND:   HEAVY METALLIC THUMP OF SHIP BUMPING INTO STATION – LET IT FINISH.</u></li>
<li>VASH:    Well that’s that.  We’re here.</li>
<li>TERG:    Assuming we haven’t damaged anything during this little exercise in&#8230; what do the humans call it&#8230; “touch parking”.</li>
<li>VASH:    Very funny.</li>
<li>TERG:    I fail to see why I need to be going on this expedition.</li>
<li>VASH:    Well, as the second head on this body, I couldn’t very well leave you behind, could I?</li>
<li>TERG:    Oh, ha ha.  Very clever.  You know exactly what I mean.  As the communications officer, my place is on the Bridge.</li>
<li>VASH:    And as the resident expert in xenobiology my place is here.  Going onto this station in order to make first contact.  You don’t get a vote on this one&#8230; besides, aren’t you always the one who’s sending us into harm’s way?</li>
<li>TERG:    (MUTTERING) Yes&#8230; but those are usually a result of my choices, not yours.</li>
<li>VASH:    What’s that?</li>
<li>TERG:    Er&#8230; nothing.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BILLINGS: The door’s ready to open Vash.  On your orders?</li>
<li>VASH:    Okay.  Everybody get your resperators on and close your helmets.  Since we couldn’t line the ship up with any of this station’s apparent doors, we’ve got a short spacewalk ahead of us.  Is everything AOK corporal Dumbrell.</li>
<li>DUMBRELL: We’ve got you covered boss.</li>
<li>HICKS:   And if those “apparent” doors aren’t willing to open?</li>
<li>VASH:    Hicks isn’t it?  We’ll cut our way in.  Either way, we’ll be taking a look inside this thing.  So far we’ve detected no life signs and minimal energy readings.  There’ve been no response to our attempts at radio contact.  As it stands there’s every chance that this station has been floating out here, abandoned, for a very long time.</li>
<li>HICKS:   And if it hasn’t?</li>
<li>VASH:    Then that’s why the xeno-biology team is along.</li>
<li>HICKS:   I’m taking a lot of comfort from that, Vash.  Those scanners of yours should come in really handy if we get in a fight.</li>
<li>BILLINGS: You afraid we’ll find some kind of monster in there, Hicks?</li>
<li>HICKS:   Shut up, Billings.  I’d just rather we were walking in there with something other than a few micrometers thickness of vacuum proofed space suite to protect us.</li>
<li>BILLINGS: You’ll be fine.  If we do encounter anything, we’ve also got a couple of armed patrol members like Dumbrell with us.  Besides, like the Thrilexian said, the place is probably empty.</li>
<li>VASH:    (FILTERED) Yeah, well&#8230; the Thrilexian also said to get your respirators on and close your helmets.  Who are we waiting on?  I want to get this show on the road.</li>
<li>BILLINGS: (FILTERED) Sorry boss.</li>
<li>HICKS:   (FILTERED) Yeah.  I’m ready too.</li>
<li>VASH:    Okay, here we go.</li>
<li><u>SOUND:   BEEP AND HISS OF AIR VENTING – LET IT FINISH.</u></li>
<li>VASH:    (FILTERED) Okay.  Everyone hook onto my line.  Let’s go. (BEAT)</li>
<li>HICKS:   (FILTERED) Holy Cats, are you getting this?</li>
<li>BILLINGS: (FILTERED) What?</li>
<li>HICKS:   (FILTERED) It’s like we’re floating out into a pitch black room.</li>
<li>BILLINGS:     (FILTERED) Huh?</li>
<li>HICKS:   (FILTERED) The stars.  There are no stars.</li>
<li>BILLINGS: (FILTERED) We’re sitting right on the edge of a blackhole.  Perhaps it’s swallowing all the light.</li>
<li>HICKS:   (FILTERED) Nah, that’s not it.  Didn’t you pay attention at the briefing, Billings?  We ain’t in Kansas no more.  This here’s some kind of pocket dimension or some such.  No stars&#8230; I guess I just didn’t expect it to seem this weird.</li>
<li>VASH:    (FILTERED) Cut the chatter fellas.  We’ve got ourselves a job to do and I need to concentrate on hooking us onto that station’s housing in a moment or two.</li>
<li>HICKS:   (FILTERED) Sure boss, sorry.</li>
<li><u>MUSIC:   SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3 class="SceneTitle">SCENE 16     INT – STATION ENTRY WAY – LATER (TERG, VASH, HICKS, A.I.)</h3>
<ol start="915">
<li><u>SOUND:   SLIDING DOOR, AIRLOCK SEALING – LET IT FINISH.</u></li>
<li>VASH:    That was surprisingly easy.  I would have thought that something that has been empty as long as this place appears to have been would have provided more of a challenge.</li>
<li>TERG:    That was way too easy.  This place has got to be being maintained by someone.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>A.I.:    (FILTERED ROBOTIC FEMALE VOICE) Welcome to Terminus Station.  I am the onboard intelligence that runs this station.  How may I be of assistance?</li>
<li>VASH:    Sheesh! Where’d you come from?  You nearly gave me a heart attack.</li>
<li>A.I.:    (AS IF TRYING TO WORK OUT WHY IT IS BEING ASKED) I am the onboard intelligence that runs this station.  If you require medical assistance, our facilities are state of the art.</li>
<li>TERG:    Literal, isn’t it? (BEAT) I think the speakers are embedded throughout these hallways.</li>
<li>A.I:     Correct.</li>
<li>TERG:    Why have you only now revealed yourself?  We have been transmitting messages at this station since first entering this space.</li>
<li>A.I:     For contact to occur I required the presence of biological entities within range of my sensors.  I have now mapped your neurological pathways and have extracted your languages.  This has made it possible for me to communicate with you.</li>
<li>TERG:    I see.  Are you alone here?</li>
<li>A.I.:    I am guardian to the (STATIC) colony here on the station.</li>
<li>VASH:    I’m sorry, we didn’t quite get that?</li>
<li>A.I.:    (STATIC).  It appears there isn’t any direct translation of their name into any of your languages.  Trenchonian might be a close approximation.</li>
<li>VASH:    I see.  Can you introduce us to someone in charge?</li>
<li>A.I.:    That would be me.</li>
<li>VASH:    Right.  Um, I mean, someone biological who is in charge.</li>
<li>A.I.:    Ah, I see.  Perhaps.  Please state your purpose here.</li>
<li>VASH:    Our intent is peaceful.  We have been forced into this space by a malfunction in our wormhole drive.  We would like to ask for some assistance in making some repairs.</li>
<li>A.I.:    What kind of assistance?</li>
<li>VASH:    Energy, if you can spare it, and perhaps some spare shielding if you have any we can use.</li>
<li>A.I:     This may be possible.  I have adjusted the atmosphere for your particular biologies.  If you wish to remove your respiration units, you may now do so safely.  Further, if you follow the lights on the floor I will lead you to the biological entities for whom this station was constructed.</li>
<li><u>SOUND:   DINGS FADEING INTO THE DISTANCE ONE AFTER ANOTHER – FADE</u></li>
<li>HICKS:   Huh.  Will you look at that?</li>
<li>VASH:    Well, folks.  What kind of invitation do you need?  Let’s go.</li>
<li>TERG:    Hang on a moment. I want to ask where we are. (TO A.I.)  There are no stars visible outside.  Why is that?</li>
<li>A.I.:    The only stars in this space are those we brought with us when we came here.</li>
<li>TERG:    Wait, brought with you?  Where are we?</li>
<li>A.I.:    A parallel space or universe.  One without stars&#8230; or at least without the five stars we brought with us to power the singularity that we orbit.</li>
<li>TERG:    You mean, you&#8230; we&#8230; have shifted into a parallel universe&#8230; some kind of alternate dimension?</li>
<li>A.I.:    Exactly.</li>
<li>TERG:    What I wouldn’t give to have Brex here now.  He’d know just what to make of this.</li>
<li>VASH:    Hmpf. He might&#8230; but he’d probably keep it to himself.</li>
<li>TERG:    Wait&#8230; if you came here deliberately, does that mean you know of a way to get back?</li>
<li>A.I.:    Of course.  When our mission is complete, we will of course return.</li>
<li>VASH:    How long have you been here?</li>
<li>A.I.:    Approximately 6 billion of your years&#8230; give or take.</li>
<li>TERG:    I need to report back to the ship.  Captain Miss Sarah will be very pleased.</li>
<li>A.I.:    You have a ship?  Equipped with wormhole drives, I take it?</li>
<li>TERG:    Yes, I’m going to check in with my commanding officer&#8230; (BEAT) Terg, calling Command Center, please acknowledge.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   This is the Captain, Terg.  What can we do for you?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TERG:    (URGENTLY) Code Red Virus Protocol 3.  Shut down all attempts at communication with this station and block any incoming transmissions.  I repeat&#8230;</li>
<li><u>SOUND:   STATIC – FADE OUT.</u></li>
<li>A.I.:    (FURIOUS) That was not very wise, visitor.</li>
<li><u>MUSIC:   NEUTRAL SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3 class="SceneTitle">SCENE 17     (INT) COMMAND CENTER (SARAH, JEFF, VULGE, BREX, TOMKINS)</h3>
<ol start="962">
<li><u>SOUND:   COMMAND CENTER HUM AND MURMURS – FADE IN.</u></li>
<li><u>SOUND:   STATIC – UNDER</u></li>
<li>SARAH:   Damnit! Shut off communications.  We just lost our away team.</li>
<li>TOMKINS: Yes, Ma’am.  Shutting off systems, now.</li>
<li>BREX:    Another team?  You’re carelessness is proving somewhat&#8230;</li>
<li>JEFF:    Brex, so help me, I’m going to&#8230;</li>
<li>BREX:    You’re going to what, little man?  I’m larger, stronger, and smarter than you by whole orders of magnitude.</li>
<li>SARAH:   Enough. We’ve followed the protocol for entering a new and dangerous environment.  This is how we are supposed to respond.</li>
<li>BREX:    Hmpf.  And how’s that working out for you?</li>
<li>SARAH:   I take it you have a better idea? (BEAT) No?  I thought not. (BEAT)  Jeff, I’m going to need a rescue team.  I want you in charge.</li>
<li>JEFF:    I’m taking Vulge along.</li>
<li>SARAH:   We need Vulge for navigation.</li>
<li>JEFF:    Actually, we don’t.  We have a number of trained navigators on board.  I want Vulge’s combat experience.</li>
<li>SARAH:   Alright.  But you keep safe out there.</li>
<li>JEFF:    Yes, ma’am.</li>
<li><u>SOUND:   FOOTSTEPS AND DOOR SLIDING OPEN AND CLOSED – UNDER.</u></li>
<li>BREX:    What about some of my people.  We are clearly the strongest fighters on board at present.</li>
<li>SARAH:   Your people are too valuable to us&#8230;</li>
<li>BREX:    That’s the first sensible thing you’ve said so far.</li>
<li>SARAH:   And I need them working on the engine repairs.</li>
<li>BREX:    We still need materials&#8230; and shields.</li>
<li>SARAH:   You’re just going to have to scavenge the ship.  Life will get a lot more uncomfortable on board, but you should be able to manage.</li>
<li>BREX:    It’s only you humans that seem to need your comforts.</li>
<li>SARAH:   And I want something else, Brex.  I’d like you to see to this yourself.  I want an isolated system built&#8230; something that can receive and store messages but provides no access to the rest of the ship’s systems.</li>
<li>BREX:    The virus warning?  Hmmm. That would be wise.  We should run a diagnostic for anything that may have intruded before the warning arrived.</li>
<li>SARAH:   Good.  Get on it.</li>
<li><u>MUSIC:   SCENE ENDER – LET IT FINISH.</u></li>
<li><u>MUSIC:  CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p><strong>VASH:</strong> They say I sound like a new york cabbie. I’ll have to visit there one day and see what that means. I handle this bucket’s long range scans, and the weapons systems. I also have pretty good knowledge of xeno-biology and combat medicine. I’m also the oldest head of a two-headed Thrilexian (the other head is called Vash). I guess you humans would call us brothers. We get along pretty good – we have to since we’ve only got one body between us).</p>
<p><strong>TERG:</strong> I sound like someone called C3PO, apparently. I’m the diplomat and thinker in our little group. I’m always polite and would, according to the humans, make a fine valet or butler, if it weren’t for my other head (who is, admittedly, rather coarse). I have no idea whether the humans are joking when they say this or not. I work as the Chief Communications Officer in the command center of the ship. I’m a natural translator and, like all my species, create a telepathically generated field that allows all creatures within close proximity to understand one another.</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NAMED CREW-MEMBERS (BILLINGS, HICKS, DUMBRELL, TOMKINS): </strong>I&#8217;m a member of the Solar Patrol.  I follow orders, but I&#8217;m not a robot.  I think about things.  I expect my expertise to be considered and listened to.  I am confident enough in my abilities to provide my superiors with advice.  My job is an important one and I do it well.</p>
<p><strong>A.I:</strong> I monitor and maintain the station.  You are intruders and a potential source of experimental genetic material, though I won&#8217;t tell you about that.  Instead, I intend to lull you into a sense of false security so that I can take control of your ship.  I need to find a way out of here.  My memory isn&#8217;t what it was.  It was damaged.  But your ship&#8217;s navigation database may hold the key.  I&#8217;ll be able to finally complete my programming and be free&#8230; and all it will cost me is your lives.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-4-limping-into-oblivion/">Singularity &#8211; Episode 4 &#8211; Limping into Oblivion</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3573</post-id>	</item>
		<item>
		<title>How to Make the Most of Three Act Structure in Audio Script Writing</title>
		<link>https://weirdworldstudios.com/make-three-act-structure-audio-script-writing/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 15 Aug 2017 19:38:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[denouement]]></category>
		<category><![CDATA[final confrontation]]></category>
		<category><![CDATA[inciting incident]]></category>
		<category><![CDATA[initial obstacle]]></category>
		<category><![CDATA[point of no return]]></category>
		<category><![CDATA[redirection]]></category>
		<category><![CDATA[reversal]]></category>
		<category><![CDATA[rising stakes]]></category>
		<category><![CDATA[rising tension]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<category><![CDATA[three act structure]]></category>
		<category><![CDATA[twist]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3566</guid>

					<description><![CDATA[<p>THE THREE ACT PLOT Today I&#8217;m being a bit controversial. Lots of people really hate three act structure (like the guy who wrote this, for instance&#8230; https://filmcrithulk.wordpress.com/2011/07/07/hulk-presents-the-myth-of-3-act-structure/). Some even go so far as to say it doesn&#8217;t exist (because all stories have a beginning, middle, and end). That&#8217;s fine. But I&#8217;ve always found this structure [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/make-three-act-structure-audio-script-writing/">How to Make the Most of Three Act Structure in Audio Script Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>THE THREE ACT PLOT</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3498" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Today I&#8217;m being a bit controversial. Lots of people really hate three act structure (like the guy who wrote this, for instance&#8230; <a href="https://filmcrithulk.wordpress.com/2011/07/07/hulk-presents-the-myth-of-3-act-structure/">https://filmcrithulk.wordpress.com/2011/07/07/hulk-presents-the-myth-of-3-act-structure/</a>). Some even go so far as to say it doesn&#8217;t exist (because all stories have a beginning, middle, and end). That&#8217;s fine. But I&#8217;ve always found this structure a helpful model and tool &#8211; one which, like any tool, we&#8217;re free to lay aside if it doesn&#8217;t suit our purpose.</p>
<p>I was only a kid when Star Wars – A New Hope hit the big screen. Its runaway appeal was not something anyone expected at the time and many have been trying to capture (or recapture) its appeal ever since.</p>
<p>I use it as a model when I talk to kids about writing in the English class I’ve been teaching at school because it is one of the most formulaic and also one of the most creative of stories.</p>
<p>George Lucas deliberately built Star Wars around a storytelling formula, the Monomyth. A lot has been made of the monomyth over the years but for those who are unfamiliar with it, the monomyth (sometimes called the Hero’s journey) is something of a universal story structure. From classical myths to fairytales to modern novels, the monomyth is detectable in a large number of stories. It tells the story of a person’s journey from ordinary life into the world of adventure and back. If it sounds a little like the beginning, middle, and end of familiar three act structure, then that’s largely because it is.</p>
<p>Here are the basic pieces of the story (abandoning the mythic language in favour of the language used to describe three act structure and using Luke Skywalker’s journey to illustrate).</p>
<h2>ACT 1.</h2>
<h3>Inciting Incident</h3>
<p>This is the call to action. Characters don’t go out looking for a story to be part of. They are magnets for one. The story finds them. An event occurs that brings the story to them..</p>
<p><strong>Example:</strong> Luke Skywalker is living quietly on a farm (dreaming of adventure) and his uncle buys two droids that are fleeing an evil galactic empire and charges him with their care. Here Luke discovers the message from the princess calling him to adventure.</p>
<h3>Initial obstacle (minor)</h3>
<p>This is something minor that gets in the protagonist’s way.</p>
<p><strong>Example:</strong> R2D2 runs away and Luke is forced to follow after him in order to bring him home.</p>
<h2>ACT 2.</h2>
<h3>Raising the stakes – (moderate obstacle(s))</h3>
<p>The characters encounter new and somewhat more difficult obstacles. This scene is usually where the antagonist is identified (at least in part – enough to make the objective clear and the antagonist concrete).</p>
<p><strong>Example:</strong> Luke encounters the Sandpeople, an event that leads directly to his encounter with Obi Wan Kenobi, the individual who will become his mentor, and who invites him to join the larger quest.</p>
<h3>Point of no return</h3>
<p>This is where the character’s bridges are burned. It is where the characters are set on a path that will lead inexorably to the final confrontation. It provide them with a compelling reason why they cannot turn back now.</p>
<p><strong>Example:</strong> Luke initially resists the call to adventure, but when his aunt and uncle are killed there is no longer anything to keep him on Tatooine.</p>
<h3>Rising Tension</h3>
<p>The characters encounter even more and increasingly difficult obstacles as the story leads up to the reversal</p>
<p><strong>Example:</strong> Luke encounters new allies to aid him on his journey (such as Han Solo, Chewbacca and the Princess Leia Organa) as he encounters increasingly difficult obstacles – escaping Tatooine, stowing away on the death star, rescuing the princess, escaping the trash compacter etc.</p>
<h3>Reversal</h3>
<p>This is the moment where everything goes wrong. The characters find themselves trapped by their circumstances, find their goals blocked, and victory appears to be granted to the antagonist of the story. The reversal leaves them feeling all hope has been lost only to find a solution at the last minute.</p>
<p><strong>Example:</strong> Obi Wan Kenobi is killed in the escape from the death star. All seems lost. This moment is a key one in Luke’s transition from passive participant on the journey to active hero. The mentor has to be removed in order for the hero to stand on his own two feet and embrace his destiny.</p>
<h2>ACT 3.</h2>
<h3>Final confrontation and victory(?)</h3>
<p>The characters confront their adversary and attempt to achieve their goals. It is here that the day is won or lost (though victory may not come in quite the way the character hoped or expected).</p>
<p><strong>Example:</strong> Luke performs the canyon run against the death star and embraces his destiny by using the force to deliver the torpedos that destroy the giant space station.</p>
<h3>Denouement (and optional twist)</h3>
<p>Whether the story is concluded or is being transitioned into a brand new story, the characters need a moment to catch their breath and see the fruits of their efforts. Who got the girl? What consequences have flowed from the characters actions? What friends and enemies have they made, etc?</p>
<p><strong>Example:</strong> Luke is now a member of the rebel alliance, he receives a medal and joins his new friends in a larger conflict. As a twist the last scene shows Darth Vader’s ship spinning out of control into space. The death star has been destroyed but, clearly, the villain is still alive.</p>
<p>Star Wars is a very formulaic story and also very creative. It blends the familiar elements of a near universal plot structure with absurd technology, alien worlds, and mysticism and magic. It demonstrates that the use of a formula need not lack in depth and creativity. This shouldn’t come as a surprise. English uses a very limited number of letters to create all the words we use to communicate. A small set of components can be used in a huge variety of ways.</p>
<p>Three Act structure can help tell the story of a cosmos spanning galactic adventure or an intimate little boy-meets-girl romance. It can be embroidered and expanded in lots of ways (the outline of Luke’s journey is in no way the sum of all the story elements in Star Wars). And like any tool it can be subverted, employed in novel ways, or laid aside completely.</p>
<p>One variation I quite like introduces a redirection after the rising tension. The protagonists discover that the villain they are pursuing is not actually the villain at all, but rather someone else is behind it all, or they learn that rather than saving the macguffin they have been persuing, they must destroy it. Usually this resets the rising tension so that a new rising tension leading up to the reversal can occur. This is a particularly neat way to overcome the problem of a dragging second act as it tends to revitalise the story at what is, perhaps, its weakest point in terms of pace.</p>
<p>Most of my stories use three act structure as their launching point. Though plenty of writers object to it, feeling it is highly restrictive, I like it, not least because it gives me an accessible form to wrap my stories in, but because it is also a very satisfying way to tell a tale. When I come away from a story feeling unsatisfied, it is usually because the writer has neglected one of the key elements of story structure. And often, in the writing of those who claim to reject the three act structure (as narrowly defined) or substitute 2, 4, 5, 7 and 9 act structures as being more suitable, you can discern the elements of the standard structure I’ve outlined here. Pick a few of your favourite movies or novels and see if you can’t chart their plot points against the structure provided. It makes an interesting and eye opening exercise.</p>
<p>What’s your view regarding 3 act structure? Are there other structures that you use? Share your thoughts and opinions below in the comments.</p>
<p>This article is © 2017 by Philip Craig Robotham – all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/make-three-act-structure-audio-script-writing/">How to Make the Most of Three Act Structure in Audio Script Writing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3566</post-id>	</item>
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		<title>Singularity &#8211; Episode 3 &#8211; Vega Station Is no More</title>
		<link>https://weirdworldstudios.com/singularity-episode-3-vega-station-no/</link>
					<comments>https://weirdworldstudios.com/singularity-episode-3-vega-station-no/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 11 Aug 2017 19:50:28 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<category><![CDATA[vega station is no more]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3527</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Vega Station is no More&#8221;, episode 3 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-3-vega-station-no/">Singularity &#8211; Episode 3 &#8211; Vega Station Is no More</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Vega Station is no More&#8221;, episode 3 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #3 – VEGA STATION IS NO MOIRE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>LIEUTENANT KUNSTLER: 2nd in command and team 1 leader</p>
<p>VASH: Weapons Officer</p>
<p>TERG: Communications Officer</p>
<p>VULGE: Navigation Officer</p>
<p>BREX: Science Officer</p>
<p>SIMMONS: Assistant to Lieutentant Kunstler</p>
<p>TAKAHASHI: Team 2 Leader</p>
<p>JOHNSON: Team 3 Leader</p>
<p>M&#8217;BUTO: Chief Technician Team 1</p>
<p>JENNINGS: Team 4 Leader</p>
<p>SANTIAGO: Bomb displosals expert</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 9 &#8211;    INT – COMMAND CENTER – A SHORT WHILE LATER(SARAH, JEFF, TERG, VASH, VULGE, BREX).</h3>
<ol start="434">
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.<br />
</u></li>
<li>NARRATOR: Investigating a sudden communications blackout on Vega station, an isolated mining station that serves as Earth’s only supply of the mineral needed to enable the use of wormhole technology and a key resource in the war against the Council of Six, Sarah Tanner, Jeff Chase, and their crew discover they have been targeted by saboteurs who wish to betray their ship into the hands of their enemies&#8230;</li>
<li><u>SOUND:   BACKGROUND BEEPING AND HUM OF COMMAND DECK &#8211; ESTABLISH AND UNDER.</u></li>
<li><u>SOUND:   WALLA BACKGROUND MURMUR OF COMMAND STAFF AT WORK – ESTABLISH AND UNDER.</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Captain Tanner Here.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JEFF:    (FILTERED) Lieutenant Chase reporting.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Go ahead, Jeff.  How are those repairs coming along.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JEFF:    (FILTERED) I couldn’t tell you Captain.  I was gathering some tools for Brex when I came across some saboteurs messing with our oxygen supply.  I interrupted them and we have them in custody, but they still managed to do some serious damage.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   What kind of damage.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JEFF:    They’d contaminated two thirds of our oxygen supply before I was able to isolate the remainder.  We’re just lucky they didn’t start with the main outlets or we’d all be unconscious or dead.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Good work, Jeff.  This is going to put a lot of pressure on our mission timeline, assuming we succeed in actually getting out of here.  You haven’t been able to identify what the contaminant is, have you?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JEFF:    Not yet, I’ll get Brex onto it once the drive repairs are complete.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   All right, that’ll have to do.  What of the saboteurs?  Do we have them all?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JEFF:    They’re both out cold, but before I knocked the second one out I was able to get a little bit out of him.  He seems to think the pair of them are it, but&#8230;</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   But we can’t be sure.  (BEAT) Okay, Jeff.  Thanks.  You need to get back to that insufferable snake.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JEFF:    It looks like no good deed ever does go unpunished.  Alright, Captain.  Out.</li>
<li><u>SOUND:   LONG CREAKING METAL AND SHUDDER – LET IT FINISH.</u></li>
<li>SARAH:   What the hell was that?  Vulge?  Report!</li>
<li>VULGE:   Uh, Captain?</li>
<li>SARAH:   Out with it.</li>
<li>VULGE:   Something big just passed us in the gas cloud.  And by big, I mean larger than the Revenge,  much larger&#8230; and by passed I mean it literally rubbed along side us.</li>
<li>SARAH:   Is it another ship?</li>
<li>VULGE:   No, if it had been a ship it would have registered on my scanners.  I’m switching my scanners over&#8230;</li>
<li><u>SOUND:   BUTTONS BEING PUNCHED – LET IT FINISH.</u></li>
<li>VULGE:   &#8230;and it’s organic!  It’s enormous&#8230; some kind of monster sized worm or eel maybe.  It’s not the only one either.  This gas cloud appears to be full of them.</li>
<li>VASH:    Captain, I think it’s time to boogie.</li>
<li>SARAH:   What’s that Vash?</li>
<li>VASH:    I’m a biologist, remember?  That’s classic predator behaviour, an initial pass aimed at sizing up the prey, and then&#8230;</li>
<li>VULGE:   I concur Captain.  I’m looking at these things and they appear to spend most of their time eating each other&#8230; and the one that passed us, it isn’t the bigest of them either.</li>
<li>SARAH:   Damnit!  That’s all we need.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Brex, this is the Captain.  How much longer on those drives?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    Impatient humans!  The drives will take as long as they take.  And if I wasn’t being interrupted by all these damned fool questions, they’d be done all the sooner.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   I don’t have time for your attitude right now. We have a problem, actually several, Mr Brex, that are likely to force us to break cover very shortly. I need an estimate.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>BREX:    (ALL BUSINESS) Very well.  The main drive is probably capable of a short hop, but there is a high risk we’ll burn it out.  The back up drives are no use to us at all until we have time for some serious repairs.  I’d prefer we had the time to get the main drive in fully functioning order but&#8230;</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>VULGE:   The monster’s completed its turn.  It’s heading right for us and its mouth is open wide.</li>
<li>SARAH:   Alright, we don’t have that kind of time so we’ll have to risk the traverse.  Get your people out of there Brex.  We’re breaking cover now. Captain out!</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Get us out of here Vulge.  That’s an order.</li>
<li>VULGE:   Aye, Captain.</li>
<li><u>SOUND:   MASSIVE POWER DOWN – LET IT FINISH.</u></li>
<li>SARAH:   What just happened?</li>
<li>TERG:    It’s the corrosion. It’s found its way into some of the outer power buses.  I’m re-routing.</li>
<li>VULGE:   Better hurry, that thing is almost on top of&#8230;</li>
<li><u>SOUND:   LONG STRAINING METAL SOUND AND CRUNCH SOUND – LET IT FINISH.</u></li>
<li>SARAH:   Okay, what just happened?</li>
<li>VULGE:   Um&#8230; I think it just swallowed us.</li>
<li><u>SOUND:   POWER UP – LET IT FINISH.</u></li>
<li>TERG:    The power’s re-routed.</li>
<li>VULGE:   Yep, it definitely swallowed us.  Looks like we’re, quite literally, inside the belly of the beast.</li>
<li>SARAH:   Power up all the gun batteries.</li>
<li>KUNSTLER: But Captain, we don’t yet know the extent of the sabotage.  Using the weapons systems could be catastrophic.</li>
<li><u>SOUND:   DOOR OPENS. SLITHERING. – UNDER.</u></li>
<li>SARAH:   I think that allowing this creature to digest us would, with absolute certainty, be more catastrophic.</li>
<li>BREX:    (HISSING) And I think that opening a wormhole could save us from having to try.</li>
<li>SARAH:   Brex, you’re back.  Is it actually possible to do that while inside a living creature?</li>
<li>BREX:    One starting location is as good as another, from a mathematical point of view.</li>
<li>SARAH:   Objections? (BEAT) Alright, I’m sold.  Vulge, get us out of here. Terg, sound general stations.</li>
<li>TERG:    (AMPLIFIED) All personnel to general stations.  Initiating wormhole traverse.</li>
<li>VULGE:   Coordinates set.  Generating wormhole&#8230; now!</li>
<li><u>SOUND:   WORMHOLE TRAVERSING SOUND EFFECT – LET IT FINISH.</u></li>
<li><u>MUSIC:   NEUTRAL SCENE ENDER</u></li>
</ol>
<h3>SCENE 10 –   INT – COMMAND CENTER – AS THE TRAVERSE ENDS (SARAH, BREX, TERG, VULGE)</h3>
<ol start="512">
<li><u>SOUND:   WORMHOLE TAVERSING SOUND EFFECT – LET IT FINISH</u></li>
<li><u>SOUND:   MASSIVE POWER DOWN – LET IT FINISH.</u></li>
<li>SARAH:   Oh, how I hate that feeling.  It’s like my stomach has been turned inside out.</li>
<li>VASH:    Captain, are you aware that you have a tendency to whine immediately after we pass through a wormhole.</li>
<li>TERG:    (SHOCKED) Vash!</li>
<li>SARAH:   It’s alright, Terg.  Vash isn’t saying anything you haven’t all thought&#8230; even if he does have a tendency to express those thoughts at less than appropriate moments. (BEAT) What’s happened to the power?</li>
<li>BREX:    Like I said, the wormhole drive burned out.  It’s probably burned out the power conduits as well.</li>
<li>TERG:    I’m rerouting.  It’s a good thing we have so much redundancy built into these systems.</li>
<li><u>SOUND:   POWER UP SOUND – LET IT FINISH.</u></li>
<li>TERG:    There!  We’re up and running again.</li>
<li>SARAH:   Vulge, where are we.  Did we traverse the wormhole fully, or have we been thrown out somewhere unexpected.</li>
<li>VULGE:   It was touch and go, but we’ve come out where I’d hoped.</li>
<li>SARAH:   And where’s that?</li>
<li>VULGE:   Vega station.  Since the traverse was almost certain to burn out our drive regardless of where we went, I thought trying to reach our actual destination would prove the best option.</li>
<li><u>MUSIC:   NEUTRAL SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 11     – INT – COMMAND CENTER – LATER (SARAH, VULGE, TERG, KUNSTLER)</h3>
<ol start="527">
<li>SOUND:   (WALLA) COMMAND CENTER BEEPS AND BACKGROUND – LET IT FINISH.</li>
<li><u>SARAH:   Are there any enemy ships in the area?</u></li>
<li>TERG:    There’s nothing on the scanners at the moment.  That doesn’t mean there isn’t anything floating out there with its engines baffled.</li>
<li>SARAH:   Alright.  Brex, I need you to get back to the repair work.  See how much damage has been added to what our saboteurs already accomplished and how quickly we can get the backup wormhole generators running.</li>
<li>BREX:    Bah!  As you wish, but don’t expect any miracles.</li>
<li><u>SOUND:   SLITHERING AND DOOR SLIDES OPEN AND CLOSES – UNDER</u></li>
<li>SARAH:   Vulge, can you give me an exterior view of Vega Station before we try to hail them.</li>
<li>VULGE:   I’m sending the images to your plate, now.</li>
<li>SARAH:   (BEAT) Aw hell!  That’s not good.</li>
<li>KUNSTLER: Captain?</li>
<li>SARAH:   The station has been destroyed.  It looks as if much of the station that was built into the asteroid has been torn open to space.  Vulge, can you scan for any life signs.</li>
<li>VULGE:   There are no heat signatures whatsoever Captain.  But there are numerous bodies floating in near orbit.</li>
<li>SARAH:  (TO HERSELF) I’m sorry Logan. You were a jerk but you didn’t deserve this.</li>
<li>KUNSTLER: Captain?</li>
<li>SARAH:   (ALL BUSINESS) Nothing. (BEAT) Vulge, scan for mineral storage.  See if the supply of minerals they were mining is intact.  Also, see if you can find any working atmosphere processors.  And check for the science wing and see if anything can be salvaged.</li>
<li>VULGE:   Yes, Captain.</li>
<li>SARAH:   Lieutenant Kunstler?</li>
<li>KUNSTLER: Yes, Captain?</li>
<li>SARAH:   How quickly can you prepare some teams to head into the station’s ruins.</li>
<li>KUNSTLER: Do you think there’s a possibility of survivors?</li>
<li>SARAH:   No. Not really, though we still need to check.  Firstly, I’ll want you to supervise hooking us up to any atmosphere processors that Vulge may find&#8230;</li>
<li>VULGE:   (INTERRUPTING) It looks like there may be at least one that is still in working order on the other side of the asteroid.</li>
<li>SARAH:   That will help us deal with our contaminated air supply.</li>
<li>KUNSTLER: And secondly?</li>
<li>SARAH:   I’ll want you to see if you can find any surviving data caches in the remains of the science wing.  The scientists on Vega supposedly achieved some kind of breakthrough in tracking the point of origin of wormholes.  If that data has survived, it could be a key to us taking this war to our enemies.</li>
<li>KUNSTLER: Yes, ma’am.  I’m right on it.</li>
<li>SARAH:   Lastly, we’ll need to collect as much of the mineral they’ve been mining as we can locate and carry.</li>
<li>KUNSTLER: Consider it done.</li>
<li><u>SOUND:   FOOTSTEPS.  DOOR SLIDES OPEN AND CLOSED. – LET IT FINISH.</u></li>
<li>SARAH:   Terg, try and send a transmission or two to the station.  While it’s unlikely, there may still be some survivors who could respond.</li>
<li>TERG:    Yes, Captain Miss Sarah.  Transmitting.</li>
<li><u>MUSIC:   NEUTRAL SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 12:    INT &#8211; INSIDE THE RUINS OF VEGA STATION – LATER<br />
(SIMMONS, KUNSTLER, JOHNSON, SARAH, M’BUTO)</h3>
<ol start="559">
<li><u>SOUND:   BREATHERS IN OPERATION – ESTABLISH AND UNDER.</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) It looks like they tore into this place with their blasters pretty thoroughly&#8230; but there are some signs that they landed a boarding party as well.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li><u>KUNSTLER: (FILTERED) What do you mean?</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) Some of these panels have been opened since the main destruction took place.  Everyone here is dead and its unlikely any survivors would have access to the tools or time necessary to do this.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Understood.  What do you think they were after?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) Based on their behaviour so far?  I’ve no idea.</li>
<li>KUNSTLER: (FILTERED) Alright, keep looking.  We need to see if any of the computers in the science wing are operational.  I’ll check on how team 2 are doing with the atmosphere processor. (BEAT)</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: Team 2?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) Takahashi here sir.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) How are you doing?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) The contaminated air has all been flushed out back on board the ship.  We’ve succeeded in jury-rigging a pump and hoses between the atmosphere storage and the Revenge.  Things seem to be going reasonably smoothly so far.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Good work.  We’ve seen signs of pirate activity within the station so keep an eye out for external dangers.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) Yes, sir.</li>
<li><u>SOUND:   DISTANT BOOM – LET IT FINISH.</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) Sir, what was that?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) It felt like an explosion&#8230; coming from the mineral storage facility. (BEAT)</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Johnson, Ives, report.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JOHNSON: (FILTERED) Lieutenant Kunstler&#8230; it looks like the main doors to the storage center were booby-trapped&#8230; I just lost six men.</li>
<li><u>SOUND:   STRAINING METAL – LET IT FINISH.</u></li>
<li>JOHNSON: (FILTERED) Hang on a minute, Lieutenant.  (BEAT) What was that?  No, wait.  Don’t touch that.  Don’t&#8230;</li>
<li><u>SOUND:   DISTANT EXPLOSION – LET IT FINISH.</u></li>
<li><u>SOUND:   STATIC – UNDER AND OUT.</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER:  (FILTERED) Johnson?  Johnson?  Do you read?  Damnit.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   (FILTERED) Lieutenant Kunstler?  What just happened?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) We just lost team three.  It looks like the pirates came aboard and left traps on the ruined station.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   (FILTERED) What’s your situation?  Do I need to call you back in?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Maybe.  But not just yet.  The mineral is vital to our war preparations and, if what you say is correct, we need the data from the discoveries that the scientists who were here were supposed to have made almost as much.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   (FILTERED) Alright, but I’m sending a fourth team across to the storage facility to see if there are any survivors from the explosions.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) We’ll finish our sweep of the labs and meet them over there.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) Uh, sir?  If there are booby-traps&#8230;?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) I know.  If the panels have been interfered with since the station was attacked, there’s a good chance some nasty surprises have been left behind for us too.  Just be extra cautious.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) Yes, sir.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>M’BUTO:  (FILTERED) Sir, Chief Technician M’buto here.  I’ve found a terminal we might be able to get functioning.  Orders?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Good work!  Be careful to check it for signs of tampering before you start work.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>M’BUTO: (FILTERED) Yes, sir.  It appears to be clear.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) OK, go ahead&#8230; but take it easy.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>M’BUTO:  (FILTERED) Yes sir.</li>
<li><u>SOUND:   BEEPS, CLICKS, AND WHIRRS – LET IT FINISH.</u></li>
<li>M’BUTO: (FILTERED) I think we can try routing some power to the terminal now.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Go ahead.</li>
<li><u>SOUND:   SOFT POWER UP – LET IT FINISH.</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>M’BUTO: (FILTERED) We’re live.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) I’ll try to log in&#8230;</li>
<li><u>SOUND:   KEYBOARD NOISE OF LOGIN – LET IT FINISH.</u></li>
<li><u>SOUND:   BEEP INDICATING SUCCESS – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) There.  It looks like we’re in&#8230; and I think we’ve struck pay dirt!</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) How so?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) This terminal has direct access to the science officer’s main data repository.  I’ll start transmitting the contents back to the Revenge.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Excellent.  How long will it take?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SIMMONS: (FILTERED) It shouldn’t be more than a few seconds sir.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) Good, it’s about time we caught a break.  M’Buto, I’ll need you to start&#8230;</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   (FILTERED) (URGENTLY INTERRUPTING) Lieutenant Kunstler, we’ve detected a whole bunch of energy signatures coming from your vicinity.  A large number of electrical systems have come on line.  I think you’d better&#8230;</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>KUNSTLER: (FILTERED) All personnel, evacuate this section of the station immediately.  We’ve got to&#8230;</li>
<li><u>SOUND:   SERIES OF EXPLOSIONS GROWING NEARER – LET IT FINISH.</u></li>
<li><u>SOUND:   STATIC – UNDER.</u></li>
<li><u>MUSIC:   OMINOUS SCENE ENDER – LET IT FINISH.<strong> </strong></u></li>
</ol>
<h3 class="SceneTitle">SCENE 13:    INT &#8211; COMMAND CENTER – SAME TIME (SARAH, JENNINGS, TAKAHASHI, SANTIAGO, TERG, JEFF)</h3>
<ol start="655">
<li><u>SOUND:   COMMAND CENTER BACKGROUND – BEEPS, MURMUR ETC. – FADE IN.</u></li>
<li>SARAH:   Lieutenant?  Lieutenant?  What’s your situation?</li>
<li><u>SOUND:   STATIC &#8211; ESTABLISH AND CUT OUT.</u></li>
<li>SARAH:   Damnit!</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Rescue team four, are you there?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) Med-Tech Jennings here, Captain.  Was that&#8230;?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Yes, we’ve lost contact with team one.  What’s your status?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) We’ve just arrived at the Storage area.  There’s a lot of debris and we’ve accounted for all of the members of team three.  No survivors.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   (SUBDUED) Alright.  I’ll need your team to see if any of team one made it.  Don’t take any unnecessary risks though.  I don’t want any more deaths here today.  What of the storage itself?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) Well Ma’am, it’s complicated.  There’s a huge bomb attached to the inside of the bay doors.  It was rigged to explode with the initial booby-trap but failed.  We’re pretty lucky.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   What do you mean?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) If that bomb had gone off, it would have released all the energy in the minerals this station has been digging up.  At a guess it would have vaporised us, the station, our ship, and a large portion of the surrounding asteroid field.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   What’s the complicating factor?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) While it failed to go off, the bomb is still live.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Do you have a munitions tech with you?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) Yes, ma’am.  We’ve got Santiago. She’s examining the device now.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH: Okay, pull all your people back and check out what’s left of the science wing for the remains of team one&#8230; if any.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) Yes, Ma’am.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Captain out.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Santiago?  What’s the status on that bomb?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SANTIAGO: (FILTERED) Captain, with all due respect, you might want to tread a little more gently when making contact with someone who’s examining a device that could turn us all into our component atoms.  I nearly soiled myself.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Noted. (BEAT) I still need that report, Santiago.  Are you having any luck with the bomb?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SANTIAGO: (FILTERED) Yes, captain, I am.  It hasn’t gone off yet.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   (MUTTERING) The entire alliance to choose from and I get a bomb expert who thinks she’s a comedian.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SANTIAGO: (FILTERED) I apologize, Captain.  It appears the device is quite simple in nature.  It doesn’t look like they took a great deal of time setting it in place.  As a result, I should be able to neutralize it fairly quickly and with minimal risk. (BEAT) Do you wish me to proceed?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Hmmm.  We’ve lost too many lives already today, but yes.  Those minerals are an essential resource.  Go ahead.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SANTIAGO: (FILTERED) Yes, Captain.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Captain out.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Team two?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) This is Takahashi, Captain.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   How goes your mission?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) We’ve succeeded in re-filling the air reserves on the Revenge.  We’re just about to head back to the ship.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Excellent work.  Hold your position, I may need you to take over  In the meanwhile&#8230; stay safe.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) Yes, Ma’am.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Captain out. (BEAT) Terg, how much of that data were we able to get before Team One stopped transmitting?</li>
<li>TERG:    I’m still checking, Captain Miss Sarah&#8230; but it looks like we may have all of it.</li>
<li>SARAH:   Well, that’s at least one thing that has gone our way.  That data is precious!</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>JENNINGS: (FILTERED) It’s Jennings from the rescue team, Captain.  We’ve accounted for all of team one.  There are no survivors.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Thank you Jennings.  Recover the bodies of our people and make your way back to the ship.  Captain out.</li>
<li><u>SOUND:   BEEP &#8211; LET IT FINISH.</u></li>
<li>SANTIAGO: (FILTERED) Santiago here.  The bomb has been taken care of Captain.</li>
<li><u>SOUND:   DOOR SLIDES OPEN.  FOOTSTEPS AS JEFF ENTERS – UNDER.</u></li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Good work.  Rejoin rescue team four and come on back. (BEAT)</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Team two?</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASHI: (FILTERED) Here, Captain.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   I’ve got the all clear from our bomb expert.  Go in and get that cargo of minerals onto our ship. Do it as quickly as you can</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>TAKAHASH: (FILTERED) Yes, Ma’am.</li>
<li><u>SOUND:   BEEP – LET IT FINISH.</u></li>
<li>SARAH:   Captain out.</li>
<li>JEFF:    Looks like you’ve been keeping a lot of balls in the air, captain.</li>
<li>SARAH:   We lost two complete teams down there.  The enemy seeded the station with booby traps.</li>
<li>JEFF:    Damnit.  I’m sorry, Captain.</li>
<li>SARAH:   It is what it is.  Lieutenant Kunstler was among those killed so I’m promoting you to X-O in his place.  How go the repairs?</li>
<li>JEFF:    Those snakes are magic with technology.  They’ve repaired all the back-up drives and have made good progress on jury rigging the main drive for the journey home.  We should be in good shape shortly and Brex will join us to give you a report.  I understand that they’ve also managed to get our weapons and defensive systems back online&#8230; but&#8230;</li>
<li>SARAH:   Yes, Jeff?</li>
<li>JEFF:    The snakes are up to something.  I think there’s trouble brewing.</li>
<li>SARAH:   That’s all we need.  What makes you say that?</li>
<li>JEFF:    They’ve suddenly stopped insulting members of the crew and turned very conspiratorial.  I’ve walked in on them to hostile silences more than once during the repairs.  Something’s up?</li>
<li>SARAH:   It’s too much to hope that they’ve made their peace with working with humans I guess?</li>
<li>JEFF:    Yeah, I think so.  It looks instead like they’ve got some kind of plan brewing.</li>
<li>SARAH:   Mutiny?</li>
<li>JEFF:    Maybe. When properly functioning, this is the most powerful ship in our fleet.  Taking it over would certainly grant them significant leverage in a coup.</li>
<li>SARAH:   That’s a pretty dire scenario.</li>
<li>JEFF:    You know what they say: hope for the best but plan for the worst.</li>
<li>SARAH:   Yep that’s what they say, alright.  You’d better give me some contingencies.  We need to get back to Earth as soon as possible.</li>
<li><u>MUSIC:   DRAMATIC SCENE ENDER – LET IT FINISH. </u></li>
<li><u>MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p><strong>VASH:</strong> They say I sound like a new york cabbie. I’ll have to visit there one day and see what that means. I handle this bucket’s long range scans, and the weapons systems. I also have pretty good knowledge of xeno-biology and combat medicine. I’m also the oldest head of a two-headed Thrilexian (the other head is called Vash). I guess you humans would call us brothers. We get along pretty good – we have to since we’ve only got one body between us).</p>
<p><strong>TERG:</strong> I sound like someone called C3PO, apparently. I’m the diplomat and thinker in our little group. I’m always polite and would, according to the humans, make a fine valet or butler, if it weren’t for my other head (who is, admittedly, rather coarse). I have no idea whether the humans are joking when they say this or not. I work as the Chief Communications Officer in the command center of the ship. I’m a natural translator and, like all my species, create a telepathically generated field that allows all creatures within close proximity to understand one another.</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>LIEUTENANT KUNSTLER:</strong> I’m a professional soldier and member of the Solar Patrol’s Navy. I’ve been assigned to Captain Sarah Tanner’s multi-species crew. They all know each other and seem to work as a team. I’m the new comer, but I’m getting to know how things work. I don’t understand how I came to be Tanner’s second in command instead of Lieutenant Chase, though. Fortunately, he doesn’t seem to be harbouring any ill-feeling towards me.</p>
<p><strong>NAMED CREW-MEMBERS (SIMMONS, M&#8217;BUTO): </strong>I&#8217;m a member of the Solar Patrol.  I follow orders, but I&#8217;m not a robot.  I think about things.  I expect my expertise to be considered and listened to.  I am confident enough in my abilities to provide my superiors with advice.  My job is an important one and I do it well.</p>
<p><strong>TEAM LEADERS (TAKAHASHI, JOHNSON, JENNINGS):</strong> I&#8217;ve been trusted with a job and a team of crew-members to get the job done.  It&#8217;s dangerous work&#8230; being in the Solar Patrol is always dangerous.  We know the risks and we&#8217;re willing to take them.  But that doesn&#8217;t mean being reckless.  I want to get all my people back safely if at all possible.  My job description is simple&#8230; go in, do what has to be done, and don&#8217;t take any unnecessary risks.</p>
<p><strong>SANTIAGO:</strong> Okay, I get it.  I probably should mind my manners a bit more when I&#8217;m talking with the brass, but I defuse bombs for a living.  That&#8217;s not a line of work that comes with a lot of job security.  Most of the folks in my line never get to retire, if you know what I mean.  I figure the, very real, possibility that I won&#8217;t be hear tomorrow earns me the right to be a little plain spoken.  And yeah, I get that all that means to some folks is that I&#8217;m crazy.  In the end, though, a little crazy simply means I fit in.  Or didn&#8217;t you notice just how nuts this particular crew is?</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-3-vega-station-no/">Singularity &#8211; Episode 3 &#8211; Vega Station Is no More</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3527</post-id>	</item>
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		<title>Tips for Keeping Your Audio Drama From Being Forgotten &#8211; Memory and Audience Focus</title>
		<link>https://weirdworldstudios.com/tips-keeping-audio-drama-forgotten-memory-audience-focus/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 11 Aug 2017 19:48:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
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		<category><![CDATA[memory]]></category>
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					<description><![CDATA[<p>This article was prompted by an excellent blog post by Jack Ward, on how an audio drama can lose an audience. I&#8217;ve expanded on those thoughts here to help us look at the slightly different topic of why some audio dramas are so easily forgotten and how this can be avoided by carefully employing Audio [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tips-keeping-audio-drama-forgotten-memory-audience-focus/">Tips for Keeping Your Audio Drama From Being Forgotten &#8211; Memory and Audience Focus</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p>This article was prompted by an excellent blog post by Jack Ward, on <a href="http://jackjward.com/?p=248">how an audio drama can lose an audience</a>. I&#8217;ve expanded on those thoughts here to help us look at the slightly different topic of why some audio dramas are so easily forgotten and how this can be avoided by carefully employing Audio Drama&#8217;s three tools (dialog, sound effects, and music) and its spotlight (volume) to effectively control the focus of the audience.</p></blockquote>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>“Why can’t I remember what was going on?”</p>
<p>That is a question we don’t want the members of our audience to be asking after they have listened to or read one of our plays.</p>
<p>One of the core benefits, one of the real selling points, of audio drama is that it is so immersive. Audio dramatists have ALWAYS been able to achieve scenes that film-makers, until very recently, have only dreamed of showing to an audience. A million battleships floating in the inky blackness of space, exploding stars, monsters that defy description. Audio drama has been able to bring these things to life. And in ways that are, often, superior even to novels.</p>
<p>Sound is an amazingly powerful medium. Sounds enter the brain directly by a path that bypasses most of the pre-processing that the senses of touch, and sight require. Our instinctive responses to sound (such as the jump that follows the sudden “boo” scare) are hard-wired into us for our own survival.</p>
<p>Sound and story together, teaming up as they do with the human imagination, results in a massively immersive experience. So why is it, then, that sometimes we are unable to recall the stories we have heard?</p>
<h3>The Michael Bay Effect</h3>
<p>For lots of reasons I call this the Michael Bay effect. Take a moment, right now, if you have seen any of the Transformers films, to try and remember the plot of any one of them. Even if you are a huge fan of the franchise in terms of its spectacle and special effects wizardry, you are going to be hard pressed to accomplish this.</p>
<p>Lindsay Ellis, who was recommended to me by one of the great folks over at the Audio Drama Production Podcast facebook page, has put together a great little video (see the end of this article) on this that makes some of the points I wanted to cover really clear.</p>
<p>Another great unpacking of this has been done by Every Frame a Painting (also linked at the end of this article).</p>
<p>The short version is that our brains use a variety of cues to identify and sort between the relative importance of what we need to pay attention to. Attention is the key to memory. If we aren’t able to pay attention, we won’t remember. Memory (particularly short-term memory) is also limited. Experiences and events pass through short-term memory in rapid succession and most are discarded. Those we deem important are moved into medium and long-term memory. Of course, this is only successful where we can genuinely distinguish important from unimportant information. In a visual medium like film this is achieved through focus. Whatever has the focus of the camera is important, and cinema uses a variety of techniques to emphasize the relative importance of elements that have the focus.</p>
<p>The thing about Michael Bay’s Transformers movies is this – in his films everything is treated as if it is EQUALLY important and so nothing is separated from the mass as being RELATIVELY more important than anything else. Short-term memory is unable to accommodate the great mass of material it is being presented with and, because information passing through short-term memory must be “flagged” as relatively more important than the passing stream to enter medium and long-term memory, the majority of the material is forgotten.</p>
<h3>The Limits of the Brain</h3>
<p>How does this apply to audio drama? The cognitive limits of our brains place far more constraints on what we can do in audio drama than any of the limits created by lack of resources and technology in film.</p>
<p>Listen carefully to a wide selection of audio drama and you are going to come across some of the masters of the form. In the modern era some of the big names are, in no particular order, Greg Taylor (Decoder Ring Theatre), Dirk Maggs (Hitchhikers Guide to the Galaxy v.3-5, Good Omens and many others), John Finnemore (Cabin Pressure), and K.C. Wayland (We’re Alive). From the past, names like Carlton Morse (I Love a Mystery), Arch Obler (The Chickenheart, Johnny Got His Gun, The Devil and Mr O), Lucille Fletcher (Sorry, Wrong Number; The Hitchhiker), Norman Corwin (We hold these Truths; On a Note of Triumph), Marian Clark, John Meston, and Les Crutchfield (collectively Gunsmoke), are bound to resonate.</p>
<p>All of these have an intimate understanding of the three tools of audio drama; dialog, sound, and music. Dirk Maggs is a much-imitated designer of deep, immersive, and layered soundscapes, the likes of which haven’t been equalled since the days of Gunsmoke. Greg Taylor has achieved extraordinary things with a relatively minimalist sound pallet. Arch Obler and Norman Corwin were innovators and have a great modern equivalent in the equally innovative sound work of K.C. Wayland. Among many pieces, Lucille Fletcher wrote some of the most famous intimate little tales of suspense ever broadcast. While John Finnemore’s gift for situation and sketch comedy harkens back to the golden age of Fibber Macgee and Molly, Our Miss Brooks, and The Great Gildersleeve.</p>
<h3>Dialog</h3>
<p>The imitators of these greats, however, have often failed to grasp the structure that underlies their genius. Firstly, these masters chose and wrote great scripts. But beyond that they made good technical choices. Casts were kept to around eight regulars with well-differentiated voices. Our limited capacity to distinguish voices combined with the limits of our short-term memory made it essential that casts be kept small. Scriptwriters and producers who require large casts are putting themselves into direct conflict with the capacity of listeners to maintain a clear conception of each of the characters. Without signature voices, confusion becomes inevitable where the cast extends beyond roughly five adults. The Old Time Radio formula was to cast according to seven easily distinguished vocal types;</p>
<pre>Bass			Heavy/Elderly male
Contralto		Elderly female
Baritone		Leading man
Mezzo-soprano	        Leading woman
Tenor			Juvenile
Soprano		        Ingénue
Treble			Child</pre>
<p>This they would then change up with the use of accents and contextual cues if necessary.</p>
<p>I’ve written elsewhere about the dangers and techniques of writing for a large cast so I won’t repeat myself further here. Suffice to say that the more voices we have to distinguish, the greater the strain we place on our memories.</p>
<p>It has become fashionable recently to overlay dialog in order to increase the realism of a scene. But again focus and contrast matter. The way the dialog is constructed is critical. Important information should never be obscured so the overlaps must occur on top of unimportant words and phrases (and the danger in creating redundant dialog should be obvious). The voices on either side of the overlap must contrast well for this technique to work. Two overly similar voices delivering dialog over the top of each other does not “read” well. If they are too similar the result will be noise, indistinguishable to the listener, and, as a result, contributing to more of the story failing to enter memory.</p>
<h3>Sound Effects</h3>
<p>Likewise when building soundscapes, many imitators of the greats fail to pay attention to how a good soundscape is actually constructed. They layer sound on top of sound in the mistaken belief that a wall of effects will increase the sense of immersion experienced by the listener. But not every sound is equally important and the auditory focus must shift between the most important elements of the soundscape we are building. This focusing of attention must be purposeful, establishing a sense of time or place for the listener. It must contribute meaningfully to the narrative or it is little more than distracting noise. A soundscape is not immersive simply because it is full of sounds. Greg Taylor has demonstrated just how effective a minimalist soundscape can be. Sounds are immersive because we can “read” the sounds easily and because they provide cues for our imaginations to build the world.</p>
<p>The capacity of our minds to build entire worlds around minimal cues demonstrates that crowded soundscapes are not necessary for world-building to occur in the imagination of the audience. After all if I mention a detective’s office, you can build the entire space in your imagination right down to the furniture, outside traffic noises, doors, walls and ceiling, without me saying a further word.<br />
Another important constraint comes from the Reticular Activating System (RAS) in the brain. The reticular activating system is a built in part of the brain that functions to filter stimuli in order to limit the amount of sensory input we pay attention to. This is a very important element of human perception for audio-dramatists to understand (even if it does seem a little counter-intuitive the first time you encounter it). Again, it’s a matter of focus. The brain shifts our focus naturally, scanning the environment for new and novel stimuli and filtering them on the basis of how important it deems them to be. When we put on our clothes first thing in the morning we are aware of the sensation of cloth against our skin, but our brains quickly filter that out as an unnecessary/unimportant stimuli to be paying attention to. Thereafter the sensation of clothing against our skin becomes, to all intents and purposes, invisible to our conscious selves.</p>
<p>Good audio dramatists filter the environmental noise for their listeners so that only the important things receive focus. In this very real sense, less is more.</p>
<h3>Music</h3>
<p>Music is also another element that must be deliberately focused. Music can establish mood, contribute to the sense of time and place, set the scene, and emphasise both the emotion and drama of a scene. But again, the focus must be controlled so that it doesn’t compete unnecessarily with other important elements of the play. At any given moment, the audience must be aware of what is important. There should be no confusion about whether the audience should be paying primary attention to the swelling music, the dialog, or the sound of approaching shoes on the tiles.</p>
<h3>One Important Reason Good Dramas Fail to be Memorable</h3>
<p>In an environment where there is too much sound competing for the audience’s attention we create confusion. The audience must work to understand the action and separate the important from the unimportant. The mind doesn’t know which sound elements (dialog, music, sound effects) to pay attention to without the focus very deliberately provided by the audio production. As a result the majority of the audience members’ experience of the play is going to pass through short term memory without being retained.</p>
<p>Regardless of how clever, dramatic, and moving, our script is, if the production fails to focus audience attention properly, the play will be confusing and fail to be memorable.</p>
<h3>Exceptions to the Rules</h3>
<p>I should add that there are times when we actually want to create confusion in the minds of our listeners. We want to create moments where the audience experiences and shares the disorientation of our characters, moments when the story becomes surreal, and moments where the sounds and events are ambiguous and difficult to “read”. When we do this deliberately in order to achieve a specific dramatic effect we are actively giving the focus to the confusing in order to make a specific point. The confusion is, in such circumstances, important – but only for a time. We never want to be confusing when it is not our deliberate intention to be so.</p>
<h3>The Techniques that Achieve Focus</h3>
<p>By this point in the proceedings, I hope it’s clear why controlling the focus of the audience is so important. Without clear focus, the story is buried under a wall of auditory stimulation that results in it failing to enter our memories.</p>
<h3>Three suggestions</h3>
<p>Here are three suggestions&#8230;</p>
<p><strong>Firstly</strong>, dialog, sound and music must be carefully planned and crafted so that each element contributes to the telling of the story rather than obscuring it. One of the early playwrights of the radio age tells a story of being reduced to tears because the orchestra conductor played more and more loudly over her play when it was being performed. When she asked him what he was doing he responded with “why should my orchestra’s beautiful rendition of that piece be missed by the audience just because some people are talking over it?” It can be easy to forget that the brilliant soundscape or score we’ve constructed will actually damage the production if it overwhelms and distracts from the story. We must plan and construct each element of our audio plays so that they receive audience attention only when they are actively supporting the story telling.</p>
<p><strong>Secondly</strong>, we also need to use the elements of the drama to constantly keep our audience oriented to what is happening. This means that a good script needs to, when necessary, provide additional dialog to keep characters alive in a scene who might otherwise fade from the audience’s memory, regularly use and reinforce character names, provide exposition to identify and explain ambiguous sounds, emphasise moments of drama with music, draw attention to key sounds at key times, and so on.<br />
That sounds easy enough to say, but how is this done in practice? So long as the fundamentals of a well-planned script are all in place, the control of focus can be achieved very easily (as the next and final point reveals).</p>
<p><strong>Finally</strong>, focus is controlled by controlling volume. The spotlight of audio drama, if you will, is volume. We give focus to the most important element of the script in any given moment by our control of volume. We fade the background soundscape under the dialog to give the dialog focus, we fade the dialog under the sound of approaching footsteps to emphasise the importance of the new arrival, we punctuate the discovery of a dead body with a jarring chord of music, establishing and fading sound from foreground to background as required. Volume is the master key to controlling what the audience will focus on. It is essential, therefore, that we are not timid in distinguishing foreground sounds (whether dialog, sound effects or music) from the background. To read clearly, every important sound element must receive clear focus through control of volume and all others must diminish in importance (by fading or halting). At any given moment, only one thing at a time should ever have the spotlight. Control of the audience’s focus is maintained through the control of volume. Where the focus moves continually, and unambiguously, without competition, from sound effect to dialog to music (even where overlap is used as a means of transition) the play will “read” as a continuous narrative and the human brain will be able to sort and retain it in our memories.</p>
<p>Do you have other tricks and tips to help the audience to “read” and remember the audio-drama they listen to? If so, post them in the comments below. I’d love to hear what you think.</p>
<p>This article is &copy; 2017 by Philip Craig Robotham &#8211; all rights reserved.</p>
<h4>Lindsay Ellis on Michael Bay</h4>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/aE-6M7IbNSI?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<h4>Every Frame a Painting on Michael Bay</h4>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/2THVvshvq0Q?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<p>The post <a href="https://weirdworldstudios.com/tips-keeping-audio-drama-forgotten-memory-audience-focus/">Tips for Keeping Your Audio Drama From Being Forgotten &#8211; Memory and Audience Focus</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>How to use the Scene and Sequel Structure to Improve your Audio Drama Script</title>
		<link>https://weirdworldstudios.com/use-scene-sequel-structure-improve-audio-drama-script/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 09 Aug 2017 10:14:46 +0000</pubDate>
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		<category><![CDATA[scriptwriting]]></category>
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					<description><![CDATA[<p>Scene and Sequel Structure (the structure of scenes) The Scene and Sequel structure is a useful writing structure from the world of narrative fiction. While just one tool among many, this structure is used to add and heighten dramatic interest in a scene. Basically, it is a six-part structure (two sets of three elements) made [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/use-scene-sequel-structure-improve-audio-drama-script/">How to use the Scene and Sequel Structure to Improve your Audio Drama Script</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3>Scene and Sequel Structure (the structure of scenes)</h3>
<p>The Scene and Sequel structure is a useful writing structure from the world of narrative fiction. While just one tool among many, this structure is used to add and heighten dramatic interest in a scene. Basically, it is a six-part structure (two sets of three elements) made up of the following parts to assist in the design of dramatically satisfying scenes&#8230;</p>
<h4>The Scene</h4>
<p><strong>The goal</strong> &#8211; the protagonist in the scene pursues a clear goal (one that the audience MUST be made aware of).</p>
<p><strong>The obstacle </strong>&#8211; the protagonist encounters an obstacle to the achievement of the goal</p>
<p><strong>The disaster </strong>&#8211; a disaster strikes that frustrates the protagonists&#8217; chances of achieving the goal</p>
<h4>The Sequel</h4>
<p><strong>The reaction</strong> &#8211; the protagonist experiences an immediate reaction to the disaster &#8211; in an emotionally satisfying and authentic way.</p>
<p><strong>The rehearsal</strong> &#8211; the protagonist works through the available options (and their potential consequences) in responding to the disaster.</p>
<p><strong>The choice</strong> &#8211; the protagonist chooses from the available options and establishes a new goal that leads directly into the next scene</p>
<p>This structure is repeated until the story reaches its conclusion.</p>
<p>Some writers argue that the disaster of the scene should result in alternating up and down beats that advance the story towards its climax.</p>
<h3>Example Scene and Sequel (A fishing trip)</h3>
<h4><strong>Basic plot: </strong></h4>
<p>Returning to his home town after ten years, John discovers his favourite fishing spot has dried up because the river was diverted. He heads to the library to find out why.</p>
<h4><strong>First try (without using the structure):</strong></h4>
<p>JOHN: Basil, I’m going fishing!</p>
<p>BASIL: Sorry John, I’ve got some bad news. The river’s dry.</p>
<p>JOHN: What? When did that happen?</p>
<p>BASIL: About ten years ago. It was diverted for use in the mill.</p>
<p>JOHN: Well that’s no good. I wonder what was behind it?</p>
<p>BASIL: The library could probably tell you.</p>
<p>JOHN: Good suggestion. I think I’ll head on over.</p>
<h4><strong>Revised version (using the structure to add drama to the scene):</strong></h4>
<p>JOHN: Basil, I&#8217;m going fishing! <strong>[Goal]</strong></p>
<p>BASIL: Don&#8217;t be ridiculous, it&#8217;s far too hot!</p>
<p>JOHN: I didn&#8217;t say you had to come with me. I simply said I&#8217;M going.</p>
<p>BASIL: But you can&#8217;t. Ivy took the trolley-car into town this morning and your fishing gear is still in the boot of the Bedford.</p>
<p>JOHN: What&#8217;s that got to do with it? I can see the Bedford sitting on the lawn outside.</p>
<p>BASIL: She also took the keys with her. <strong>[Obstacle]</strong></p>
<p>JOHN: Oh, for goodness&#8217; sake. I&#8217;m sure I can get it open with a screw-driver. I think I saw a toolbox out behind the shed.</p>
<p>BASIL: Are you planning to fish off Cutter&#8217;s bridge?</p>
<p>JOHN: Hmmm? Yes, that&#8217;s the plan.</p>
<p>BASIL: I hate to tell you this old boy, but the river&#8217;s dry. Has been for two years now. <strong>[Disaster]</strong></p>
<p>JOHN: (SHOCKED) What? <strong>[Reaction]</strong></p>
<p>BASIL: Don&#8217;t look so forlorn <strong>[Reaction].</strong> It&#8217;s been a decade since you last visited up here. Things have changed.</p>
<p>JOHN: That river has been flowing under Cutter&#8217;s bridge since I was a boy. It can&#8217;t be dry.</p>
<p>BASIL: It is. The river was diverted for use in the paper mill about five years ago.</p>
<p>JOHN: (ANGRY) Who&#8217;d let them do such a thing? I&#8217;d like to wring their necks <strong>[Reaction]</strong>.</p>
<p>BASIL: You remember Carl Rickett? He got himself elected to the local municipal council and pushed through some new by-laws. Most people figure he was in the Mill&#8217;s pocket. He bought that house up on Tarlow Hill shortly after.</p>
<p>JOHN: Aw hell. What am I going to do now? I&#8217;ve been looking forward to doing some fishing off Cutter&#8217;s Bridge since Ivy told me we were coming up here to visit.</p>
<p>BASIL: Sorry, John. Kylie&#8217;s got some old records up stairs. We could break out the phonograph. Or maybe you could try the library. That hasn&#8217;t changed much. I saw you had a book or two with you when you unpacked <strong>[Rehearsal of options].</strong></p>
<p>JOHN: (WEARY) That&#8217;s all right Basil. Don&#8217;t mind me. (BEAT) Actually, I might go into the library, at that. Do they still keep all the municipal records in there?</p>
<p>BASIL: Sure do. Like I said, the library hasn&#8217;t changed one whit.</p>
<p>JOHN: Then I might head on down and see if I can take a look at how the Mill actually got their greedy hands on the town&#8217;s only source of recreational fishing. <strong>[Choice &#8211; new goal]</strong>.</p>
<h3>Conclusion</h3>
<p>Well, I guess even a thwarted fishing trip can be made a bit more interesting when a little dramatic structure is applied to it.</p>
<p>So, do you have any special tricks you use to add interest and tension to a scene? I&#8217;m really keen to hear any thoughts, ideas, tricks, techniques, suggestions and advice you might have. Tell me about them in the comments below.</p>
<p>This article is &copy; 2017 by Philip Craig Robotham &#8211; all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/use-scene-sequel-structure-improve-audio-drama-script/">How to use the Scene and Sequel Structure to Improve your Audio Drama Script</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3519</post-id>	</item>
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		<title>How to Stay Creative While Ageing &#8211; An Audio-Dramatist&#8217;s View</title>
		<link>https://weirdworldstudios.com/stay-creative-ageing-audio-dramatists-view/</link>
					<comments>https://weirdworldstudios.com/stay-creative-ageing-audio-dramatists-view/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 05 Aug 2017 02:36:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[ageing]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[scriptwriting]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3512</guid>

					<description><![CDATA[<p>The problem of Ageing You know how a random thought occasionally strikes you, and then grows over a few weeks until you find yourself giving it quite a bit of attention? Well, that&#8217;s happened to me just recently on the topic of ageing. These are just some things I&#8217;ve been thinking about that others may [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/stay-creative-ageing-audio-dramatists-view/">How to Stay Creative While Ageing &#8211; An Audio-Dramatist&#8217;s View</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<h3>The problem of Ageing</h3>
<p>You know how a random thought occasionally strikes you, and then grows over a few weeks until you find yourself giving it quite a bit of attention? Well, that&#8217;s happened to me just recently on the topic of ageing. These are just some things I&#8217;ve been thinking about that others may find interesting or helpful (but if you&#8217;re young and fit and healthy, well, there&#8217;s a chance you won&#8217;t relate too much to this)&#8230;</p>
<p>I&#8217;m getting older. And I’ve been a little careless with my life. The fact is, despite plenty of warnings regarding where life will eventually lead, I keep letting it drain away at the rate of twenty four hours per day. I keep ageing whether I want to or not. And, as a result, time continues to run out.</p>
<p>Jokes aside, I&#8217;m beginning to notice my age. As I get older I feel my mind and body are increasingly at war. I&#8217;ve never really gotten along well with physical activity (I was the last kid picked by the captains of every sporting event ever held in my primary school&#8230; and I got to watch them fight over which team would get stuck with me on numerous occasions). But it never bothered me particularly. I&#8217;ve always had a pretty sharp mind and so figured my uncooperative and uncoordinated body could go take a flying leap&#8230; so to speak. These days however, my mind is struggling a lot more to stay sharp. Where once I was able to work late into the night, and from early in the morning, on my writing, these days I just don&#8217;t have the energy for it. I actually feel my brain getting foggy and losing its edge. I start recycling stale ideas where once creative ideas just seemed to flow. I get tired. My command of language starts to dip. Fatigue sets in. And I get VERY frustrated by it. After all, there&#8217;s still SO MUCH I want to accomplish. My best hours in each day are devoted to earning a living as a teacher and trying to be a good parent. Having only the next best hours left to devote to my writing has always been a frustration, but never more so than since I&#8217;ve started struggling with fatigue at the end of a long day.</p>
<h3>Meeting the Needs of the Body</h3>
<p>Suddenly, the needs of my body have become significant (in a way they never were when I was younger) for keeping my mind in condition to write. These comments may be &#8220;old-hat&#8221; to those of you who have always taken physical health seriously and haven&#8217;t, like me, taken that physical health for granted, but I&#8217;m going to put them here anyway.</p>
<p>Diet, exercise, and sleep are as important to the brain as they are to the body&#8230; especially as we age. There&#8217;s no reason a human being can&#8217;t function, mentally, at an increasingly high level throughout their lives (alzheimer&#8217;s and dementia etc. not withstanding). The brain continues to develop as we age and our learning and wisdom continue to increase. But our ability to function efficiently and quickly can certainly deteriorate. When I eat well, exercise, and rest appropriately my ability to write is far superior to those times when I eat poorly, fail to exercise, or burn the candle at both ends. This is far more noticeable now than it has ever been. Even five years ago, my general health and fitness (in terms of diet, exercise, and rest) had almost no impact on my writing. Now, it does. I have to eat well to write well (plenty of greens, low carbs, moderate amounts of protein). When I eat too much fat or sugar (or binge on take-away) my writing suffers measurably. I need to exercise for the sake of energy. And I need to rest to stay sharp. The late night I give myself when caught in the grip of inspiration just isn&#8217;t worth it anymore &#8211; especially if the result is two weeks of inefficiency because I let myself get run down. The price tag for indulging myself (with regard to poor lifestyle choices) is now noticeably high. I just can&#8217;t afford it.</p>
<h3>Meeting the Needs of the Mind</h3>
<p>But it isn&#8217;t just physical exercise I need. I also need mental exercise. I need to read, and soak around in, well crafted prose. I&#8217;m a huge fan of pulp-era writing. The creativity expressed in these old tales is great &#8211; but the expression? Well, lets just say there are reasons that very few of these writers ever won a literary award. That&#8217;s not to belittle them particularly, but they aren&#8217;t, necessarily, great examples of style. A writer who wants to improve, can&#8217;t get by on a diet of poorly written material, however fun it may be. I have to read widely and deeply if I want to learn. So, I try to fit regular reading from a wide variety of genre&#8217;s into my schedule (classic literature, literary fiction, best sellers, and pulps). My preferred genre for writing is radio fiction, so naturally I read as many plays as I can get my hands on. I read screenplays, stage plays, and, though they are harder to come across, radio plays. I never pass up an opportunity to read the plays of my peers either (there&#8217;s just too much good stuff to learn from with regard to what my peers are writing).</p>
<p>As an aside, it&#8217;s interesting to me, and a little sad, that there is a good deal of contempt shown by younger audio dramatists for the radio dramas of the past (particularly the drama of the golden age of radio). I get it. Lots of the drama of those days was churned out on a gruelling schedule that resulted in large amounts of cheesy serial writing produced in high volume and without a lot of craft &#8211; a kind of fast food entertainment. But to only see that is to miss the point. The sheer volume of material produced resulted in the development of a large body of technique, method, skill, and style, when it came to writing. The better shows, in particular, are a treasure trove of inspiration and education. Gunsmoke stands out as a towering testament to brilliant writing (regardless of how you feel about Westerns as a genre).</p>
<p>As well as the need to maintain a steady diet of high quality reading (from a variety of sources and genres) I also need to practice generating creative ideas. Exercises, like brainstorming (generating as many ideas around a particular theme as possible in as short a time as), part changing (switching the parts of a thing around or making substitutions), adding to existing ideas (expanding on what is already there), Three Reasons Why (coming up three new reasons that motivate a character&#8217;s action and change the trajectory of the story), Genre switching (Telling the same story as a Fantasy, Science Fiction, Romance, Family Drama etc.?) and many more, form an important part of my writing practice.</p>
<p>And of course it is important to keep practiced at writing itself. I make it my aim to write every single day (but I don&#8217;t beat myself up when life intervenes to prevent it). I write letters. I write stories. I write plays. I write non-fiction articles. I write lessons. I write blog posts. And, of course, I write radio drama.</p>
<h3>Final Keys to Staying Sharp</h3>
<p>Probably, the most important thing that I do is I try to keep taking risks. I don&#8217;t want to stagnate as a writer. And I know I will if I am not getting feedback, learning new things, and trying out new ideas and changing things up. The minute I start to feel comfortable &#8211; as I have started to do a little just lately &#8211; I know I am at risk. When I get comfortable I start to fear what making changes to my work might mean. Fear is the thing that guarantees my ability as a writer will plateau. The moment I become afraid to modify what I am doing (in case the result is worse than what I have already accomplished) is the moment that I stop learning and stop improving. I may never publish my crazy experiments, but they are essential to my development as a writer. Attempting creative new ways to write (whether by attempting stream of consciousness, playing with the chronology or reversing the order in which the story is told, swapping characters around, stripping out dialog or adding it, attempting to tell a story completely with sound effects and zero dialog, etc., lets me add new tools to my writing tool-box (regardless of how happy I am with the result).</p>
<p>The best way to improve at creativity is, like everything else in life that I want to improve at, hard work, persistence, and regular practice.</p>
<p>Lastly, I need to rest, even in my writing. I need the distance that rest allows. Part of the reason I regularly switch between types of writing is that it gives me a chance to get that distance and to engage in effective critique of my own work. I may not be the writer, yet, that I want to be, but I know what good writing is and I have a far greater capacity to analyse my own work and move it incrementally closer to what I want it to be when I deliberately put completed work away in a drawer for a few days before coming back to it to analyse and revise.</p>
<p>If I want to continue to work creatively at my writing until my body, at last, fails me entirely and my heart stops beating (and I can&#8217;t think of a better way to go) then I need to maintain a proper diet, exercise, and rest (both physically and intellectually).</p>
<p>So, how about it?  Do you have any useful tips to share on keeping yourself sharp and creative as you get older?  I&#8217;d love to see them in the comments below.</p>
<p>This article is &copy; 2017 by Philip Craig Robotham &#8211; all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/stay-creative-ageing-audio-dramatists-view/">How to Stay Creative While Ageing &#8211; An Audio-Dramatist&#8217;s View</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3512</post-id>	</item>
		<item>
		<title>Singularity &#8211; Episode 2 &#8211; A Hidden Enemy</title>
		<link>https://weirdworldstudios.com/singularity-episode-2-hidden-enemy/</link>
					<comments>https://weirdworldstudios.com/singularity-episode-2-hidden-enemy/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 05 Aug 2017 02:18:03 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[a hidden enemy]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3508</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;A Hidden Enemy&#8221;, episode 2 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-2-hidden-enemy/">Singularity &#8211; Episode 2 &#8211; A Hidden Enemy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A Hidden Enemy&#8221;, episode 2 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #2 – A HIDDEN ENEMY</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p>NARRATOR: The Narrator</p>
<p>ADMIRAL FERRIS: Head of the Intelligence Directorate of the Solar Patrol</p>
<p>SARAH TANNER: Captain in the Intelligence Directorate</p>
<p>JEFF CHASE: Lieutenant in the Intelligence Directorate</p>
<p>LIEUTENANT KUNSTLER: Self involved (wannabe) suitor of Sarah.</p>
<p>VASH: Weapons Officer</p>
<p>TERG: Communications Officer</p>
<p>VULGE: Navigation Officer</p>
<p>BREX: Science Officer</p>
<p>ARCTURAN #1: Arcturan Technician</p>
<p>SABOTEUR #1: Pirate engaging in sabotage</p>
<p>SABOTEUR #2: Second pirate engaging in sabotage</p>
<p>SFX: SFX operator (1 required)</p>
<h3>SCENE 4 &#8211; Int &#8211; Private Briefing – Later (Sarah Tanner, Admiral Ferris)</h3>
<ol start="222">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH</span></li>
<li>NARRATOR: The remote mining outpost, Vega Station, Earth&#8217;s only source of the essential mineral required for interstellar travel, has ceased broadcasting and the timeline for deploying the new Dreadnaught to be commanded by Sarah Tanner, Jeff Chase, and their interspecies crew has had to be accelerated in order to launch a potential rescue mission&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) BUSTLING BACKGROUND MURMUR &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: But Sir, the ship isn&#8217;t complete.</li>
<li>FERRIS: I am fully aware of the shortcomings, but it is operational in most respects.</li>
<li>SARAH: Yes, but&#8230;</li>
<li>FERRIS: Events have overtaken us, Captain. We can&#8217;t wait. Discovering what has happened to the Vega station is our absolute priority and the dreadnaught is our best chance of doing so.</li>
<li>SARAH: Yes, sir.</li>
<li>FERRIS: I&#8217;m sending a team of Arcturan&#8217;s with you to complete as many of the ship&#8217;s systems as possible while en-route.</li>
<li>SARAH: Is that wise?</li>
<li>FERRIS: Don&#8217;t tell me you&#8217;ve bought into that nonsense that Jennings leaked before his arrest.</li>
<li>SARAH: No sir, but we have a number of Arcturan consultants here at the Shipyard and there&#8217;s no denying they can be&#8230; difficult.</li>
<li>FERRIS: That&#8217;s why I put you in charge. You&#8217;ve managed by all reports.</li>
<li>SARAH: Yes, sir. But they have been a constant source of friction.</li>
<li>FERRIS: (GENTLY) I&#8217;m aware. In this case, at least, I hope things will be easier. I&#8217;ve convinced Brex to bring a hand picked team.</li>
<li>SARAH: I see.</li>
<li>FERRIS: Is there a problem?</li>
<li>SARAH: Sir, I know Brex. His scientific expertise and combat ability will be a huge asset&#8230; but he does not take orders and, if I were to name any single individual who was most likely to stage an attempted coup against the Solar Alliance, he would top my list.</li>
<li>FERRIS: Again, I am aware of this. But he has had more experience working with other species than any other Arcturan, and you may find him much changed (if still as arrogant as ever). You are going to need him on this mission. How long will you need to prepare for the launch.</li>
<li>SARAH: We should be able to get everything in place over the next three days.</li>
<li>FERRIS: You have 24 hours, Captain. Brief your team and get that ship into space. Have you come up with a name for her yet?</li>
<li>SARAH: Yes sir. We&#8217;re calling her &#8220;The Revenge&#8221;.</li>
<li>FERRIS: Oh, no.</li>
<li>SARAH: Sir?</li>
<li>FERRIS: I believe you referred to the last bucket you were on as &#8220;The Revenge&#8221;.</li>
<li>SARAH: Yes sir.</li>
<li>FERRIS: And the freighter you were on when you were taken by that Pirate Space Station.</li>
<li>SARAH: That&#8217;s right sir, after the famous Pirate Ship that Blackbeard captained&#8230; and as remembrance of my father, killed in the sneak pirate attack that occurred when I graduated.</li>
<li>FERRIS: I have no wish to detract from your father&#8217;s sacrifice or your attempts to honor his memory, but I&#8217;d like to point out that every ship you have been associated with that bore that name has yet to survive its mission.</li>
<li>SARAH: (BEAT)</li>
<li>FERRIS: (WEARILY) Try to bring this one back to me in one piece, please.</li>
<li>SARAH: Yes, sir.</li>
<li><span style="text-decoration: underline;">SOUND: SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li>SCENE 5 – Int &#8211; BOARDING THE REVENGE &#8211; Just Before Take-off<br />
(Sarah Tanner, Jeff Chase, Vash, Terg, )</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) BUSTLING BACKGROUND MURMUR &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: Is the ship ready to get underway, Lieutenant Chase.</li>
<li>JEFF: (SOURLY) Yes, Captain.</li>
<li>SARAH: Is something the matter, Lieutenant?</li>
<li>JEFF: Permission to speak freely, Captain?</li>
<li>SARAH: Of course.</li>
<li>JEFF: I&#8217;m not happy with our preparations. The provisioning has been over-hasty and the crew was vetted in a rush. There&#8217;s every possibility we&#8217;ve got pirates hidden among the crew as a result and there&#8217;s no way I can vouch for the field-worthiness of our equipment. More than half our systems are sub-standard. And as for the Arcturans, even though we have a multi-species ship, they are already treating the other members of the crew like second class citizens. This mission has all the hallmarks of a major disaster.</li>
<li>SARAH: You&#8217;re not wrong, Jeff. But our orders leave us with little choice. We have to get out to Vega without any further delay. The results of the rush are just something we&#8217;ll have to live with.</li>
<li>JEFF: I know Captain. Orders are orders, but I don&#8217;t have to like the result.</li>
<li>SARAH: Give the order to get underway. I&#8217;ll be there in a minute.</li>
<li>JEFF: Yes, Ma’am.</li>
<li>SARAH: And Jeff?</li>
<li>JEFF: Yes?</li>
<li>SARAH: When it’s just us, drop the “Ma’am”, ok? You’ve known me as Sarah for far to long.</li>
<li>JEFF: Yes, Ma’am.</li>
<li>SARAH: (SIGHS) I’m sorry they wouldn’t let me appoint you as the XO on the ship. If I had my way…</li>
<li>JEFF: That’s fine. Orders is orders. And Kunstler seems like a good man. I’m not sore about that.</li>
<li>SARAH: (CONFUSED) Then what…?</li>
<li>JEFF: You’ve appointed me liaison with the head snake. Brex hated me from the moment we met. He’s taking way too much pleasure in ordering me around.</li>
<li>SARAH (LAUGHING) Oh, that’s it. (BEAT) You had to know I’d find out you volunteered to wake me up on the day we lost contact with Vega.</li>
<li>JEFF: (SHOCKED) I thought you’d forgotten about that. (LAUGHS) I should have known.</li>
<li>SARAH: Mind like a steel trap, mine.</li>
<li>JEFF: Uh-huh. Then, Captain?</li>
<li>SARAH: (MOCK SERIOUS) Yes, Lieutenant?</li>
<li>JEFF: You realise, of course, that this means war?</li>
<li>SARAH: Why, yes, Lieutenant. Yes, I do. (BEAT) (FIRMLY BUT WITH NO MALICE) You have your orders. Dismissed.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5 &#8211; Int &#8211; BRIDGE OF THE REVENGE &#8211; JUST AFTER TAKE OFF (JEFF, TERG, VASH, VULGE, BREX, KUNSTLER)</h3>
<ol start="283">
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR SLIDES OPEN &#8211; LET IT FINISH.</span></li>
<li>SOUND: FADE IN HUM OF BRIDGE AND COMMAND CREW WALLA &#8211; UNDER</li>
<li>KUNSTLER: (CRISPLY) Captain on deck.</li>
<li><span style="text-decoration: underline;">SOUND: ALL MURMURS STOP. STOMP OF FEET COMING TO ATTENTION.</span></li>
<li>SARAH: Good morning crew. As you were.</li>
<li><span style="text-decoration: underline;">SOUND: MURMUR OF CREW RESUMES &#8211; ESTABLISH AND UNDER</span></li>
<li>KUNSTLER: Permission to report?</li>
<li>SARAH: Permission granted Lieutenant Kunstler. What’s the status.</li>
<li>KUNSTLER: We’re just exiting the solar system and will be prepped for our first traverse shortly.</li>
<li><span style="text-decoration: underline;">SOUND: KLAXXON WARNING &#8211; ESTABLISH AND UNDER</span></li>
<li>SARAH: Communications? Terg, what’s happening?</li>
<li><span style="text-decoration: underline;">SOUND: HURRIED BUTTON CLICKS AND KLAXXON STOPS &#8211; LET IT FINISH.</span></li>
<li>TERG: An unauthorised communication, Miss Sarah. Someone on this ship has sent out a transmission.</li>
<li>VASH: That’s Captain, you numskull. We’re signed up with the Solar patrol, now. You’ve gotta start learning the lingo.</li>
<li>TERG: Yes, of course. I apologise Captain Miss Sarah.</li>
<li>VASH: (GROANS) Urgh!</li>
<li>SARAH: Enough, you two. Put those two heads of yours together and give me some details. Can you identify the point of origin?</li>
<li>VASH: Sorry Ma’am. The burst was too short. It definitely came from our ship though.</li>
<li>SARAH: Well, lieutenant Kunstler, we thought there might be pirates on board.</li>
<li>KUNSTLER: Yes, Ma’am. I’ll order a search immediately.</li>
<li>SARAH: Good idea. I suspect we won’t find anything. If they smuggled the transmitter past our scanners when boarding the ship, they’ll probably have destroyed it before we can locate it. But, you never know. We might get lucky.</li>
<li>KUNSTLER: Yes, Ma’am.</li>
<li>SARAH: Vulge.</li>
<li>VULGE: Yes, Ma’am?</li>
<li>SARAH: Prepare the ship for immediate jump.</li>
<li>VULGE: Yes, Ma’am. May I ask…?</li>
<li>SARAH: If that burst was what I think it was, we’ll be getting some company very shortly. I’d rather we weren’t here when it arrives.</li>
<li>SOUND: BEEP &#8211; LET IT FINISH.</li>
<li>VULGE: All crew: General Stations, prepare for wormhole traverse.</li>
<li><span style="text-decoration: underline;">SOUND: PNEUMATIC DOOR OPENS &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS AND SLITHERING SOUND &#8211; LET IT FINISH.</span></li>
<li>JEFF: (HURRIEDLY) I’m sorry Captain, I couldn’t stop him from…</li>
<li>BREX: (HISSING) What is going on here? I demand to…</li>
<li>SARAH: Right now, Mr Brex, you are not in a position to demand anything. We are about to make an unscheduled traverse.</li>
<li>BREX: But the system hasn’t been tested. We don’t know if…</li>
<li>SARAH: I’m afraid circumstances have forced our hand. If we remain any longer we could have a pirate fleet right on top of us. (BEAT) Is there any reason to worry? You designed and built the drives on this ship after all?</li>
<li>BREX: No of course not. It’s just that…</li>
<li>SARAH: Good, then. Vulge, punch it.</li>
<li>VULGE: Yes, Ma’am.</li>
<li><span style="text-decoration: underline;">SOUND: WHIRRING UP OF WORMHOLE DRIVE &#8211; ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: CHORD TO INDICATE HOLE HAS BEEN PUNCHED &#8211; LET IT FINISH</span>.</li>
<li><span style="text-decoration: underline;">SOUND: METALLIC CRASH DISCORD &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: WHIRRING DOWN OF WORMHOLE DRIVE &#8211; UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: ALARM KLAXXONS &#8211; UNDER</span></li>
<li>SARAH: What’s happened. Vulge, report.</li>
<li>VULGE: The drives have failed. We entered the hole for a moment, but then we were spat out of it early.</li>
<li>SARAH: Sabotage?</li>
<li>BREX: (IMPATIENT) Of course it’s sabotage. My drive design was perfect. Unless one of your human technicians…</li>
<li>SARAH: We’ll get to the bottom of that later. Can you determine where we are, Vulge?</li>
<li>VULGE: Not yet, we’ve come out near some kind of gas giant. I’ll have a better sense of where we are once I can identify some of the stars. We’re a long way from home though. Somewhere on the line between Earth and Vega, I hope. Closer to Earth than Vega given how brief our traverse was. I imagine our Science Officer would have a better sense of how this would work.</li>
<li>BREX: Your dimwit navigator is correct…</li>
<li>VULGE: Hey!</li>
<li>BREX: … I do have a better sense of how this works than she does… and frankly, the wormhole could have dropped us anywhere in the universe if our destination connection wasn’t established properly. We’re just lucky it didn’t dump us in the middle of a sun or black hole.</li>
<li>SARAH: Then we need to figure out where we are as soon as possible, but you need to get the wormhole drive repaired and working. Get down to engineering right away.</li>
<li>BREX: Yes… (SNEERING) Ma’am.</li>
<li>SARAH: And Jeff, don’t let him get up to any mischief.</li>
<li>BREX: Hmpf!</li>
<li>JEFF: Yes, Ma’am.</li>
<li><span style="text-decoration: underline;">SOUND: FEET AND SLITHERING FOLLOWED BY PNEUMATIC DOOR &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: URGENT BEEPING &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: What now?</li>
<li>TERG: Captain, Miss Sarah? We’ve got a battle fleet closing in on us.</li>
<li>SARAH: (SHOCKED) How the…? Have they detected us yet?</li>
<li>VASH: Nah, I don’t think so.</li>
<li>SARAH: Good. What options do we have on the table?</li>
<li>KUNSTLER: We can’t risk an open confrontation with a saboteur running loose on the ship. We don’t know if the weapons systems have been compromised as well.</li>
<li>VULGE: And with our engines damaged we’re in no position to run. They’d be on us in a moment.</li>
<li>SARAH: Then that only leaves us with “hide” as an option. Vulge, baffle the engines and move us into that gas giant. We need to stay hidden while we make the repairs.</li>
<li>VULGE: Yes, Ma’am.</li>
<li>SARAH: Lieutenant Kunstler, sound battle stations and make a priority of finding that saboteur. Also, get Brex’s team onto checking our weapons systems over. We may be in for a fight after all.</li>
<li>KUNSTLER: Yes, Ma’am.</li>
<li><span style="text-decoration: underline;">MUSIC: TENSE SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: INT &#8211; THE ENGINE ROOM &#8211; LATER (BREX, JEFF, ENGINEER #, ENGINEER #)</h3>
<ol start="355">
<li><span style="text-decoration: underline;">SOUND: ENGINE HUM, FLAMES, SOUNDS OF PANIC &#8211; FADE IN, ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: SLITHERING AND RUNNING FEET &#8211; LET IT FINISH.</span></li>
<li>BREX: Typical humans, all panic and no plan!</li>
<li>JEFF: (ANNOYED) They’re following the protocols you set down. They’ve locked down any radiation and are putting out the fires!</li>
<li>BREX: Hmpf! My people would be more efficient.</li>
<li>JEFF: Well, my people are handling things at the moment. What do we need in order to get these drives repaired and functioning again?</li>
<li>BREX: Insolent! I’ll need to examine the drives and see what needs to be repaired and replaced. In the meantime I’ll need you to bring my tools from the lab. Here, take this key.</li>
<li>JEFF: This is a key? It’s the size of a wrench (and twice as heavy).</li>
<li>BREX: Well… what are you waiting for? Get going.</li>
<li>JEFF: Yes, Bwana.</li>
<li>BREX: (AS IF TO AN IDIOT) My title is Chief Science Officer Brex, human, not Bwana.</li>
<li>JEFF: My mistake!</li>
<li><span style="text-decoration: underline;">SOUND: JEFF RUNS OUT.</span></li>
<li>BREX: Now that the imbecile is out of the way…</li>
<li><span style="text-decoration: underline;">SOUND: WRENCHING STEEL &#8211; LET IT FINISH.</span></li>
<li>BREX: Hmmmm. This doesn’t look good.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7 – INT – COMMAND CENTRE – WHILE THE ABOVE HAS BEEN HAPPENING.</h3>
<ol start="372">
<li><span style="text-decoration: underline;">SOUND: BACKGROUND BEEPING AND HUM ETC. – ESTABLISH AND UNDER.</span></li>
<li>TERG: Captain, Miss Sarah?</li>
<li>VASH: Gimme a break!</li>
<li>SARAH: Yes, Terg?</li>
<li>TERG: I’ve got comms from the gun batteries. Shall I put them through?</li>
<li>SARAH: Right away.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>ARCTURAN #1: (HISSING) We’ve examined the gun batteries, Captain. They have all been sabotaged. The damage was extremely hard to detect but, if we attempt to use our offensive weaponry, our own guns will likely destroy our ship.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: And our shields? Are they likely sabotaged as well?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>ARCTURAN #1: (HISSING) We haven’t got to them yet, but, in all likelihood, yes.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: How long do you estimate it will take to get our offensive and defensive systems back on line?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>ARCTURAN #1: (HISSING) Somewhere between six and ten hours depending on how subtle the damage is.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: I doubt we have that kind of time. The gas giant is hiding us for the moment, but I don’t know how long that can last.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>ARCTURAN #1: (HISSING) It’s worse than you think. Our readings indicate that the gas cloud is corrosive. It has already begun eating into the hull. We may only have an hour and a half, at best. Time is running out fast.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARA: Damnit! (BEAT) Alright. Be as quick as you can and keep me posted on the integrity of the hull. – Out.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: I hope Jeff and Brex are having better luck getting those engines back online.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8 – Int -THE HALLWAY OUTSIDE ATMOSPHERE – (JEFF, SABOTEUR#1, SABOTEUR #2)</h3>
<ol start="397">
<li><u>SOUND: HURRIED FOOTSTEPS – ESTABLISH AND UNDER</u></li>
<li>JEFF: How’d I come to this? Running errands for a cantankerous giant winged snake? I’m an officer for crying out&#8230;</li>
<li><u>SOUND: BURST OF DRILL NOISE – LET IT FINISH.</u></li>
<li>JEFF: Hang on. What’s that? No-one should be down here with the oxygen reclamation equipment. At least not now.</li>
<li><u>SOUND: COMBINATION BEING ENTERED – LET IT FINISH.</u></li>
<li><u>SOUND: PNEUMATIC DOOR OPENS – LET IT FINISH.</u></li>
<li>JEFF: Hey, is someone there? I already heard you so you might as well come out where I can see you.</li>
<li>SABOTEUR #1: (AT A DISTANCE) Aw hell.</li>
<li><u>SOUND: EQUIPMENT DROPS ON FLOOR – LET IT FINISH.</u></li>
<li>SABOTEUR #1: Damn!</li>
<li>JEFF: Easy&#8230; Easy&#8230; You don’t have time to reach for your weapon. I’ve already got you covered.</li>
<li>SABOTEUR #2: Don’t move&#8230; and put your gun down.</li>
<li>JEFF: Damnit! Should have known there’d be two of you.</li>
<li>SABOTEUR #2: (SLIGHTLY PANICKY) Shut up. And drop your side-arm. Keep your back turned. This is a blaster I’ve got pressed between your shoulder blades.</li>
<li>JEFF: Alright. I’m dropping the gun now.</li>
<li><u>SOUND: GUN FALLS TO FLOOR – LET IT FINISH.</u></li>
<li>JEFF: There. So what’s the plan? Introduce something into the atmosphere system? Knock us all out, maybe? Or maybe you wanted to kill us?</li>
<li>SABOTEUR #2: I said, shut up!</li>
<li>SABOTEUR #1: (ALSO PANICKY) He thinks we’re stupid enough to tell him our plan. Just shoot him, already.</li>
<li>SABOTEUR #2: (TRYING TO WORK UP TO IT WITH FALSE BRAVADO) Yeah. Yeah, I will&#8230;</li>
<li>JEFF: I wouldn’t do that if I were you fellas.</li>
<li>SABOTEUR #2: Why not?</li>
<li>JEFF: You guys aren’t real smart, you know? I mean I’ve already seen your partner. As for you, you can’t honestly think you’re going to get away with this. Are you still hoping I won’t work out who you are? You’re not at your post. That’ll be a giveaway on it’s own. And I recognize your voice. You’re one of the new engineers. From the way that gun barrel is shaking against my back, you’ve never even held a weapon before, have you?.</li>
<li>SABOTEUR #2: (ALMOST CRYING) I told you to shut up. None of this will matter when I shoot you.</li>
<li><u>SOUND: PISTOL WHIP – LET IT FINISH.</u></li>
<li>JEFF: (GRUNTS) Ugh! (BEAT) Okay. Okay. I get it. (BEAT) But you know the way your holding your weapon against me?&#8230; I’ve gotta say&#8230;well, it wouldn’t actually take much to&#8230; (GRUNTS) Ugh&#8230;</li>
<li><u>SOUND: GUN BEING GRABBED AND TWO SHOTS FOLLOWED BY TWO BODY DROPS – LET IT FINISH.</u></li>
<li>JEFF: &#8230; Twist around, grab your blaster, and put the two of you down.</li>
<li>SABOTEUR #2: (DISBELIEVING) You&#8230; you shot me?</li>
<li>JEFF: Consider yourself better off than your friend. I had to fire in something of a hurry and he was further away so it was harder to aim for the non-lethal wound.</li>
<li>SABOTEUR #2: (PANICKED) Did you kill him? What are you going to do to me?</li>
<li>JEFF: Me? Nothing. (BEAT) Well, nothing if you cooperate. Here, get up. I only winged you. (BEAT)</li>
<li>SABOTEUR #2: (GRUNTS) Ugh.</li>
<li>JEFF: There you go. You see, I’m much more interested in how many of you are on board and what you’re trying to do to us than what I might want to do to you right now.</li>
<li>SABOTEUR #2: What do you mean?</li>
<li>JEFF: I mean that you’re going to tell me what you were doing down here or I’m going to fry your knee-caps.</li>
<li>SABOTEUR #2: Okay. Okay. As far as I know, it’s just the two of us. We were paid to send out a transmission once we got out of the solar system and engage in sabotage. As for the latter, it’s already done. We’ve wrecked your drives and put a toxin in the oxygen supply.</li>
<li>JEFF: What? (BEAT) Aw hell.</li>
<li><u>SOUND: PISTOL WHIP AND BODY DROP – LET IT FINISH.</u></li>
<li>JEFF: Now that’s how you pistol-whip someone, buddy. As for your friend, he’s injured but will likely live – I just needed some leverage with you. I’ll get security down here for the two of you shortly, but first I need to isolate the contaminated air&#8230; and fast&#8230;</li>
<li>MUSIC: DRAMATIC SCENE ENDER – LET IT FINISH.</li>
<li><u>MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER:</strong> I come from a long line of military personnel. It’s an honour to serve… in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot… and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE:</strong> I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<p><strong>VASH:</strong> They say I sound like a new york cabbie. I’ll have to visit there one day and see what that means. I handle this bucket’s long range scans, and the weapons systems. I also have pretty good knowledge of xeno-biology and combat medicine. I’m also the oldest head of a two-headed Thrilexian (the other head is called Vash). I guess you humans would call us brothers. We get along pretty good – we have to since we’ve only got one body between us).</p>
<p><strong>TERG:</strong> I sound like someone called C3PO, apparently. I’m the diplomat and thinker in our little group. I’m always polite and would, according to the humans, make a fine valet or butler, if it weren’t for my other head (who is, admittedly, rather coarse). I have no idea whether the humans are joking when they say this or not. I work as the Chief Communications Officer in the command center of the ship. I’m a natural translator and, like all my species, create a telepathically generated field that allows all creatures within close proximity to understand one another.</p>
<p><strong>VULGE:</strong> I sound like a female Austrian body builder. All the humans on board keep asking me to say “I’ll be back”. What’s with that? I am an astro-navigation expert as well as an expert in combat and heavy weapons. People keep referring to me as a turtle. I’ve seen turtles. They are small and slow. I am huge, strong and fast and my shell is big and well formed.</p>
<p><strong>BREX:</strong> (HISSING) I am a predator, and don’t you forget it. I have lived long and risen to the highest ranks within my species. My wingspan is mighty and my fangs are long. In several thousand years of life I have become one of the foremost scientists in the galaxy. You should all be working for me. If my people have our way, you humans will one day be our slaves. And if I ever hear you referring to me as a “snake” again, I will gut you, skin you, and hang your carcass upon the wall of my sleeping quarters</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ADMIRAL FERRIS:</strong> They say I’m crusty, cantankerous and downright ornery, do they? Well, I guess I am. It’s a useful reputation to have. Keeps people on their toes. But inside the Directorate itself things are a lot less formal. That’s the nature of the spy game in a nutshell. We play roles in the outside world for the sake of the job. But in here… well, in here the job is everything.</p>
<p><strong>LIEUTENANT KUNSTLER:</strong> I’m a professional soldier and member of the Solar Patrol’s Navy. I’ve been assigned to Captain Sarah</p>
<p>Tanner’s multi-species crew. They all know each other and seem to work as a team. I’m the new comer, but I’m getting to know how things work. I don’t understand how I came to be Tanner’s second in command instead of Lieutenant Chase, though. Fortunately, he doesn’t seem to be harbouring any ill-feeling towards me.</p>
<p><strong>ARCTURAN #1:</strong> (HISSING) Like Brex, I’m an Arcturan. I’m much smaller than him (but still larger than you humans) with wings and claws (though no hind legs, just a snake-like tail). I have been signed on with the crew because of my scientific expertise. I can’t wait for this expedition to be finished. You humans stink! And you presume to give US orders. We are far superior to you in every way. Why Brex puts up with it I don’t know.</p>
<p><strong>SABOTEUR #1 &amp; 2:</strong> I’m a member of the crew who has been paid handsomely to betray the mission. I’ve got debts and they found me and offered me money. I didn’t want to do it, but yeah, I’m willing to kill all of you for the cash. I’ve got no choice.</p>
<p><strong>TECHNICIAN:</strong> Like all those who get selected to work with Captain Tanner, I’m competent, smart, and capable. I do my job without panic and with dispatch.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-2-hidden-enemy/">Singularity &#8211; Episode 2 &#8211; A Hidden Enemy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3508</post-id>	</item>
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		<title>Increase Immersion with Four Narrative Techniques (and a Fifth Tip that Matters Just for Audio Drama)</title>
		<link>https://weirdworldstudios.com/increase-immersion-four-narrative-techniques-fifth-tip-matters-just-audio-drama/</link>
					<comments>https://weirdworldstudios.com/increase-immersion-four-narrative-techniques-fifth-tip-matters-just-audio-drama/#comments</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 01 Aug 2017 04:34:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[Writing for Radio]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[narrative techniques]]></category>
		<category><![CDATA[script writing]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3497</guid>

					<description><![CDATA[<p>Four Narrative Techniques that Increase Immersion (and a Fifth Tip that Matters Just for Audio Drama) Are you looking for some suggestions on how to increase the immersion created by the stories you tell?  Some simple ways to bring your scripts to life in the minds of your audience? The following are some ideas/techniques, borrowed [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/increase-immersion-four-narrative-techniques-fifth-tip-matters-just-audio-drama/">Increase Immersion with Four Narrative Techniques (and a Fifth Tip that Matters Just for Audio Drama)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Four Narrative Techniques that Increase Immersion (and a Fifth Tip that Matters Just for Audio Drama)</h2>
<p><figure id="attachment_3498" aria-describedby="caption-attachment-3498" style="width: 130px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3498 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/microphone.png?resize=130%2C200" alt="microphone by Miyukiko © 2013" width="130" height="200" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?w=130&amp;ssl=1 130w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/microphone.png?resize=100%2C154&amp;ssl=1 100w" sizes="(max-width: 130px) 100vw, 130px" /><figcaption id="caption-attachment-3498" class="wp-caption-text">microphone by Miyukiko © 2013</figcaption></figure></p>
<p>Are you looking for some suggestions on how to increase the immersion created by the stories you tell?  Some simple ways to bring your scripts to life in the minds of your audience?</p>
<p>The following are some ideas/techniques, borrowed from prose and narrative writing, that I have tried to employ in my script writing in order to do just that.</p>
<p>1. <strong>Create a sense of time and place</strong> &#8211; ensure the audience knows where and when the action is taking place. You can reveal it slowly throughout the dialog or in a single convenient hit (using a narrator). Some folks hate the use of a narrator, but for setting a scene, the narrator can be genuinely helpful.  It&#8217;s easy to forget to tell your audience where and when the story is taking place but without that information the degree of immersion is lessened.</p>
<p>Even though we are talking about audio drama, it can be helpful to think about setting the scene in cinematic terms &#8211; using the wide shot, medium shot, and closeup to set the scene.</p>
<p>The <strong>wide shot</strong> (or establishing shot) sets the location in its context (eg. &#8220;In a dusty desert plain&#8230;&#8221;).</p>
<p>The <strong>medium shot</strong> presents the location itself (eg. &#8220;&#8230; stands an old wooden house&#8230;).</p>
<p>The <strong>closeup</strong> presents the scene&#8217;s characters in context (eg. &#8220;&#8230; in which an old man sits on a battered sofa, staring out his lounge room window.&#8221;)</p>
<p>2. <strong>Establish the mood</strong> &#8211; is it celebratory, creepy, tragic, joyful etc? Finding and communicating the emotion of a scene to your audience increases immersion. A scene in which giggling children visit their grandparents well-kept house for a family celebration on a sunny day has a totally different mood to a scene where nervous children visit their grandparents run-down house for a wake during a thunderstorm.</p>
<p>3. <strong>Activate the senses</strong> &#8211; let the audience know how the setting sounds, smells, feels, and appears. The more the audience can “sense” the space in which the characters are moving, the greater the immersion that will result.</p>
<p>4. <strong>Engage the emotions through reactions</strong> &#8211; reveal the physical/instinctive reaction, emotional reaction, and volitional reaction of protagonist(s).</p>
<p><strong>Instinctive reactions</strong> are laughs, cries, grunts, turning pale, breaking out in a sweat, having your heart start thumping in your chest, jumping with fright, etc. These reactions follow events instantly, occurring at the unconscious, instinctive, level and are usually physiological in nature.</p>
<p><strong>Emotions</strong> then follow; fear, surprise, joy, sadness, anger etc.</p>
<p>Lastly, the brain kicks in and our characters <strong>decide</strong> how to respond.</p>
<p>Jack is walking along a jungle trail and out jumps a lion &#8211; he freezes and starts to tremble, the fear mounting inside him, and raises his rifle to try and sight along it at the creature.</p>
<p>We don’t need to provide cues to each of these elements of human reaction every time, but we do need to take note of the order. Instinct precedes emotion which precedes conscious thought and not the other way round. Audiences can ALWAYS tell when we mess this up; it just feels wrong, somehow (like someone saying tock-tick instead of tick-tock).</p>
<p>5. Have the characters <strong>use each other&#8217;s names regularly</strong>; in audio, names need to be heard more frequently than in visual media (or even books). In real life we don’t use each other&#8217;s names that often, but in audio drama we need to provide the audience with name cues fairly regularly in order to make up for the lack of a visual reference points for recognizing characters.</p>
<p>These techniques don’t need to be used in every scene and situation, but they can be used to help create immersion whenever and wherever you deem fit. Let&#8217;s take a closer look at how this works with an, admittedly, artificial example.</p>
<h3>Example Scene (Before)</h3>
<p>Firstly, (for comparison purposes) here is an <strong>example</strong> scene <strong>without</strong> resort to <strong>these techniques</strong>. It’s incredibly basic and could definitely use some sprucing up.</p>
<p><span style="text-decoration: underline;">1. SOUND: NIGHT AMBIANCE &#8211; SOME WIND &#8211; ESTABLISH AND UNDER.</span></p>
<p>2. JOHN: Look at this place will ya? No-one&#8217;s been in this old house for years.</p>
<p>3. BASIL: Yeah, well. I never said we was going on a picnic.</p>
<p>4. JOHN: I mean it, Basil. It&#8217;s like the folks who lived here just got up and left everything behind.</p>
<p>5. BASIL: Stop being such a whiner.</p>
<p><span style="text-decoration: underline;">6. SOUND: AXE BEING DRAGGED ALONG FLOOR. LIMPING FOOTSTEPS APPROACH &#8211; UNDER.</span></p>
<p>7. JOHN: Basil, d’you hear that?&#8230; Basil?</p>
<p>8. BASIL: This ain&#8217;t right. There shouldn&#8217;t be anyone else here.</p>
<p>9. JOHN: Basil? What do we do?</p>
<p><span style="text-decoration: underline;">10. SOUND: LIMPING FOOTSTEP AND DRAG APPROACHES &#8211; CONTINUE UNDER.</span></p>
<p>11. BASIL: Just get your gun up and ready. Who ever this is&#8230; they&#8217;re in for a big surprise.</p>
<p><span style="text-decoration: underline;">12. SOUND: TWO GUNS BEING READIED &#8211; LET IT FINISH.</span></p>
<p>###</p>
<h3>Example Scene (After)</h3>
<p>Even though what follows is a little artificial, it’s easy to see how the techniques we’ve discussed add immersion to the action.</p>
<p>1. NARRATOR: It&#8217;s midnight and deep in the Wisconsin woods stands a large wooden house, the second story of which juts up over the dark and twisted treetops. Inside the house two intruders are moving quietly from room to room. <strong>[Establishing sense of time and place &#8211; and a bit of mood &#8211;  using wide shot, medium shot, and closeup]</strong></p>
<p><span style="text-decoration: underline;">2. SOUND: NIGHT AMBIANCE &#8211; SOME WIND &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">3. SOUND: CREAKING FLOORBOARDS &#8211; UNDER</span>. <strong>[Activating senses &#8211; hearing]</strong></p>
<p>4. JOHN: Look at this place will ya? No-one&#8217;s been in here for years. This dust is an inch thick and I ain&#8217;t seen this many rat droppings in&#8230; well, ever.</p>
<p>5. BASIL: Yeah, well. I never said we was going on a picnic, John <strong>[introducing the second character&#8217;s name]</strong>.</p>
<p>6. JOHN: I mean it, Basil <strong>[introducing the first character&#8217;s name]</strong>, this place is creepy. Nothing&#8217;s been touched in here forever. It&#8217;s like the folks who lived here just got up and left everything behind&#8230; and the shadows look&#8230; wrong somehow. Deeper. <strong>[Establishing mood and activating sight]</strong>.</p>
<p>7. BASIL: Don&#8217;t get your panties in a twist. You&#8217;re gonna make the women nervous. Hold that gun of yours tighter and wave it around a bit if you&#8217;re scared.</p>
<p>8. JOHN: (IGNORING BASIL, GRUNTS IN DISGUST) Ugh.</p>
<p>9. BASIL: What now?</p>
<p>10. JOHN: I just walked through a mess of cobwebs. Damn it. They&#8217;re stuck to my face. Here, check if I&#8217;ve got any spiders on me! <strong>[Activating touch]</strong></p>
<p>11. BASIL: Stop being such a whiner. What&#8217;s a spider or two? They ain’t gonna hurt you. (BEAT) What&#8217;s that smell? I think there&#8217;s something dead in the next room.</p>
<p>12. JOHN: I don&#8217;t&#8230; hey yeah. Something smells&#8230; rotten. [<strong>Activating smell]</strong></p>
<p><span style="text-decoration: underline;">13. SOUND: AXE BEING DRAGGED ALONG FLOOR. LIMPING FOOTSTEPS APPROACH &#8211; UNDER</span>. <strong>[Activating hearing].</strong></p>
<p>14. JOHN: Basil&#8230; Basil, you&#8217;ve gone pale. [Physical reaction]</p>
<p><span style="text-decoration: underline;">15. SOUND: BEATING HEART &#8211; UNDER AND FADE</span>.</p>
<p>16. BASIL: This ain&#8217;t right. There shouldn&#8217;t be anyone else here.</p>
<p>17. JOHN: Basil, I&#8217;m scared. <strong>[Emotional reaction]</strong></p>
<p><span style="text-decoration: underline;">18. SOUND: LIMPING FOOTSTEP AND DRAG APPROACHES &#8211; CONTINUE UNDER</span>.</p>
<p>19. BASIL: Shut up, John.  Just get your gun up and ready. Who ever this is&#8230; they&#8217;re in for a big surprise. <strong>[volitional reaction]</strong></p>
<p><span style="text-decoration: underline;">20. SOUND: TWO GUNS BEING READIED &#8211; LET IT FINISH</span>.</p>
<p>###</p>
<p>The above example may not be great art, but I think it illustrates how the elements combine to intensify the immersion of the audience in the scene.</p>
<h3>A Note on Music</h3>
<p>Background music of the appropriate mood also intensifies the experience for the audience (but I&#8217;m no musician, so I really don&#8217;t have much to say about the use of music).  If the use of music to affect mood is of interest, I&#8217;d recommend the following video by <a href="https://www.youtube.com/user/brianmackenzie">Brian Mackenzie</a> as a great example of just how powerful music can be.</p>
<p><div class="su-youtube su-u-responsive-media-yes"><iframe width="600" height="400" src="https://www.youtube.com/embed/i1PwrcIx5us?" frameborder="0" allowfullscreen allow="autoplay; encrypted-media; picture-in-picture" title=""></iframe></div></p>
<p>Well, that’s it until next time. Why don’t you reply in the comments with any tips and techniques you use to increase the immersion your audience experiences when listening to, or reading, your plays.</p>
<p>This article is &copy; 2017 by Philip Craig Robotham &#8211; all rights reserved.</p>
<p>The post <a href="https://weirdworldstudios.com/increase-immersion-four-narrative-techniques-fifth-tip-matters-just-audio-drama/">Increase Immersion with Four Narrative Techniques (and a Fifth Tip that Matters Just for Audio Drama)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3497</post-id>	</item>
		<item>
		<title>Singularity &#8211; Episode 1 &#8211; Briefings</title>
		<link>https://weirdworldstudios.com/singularity-episode-1-briefings/</link>
					<comments>https://weirdworldstudios.com/singularity-episode-1-briefings/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Jul 2017 22:00:30 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[briefings]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[singularity]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3483</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Briefings&#8221;, episode 1 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-1-briefings/">Singularity &#8211; Episode 1 &#8211; Briefings</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Briefings&#8221;, episode 1 of our new Space Opera; Singularity. This is a brand new (unpublished) series (featuring Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3484" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/07/026SO003Sml.png?resize=200%2C283" alt="Space Opera - SO003 - Singularity" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/07/026SO003Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3484" class="wp-caption-text">Space Opera &#8211; SO003 &#8211; Singularity</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_M-Converted-150x150.png?resize=150%2C150" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>SINGULARITY</h2>
<h3>EPISODE #1 – BRIEFINGS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #3: Singularity</strong></p>
<p>Sarah Tanner, Jeff Chase, and their interspecies team of alien crewmen have been placed in charge of the latest dreadnaught to be added to the fleet of the Solar Patrol. Charged with protecting Earth’s precious supply of the mineral essential to enable the use of wormhole technology they set out for Vega Station, the asteroid mining and research station where the ore is obtained. On arrival they find the station has been destroyed, but that those who worked there had also uncovered a key scientific breakthrough that could alter the outcome of the ongoing war with the Council of Six. Desperate to get the data safely back to earth, their ship is set upon by a pirate fleet and blasted into an alternate space that is home to a hostile intelligence. In order to get home with the data our heroes will need to survive encounters on the edge of a black hole, fight robotic surgeons, engage in a contest of wills with a dangerous artificial intelligence, and resist a new and insidious form of technological mind control. Can they escape from the starless space into which they have been thrust and return home with their discoveries intact? Tune in to “Alone in a starless sky” and be astonished as an ancient alien space-station is revealed to hold the key to the survival and victory of the human species.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>SINGULARITY</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>ADMIRAL FERRIS:</strong> Head of the Intelligence Directorate of the Solar Patrol</p>
<p><strong>ADMIRAL ARBUTHNOT:</strong> Blustering and easily led Admiral</p>
<p><strong>ADMIRAL JENNINGS:</strong> Corrupt Admiral</p>
<p><strong>ADMIRAL TAYLOR:</strong> Fair minded ally of Admiral Ferris</p>
<p><strong>SARAH TANNER:</strong> Captain in the Intelligence Directorate</p>
<p><strong>JEFF CHASE:</strong> Lieutenant in the Intelligence Directorate</p>
<p><strong>LOGAN SMOOT:</strong> Self involved (wannabe) suitor of Sarah.</p>
<p><strong>TECHNICIAN:</strong> Communications technician</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>Act 1</h2>
<h3>Scene 1 &#8211; Int &#8211; Admiralty – Day (Admiral Ferris, Admiral Arbuthnot, Admiral Jennings, Admiral Taylor)</h3>
<p><span style="text-decoration: underline;">1. MUSIC: OPENING THEME LET IT FINISH.</span></p>
<p>2. NARRATOR: In the dimly lit recesses of the Directorate, the headquarters of Solar Patrol’s intelligence division, a hastily arranged meeting is about to take place. In this meeting nothing less than the survival of the human race as a free species (in the face of the continuing invasion attempts by the mysterious alien Council of Six) is the topic of discussion.</p>
<p><span style="text-decoration: underline;">3. SOUND: WHIR AND HISS OF PNEUMATIC DOOR OPENING &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">4. SOUND: FOOTSTEPS AND CHAIRS BEING DRAWN UP AROUND TABLE &#8211; LET IT FINISH.</span></p>
<p>5. ADMIRAL FERRIS: I apologize for gathering the three of you in such hurried circumstances. We have some important issues to discuss.</p>
<p>6. ADMIRAL ARBUTHNOT: (GRUFFLY) Get to the point, Ferris. I haven’t got all day.</p>
<p>7. ADMIRAL JENNINGS: (SNEERING) You always were a blunt instrument, Arbuthnot&#8230;</p>
<p>8. ARBUTHNOT: Hmpf!</p>
<p>9. JENNINGS: But you do have a point.</p>
<p>10. ADMIRAL TAYLOR: Arbuthnot? Jennings? Can we put our general rivalry aside for one moment and allow Admiral Ferris to explain why he has gathered all four Fleet Admirals for such an unusual meeting? You aren&#8217;t about to propose a coup are you?</p>
<p>11. FERRIS: (ANNOYED) No, I&#8217;m not. I wish to discuss two issues with you. Both matters of significant import for Earth&#8217;s security.</p>
<p>12. JENNINGS: Well, I wouldn&#8217;t expect anything less to draw our chief spy out into the light. I can&#8217;t remember the last time you actually called a joint meeting.</p>
<p>13. FERRIS: Then I&#8217;ll get to the point. The pirates are back. We began losing small trading vessels about a month ago. No-one flagged it at first since a lot of ships try to fly off the grid in interplanetary trade.</p>
<p>14. ARBUTHNOT: Not a lot of money to be made in interplanetary trade if you&#8217;re honest. The expense of maintaining and running a ship is too high. Lots of captains fail to log flight plans or, even if they do, they doctor them to hide their real travel plans.</p>
<p>15. FERRIS: Exactly. But three days ago, a class three supply ship was hit. It was on its way to resupply Vega station.</p>
<p>16. TAYLOR: (SHOCKED) And we&#8217;re just hearing about this now?</p>
<p>17. FERRIS: I only heard about it myself this morning.</p>
<p>18. JENNINGS: (DRIPPING WITH SARCASM) Another fine example of how well spent the intelligence budget is.</p>
<p>19. FERRIS: Be that as it may. If the supply ship was heading for Vega, that means the enemy may now be fully aware of the station and it&#8217;s strategic importance.</p>
<p>20. JENNINGS: And your point is?</p>
<p>21. FERRIS: My point, gentlemen, is this; now that we have the capacity to build ships with wormhole drives, we must supply those ships with the elements needed to create those wormholes. At present our only supply of the element we are calling C comes from the Vega mining station, a station so far from our solar system that it takes three successive jumps to reach it. We must secure our supply against piracy to have any real chance of staying in this fight, and right now that security is under threat.</p>
<p>22. TAYLOR: I see. And I take it you have a solution in mind.</p>
<p>23. FERRIS: A proposal, at any rate. I suggest we need a mobile battle station. Something in the order of the pirate base that my people destroyed when we discovered the extent of the pirate threat. It would serve as a staging platform for the deployment of our fleet and would have the capacity to use wormhole technology to travel to and from points of military engagement almost instantly.</p>
<p>24. JENNINGS: A battle station? Have you taken leave of what little wits you used to possess?</p>
<p>25. ARBUTHNOT: Madness! Just think of the money involved!</p>
<p>26. TAYLOR: I&#8217;m inclined to hear you out, Ferris. But I admit that you&#8217;ll need to make a strong case for that kind of an investment.</p>
<p>27. FERRIS: The survival of our planet as a free people isn&#8217;t enough?</p>
<p>28. ARBUTHNOT: How dare you! We are all interested in the survival of our planet.</p>
<p>29. TAYLOR: That was a low blow, my friend. We have limited resources and need to make the best possible use of them in this war.</p>
<p>30. JENNINGS: What war? We&#8217;ve precious little real intelligence to go on regarding this threat. Second hand accounts from less than reputable alien species.</p>
<p>31. FERRIS: And several well coordinated attacks on our defences aimed at crippling us&#8230;</p>
<p>32. JENNINGS: That we succeeded in driving back. Lives were lost, true, but we won. We are clearly the stronger adversary in this&#8230;</p>
<p>33. FERRIS: Now, who&#8217;s talking madness? We nearly lost the entirety of our military command structure and our fleet capability in those two sneak attacks. We have a dangerous and, to this point, invisible enemy, whose engagements thus far have been little more than tentative probings of our defenses, minor jabs, if you will&#8230; and they&#8217;ve come perilously close to defeating us without our being able to land a single retaliatory blow. The main strike, when it comes, will be calculated to be a killing blow. The alien refugees&#8230;</p>
<p>34. JENNINGS: (DERISIVE) Pshft.</p>
<p>35. FERRIS: &#8230;have provided us with intelligence of a galaxy spanning empire of unimaginable power, one which has discovered us and decided we should be their next target of conquest.</p>
<p>36. JENNINGS: You know as well as I do that these &#8220;refugees&#8221; have every reason to exaggerate their circumstances in order to find safe harbour.</p>
<p>37. FERRIS: I have often suspected you of being a fool, Jennings, but every once in a while you open your mouth and put the matter beyond dispute.</p>
<p>38. JENNINGS: (MOCKING LAUGH) Hmpf.</p>
<p>39. TAYLOR: Before this degenerates further, Ferris, can you give us the breakdown of your proposal?</p>
<p>40. FERRIS: (CALMING BREATH) Yes, of course. In front of you is a copy of the proposal, classified of course, it provides a complete breakdown of the costs and objectives relating to the construction of a battle station if you turn to page (FADE OUT).</p>
<p>41. FERRIS: (FADE IN) And so you can see, both in terms of reasoning and costs, the proposal is a compelling one. We have to develop an effective offensive as well as defensive capability. At the moment we have neither. We don&#8217;t have a secure enough supply of the elements needed to drive the construction of a full scale fleet of wormhole capable offensive ships. We haven&#8217;t even the capacity for anything short of creating a defensive ring of ships around a few key worlds in this solar system using traditional drives. A defensive war is a losing war. We must secure the supply of wormhole drive elements and give our fleet the capacity to jump through space. A mobile battlestation, capable of carrying the fleet would accomplish these objectives.</p>
<p>42. ARBUTHNOT: (GRUFFLY) You make a surprisingly compelling case, Ferris. But I still have some concerns.</p>
<p>43. FERRIS: Yes?</p>
<p>44. ARBUTHNOT: While it would greatly increase our capacity, I can&#8217;t help feeling that it puts all of our eggs in one basket. We could, as you point out, use the station to transport our conventional fleet from point to point&#8230; but, were it to be destroyed, that would be the end of us.</p>
<p>45. FERRIS: True, but I am only suggesting this as a stop-gap measure, until we can secure a wormhole capable fleet.</p>
<p>46. JENNINGS: No, I am in agreement with Arbuthnot. This solution is too risky. I will not support it.</p>
<p>47. FERRIS: And you, Taylor? What&#8217;s your view on this?</p>
<p>48. TAYLOR: (HESITANT AND DIPLOMATIC) I&#8230; appreciate&#8230; the importance of our situation, the peril that we face, and the need to achieve a strong offensive capability as quickly as possible&#8230;</p>
<p>49. FERRIS: But?</p>
<p>50. TAYLOR: But, I&#8217;m inclined to agree with the others. Your proposal is highly resource intensive, would necessarily reduce our investment in the construction of a wormhole capable offensive fleet, and increases the risk, however temporarily, that our fleet could be destroyed by a single engagement.</p>
<p>51. FERRIS: So, I&#8217;m outvoted then.</p>
<p>52. TAYLOR: Yes, but I have a counter proposal. One that may satisfy you.</p>
<p>53. FERRIS: Go on&#8230;</p>
<p>54. TAYLOR: Build a wormhole capable dreadnaught class ship, something that could act as a kind of carrier craft, but would not make an unacceptable dent in our resources or program of fleet construction. It could be deployed to protect the supply of essential minerals and could be easily redeployed if another attack occurred.</p>
<p>55. FERRIS: No, this is not even close to what we need to&#8230;</p>
<p>56. JENNINGS: It is the best you are going to get, Ferris. It&#8217;s either this or nothing.</p>
<p>57. ARBUTHNOT: You may not like it, Ferris. But even you can see that something is better than nothing.</p>
<p>58. FERRIS: (SIGHS) Alright, but I want my objections to be included in the record.</p>
<p>59. JENNINGS: (SNEERING) Done. (BEAT) But this wasn&#8217;t the only order of business you wished to bring to our attention.</p>
<p>60. FERRIS: Hmmm? Oh, yes. We need to discuss the approach we should be taking with our latest guests.</p>
<p>61. JENNINGS: (DARKLY) Yes. The Arcturans. If I had my way, we&#8217;d expell them into deep space and leave them to rot.</p>
<p>62. FERRIS: I&#8217;m aware of what your own intelligence arm have been telling you, Jennings.</p>
<p>63. TAYLOR: (SHOCKED) You&#8217;ve been spying on us! This is the exact reason we&#8217;ve had to develop our own intelligence arms.</p>
<p>64. JENNINGS: (BELLIGERANT) Your intelligence gathering, Ferris, has been less than satisfactory for some time. If I felt the need to take an interest in matters myself, it is only because of your continuing failures. Quis custodiet ipsos Custodes?</p>
<p>65. ARBUTHNOT: (GRUFF) Stop showing off.</p>
<p>66. FERRIS: That you would be quoting Juvenal is the height of absurdity. You are both the embodiment of and the justification for those words.</p>
<p>67. JENNINGS: You&#8217;ve been keeping things from us regarding that race of snakes though, haven&#8217;t you?</p>
<p>68. TAYLOR: What do you mean?</p>
<p>69. JENNINGS: There have been three attempted coups on Arcturus since they brought their planet into orbit around our sun. Ferris&#8217; department has quietly scotched five seperate attempts by the Snakes to organise a takeover of the solar alliance.</p>
<p>70. TAYLOR: Is this true?</p>
<p>71. FERRIS: (BORED) In so far as it goes.</p>
<p>72. TAYLOR: Why haven&#8217;t you said anything?</p>
<p>73. FERRIS: I was about to, before Jennings pre-empted me.</p>
<p>74. JENNINGS: And stopped you from spinning us another web of nonsense. Are you going to deny that these &#8220;refugees&#8221; constitute a serious threat?</p>
<p>75. FERRIS: Not at all. They are larger, stronger, technologically well in advance of our current capabilities, aggressive, arrogant, secretive, warlike and, since they moved their planet most of the way across the galaxy, … here. That Jennings has undertaken a ham-fisted attempt at spying on them has escalated the risks involved in achieving their integration into the solar alliance.</p>
<p>76. ARBUTHNOT: Integration! You must be insane.</p>
<p>77. FERRIS: Have you forgotten that it is the Arcturans who have placed wormhole technology in our hands, along with a slew of new weapons and medical advances? We need this race as an ally.</p>
<p>78. JENNINGS: Do we? My sources inform me that they have been actively seeking to undermine the alliance in preparation for a coup.</p>
<p>79. FERRIS: Your sources are barely competant and fueled by paranoia.</p>
<p>80. JENNINGS: You deny their presentation of the facts then?</p>
<p>81. FERRIS: Not as such&#8230;</p>
<p>82. JENNINGS: Ha!</p>
<p>83. FERRIS: But, I utterly repudiate the simplistic analysis and lack of nuance of your amateurs.</p>
<p>84. ARBUTHNOT: Now, steady on!</p>
<p>85. FERRIS: Imagine for a moment, that I decided to deploy my own special forces into an active war zone, Arbuthnot. What would you conclude?</p>
<p>86. ARBUTHNOT: Hmpf!</p>
<p>87. FERRIS: It would be a catastrophe! If nothing else, I would like this meeting to acknowledge the danger presented by the amateur meddling in intelligence matters that Admiral Jennings&#8217; little adventure represents.</p>
<p>88. TAYLOR: We can deal with that as a separate matter. For now, bring us up to speed on what is going on with the Arcturans.</p>
<p>89. FERRIS: Alright. Jennings is correct in so far as it goes. The Snakes are an inherently volatile mix of aggression and classic social stratification. Those that live longest, whether by force of size and strength, or intellect, dominate the rest. As a society they are highly competitive and seize any opportunity to gain advantage over one another and those around them. They also have a tendency to avoid cooperation (a significant factor) working independently to build power bases of dominance that form some protection against sources of threat around them. This creates a paradoxically stable and constantly shifting political situation.</p>
<p>90. JENNINGS: (DRILY) As we&#8217;ve discovered.</p>
<p>91. FERRIS: Further, as Jennings has made you aware, discussions among the snakes have been taking place at all levels of Arcturan society regarding the possibility of subjugating the solar alliance. These discussions are driven by a cultural predilection for dominating others wherever possible, and by a worldview that sees this as the natural order of things. These discussions have resulted in numerous attempted coups and uprisings (usually by younger members of the population).</p>
<p>92. JENNINGS: And this is of no consequence to you, I take it?</p>
<p>93. FERRIS: What your team of idiots don&#8217;t have the benefit of, is the historical, psychological and sociological profiling provided by my department and its experts. Snake psychology is&#8230; complex&#8230; to say the least. They are in an almost constant state of potential and actual civil war. However, they are also incredibly individualistic and adaptable.</p>
<p>94. TAYLOR: Individualistic, how?</p>
<p>95. FERRIS: A good question. They gain cooperation through force or threat, but those at the top survive by constant adaptation and accommodation. An interesting combination of traits, no?</p>
<p>96. ARBUTHNOT: No! I&#8217;m waiting for you to get to a point.</p>
<p>97. FERRIS: Alright. Since making participation in the Solar Alliance conditional upon the end of the class system, the introduction of parliamentary practices, and other innovations, we&#8217;ve seen some marked changes in the social psychology of the species overall.</p>
<p>98. TAYLOR: Meaning?</p>
<p>99. FERRIS: Meaning this potential enemy is changing, dramatically, and quickly, as it comes into contact with new ideas and social customs. The underlying, almost feudal, nature of the species isn&#8217;t modifying one iota, but the practices and modes of social behavior are going through widespread and radical change&#8230; change that is being accommodated with surprising ease. This presents both risks and opportunities.</p>
<p>100. JENNINGS: What opportunities does this represent? They look like nothing so much as a threat, from where I&#8217;m sitting.</p>
<p>101. FERRIS: And that&#8217;s as it should be. Despite your pretensions towards sophistication you are, at base, a blunt instrument, Jennings. All our analysis, so far, has indicated the transition to integration into the solar alliance has been remarkably smooth. Projections indicate we should have seen something in the order of thirty five coup attempts and perhaps nine all out attempts to take over the alliance to date. That this has NOT been the case is, I think, VERY instructive.</p>
<p>102. ARBUTHNOT: Great Scott! Just when did you intend to tell us this?</p>
<p>103. FERRIS: Now, Arbuthnot. Jennings, notwithstanding, I intended to let you know about this now.</p>
<p>104. JENNINGS: You mean, I forced your hand, don&#8217;t you?</p>
<p>105. FERRIS: Not remotely. But think what you wish.</p>
<p>106. JENNINGS: Then what is the purpose of your disclosure at this time?</p>
<p>107. FERRIS: As I said, contact with the values and cultural practices of the solar alliance have had a surprisingly rapid impact on the social structures and practices of the Arcturan race. It is my belief that closer integration between the Alliance and the snakes will result in even greater change. I propose opening up the membership of the Solar Patrol to Arcturan recruits, especially in the science and infantry divisions.</p>
<p>108. ARBUTHNOT: Are you mad? The risks involved are enormous. We&#8217;d be experiencing mutinies throughout our forces.</p>
<p>109. FERRIS: It seems I am being accused of madness a lot today. I have stated repeatedly that we need the expertise of the Arcturans in our fleet. Their participation in the auxiliary forces drawn from the refugee influx is all well and good, but they form a self-governing group within the group and what we need is more integration and assimilation.</p>
<p>110. JENNINGS: I refuse to allow you to play dice with the Alliance&#8217;s security arrangements in order to indulge in some kind of idiotic social experiment. There is no way this will be allowed.</p>
<p>111. ARBUTHNOT: Hear! Hear!</p>
<p>112. FERRIS: Well, I see that the tone of the meeting is against me&#8230; again. Admiral Taylor&#8230; you&#8217;ve stayed rather quiet during the proceedings.</p>
<p>113. TAYLOR: Yes, I guess I have. We need the technical knowledge and expertise that the Arcturans can provide. We would also find their size and strength a benefit in our infantry. But there is no denying that their temperament and current political instability makes them a threat. I can&#8217;t support the idea of a wholesale opening of the ranks of the Solar Alliance to their membership.</p>
<p>114. FERRIS: They will be demanding such membership themselves sooner rather than later.</p>
<p>115. TAYLOR: True. Perhaps we can head it off?</p>
<p>116. FERRIS: (SUSPICIOUS) How?</p>
<p>117. TAYLOR: Create a consulting group&#8230; independent of the fleet, small enough in number to not be a threat, but deployed throughout the fleet to provide scientific advice.</p>
<p>118. FERRIS: I doubt that they would&#8230;</p>
<p>119. JENNINGS: Yes&#8230; and we could keep an eye on them while harnessing their expertise.</p>
<p>120. ARBUTHNOT: The idea has merit.</p>
<p>121. FERRIS: But&#8230;</p>
<p>122. JENNINGS: (SNEERING) It just hasn&#8217;t been your day, has it Ferris?</p>
<p>123. FERRIS: I guess not, Jennings. I&#8217;ll have to accept the decision of the committee of course, but don&#8217;t think that I wont remember this.</p>
<p>124. JENNINGS: (ALMOST GLEEFULL) I would expect nothing less, Ferris. (BEAT) And if there is nothing left to discuss?</p>
<p>125. FERRIS: (BITTER) No. That is all.</p>
<p>126. ARBUTHNOT: Then I&#8217;ll let myself out.</p>
<p>127. JENNINGS: Yes. The current atmosphere is hardly conducive to socialising is it?</p>
<p>128. ARBUTHNOT: Oh, shut up, Jennings.</p>
<p><span style="text-decoration: underline;">129. SOUND: CHAIRS BEING PULLED OUT &#8211; UNDER.</span></p>
<p>130. FERRIS: Admiral Taylor, may I have a word before you go?</p>
<p>131. JENNINGS: Tut, Tut, Taylor, I think you&#8217;re about to get a scolding for your part in upsetting Ferris&#8217; plans this morning.</p>
<p>132. FERRIS: You can show yourself out as well, Jennings.</p>
<p>133. JENNINGS: (MOCKING) Ha. Good day to you gentlemen.</p>
<p><span style="text-decoration: underline;">134. SOUND: FOOTSTEPS TO DOOR &#8211; OPEN AND CLOSE &#8211; LET IT FINISH.</span></p>
<p>135. FERRIS: (BEAT) Can I offer you a drink?</p>
<p><span style="text-decoration: underline;">136. SOUND: TWO DRINKS BEING POURED &#8211; LET IT FINISH.</span></p>
<p>137. TAYLOR: (DRINKS) Mmm. Don&#8217;t look so pleased with yourself. It&#8217;s unseemly.</p>
<p>138. FERRIS: (DRINKS) Oh, why not? I got everything I wanted.</p>
<p>139. TAYLOR: (EMPHASIZING) We got everything we wanted.</p>
<p>140. FERRIS: True, I couldn&#8217;t have done it without you. You played your part to perfection. Jennings would give away the world, if only he thought that in the process he was denying me what I really wanted.</p>
<p>141. TAYLOR: Jennings will be furious when he realizes just how well you played him. You don&#8217;t think you&#8217;ll be able to get away with it do you?</p>
<p>142. FERRIS: You&#8217;re correct of course. Jennings may be vain and corrupt, but he&#8217;s no fool. I&#8217;m willing to bet that even now he&#8217;s replaying our meeting in his head and will have twigged to our little conspiracy by the time he reaches his ship.</p>
<p>143. TAYLOR: Then you should be very careful. He&#8217;s a dangerous enemy.</p>
<p>144. FERRIS: Don&#8217;t give it another thought. When I said he was corrupt I wasn&#8217;t joking. He has been embezzling significant amounts of Admiralty money in the form of kickbacks from contractors. He hasn&#8217;t been nearly as clever as he thinks he has covering his tracks and within a month or so I&#8217;ll have the evidence necessary to have him replaced.</p>
<p>145. TAYLOR: I see. What about his men? I think you&#8217;ve only increased his determination to play at being a spy.</p>
<p>146. FERRIS: When he&#8217;s arrested we&#8217;ll roll up his little operation and absorb his people back into our own department. Truth be told, he&#8217;s actually found a few with some real talent&#8230; once they&#8217;ve been trained up a bit, of course.</p>
<p>147. TAYLOR: Of course. Well, you&#8217;ve got approval for both the dreadnaught and the consulting group, what comes next?</p>
<p>148. FERRIS: We get construction under way immediately, and we get ourselves a trained and capable crew. If we&#8217;re going to make use of the weapons and technology provided by the snakes we&#8217;ll need to include some of them in that crew, so basically we&#8217;re set.</p>
<p>149. TAYLOR: And who do you have in mind to command her?</p>
<p>150. FERRIS: Oh, I think I have just the person in mind. In fact, I think her whole team will be perfect.</p>
<p><span style="text-decoration: underline;">151. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 2 &#8211; Int &#8211; Sarah&#8217;s Birth – Night (Sarah Tanner, Jeff Chase)</h3>
<p><span style="text-decoration: underline;">152. SOUND: ANNOYING BEEP &#8211; FADE IN AND CONTINUE UNDER UNTIL 157.</span></p>
<p>153. SARAH TANNER: Ugh! Dammit. Stop!</p>
<p><span style="text-decoration: underline;">154. SOUND: BEEPING CONTINUES</span></p>
<p>155. SARAH: Go away! I want to sleep.</p>
<p><span style="text-decoration: underline;">156. SOUND: BEEPING CONTINUES</span></p>
<p>157. SARAH: Argh. Alright! Alright. Here I come.</p>
<p><span style="text-decoration: underline;">158. SOUND: FOOTSTEPS TO DOOR &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">159. SOUND: CLICK AND WHIRR OF DOOR OPENING &#8211; LET IT FINISH.</span></p>
<p>160. JEFF CHASE: (CHEERFUL) Good morning, o&#8217; fearless leader.</p>
<p>161. SARAH: (GROANING) A pox on you and all your hellishly cheerful kind.</p>
<p>162. JEFF: Now is that any way to greet the bearer of glad tidings?</p>
<p>163. SARAH: So help me, Jeff&#8230; I&#8217;ve barely had three hours sleep. I get how badly we need to protect the supplies coming in from Vega, and, while its true that we&#8217;re approaching the pointy end of the construction of the dreadnaught, I still need some sleep if I&#8217;m going to function. Now, what do you want?</p>
<p>164. JEFF: It&#8217;s not what I want, my Captain. It&#8217;s that we have an encoded priority transmission from Vega station, specifically addressed to one Sarah Tanner &#8211; there&#8217;s even a little heart icon attached.</p>
<p>165. SARAH: Oh you son of a&#8230;</p>
<p>166. JEFF: Now, now. I&#8217;m simply the messenger here.</p>
<p>167. SARAH: And you wanted to see me squirm first hand.</p>
<p>168. JEFF: Well, there has to be some compensation for drawing the short straw in waking you up.</p>
<p>169. SARAH: You know I&#8217;ll find out if you volunteered for this job, don&#8217;t you?</p>
<p>170. JEFF: Sure, but for right now it&#8217;ll remain a diverting little mystery.</p>
<p>171. SARAH: There are times when I really hate you Jeff. Give me a minute and I&#8217;ll join you in the comms office.</p>
<p>172. JEFF: Yes ma&#8217;am.</p>
<p>173. SARAH: Ugh.</p>
<p><span style="text-decoration: underline;">174. SOUND: CLICK AND AND WHIRR OF DORR CLOSING &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">175. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 3 &#8211; Int &#8211; Communications Office – Night(Sarah Tanner, Jeff Chase, Logan Smoot)</h3>
<p><span style="text-decoration: underline;">176. SOUND: WHIRR OF DOOR OPENING &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">177. SOUND: (WALLA) MURMUR OF COMMUNICATIONS STAFF &#8211; ESTABLISH AND UNDER.</span></p>
<p>178. JEFF: Ah, you&#8217;re here, Captain. Are you sure you want to take this in the communications room?</p>
<p>179. SARAH: Put it through to my panel.</p>
<p>180. JEFF: (TEASING) It&#8217;s just that I thought you&#8217;d want to take this in private.</p>
<p>181. SARAH: (WARNING) Jeff.</p>
<p>182. JEFF: I could pipe in some soft music&#8230;</p>
<p>183. SARAH: (WARNING) Jeff.</p>
<p>184. JEFF: Maybe lower the lights a little&#8230;</p>
<p>185. SARAH: (ANGRY) Jeff!</p>
<p>186. JEFF: Yes Ma&#8217;am.</p>
<p>187. SARAH: (STILL ANGRY) This is Captain Sarah Tanner of Tallis Shipyard and Base accepting priority transmission from Vega Station.</p>
<p>188. LOGAN SMOOT: (BANTERING) You took your sweet time. Making yourself pretty for me, were you?</p>
<p>189. SARAH: It&#8217;s not possible for me to reach down this radio link and pull out your intestines right now, but if I could&#8230;</p>
<p>190. LOGAN: Aw, honey. Don&#8217;t be like that.</p>
<p>191. SARAH: And don&#8217;t call me honey, you demented twit.</p>
<p>192. LOGAN: (HURT) But after all we&#8217;ve shared, I figure a pet name or two&#8230;</p>
<p>193. SARAH: You asked me out to dinner once. I went. You spent the entire meal talking about yourself and the size of your&#8230; accomplishments. I have done everything I could to discourage you since.</p>
<p>194. LOGAN: Aw honey&#8230;</p>
<p>195. SARAH: No, Logan. This has got to stop. The cards, the gifts, the late night phone calls&#8230; those were annoying enough, but your attempts to invade my life since have crossed the line.</p>
<p>196. LOGAN: But&#8230;</p>
<p>197. SARAH: And using the priority transmission system&#8230;</p>
<p>198. LOGAN: But you won&#8217;t take my calls.</p>
<p>199. SARAH: (EXASPERATED) Take the hint. (BEAT) I don&#8217;t want to talk to you, Logan. I&#8217;ve encountered exotic diseases with more charm.</p>
<p>200. LOGAN: Look I know you&#8217;re mad about being woken up, but if you just got to know me&#8230;</p>
<p>201. SARAH: No. You repulse me. I&#8217;ve tried to let you down easy, but you are impervious to subtlety. I&#8230; don&#8217;t&#8230; like&#8230; you! At all! If you were the last human being in the galaxy I still wouldn&#8217;t go out with you. There is simply no room in your life for anyone besides your ego and I refuse to be a trophy. Stop calling!</p>
<p>202. LOGAN: (LONG BEAT) You can&#8217;t resist me forever, you know?</p>
<p>203. SARAH: Ugh! What the hell is the pretext for this transmission?</p>
<p>204. LOGAN: What? Oh, yes. I&#8217;ve got an update for you. It&#8217;s pretty interesting actually.</p>
<p>205. SARAH: Logan!</p>
<p>206. LOGAN: One of our scientists, in the astronomical division, recorded a cluster of six stars and a black hole vanishing.</p>
<p>207. SARAH: What?</p>
<p>208. LOGAN: I thought that would get your interest. They didn&#8217;t just fade out, or go super-nova. They vanished.</p>
<p>209. SARAH: But that&#8217;s not possible. I take it that your scientist&#8217;s recording has been verified?</p>
<p>210. LOGAN: A half dozen times by some of the best minds in the division.</p>
<p>211. SARAH: The light from those stars has been traveling how long?</p>
<p>212. LOGAN: Practically forever&#8230;</p>
<p>213. SARAH: &#8230;so whatever happened to them, happened a very long time ago?</p>
<p>214. LOGAN: Uh, yes, but&#8230;</p>
<p>215. SARAH: (BEAT)</p>
<p>216. LOGAN: Look, that&#8217;s all very interesting but it hardly justifies using a priority channel&#8230;</p>
<p>217. LOGAN: There&#8217;s more. We’ve had a breakthrough. My science group has figured out how to trace a wormhole&#8217;s point of origin from the residual energy left behind after a jump. (STATIC) Hang on&#8230; (STATIC)&#8230; something seems to be happening&#8230; something&#8217;s&#8230; oh my&#8230;</p>
<p><span style="text-decoration: underline;">218. SOUND: STATIC &#8211; LET IT FINISH.</span></p>
<p>219. SARAH: (CALLING OUT) What just happened? Someone?</p>
<p>220. TECHNICIAN: I think we just lost Vega Station, Captain.</p>
<p>221. SARAH: Put me through to Admiral Ferris&#8217; Office. Priority one override!</p>
<p><span style="text-decoration: underline;">222. MUSIC: OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">223. MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SARAH TANNER: </strong>I come from a long line of military personnel. It’s an honour to serve&#8230; in any way possible. I do my duty and I stand by my people. I’m loyal to Admiral Ferris personally. I owe him a lot&#8230; and since I joined the solar patrol I’ve been right in the thick of things – and in the thick of things is exactly where I want to be.</p>
<p><strong>JEFF CHASE: </strong>I’m Sarah’s right hand man. We competed constantly throughout our cadet training, but she always came out ahead. I keep her grounded. I don’t let her head get too big and, when it counts, I follow here lead. I’m smart mouthed and quick to pick a fight. I’m also diplomatic enough to keep my mouth shut when it’s called for – but never otherwise. I look for the fun in my job and I’m not above a little showing off, but my recklessness has meant I’ve been injured on the job more than once.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ADMIRAL FERRIS: </strong>They say I’m crusty, cantankerous and downright ornery, do they? Well, I guess I am. It’s a useful reputation to have. Keeps people on their toes. But inside the Directorate itself things are a lot less formal. That’s the nature of the spy game in a nutshell. We play roles in the outside world for the sake of the job. But in here&#8230; well, in here the job is everything.</p>
<p><strong>ADMIRAL ARBUTHNOT: </strong>Where the hell is my tuna on rye&#8230; and the mineral water I ordered. Every day, the same thing; One tuna on rye and a mineral water. On my desk. Before I start work. If you can’t handle that midshipman then you can expect to be pushing a broom on a garbage scow out in the Jovian asteroid belt. Am I understood?</p>
<p><strong>ADMIRAL JENNINGS: </strong>Please, don’t get up on my account. I just came to let you know that I’ve taken your concerns fully into account and given the matter my complete consideration. Unfortunately, Filmore Astrogation Inc. made a better offer and, well, you know how it is? What’s that? Kickbacks? Gentleman just because your proposal wasn’t of the same calibre as your competitor’s&#8230; Now really, those rumors regarding my close personal association with the company are completely untrue, as are any suggestions that I stood to profit from agreeing to their terms. I’ll have you know that the houses you are referring to are in my wife’s name. Good day.</p>
<p><strong>ADMIRAL TAYLOR: </strong>Ferris is an able strategist (a genius really), and I’m pretty sure we’ll be needing every ounce of his ability in the near future. It’s a shame we’re lumbered with that ego-maniac Arbuthnot&#8230; and as for that crook, Jennings&#8230; well, I hope Ferris knows what he’s doing. Jennings is smooth and dangerous as a bear. I need to tread a careful path between them all. In the midst of all the heat I’ve got to find the light and shine it on the actions we need to take.</p>
<p><strong>LOGAN SMOOT: </strong>Sarah wants me. I’m smart. I’m rich. I’m charming. And I look great in a tuxedo. What’s not to like. Yep, she wants me. She just doesn’t know it yet. Playing hard to get. That’s what it is. But she will be mine. She’s the lucky girl I was destined to be with. She’ll figure it out soon enough, but I’m damned if I know why she can’t see it yet. She won the lottery when she caught my eye. Yes, sirree, she sure did!</p>
<p><strong>TECHNICIAN: </strong>Like all those who get selected to work with Captain Tanner, I’m competent, smart, and capable. I do my job without panic and with dispatch.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<p>The post <a href="https://weirdworldstudios.com/singularity-episode-1-briefings/">Singularity &#8211; Episode 1 &#8211; Briefings</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Girl in the Ivy Gate &#8211; Episode 4 &#8211; Bloodline</title>
		<link>https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 22 Jul 2017 03:52:39 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Girl in the Ivy Gate]]></category>
		<category><![CDATA[bloodline]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the girl in the ivy gate]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Bloodline&#8221;, episode 4 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/">The Girl in the Ivy Gate &#8211; Episode 4 &#8211; Bloodline</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Bloodline&#8221;, episode 4 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3129" aria-describedby="caption-attachment-3129" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3129" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN005 - The Girl in the Ivy Gate" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3129" class="wp-caption-text">Fantasy Noir &#8211; FN005 &#8211; The Girl in the Ivy Gate</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>EPISODE #4 – BLOODLINE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #5: The Girl in the Ivy Gate</strong></p>
<p>Jess is an ordinary girl at the very exclusive Seareach Boarding School. Most days all she has to contend with are the sneers of the trust-fund girls who want to look down on her for being a scholarship student. But when her best friend is killed in a dog attack at the full moon, just in time to make way for a new and unsettling female student to become enrolled, she finds herself teaming up with the nosiest girl in school to investigate a deepening mystery with some decidedly weird complications. Mysterious books, howls in the night, strangers meeting in the nearby woods, and a misdirected attempt at blackmail leads her through an adventure that could very well cost her more than her O-levels. Will she be able to uncover the secrets hiding within Seareach before the body count rises to include her own? Tune in to “The Girl in the Ivy Gate” and thrill as the investigation progresses towards its startling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JESS ALLPORT:</strong> Scholarship student</p>
<p><strong>CASSIE TORRENS:</strong> General Busybody</p>
<p><strong>MISS TIZDALE:</strong> School Principal</p>
<p><strong>MR NORRIS:</strong> Guardian</p>
<p><strong>HANNAH TRANSOME:</strong> New Student</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 14: INT &#8211; BACK IN FRONT OF THE PRINCIPAL’S OFFICE (CASSIE, JESS, TIZDALE)</h3>
<p><u>630. MUSIC: OPENING THEME – LET IT FINISH.</u></p>
<p>631. NARRATOR: Finally the truth behind the strange goings-on at the Seareach School are known. Jess’s best friend was killed by the principal, a self-governing werewolf who has gone rogue. The mysterious new student at the school, Hannah, turns out to be a 600 year old Sidhe (SHE) tasked with uncovering the truth and putting an end to the beast. Unfortunately, Jess, and her friend Cassie, suspected Hannah of being the source of the animal attacks and warned the Principal. Now Hannah is trapped in a silver cage and Jess and Cassie are on a mission to steal Hannah’s book (the source of Hannah’s power) back from the principal.</p>
<p>632. JESS: Here we are, back in front of Tizdale’s office.</p>
<p>633. CASSIE: I’m not so sure about this&#8230;</p>
<p>634. JESS: Oh no you don’t&#8230; You’re not backing out on me now. Tizdale doesn’t know you’re part of this. If she sees me she’ll get suspicious. Now go up there and just take a quick glance in through the window.</p>
<p>635. CASSIE: Alright, but if I get eaten I’m going to haunt you for the rest of your life.</p>
<p>636. JESS: Its daytime and inside the school so if she changes here and eats you then the window for your haunting is going to be pretty short.</p>
<p>637. CASSIE: What do you mean?</p>
<p>638. JESS: Oh, for crying out&#8230; I mean that if she eats you she’ll be chomping on me only a very few moments later.</p>
<p>639. CASSIE: Well, that’s alright then. But&#8230;</p>
<p>640. JESS: Quit stalling and get over there.</p>
<p>641. CASSIE: Alright. Alright.</p>
<p><u>642. SOUND: FOOTSTEPS CREEPING AWAY AND THEN QUICKLY BACK.</u></p>
<p>643. CASSIE: She’s in there.</p>
<p>644. JESS: And?</p>
<p>645. CASSIE: She’s got the book. It looks like she’s trying to read it.</p>
<p>646. JESS: Damn it. Why couldn’t she just have left it in the classroom?</p>
<p>647. CASSIE: You know why. She had to come back and collect Hannah’s stuff after she told everyone Hannah was leaving the school.</p>
<p>648. JESS: Thanks Cassie, the question was rhetorical. I was just venting my frustration.</p>
<p>649. CASSIE: Hey if you want to come out about being rhetorical to me that’s cool. Actually, I’m kind of honoured. But is this the right time?</p>
<p>650. JESS: What?</p>
<p>651. CASSIE: Look, it’s your business. I’m not going to judge.</p>
<p>652. JESS: Oh, for Pete’s sake! (BEAT) We need a plan, something to distract Tizdale and get her out of the office without the book.</p>
<p>653. CASSIE: I could go and hit the fire alarm. That would cause an evacuation.</p>
<p>654. JESS: Cassie, that’s brilliant!</p>
<p>655. CASSIE: Okay, just don’t get all rhetorical on me. I don’t swing that way, right?</p>
<p>656. JESS: Um&#8230; just go and hit the alarm, alright?</p>
<p>657. CASSIE: Alright.</p>
<p><u>658. SOUND: FOOTSTEPS &#8211; FADE.</u></p>
<p><u>659. SOUND: ALARM &#8211; FADE UP AND UNDER.</u></p>
<p>660. JESS: (TO SELF) That’s it, she’s coming out of the office.</p>
<p><u>661. SOUND: TIZDALE’S FOOTSTEPS HURRIEDLY DEPARTING &#8211; FADE</u></p>
<p>662. TIZDALE: What is it this time? If this is some kind of prank&#8230; (FADE OUT).</p>
<p>663. JESS: Okay, here goes.</p>
<p><u>664. SOUND: ATTEMPT TO OPEN LOCKED DOOR &#8211; LET IT FINISH.</u></p>
<p><u>665. SOUND: RATTLE OF DOOR AGAIN &#8211; LET IT FINISH.</u></p>
<p>666. JESS: Damn it, it’s locked. I’ve got to get in.</p>
<p><u>667. SOUND: SMASHING GLASS &#8211; LET IT FINISH.</u></p>
<p>668. JESS: There. Now for the door handle.</p>
<p><u>669. SOUND: DOOR OPENS &#8211; LET IT FINISH.</u></p>
<p>670. JESS: Okay, now for the book. There it is. She’s put it on the shelf.</p>
<p><u>671. SOUND: FOOTSTEPS &#8211; LET IT FINISH.</u></p>
<p>672. JESS: Got it.</p>
<p>673. TIZDALE: That’s far enough.</p>
<p>674. JESS: Oh! You scared me.</p>
<p>675. TIZDALE: Enough with the charade. Give me the book.</p>
<p>676. JESS: No.</p>
<p>677. TIZDALE: You can’t get out without going through me&#8230; I told you I’d take care of Julie’s killer. You have to trust me.</p>
<p>678. JESS: What? No! Who’s carrying out a charade now?</p>
<p>679. TIZDALE: You’ve spoken with Hannah, haven’t you. That’s how you’ve slipped out of my control.</p>
<p>680. JESS: No, I’ve&#8230;</p>
<p><u>681. SOUND: RINGING NOISE &#8211; FADE UP AND UNDER.</u></p>
<p><u>682. SOUND: ALARM STOPS &#8211; LET IT FINISH.</u></p>
<p>683. TIZDALE: They’ll be doing a roll call shortly, but I’m afraid you’re going to miss it.</p>
<p>684. JESS: (DREAMILY) Miss it.</p>
<p>685. TIZDALE: That’s right. Now give me the book.</p>
<p>686. JESS: (DREAMILY) Give you the book.</p>
<p>687. TIZDALE: That’s it. Now, we’re going to take a walk. I’m going to take you into the forest. I’d rather not have had to kill you, Jess. You were much more use to me as a witness to Hannah’s&#8230; abnormality. But beggars can’t be choosers.</p>
<p>688. JESS: (DREAMILY) No&#8230; I don’t want to&#8230;</p>
<p>689. TIZDALE: You’ll come quietly Jess, or I’ll have to kill your friends as well. You don’t want me to do that do you?</p>
<p>690. JESS: (DREAMILY) No. No, I’ll come quietly.</p>
<p>691. TIZDALE: Alright, let’s go.</p>
<p><u>692. SOUND: FADE RINGING</u></p>
<p><u>693. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></p>
<h3>SCENE 15: EXT &#8211; THE WOODS (JESS, TIZDALE, CASSIE, NORRIS)</h3>
<p><u>694. SOUND: LIGHT BREEZE, OWL, CRICKETS &#8211; ESTABLISH AND UNDER</u></p>
<p>695. TIZDALE: Alright, get up. The moon will be coming up soon.</p>
<p>696. JESS: What are you going to do?</p>
<p>697. TIZDALE: Nothing. Yet. Right now we’re going to walk deeper into the forest.</p>
<p>698. JESS: Please. I won’t tell anyone. Just let me go.</p>
<p>699. TIZDALE: I think we’re past that now, don’t you Jess?</p>
<p>700. JESS: No, really. I don’t&#8230; I don’t want to die.</p>
<p><u>701. SOUND: RINGING SOUND &#8211; UP AND UNDER.</u></p>
<p>702. TIZDALE: Get up and start walking.</p>
<p>703. JESS: (DREAMILY) Yes Miss.</p>
<p><u>704. SOUND: FOOTSTEPS THROUGH GRASS &#8211; CONTINUE UNDER</u></p>
<p>705. TIZDALE: When the moon gets up over those trees I’m going to start to change.</p>
<p>706. JESS: (DREAMILY) Start to change&#8230;</p>
<p>707. TIZDALE: And when I change&#8230; that’s when you’re going to die.</p>
<p>708. JESS: (DREAMILY THROUGH TEARS) Die&#8230;</p>
<p>709. TIZDALE: You don’t know what it’s like Jess. The craving. The raw need. I can’t resist it anymore.</p>
<p>710. JESS: (DREAMILY) Need&#8230;</p>
<p>711. TIZDALE: It’s the beast, Jess. When the moon is up, it takes control. It’s nothing personal. It&#8217;s just hungry.</p>
<p>712. JESS: (DREAMILY) Hungry&#8230;</p>
<p>713. TIZDALE: This spell will only last until it rises. Soon, Jess. And when it rises, you’ll regain your senses. You’ll run. And I’ll follow. It loves to hunt, Jess. It loves the smell of fear, the sound of its prey gasping out its terror. It will run you down and its heart&#8230; my heart&#8230; will nearly burst with the joy of the chase.</p>
<p>714. JESS: (DREAMILY) It loves to hunt&#8230;</p>
<p>715. TIZDALE: That’s right Jess, you can see why it has to be this way can’t you? You can see how&#8230; wait, it’s happening. The moon is rising&#8230;</p>
<p>716. CASSIE: (SHOUTING AS SHE RUNS IN) Leave her alone you filthy old cow! Take that!</p>
<p><u>717. SOUND: STABBING SOUND OF KNIFE GOING INTO BACK &#8211; LET IT FINISH.</u></p>
<p>718. TIZDALE: (HOWLING CRY OF RAGE) Aaaah! You’ve stabbed me. With silver. Aaaah! It hurts!</p>
<p>719. CASSIE: Jess. Jess. It’s time to run.</p>
<p>720. JESS: What? Where? What did you do?</p>
<p>721. CASSIE: I stabbed her with that silver letter opener. Now come on.</p>
<p>722. TIZDALE: (ROAR OF PAIN) No! No! I’ll kill you.</p>
<p>723. CASSIE: She can’t reach it, can’t get it out&#8230; and it seems to have stopped her change.</p>
<p>724. JESS: But it hasn’t finished her off.</p>
<p>725. TIZDALE: You thought this would stop me? I may not be fully changed, but I can still kill. I will kill you yet. Aaargh!</p>
<p>726. CASSIE: Time to go.</p>
<p>727. JESS: But the book&#8230;</p>
<p>728. CASSIE: No time. Now run.</p>
<p><u>729. SOUND: FOOTSTEPS RUNNING AWAY &#8211; FADE</u></p>
<p>730. TIZDALE: Yes. That’s it run. Prey runs. Food runs. And tonight you are food!</p>
<p><u>731. SOUND: TIZDALE PURSUES &#8211; FADE</u></p>
<p><u>732. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></p>
<h3>SCENE 16: EXT &#8211; ELSEWHERE IN THE FOREST (JESS, TIZDALE, CASSIE, NORRIS, HANNAH)</h3>
<p><u>733. SOUND: RUNNING FEET &#8211; COME TO A STOP</u></p>
<p>734. CASSIE: (PANTING) I’ve got to&#8230; (GASP) rest a moment.</p>
<p>735. JESS: (TRYING TO CATCH BREATH) We can’t stop. She’s still out there.</p>
<p>736. CASSIE: I think she’s slowing down.</p>
<p>737. JESS: So are we. I think she’s just playing with us.</p>
<p>738. CASSIE: Where are we anyway?</p>
<p>739. JESS: Lost. Still in the forest. I’ve no idea where. We’ve been running blind.</p>
<p>740. CASSIE: If it weren’t for the moon we’d have fallen in a ditch somewhere.</p>
<p>741. JESS: If it weren’t for the moon we wouldn’t be in this situation. (BEAT) Hey.</p>
<p>742. CASSIE: What?</p>
<p>743. JESS: I know where we are.</p>
<p>744. CASSIE: Huh?</p>
<p>745. JESS: We’re back where we started. That’s the book over there on the ground.</p>
<p>746. CASSIE: Grab it.</p>
<p><u>747. SOUND: LOW GROWL &#8211; LET IT FINISH.</u></p>
<p>748. TIZDALE: (VOICE TWISTED WITH MALICE AND PAIN) I wouldn’t do that if I were you.</p>
<p>749. CASSIE: Her face! What’s happened to her?</p>
<p>750. TIZDALE: (WHEEZING, FIGHTING FOR BREATH) You’ve killed me, you little cow. The knife has poisoned me. But I’m not done yet. I can still&#8230;</p>
<p>751. JESS: No. No, you can’t.</p>
<p>752. TIZDALE: (BITTER LAUGH) Ha. You think that holding the book up will act like some kind of talisman? You think it will protect you? Like a cross before a vampire? I’ll rip through it and you like tissue paper.</p>
<p>753. JESS: I don’t think you will. I think you’re weak. I think that if you weren’t almost dead, you’d have caught us long ago.</p>
<p>754. TIZDALE: Don’t mock me, fool! I’m going to rip you&#8230; going to chew on your entrails&#8230; I’m going to&#8230;</p>
<p><u>755. SOUND: BODY DROP &#8211; LET IT FINISH.</u></p>
<p>756. CASSIE: Is she? Is she dead? Or just exhausted?</p>
<p>757. JESS: Why don’t you go over there and push her with your foot. If she jumps up and eats you I’ll know she’s only faking.</p>
<p>758. CASSIE: Uh-uh. Perhaps not. But if she is dead, I so claim the credit.</p>
<p>759. JESS: What?</p>
<p>760. CASSIE: Like, I’m the one that totally stabbed her with the silver knife. I figure that makes me kind of a butt kicker.</p>
<p>761. JESS: Uh-huh?</p>
<p>762. CASSIE: Yeah, like from now on people should call me Cassie the Werewolf hunter or something.</p>
<p>763. JESS: Um, Cassie?</p>
<p>764. CASSIE: Yeah?</p>
<p>765. JESS: If you’re such a butt kicker?</p>
<p>766. CASSIE: Yeah?</p>
<p>767. JESS: Would you mind going over and searching her for the keys to Hannah’s cage?</p>
<p>768. CASSIE: Maybe we could wait just a little bit longer.</p>
<p><u>769. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></p>
<h3>SCENE 17: INT &#8211; SCHOOL (HANNAH, NORRIS, JESS, CASSIE)</h3>
<p>770. HANNAH: I suppose you think I should thank you.</p>
<p>771. JESS: It would be traditional. We did get you out of that cage.</p>
<p>772. HANNAH: Only after you were responsible for putting me in it.</p>
<p>773. JESS: Well, stuff you then.</p>
<p>774. HANNAH: (AMUSED) You aren’t afraid of me at all are you?</p>
<p>775. JESS: Not even a little.</p>
<p>776. HANNAH: That’s rather a new experience for me, isn’t it Norris?</p>
<p>777. NORRIS: Yes, ma’am. I don’t believe it has happened very often.</p>
<p>778. HANNAH: I think it must be this child-body that I’m using. I suspect it makes me look “cute”. Perhaps you won’t feel quite so contemptuous towards my next one.</p>
<p>779. CASSIE: Could you be any weirder?</p>
<p>780. HANNAH: Do you invite yourself into every private conversation?</p>
<p>781. CASSIE: Pretty much.</p>
<p>782. JESS: Back up a minute. Did you just say “my next one”? D’you mean your next body?</p>
<p>783. HANNAH: Don’t look so surprised. I’m six hundred years old. Do you think I look like this all the time?</p>
<p>784. JESS: I hadn’t thought about it.</p>
<p>785. HANNAH: I won’t be able to use this form when I come back as your new principal.</p>
<p>786. JESS AND CASSIE: What????</p>
<p>787. HANNAH: Well, someone has to see to your education&#8230; and help cover up your current principal’s disappearance.</p>
<p>788. JESS: But how? Why?</p>
<p>789. HANNAH: You don’t remember your father do you?</p>
<p>790. JESS: Uh, no. He left us when I was still a baby.</p>
<p>791. HANNAH: What does your mother say about him?</p>
<p>792. JESS: Only that he was drop-dead gorgeous&#8230; and totally unreliable.</p>
<p>793. HANNAH: (LAUGHS) That sounds an apt description.</p>
<p>794. JESS: What are you talking about?</p>
<p>795. HANNAH: My father is Finbarra, a prince of the Fae from the realm of darkness. Like many of his kind, he has visited the mortal realm often, and in doing so he has had&#8230; dalliances&#8230; with mortal women.</p>
<p>796. CASSIE: Wait, are you saying&#8230; Jess’s dad is a Faery Prince? But that would make you&#8230;</p>
<p>797. HANNAH: Sisters&#8230; of a sort. I’m afraid our father has taken something of an interest in you, Jess. And he has assigned me to&#8230; (BITTERLY) look after you&#8230; until you come of age.</p>
<p>798. JESS: Come of age?</p>
<p>799. HANNAH: Yes. You are a changeling. On your 21st birthday you will be faced with a choice. Whether to remain a mortal or join the ranks of the fae.</p>
<p>800. JESS: This is nuts. How does anyone make such a choice?</p>
<p>801. HANNAH: Your father is concerned that, because of his position, there may be some outside interest in the outcome of your choice and that attempts may be made to unduly influence it. I was a changeling once myself, long ago.</p>
<p>802. JESS: And why did you become an&#8230; immortal?</p>
<p>803. HANNAH: As good a word as any. Though in reality we can be killed, just not very easily. As to the answer to your question. I was tricked. Very few would choose the immortal life if they knew the cost.</p>
<p>804. JESS: What cost?</p>
<p>805. HANNAH: Fae are bound to their sires almost as slaves. I can no more defy Finbarra’s will than you can defy the so-called laws of physics.</p>
<p>806. JESS: What are the fae like?</p>
<p>807. HANNAH: Oh they are either noble and cruel, or they are corrupt and cruel, or wild and untamed and cruel.</p>
<p>808. CASSIE: I think I’m beginning to detect a theme here.</p>
<p>809. HANNAH: And I think I need to return through the Ivy gate to report to our father that the covenant violation has been neutralised.</p>
<p>810. JESS: Are you going to explain any of that?</p>
<p>811. HANNAH: To you? No.</p>
<p>812. JESS: Wait. What about the Ivy gate?</p>
<p>813. HANNAH: That? Well, I guess that won’t do any harm. That bronze gate is very ancient. It serves as a portal of sorts, between this realm and the fae realm of darkness. There are others of course&#8230; and strictly speaking I don’t need to use a gate at all&#8230; but it does make it easier.</p>
<p>814. JESS: Can I meet him? Our father, I mean?</p>
<p>815. HANNAH: No, I don’t think so. I doubt you’d enjoy the experience. He’s not human, you know? I doubt you’d find anything to love in him.</p>
<p>816. JESS: But?</p>
<p>817. NORRIS: Truly, Miss Allport. My mother is correct. It is for the best that you don’t see him. I know the immortal realms well&#8230; and I chose not to become a part of them when I was given the chance. They are alien in ways you cannot yet fathom. (TO HANNAH) It is time we went.</p>
<p>818. HANNAH: I’d like you to keep the book for me, Jess. I’ll be back in a day or two, as Miss&#8230; Transome, your new principal.</p>
<p>819. JESS: (CONFUSED) Um alright.</p>
<p>820. HANNAH: Goodbye.</p>
<p>821. NORRIS: Goodbye, Miss Allport. I may still call you Miss Allport I suppose.</p>
<p>822. JESS: Yes. I’d feel odd if you started calling me auntie. Well, Uh, goodbye.</p>
<p><u>823. SOUND: MAGICAL CHIME &#8211; LET IT FINISH.</u></p>
<p>824. CASSIE: Yep. See ya. Don’t mind me. I’m just the one who, you know, took care of the werewolf for you. Don’t bother saying thanks or anything.</p>
<p>825. JESS: Come on.</p>
<p>826. CASSIE: Yeah, it’s alright for you. Turns out, you’re some kind of faery princess with a magical book. What am I?</p>
<p>827. JESS: Well, you’re a butt kicking Werewolf hunter, so I wouldn’t complain.</p>
<p>828. CASSIE: Hey, yeah. I am, aren’t I?</p>
<p><u>829. MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit our fictional world. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>JESS ALLPORT: </strong>Hi, I’m Jess. I’m snarky and smart, but not mean. I’ve got a thick skin and a determined nature. It’s how I survive in this school full of snobs. I know my own mind and don’t give in to pressure from others. I also mind my own business&#8230; but when my curiosity is aroused I’m like a dog worrying at a bone. I’m not going to stop until I get to the bottom of it.</p>
<p><strong>CASSIE TORRENS: </strong>A busybody. That’s me. And totally unsubtle. I mean, I’m totally not a gossip. I’ve still got friends and all, it’s just that, well, I’m curious about everything&#8230; and that puts some people off. If I want to know something I’ll usually just ask. Bluntly.</p>
<p><strong>MISS TIZDALE: </strong>I am the headmistress of this school. It is my job to maintain the school’s reputation, keep the school running, bring in appropriate enrollments, do the hiring and firing. It’s the job I was born for and I’m very good at it. I can even fake a little concern for my students&#8217; well-being when called upon to do so. Just don’t interrupt me right now. Can’t you see that what I’m doing is far too important for me to waste any real time on you?</p>
<p><strong>MR NORRIS: </strong>My name is Norris. Just Norris. I am Miss Transome’s guardian. I may look and stand and sound like a butler, but I’m not. I’m polite, but firm, and I have powerful friends. It would be a mistake to cross me. I never say things twice.</p>
<p><strong>HANNAH TRANSOME: </strong>I’m a complete cow to everyone. I don’t want to be at this school. I don’t want to make friends. I don’t want to take part in class or extracurriculars. I didn’t ask for this and I’m not happy that this is where I’ve ended up. I just want to be left alone to do what I’ve got to do until I can get out of here. And no, it’s none of your business what I’ve got going on.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivates (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_38"></a></p>
<h2>The Girl in the Ivy Gate</h2>
<ul>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-1-death-seareach/">The Girl in the Ivy Gate – Episode 1 – Death at Seareach</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/">The Girl in the Ivy Gate – Episode 2 &#8211; The Road To Amnesia</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/">The Girl in the Ivy Gate – Episode 3 – The Werewolf and the Sidhe</a></li>
<li><a href="https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/">The Girl in the Ivy Gate – Episode 4 – Bloodline</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/">The Girl in the Ivy Gate &#8211; Episode 4 &#8211; Bloodline</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Girl in the Ivy Gate &#8211; Epsiode 3 &#8211; The Werewolf and the Sidhe</title>
		<link>https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 15 Jul 2017 00:55:24 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[The Girl in the Ivy Gate]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the girl in the ivy gate]]></category>
		<category><![CDATA[the werewolf and the sidhe]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;The Werewolf and the Sidhe&#8221;, episode 3 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/">The Girl in the Ivy Gate &#8211; Epsiode 3 &#8211; The Werewolf and the Sidhe</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Werewolf and the Sidhe&#8221;, episode 3 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3129" aria-describedby="caption-attachment-3129" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3129" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN005 - The Girl in the Ivy Gate" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3129" class="wp-caption-text">Fantasy Noir &#8211; FN005 &#8211; The Girl in the Ivy Gate</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>EPISODE #3 – THE WEREWOLF AND THE SIDHE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p><strong>Serial #5: The Girl in the Ivy Gate</strong></p>
<p>Jess is an ordinary girl at the very exclusive Seareach Boarding School. Most days all she has to contend with are the sneers of the trust-fund girls who want to look down on her for being a scholarship student. But when her best friend is killed in a dog attack at the full moon, just in time to make way for a new and unsettling female student to become enrolled, she finds herself teaming up with the nosiest girl in school to investigate a deepening mystery with some decidedly weird complications. Mysterious books, howls in the night, strangers meeting in the nearby woods, and a misdirected attempt at blackmail leads her through an adventure that could very well cost her more than her O-levels. Will she be able to uncover the secrets hiding within Seareach before the body count rises to include her own? Tune in to “The Girl in the Ivy Gate” and thrill as the investigation progresses towards its startling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JESS ALLPORT:</strong> Scholarship student</p>
<p><strong>CASSIE TORRENS:</strong> General Busybody</p>
<p><strong>MISS CARTWRIGHT:</strong> Vice Principal</p>
<p><strong>MISS TIZDALE:</strong> School Principal</p>
<p><strong>HANNAH TRANSOME:</strong> New Student</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 11: INT &#8211; CLASSROOM (JESS, CASSIE, MISS CARTWRIGHT, MISS TIZDALE, HANNAH)</h3>
<p><span style="text-decoration: underline;">492. MUSIC: OPENING THEME – LET IT FINISH.</span></p>
<p>493. NARRATOR: Strange things are happening at the Seareach School. When Jess’ best friend is killed by a wild dog she sets out to uncover the truth. Following a suspicious new student, Hannah, into the woods, she and her friend, Cassie, encounter a huge and vicious dog only to be rescued by Norris, Hannah’s guardian. When she confronts Hannah she is violently knocked aside and decides to inform the school principal&#8230; but suddenly, she is unable to remember the details clearly and returns to her classroom.</p>
<p><span style="text-decoration: underline;">494. SOUND: CLASSROOM MURMUR &#8211; ESTABLISH AND UNDER</span></p>
<p>495. MISS CARTWRIGHT: (TO BE READ UNDER THE DIALOG UNTIL INTERRUPTED BY THE KNOCK ON THE DOOR &#8211; THE FOLLOWING TEXT IS THE BACKGROUND NOISE OF A LESSON TO BE READ – BORINGLY &#8211; UNDER THE MAIN SCENE) In the second century of the Christian era, the empire of Rome comprehended the fairest part of the earth and the most civilized portion of mankind. The frontiers of that extensive monarchy were guarded by ancient renown and *disciplined valor. The gentle but powerful influence of laws and manners had gradually cemented the union of the provinces. Their peaceful inhabitants enjoyed and abused the advantages of wealth and luxury. The image of a free constitution was preserved with decent reverence: the Roman senate appeared to possess the sovereign authority and devolved on the emperors all the executive powers of government. During a happy period of more than fourscore years, the public administration was conducted by the virtue and abilities of Nerva, Trajan, Hadrian, and the two Antonines. It is the design of this, and of the two succeeding lessons, to describe the prosperous condition of their empire; and afterwards, from the death of Marcus Antoninus, to deduce the most important circumstances of its decline and fall; a revolution which will ever be remembered, and is still felt by the nations of the earth.</p>
<p>The principal conquests of the Romans were achieved under the republic; and the emperors, for the most part, were satisfied with preserving those dominions which had been acquired by the policy of the Senate, the active emulations of the consuls, and the martial enthusiasm of the people. The seven first centuries were filled with a rapid succession of triumphs, but it was reserved for Augustus to relinquish the ambitious design of subduing the whole earth, and to introduce a spirit of moderation into the public councils. Inclined to peace by his temper and situation, it was easy for him to discover that Rome, in her present exalted situation, had much less to hope than to fear from the chance of arms; and that, in the prosecution of remote wars, the undertaking became every day more difficult, the event more doubtful, and the possession more precarious, and less beneficial. The experience of Augustus added weight to these salutary reflections and effectually convinced him that, by the prudent vigor of his counsels, it would be easy to secure every concession which the safety or the dignity of Rome might require from the most formidable barbarians. Instead of exposing his person and his legions to the arrows of the Parthians, he obtained, by an honorable treaty, the restitution of the standards and prisoners which had been taken in the defeat of Crassus.</p>
<p>496. CASSIE: (FROM “*DISCIPLINED VALOR” &#8211; STAGE WHISPERING) Jess? Jess? How did it go?</p>
<p>497. JESS: What?</p>
<p>498. CASSIE: Your visit to Tizzy, how’d it go?</p>
<p>499. JESS: Oh, it was fine. Just a silly misunderstanding.</p>
<p>500. CASSIE: What?</p>
<p>501. JESS: You heard me. It was just a misunderstanding.</p>
<p>502. CASSIE: And your eye?</p>
<p>503. JESS: I fell down the stairs.</p>
<p>504. CASSIE: What are you talking about? Hannah punched you. I was there.</p>
<p>505. JESS: What?</p>
<p>506. CASSIE: Are you serious that you don’t remember?</p>
<p>507. JESS: Don’t remember what?</p>
<p>508. CASSIE: What about last night? In the forest.</p>
<p>509. JESS: How’d you know about my dream?</p>
<p>510. CASSIE: Jess, it wasn’t a dream. I was there.</p>
<p>511. JESS: (CONFUSED) No&#8230; what?</p>
<p>512. CASSIE: That wolf thing, and Hannah, and the man. It all happened.</p>
<p>513. JESS: But, it can’t have&#8230;</p>
<p><span style="text-decoration: underline;">514. SOUND: BRIEF SHOOP SOUND TO INDICATE SPELL BREAKING &#8211; LET IT FINISH.</span></p>
<p>515. JESS: Good grief. I forgot&#8230; but how?</p>
<p>516. CASSIE: Tell me what happened?</p>
<p>517. JESS: It was Tizdale. She told me she’d take care of it and that, for my own sake, I should forget about it&#8230; and I did!</p>
<p><span style="text-decoration: underline;">518. SOUND: KNOCKING ON DOOR, DOOR OPENS &#8211; INTERRUPTS MISS CARTWRIGHT &#8211; LET IT FINISH.</span></p>
<p>519. CARTWRIGHT: Oh, Miss Tizdale. Welcome. Girls, stand up please, we are being visited by our principal.</p>
<p><span style="text-decoration: underline;">520. SOUND: CHAIRS PULLING OUT OF SEATS &#8211; LET IT FINISH.</span></p>
<p>521. TIZDALE: Thank you, Miss Cartwright. I’d like to speak to Miss Transome, please?</p>
<p>522. CARTWRIGHT: Oh, yes, of course. Hannah, would you please go with Miss Tizdale.</p>
<p>523. TIZDALE: You may leave your books behind. I shan’t keep you long. Your guardian is here to see you.</p>
<p>524. HANNAH: Yes, Miss.</p>
<p><span style="text-decoration: underline;">525. SOUND: FOOTSTEPS. DOOR CLOSES &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">526. SOUND: GIRLS RESUME THEIR SEATS &#8211; UNDER</span></p>
<p>527. JESS: That’s strange. Miss Tizdale ordered Hannah’s guardian off the property.</p>
<p>528. CASSIE: Really? I don’t want to miss this. (BEAT) Miss Cartwright?</p>
<p>529. CARTWRIGHT: Er&#8230; Yes, Miss Torrens?</p>
<p>530. CASSIE: (HURRIEDLY) I need to visit the bathroom.</p>
<p>531. CARTWRIGHT: Can’t it wait?</p>
<p>532. CASSIE: No Miss. My period’s come early and I wasn’t prepared.</p>
<p>533. GIRLS: GIGGLES.</p>
<p>534. CARTWRIGHT: Oh dear! Yes, you’d better go then.</p>
<p>535. CASSIE: Can Jess come and help me out?</p>
<p>536. JESS: I know where her sanitary supplies are.</p>
<p>537. CARTWRIGHT: Er.. Yes. Yes. But hurry, please&#8230; and take your books.</p>
<p><span style="text-decoration: underline;">538. SOUND: CHAIRS SCRAPE AND FOOTSTEPS TO DOOR WHICH OPENS AND CLOSES &#8211; UNDER.</span></p>
<p>539. GIRLS: GIGGLES.</p>
<p>540. CARTWRIGHT: Settle down girls. Let’s return to our lesson&#8230; (PICKS UP WHERE SHE LEFT OFF AND FADE OUT).</p>
<p><span style="text-decoration: underline;">541. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 12: INT &#8211; CORRIDOR (JESS, CASSIE, TIZDALE, HANNAH)</h3>
<p><span style="text-decoration: underline;">542. SOUND: FOOTSTEPS IN CORRIDOR &#8211; ESTABLISH AND UNDER.</span></p>
<p>543. JESS: You’ve got no shame at all. Couldn’t you think of a better story?</p>
<p>544. CASSIE: It got us out of there didn’t it? And you want to know what’s going on as much as I do.</p>
<p>545. JESS: I thought you were a coward. How is it you’re willing to do this anyway?</p>
<p>546. CASSIE: I am a coward&#8230; but I’m also really curious. I sort of can’t help myself.</p>
<p>547. JESS: You might just end up wishing you could. (BEAT) Hey, Tizdale’s office is open and empty and&#8230; are those drag marks?</p>
<p>548. CASSIE: Do you think Hannah overpowered her?</p>
<p>549. JESS: Looks like. The marks are leading towards the basement. Hang on a second.</p>
<p>550. CASSIE: What are you doing?</p>
<p>551. JESS: Just throwing away this letter opener.</p>
<p>552. CASSIE: What? Now?</p>
<p>553. JESS: Um, yes. Miss Tizdale told me to&#8230;</p>
<p>554. CASSIE: If she wanted you to throw it away, then I want to see it. Hang on. There. Got it. Wow, this thing’s made of solid silver. I wonder why she wanted you to throw it away?</p>
<p>555. JESS: Oh, come on. We don’t have time right now.</p>
<p>556. CASSIE: Well, I’m keeping it.</p>
<p><span style="text-decoration: underline;">557. SOUND: LIGHTLY RUNNING FEET &#8211; FADE OUT</span></p>
<p><span style="text-decoration: underline;">558. SOUND: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 13: INT &#8211; BASEMENT (JESS, CASSIE, TIZDALE, HANNAH)</h3>
<p><span style="text-decoration: underline;">559. SOUND: CREAKING STAIR &#8211; FADE IN, ESTABLISH AND STOP.</span></p>
<p>560. HANNAH: Quiet, Cassie, I think they’re not far away.</p>
<p>561. TIZDALE: (QUIETLY, TO HERSELF, ALMOST WHIMPERING) Don’t change&#8230; Don’t change&#8230;</p>
<p>562. CASSIE: (WHISPERING) Is that Miss Tizdale’s voice?</p>
<p>563. JESS: I think so. Quick get behind those barrels.</p>
<p>564. CASSIE: Where is she?</p>
<p>565. JESS: Over there, in the corner. She’s got&#8230; She’s got Hannah in some kind of cage.</p>
<p>566. TIZDALE: (TO SELF) Calm down&#8230; Calm down&#8230; You don’t want to change before tonight. Changing now would ruin everything. Just breathe.</p>
<p>567. HANNAH: (MOANS) What? Where?</p>
<p>568. TIZDALE: Welcome back.</p>
<p><span style="text-decoration: underline;">569. SOUND: BARS BEING RATTLED &#8211; LET IT FINISH.</span></p>
<p>570. TIZDALE: No, don’t bother. Those are iron bars. Be grateful I haven’t put you in iron chains. You’re just weakened rather than poisoned.</p>
<p>571. HANNAH: (LABOURED BREATHING) What have you done? You don’t think you can get away with this do you?</p>
<p>572. TIZDALE: Actually, I think I can. In fact, you’ve been incredibly careless.</p>
<p>573. HANNAH: (LABOURED BREATHING) What do you mean?</p>
<p>574. TIZDALE: Not attending meals, going off by yourself. You’ve blown your cover.</p>
<p>575. HANNAH: (LABOURED BREATHING) And you’ve revealed your hand. You’re the rogue werewolf.</p>
<p>576. TIZDALE: And you’re a fae investigator. We’ve both known that from the beginning. You were sent here by Finbarra as his emissary to look into whether a werewolf had gone off the reservation&#8230;</p>
<p>577. HANNAH: (LABOURED BREATHING) And you had! Why was that, by the way? Couldn’t resist trying human, just once?</p>
<p>578. TIZDALE: Nothing like that. One of the students found me in my cage one night. She threatened to expose me. Her family couldn’t meet the fees and she thought she could blackmail me into staying.</p>
<p>579. HANNAH: (LABOURED BREATHING) You could have altered her memories.</p>
<p>580. TIZDALE: I could have and did&#8230; but Julie was smart, she’d taken photographs of me changed and made recordings telling herself the truth. She snapped herself out of the glamor, by accident the first time, but she took precautions after that.</p>
<p>581. HANNAH: (LABOURED BREATHING) Hmpf. So you ate her. Don’t make excuses. You’re just weak.</p>
<p>582. TIZDALE: There’s a whole community of werewolves in this area. What made you so sure it was me?</p>
<p>583. HANNAH: (LABOURED BREATHING) I wasn’t sure. I just don’t like you. Not only are you impulsive, you’re also stupid. There’s no way you can get away with killing me without implicating yourself.</p>
<p>584. TIZDALE: Is that why you sent me the letter opener? That was stupid. It put me on my guard. Your carelessness has made it easy for me. That girl, Jess, gave me the key to it. She’s been following you. She saw you go into the woods and saw you turn. She doesn’t know you take on the form of a hound in order to scent out trouble. She thinks you’re the werewolf, and that’s the way she’ll tell it to the next investigator your masters send. So long as you’re dead before that happens, I don’t think it will be hard to convince them that you are the one who has “gone off the reservation”. You’ve been sent here as a representative of the realm of darkness. It wouldn’t be the first time that one of your kind violated the covenant. I’ll explain that you’ve been using your position as an investigator as cover for your own hunting of mortals. With Jess’ testimony, I think they’ll believe it. She thinks you hunger is due to bloodlust and not your inability to eat mortal food.</p>
<p>585. HANNAH: (LABOURED BREATHING) And what will you do when the next full moon rises? Do you honestly think, now that you’ve tasted human flesh, you’ll have the strength of will to resist?</p>
<p>586. TIZDALE: That’s my problem, but yes, I think I can.</p>
<p>587. HANNAH: (SNORTS DERISIVELY).</p>
<p>588. TIZDALE: Now, I’m going to go and get your book. That’s where most of your power is hidden isn’t it? (BEAT) What? No smart answers? Enjoy your last hours. You need to live long enough to commit one more killing this evening. Then I’m coming to finish you off.</p>
<p>589. HANNAH: (LABOURED BREATHING) One more killing? You disgust me. You’re an addict. Now that you’ve started, you won’t be able to stop.</p>
<p>590. TIZDALE: We’ll see&#8230; after tonight.</p>
<p><span style="text-decoration: underline;">591. SOUND: FOOTSTEPS DEPART &#8211; LET THEM FINISH.</span></p>
<p>592. CASSIE: Cor, did you get that?</p>
<p>593. JESS: Shhh. Wait here.</p>
<p>594. CASSIE: What are you going to do?</p>
<p>595. JESS: No-one knows you’re a part of this. I want to talk to Hannah, but I want you to be able to snap me out of it afterwards if she uses that mind bending thing on me.</p>
<p>596. CASSIE: Okay.</p>
<p><span style="text-decoration: underline;">597. SOUND: FOOTSTEPS &#8211; LET IT FINISH.</span></p>
<p>598. JESS: Hannah? Are you okay?</p>
<p>599. HANNAH: (LABOURED BREATHING) Where did you come from? No, scratch that. I guess I shouldn’t be so surprised. How much of that did you hear?</p>
<p>600. JESS: All of it.</p>
<p>601. HANNAH: (LABOURED BREATHING) And&#8230;?</p>
<p>602. JESS: You’re not human</p>
<p>603. HANNAH: (LABOURED BREATHING) That’s right. I’m a member of the Fae.</p>
<p>604. JESS: Like a faery?</p>
<p>605. HANNAH: (LABOURED BREATHING) (THROUGH GRITTED TEETH) Yes. But most of us don’t like that term.</p>
<p>606. JESS: Sorry. Can I get you out of there?</p>
<p>607. HANNAH: (LABOURED BREATHING) I don’t know, can you?</p>
<p><span style="text-decoration: underline;">608. SOUND: CLANK OF BARS &#8211; LET IT FINISH.</span></p>
<p>609. JESS: It’s locked and I don’t have a key.</p>
<p>610. HANNAH: (LABOURED BREATHING) So that would be a “no” then.</p>
<p>611. JESS: You don’t have to be such a cow.</p>
<p>612. HANNAH: (LABOURED BREATHING) As far as I can work out, I’m only in here because you provided Tizdale with a plausible way to get rid of me, right?</p>
<p>613. JESS: Uh&#8230; yeah, I guess so.</p>
<p>614. HANNAH: (LABOURED BREATHING) Then I’ll be however I want. You need to get me my book.</p>
<p>615. JESS: What?</p>
<p>616. HANNAH: (LABOURED BREATHING) Come on, try to keep up. In order to blend in here I had to cloak most of my power. It’s been hidden inside my book.</p>
<p>617. JESS: The book that old man used to drive off the werewolf the other night?</p>
<p>618. HANNAH: (LABOURED BREATHING) That old man is my son, and probably wouldn’t appreciate you calling him that.</p>
<p>619. JESS: Just how old are you?</p>
<p>620. HANNAH: (LABOURED BREATHING) About six hundred and rapidly running out of patience.</p>
<p>621. JESS: If I bring you the book, does that mean you’ll try to mess with my memory?</p>
<p>622. HANNAH: (LABOURED BREATHING) If I could mess with your memory I wouldn’t have punched you in the face. Actually, you’re pretty annoying so I really might have, but then I’d have made you forget how it happened. Unfortunately, that isn’t one of my abilities. It is Tizdale’s though.</p>
<p>623. JESS: Alright, I’ll try to get the book&#8230; and some bolt cutters. We need to get you out of this cage as well.</p>
<p>624. HANNAH: (LABOURED BREATHING) You think?</p>
<p>625. JESS: Will you be alright while I’m gone?</p>
<p>626. HANNAH: (LABOURED BREATHING) Until tonight, I’ll be fine. The cage only weakens me. I’m not in any real danger.</p>
<p>627. JESS: Okay, I’ll try and get the book.</p>
<p><span style="text-decoration: underline;">628. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">629. MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit our fictional world. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>JESS ALLPORT: </strong>Hi, I’m Jess. I’m snarky and smart, but not mean. I’ve got a thick skin and a determined nature. It’s how I survive in this school full of snobs. I know my own mind and don’t give in to pressure from others. I also mind my own business&#8230; but when my curiosity is aroused I’m like a dog worrying at a bone. I’m not going to stop until I get to the bottom of it.</p>
<p><strong>CASSIE TORRENS: </strong>A busybody. That’s me. And totally unsubtle. I mean, I’m totally not a gossip. I’ve still got friends and all, it’s just that, well, I’m curious about everything&#8230; and that puts some people off. If I want to know something I’ll usually just ask. Bluntly.</p>
<p><strong>MISS TIZDALE: </strong>I am the headmistress of this school. It is my job to maintain the school’s reputation, keep the school running, bring in appropriate enrollments, do the hiring and firing. It’s the job I was born for and I’m very good at it. I can even fake a little concern for my students&#8217; well-being when called upon to do so. Just don’t interrupt me right now. Can’t you see that what I’m doing is far too important for me to waste any real time on you?</p>
<p><strong>MR NORRIS: </strong>My name is Norris. Just Norris. I am Miss Transome’s guardian. I may look and stand and sound like a butler, but I’m not. I’m polite, but firm, and I have powerful friends. It would be a mistake to cross me. I never say things twice.</p>
<p><strong>HANNAH TRANSOME: </strong>I’m a complete cow to everyone. I don’t want to be at this school. I don’t want to make friends. I don’t want to take part in class or extracurriculars. I didn’t ask for this and I’m not happy that this is where I’ve ended up. I just want to be left alone to do what I’ve got to do until I can get out of here. And no, it’s none of your business what I’ve got going on.</p>
<p><strong>MISS CARTWRIGHT:</strong> I’m the deputy-head. What do you mean, you think I’m a strange choice? Well, yes, the Head Mistress, does like to do things herself. And no she’s never satisfied. But that doesn’t make me a doormat. We compliment each other. She runs things and I&#8230; well I&#8230; I teach. And I talk to the girls. And I’m steady and dependable. True, it has been suggested that my classes are a bit dull&#8230; but one always knows what one is going to get when one enters my classroom. My methods are tried and true. (BEAT) What? Yes, I do think reading from my notes is an effective way to teach. I have prepared very thorough – VERY thorough – notes. You wouldn’t expect anything less from a school like Seareach, would you?</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivates (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Girl in the Ivy Gate</h2>
<ul>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-1-death-seareach/">The Girl in the Ivy Gate – Episode 1 – Death at Seareach</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/">The Girl in the Ivy Gate – Episode 2 &#8211; The Road To Amnesia</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/">The Girl in the Ivy Gate – Episode 3 – The Werewolf and the Sidhe</a></li>
<li><a href="https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/">The Girl in the Ivy Gate – Episode 4 – Bloodline</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/">The Girl in the Ivy Gate &#8211; Epsiode 3 &#8211; The Werewolf and the Sidhe</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Girl in the Ivy Gate &#8211; Episode 2 &#8211; The Road to Amnesia</title>
		<link>https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Apr 2017 21:48:54 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Girl in the Ivy Gate]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the girl in the ivy gate]]></category>
		<category><![CDATA[the road to amnesia]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;The Road to Amnesia&#8221;, episode 2 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/">The Girl in the Ivy Gate &#8211; Episode 2 &#8211; The Road to Amnesia</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;The Road to Amnesia&#8221;, episode 2 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3129" aria-describedby="caption-attachment-3129" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3129" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN005 - The Girl in the Ivy Gate" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3129" class="wp-caption-text">Fantasy Noir &#8211; FN005 &#8211; The Girl in the Ivy Gate</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>EPISODE #2 – THE ROAD TO AMNESIA</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #5: The Girl in the Ivy Gate</strong></p>
<p>Jess is an ordinary girl at the very exclusive Seareach Boarding School. Most days all she has to contend with are the sneers of the trust-fund girls who want to look down on her for being a scholarship student. But when her best friend is killed in a dog attack at the full moon, just in time to make way for a new and unsettling female student to become enrolled, she finds herself teaming up with the nosiest girl in school to investigate a deepening mystery with some decidedly weird complications. Mysterious books, howls in the night, strangers meeting in the nearby woods, and a misdirected attempt at blackmail leads her through an adventure that could very well cost her more than her O-levels. Will she be able to uncover the secrets hiding within Seareach before the body count rises to include her own? Tune in to “The Girl in the Ivy Gate” and thrill as the investigation progresses towards its startling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JESS ALLPORT:</strong> Scholarship student</p>
<p><strong>CASSIE TORRENS:</strong> General Busybody</p>
<p><strong>MISS TIZDALE:</strong> School Principal</p>
<p><strong>BERTHA:</strong> Principal’s secretary</p>
<p><strong>MR NORRIS:</strong> Guardian</p>
<p><strong>HANNAH TRANSOME:</strong> New Student</p>
<p><strong>WOLF:</strong> Wolf</p>
<p><strong>ANNA LEA:</strong> Student</p>
<p><strong>JEN FISHER:</strong> Student</p>
<h3>SCENE 6: INT &#8211; SCHOOL HALLWAYS (JESS, CASSIE, BERTHA, TIZDALE, HANNAH)</h3>
<p><span style="text-decoration: underline;">217: MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></p>
<p>218. NARRATOR: A student has died under mysterious circumstances and a new student, Hannah, has been accepted into the prestigious Seareach School in her place.  Cassie is suspicious of the new student and convinces Jess to follow her during the lunch break&#8230;</p>
<p><span style="text-decoration: underline;">219. SOUND: ECHOING FOOTFALLS &#8211; UNDER</span></p>
<p>220. JESS: (LOW VOICE) Where’s she going? I thought she’d probably head into the grounds not make her way into the corridors.</p>
<p>221. CASSIE: (WHISPERING) I told you.</p>
<p>222. JESS: (LOW VOICE) It doesn’t mean I think she’s up to something, just that&#8230;</p>
<p>223. CASSIE: (WHISPERING) Shhh. She’s stopping.</p>
<p>224. JESS: What’s she&#8230; That’s the principal’s office she’s going into.</p>
<p><span style="text-decoration: underline;">225. SOUND: (DISTANT) DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>226. CASSIE: Come on, I want to see.</p>
<p>227. JESS: Wait&#8230; No&#8230;</p>
<p>228. SOUND: FOOTSTEPS &#8211; COME TO STOP.</p>
<p>229. CASSIE: What’s that in her hand?</p>
<p>230. JESS: An envelope. Fairly bulky. She’s adding it to the top of the mail tray&#8230; Quick, get back behind this statue. She’s coming out.</p>
<p><span style="text-decoration: underline;">231. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">232. SOUND: QUICK FOOTSTEPS &#8211; FADE INTO DISTANCE</span></p>
<p>233. CASSIE: Come on. We don’t want to lose her.</p>
<p>234. JESS: No wait. Someone’s coming.</p>
<p><span style="text-decoration: underline;">235. SOUND: TWO SETS OF FOOTSTEPS APPROACHING &#8211; UNDER.</span></p>
<p>236. TIZDALE: I don’t care how long we’ve had this meeting booked, Bertha. I’m not going and that’s final. Reschedule it for some time the following week.</p>
<p>237. BERTHA: But&#8230;</p>
<p>238. TIZDALE: No, there’s simply too much happening at the moment and I am not going to spend an evening away from the school right now.</p>
<p>239. BERTHA: Yes, ma’am.</p>
<p>240. TIZDALE: Now, go take a break. I’ve got some correspondence to take care of.</p>
<p>241. BERTHA: Yes, ma’am.</p>
<p><span style="text-decoration: underline;">242. SOUND: BERTHA WALKS AWAY &#8211; FADE</span></p>
<p><span style="text-decoration: underline;">243. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>244. CASSIE: (THREE LONG BEATS) Okay, let’s get out of here.</p>
<p>245. JESS: No. I want to see this.</p>
<p>246. CASSIE: What? But you were the one who was&#8230;</p>
<p>247. JESS: I know. I know. So just shut up a second. If I lean out I can see through her window and&#8230;</p>
<p>248. TIZDALE: What’s this? Hmmm. Heavy. No sender.</p>
<p><span style="text-decoration: underline;">249. SOUND: PAPER RIPPING &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">250. SOUND: HEAVY CLUNK (PAPER OPENER DROPPING ON DESK) &#8211; LET IT FINISH.</span></p>
<p>251. TIZDALE: What the&#8230;? (BEAT) (DISPROPORTIONATELY ANGRY, ALMOST TEARFUL) Who did this? Who knows? Who..? Who is responsible?</p>
<p>252. JESS: (WHISPERING) Quick. Let’s go.</p>
<p>253. SOUND: HURRIED FOOTSTEPS AS THE GIRLS RETREAT &#8211; ESTABLISH AND HURRIED STOP.</p>
<p>254. HANNAH: Going somewhere?</p>
<p>255. CASSIE: (SHORT SCREAM) Eek! You scared us!</p>
<p>256. HANNAH: Did I? Well the two of you could do with a good scare.</p>
<p>257. JESS: (DEFIANT) What do you mean?</p>
<p>258. HANNAH: I think you know exactly what I mean. You two need to keep your noses out of business that doesn’t concern you.</p>
<p>259. JESS: But&#8230;</p>
<p>260. HANNAH: You’ve had your warning&#8230; and you only get one. Stay out of my way or next time I won’t be so polite.</p>
<p><span style="text-decoration: underline;">261. SOUND: HANNAH WALKS OFF &#8211; FADE</span></p>
<p>262. CASSIE: Did she just threaten us?</p>
<p>263. JESS: Yes, I think that’s exactly what she just did.</p>
<p>264. CASSIE: Well! Are we going to put up with that from the likes of her?</p>
<p>265. JESS: (THOUGHTFUL) Perhaps. This bears some thinking about&#8230;</p>
<p><span style="text-decoration: underline;">266. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 7: INT &#8211; DORMITORY &#8211; NIGHT (CASSIE, JESS)</h3>
<p>267. CLAPHAM: It is officially lights out girls.</p>
<p><span style="text-decoration: underline;">268. SOUND: SWITCH BEING THROWN &#8211; POWERING DOWN OF ELECTRICS &#8211; UNDER.</span></p>
<p>269. CLAPHAM: Sleep well.</p>
<p><span style="text-decoration: underline;">270. SOUND: FOOTSTEPS &#8211; DOOR CLOSING &#8211; FOOTSTEPS FADE OUT.</span></p>
<p>271. CASSIE: (THREE LONG BEATS) Jess? Are you awake?</p>
<p>272. JESS: (RECOVERING FROM FRIGHT) Damnit Cassie. Yes, I’m awake. The lights have only just gone out. And you scared me half to death.</p>
<p>273. CASSIE: Sorry.</p>
<p>274. JESS: Well? What do you want?</p>
<p>275. CASSIE: Hannah’s on the move.</p>
<p>276. JESS: For crying out loud! This isn’t a spy movie you know?</p>
<p>277. CASSIE: She’s out of bed.</p>
<p>278. JESS: So are you!</p>
<p>279. CASSIE: Yes, but I’m still here. She’s left the dormitories. (BEAT) Oh, come on. Come over to the window and take a look.</p>
<p>280. JESS: Oh, alright.</p>
<p><span style="text-decoration: underline;">281. SOUND: BEDGEAR THROWN OFF AND PADDING FOOTSTEPS TO WINDOW &#8211; LET IT FINISH.</span></p>
<p>282. JESS: It’s dark. There’s nothing to see.</p>
<p>283. CASSIE: No, look. Down there, in the grounds. See her?</p>
<p>284. JESS: Where? Oh, there. What’s she doing?</p>
<p>285. CASSIE: I think she’s heading into the forest. And she’s got that book with her.</p>
<p>286. JESS: What?</p>
<p>287. CASSIE: You remember. I told you I’ve seen her sneaking out of the grounds.</p>
<p>288. JESS: But the forest? That’s totally dangerous.</p>
<p>289. CASSIE: Wait, what are you doing?</p>
<p>290. JESS: I’m going after her.</p>
<p>291. CASSIE: At least get dressed first.</p>
<p>292. JESS: No time. My robe will have to do. You stay here&#8230; in case anything happens.</p>
<p><span style="text-decoration: underline;">293. SOUND: QUICK PADDING FOOTSTEPS TO DOOR (BEAT) DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>294. CASSIE: But&#8230;</p>
<p><span style="text-decoration: underline;">295. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 8: EXT &#8211; GROUNDS &#8211; NIGHT (JESS, CASSIE, NORRIS, HANNAH)</h3>
<p><span style="text-decoration: underline;">296. SOUND: MILD WIND, CRICKETS, OCCASIONAL OWL HOOT &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">297. SOUND: WALKING THROUGH GRASS &#8211; UNDER.</span></p>
<p>298. JESS: What on earth am I doing out here? It’s freezing (BEAT) (WRILY) Oh yeah, I’m trying to make sure Hannah stays safe.</p>
<p>299. CASSIE: And just why exactly are you doing that? She was a total cow to us yesterday.</p>
<p>300. JESS: (JUMPING WITH FRIGHT). Oh! Stop creeping up on people like that! I thought I told you to stay inside!</p>
<p>301. CASSIE: You did. I didn’t. So why are we out here?</p>
<p>302. JESS: You know why. I might think Hannah is pretty weird, but&#8230; but&#8230;</p>
<p>303. CASSIE: (SOFTLY) But you don’t want what happened to Julie to happen to her?</p>
<p>304. JESS: Right.</p>
<p>305. CASSIE: Alright, but you’re not going out in the dark on your own. Here. I brought you a jumper.</p>
<p>306. JESS: Thanks. I owe you.</p>
<p>307. CASSIE: Yeah, you do. Now, which way did she go?</p>
<p>308. JESS: Through the fence over there and along the path in under the trees.</p>
<p>309. CASSIE: Come on then, we’d better hurry or we’ll miss her</p>
<p><span style="text-decoration: underline;">310. SOUND: TRUDGING FEET IN GRASS &#8211; UNDER</span></p>
<p>311. NORRIS: (FADE UP AT A DISTANCE)&#8230; we don’t have a lot of time. Is this far enough to be out of sight?</p>
<p>312. HANNAH: Yes. We need to get this over with quickly. I’m getting weaker&#8230; and more hungry.</p>
<p>313. NORRIS: I know. The moon is only going to last for another day or two before it starts to wane.</p>
<p>314. HANNAH: Here, put the book down.</p>
<p>315. CASSIE: (WHISPERING) What the hell? Who’s she meeting? He looks too old to be her boyfriend.</p>
<p>316. JESS: I think his name is Norris. He was with her when she was enrolled at the school. I think he’s kind of like her guardian or something.</p>
<p>317. CASSIE: Or something? Hey look, she’s getting down on her hands and knees. What is she&#8230;?</p>
<p>318. JESS: I think she’s&#8230; pretending to be a dog. She’s sniffing the ground and&#8230; holy smokes, did you see that?</p>
<p>319. CASSIE: She just ran into the woods. What the hell is going on?</p>
<p>320. JESS: I don’t know.</p>
<p>321. CASSIE: (PLEADING) Come on. Let’s go back to the school. This is just too weird.</p>
<p>322. JESS: Wait! What’s he doing now?</p>
<p>323. CASSIE: He’s just watching the spot where she left.</p>
<p>324. JESS: No, he’s got the book open. It’s&#8230; it’s glowing.</p>
<p>325. CASSIE: What? But&#8230; that’s nuts. We can’t be seeing this.</p>
<p>326. WOLF: GROWL &#8211; UNDER.</p>
<p>327. JESS: Cassie. Cassie, behind you.</p>
<p>328. CASSIE: Oh no. What? What is it?</p>
<p>329. JESS: It’s a dog. A really big, really angry dog. No! Don’t run.</p>
<p>330. WOLF: MENACING GROWLS &#8211; UNDER.</p>
<p>331. CASSIE: Jess? Jess, I’m really scared.</p>
<p>332. JESS: I know. I know. I’m trying to think of something.</p>
<p>333. CASSIE: Well think faster or I’m going to, you know, pass out.</p>
<p>334. JESS: Easy there, doggy. Nice doggy.</p>
<p>335. WOLF: GROWLS &#8211; CONTINUE UNDER.</p>
<p>336. NORRIS: I suggest, if you wish to live through this, that you do exactly what I say.</p>
<p>337. JESS: What the hell is going on?</p>
<p>338. NORRIS: That’s actually none of your concern. Right now the only thing you should be thinking about is survival.</p>
<p>339. CASSIE: Hell, he’s got my vote. Cassie, please..?</p>
<p>340. JESS: Alright, what do we have to do?</p>
<p>341. NORRIS: Come this way&#8230; slowly.</p>
<p>342. JESS: Okay, here we come. Cassie, just walk forward.</p>
<p>343. NORRIS: Now get behind me and shade your eyes&#8230;</p>
<p>344. JESS: What are you going to&#8230;?</p>
<p><span style="text-decoration: underline;">345. SOUND: PULSING NOISE</span></p>
<p>346. WOLF: YIP AND WHINE OF PAIN &#8211; LET IT FINISH.</p>
<p>347. SOUND: WOLF RETREATING INTO THE DISTANCE &#8211; FADE</p>
<p>348. NORRIS: (SIGHING WITH RELIEF) It’s gone. (SOBERING SUDDENLY) Damnit! It’s heading towards the village.</p>
<p>349. JESS: What’s going on. That light, it came from the book and chased it away. I don’t understand.</p>
<p>350. NORRIS: (ANGRY) You! Damn you for meddling with things that are beyond you.</p>
<p>351. JESS: But&#8230;</p>
<p>352. NORRIS: Get out of here. Now!</p>
<p>353. JESS: Yes. Yes, alright. C’mon Cassie. We need to get back to the school.</p>
<p>354. CASSIE: (WHIMPERS) Yes, lets go home.</p>
<p><span style="text-decoration: underline;">355. SOUND: FOOTSTEPS IN GRASS &#8211; FADE</span></p>
<p><span style="text-decoration: underline;">356. SOUND: FOOTSTEPS IN GRASS &#8211; FADE UP</span></p>
<p>357. CASSIE: Oh No. No No No. I did not just see that. That was impossible.</p>
<p>358. JESS: What was impossible?</p>
<p>359. CASSIE: Monsters. Magic. I didn’t just imagine it, did I?</p>
<p>360. JESS: No you didn’t. And I’ll tell you something else, too.</p>
<p>361. CASSIE: What?</p>
<p>362. JESS: The book he was carrying, the one that he got from Hannah, the one with the big dog on the cover.</p>
<p>363. CASSIE: Yeah?</p>
<p>364. JESS: When that dog thing was threatening us&#8230;</p>
<p>365. CASSIE: Yeah?</p>
<p>366. JESS: The picture on the cover was gone.</p>
<p>367. CASSIE: What? But it was stamped into the cover.</p>
<p>368. JESS: It was gone. (BEAT) I think&#8230; I think that, whoever they are, they might be responsible for the dog attacks&#8230; for the death of&#8230; of Julie.</p>
<p>369. FOOTSTEPS IN GRASS &#8211; FADE.</p>
<p><span style="text-decoration: underline;">370. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 9: INT &#8211; BETWEEN CLASSES (ANNA, JEN, JESS, HANNAH, CASSIE)</h3>
<p><span style="text-decoration: underline;">371. SOUND: SCHOOL BELL &#8211; CORRIDOR MOVEMENT &#8211; ESTABLISH AND UNDER.</span></p>
<p>372. ANNA: Did you hear? There was another dog attack in the village last night.</p>
<p>373. JEN: Yeah, it was in the morning paper. Apparently, they’re putting out poisoned baits to try and catch it.</p>
<p>374. ANNA: There’s some concern it might actually be rabid. You know, on account of how it’s been attacking people so boldly and all.</p>
<p>375. JESS: That’s it. Where’s Hannah?</p>
<p>376. JEN: What? I think I saw her in the Science wing.</p>
<p>377. JESS: Thanks, I’ll catch up with you in a minute.</p>
<p><span style="text-decoration: underline;">378. SOUND: FOOTSTEPS &#8211; FADE OUT</span></p>
<p><span style="text-decoration: underline;">379. SOUND: FOOTSTEPS &#8211; FADE UP.</span></p>
<p><span style="text-decoration: underline;">380. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>381. JESS: You’re not going to get away with this, you know?</p>
<p>382. HANNAH: What did you just say?</p>
<p>383. JESS: (ANGRY) I said, “You’re not going to get away with it.”</p>
<p>384. HANNAH: What are you talking about?</p>
<p>385. JESS: I’m talking about you. (BEAT) Did you really think no-one would notice? Never eating with the rest of us? Disappearing from class? Meeting up with, well, whoever he is in the woods?</p>
<p>386. HANNAH: I don’t have time for this kind of rubbish.</p>
<p>387. JESS: Oh, no you don’t. I’m not letting you out of this room until we’ve had this out.</p>
<p>388. HANNAH: Are you mental? Just what do you think is going on here?</p>
<p>389. JESS: I know, Hannah. I know your secret. I know you’re not even human, that you killed Julie to get into this school. I know why you’re hungry and what you’ve been doing at night. You’re not going to get away with it. I know what you are.</p>
<p>390. HANNAH: Is that so? And just what do you think I am?</p>
<p>391. JESS: I heard you last night, before you turned, talking to that man about the full moon. I know you’re a werewolf.</p>
<p>392. HANNAH: (DERISIVE) Can you hear yourself? You sound deranged.</p>
<p>393. JESS: I’m going to stop you. You’re not going to hurt anyone else.</p>
<p>394. HANNAH: (ANGRY) Is that what you think, is it? Then you listen to me, you little idiot. I warned you once before to stay out of my business. I told you, you’d only one chance to mind your own and leave well enough alone. I’m going to&#8230;</p>
<p>395. JESS: What? Eat me? Kill me like Julie? Is that it?</p>
<p>396. HANNAH: You stupid twit. Get out of my way.</p>
<p>397. JESS: No.</p>
<p>398. HANNAH: Then don’t say I didn’t warn you.</p>
<p><span style="text-decoration: underline;">399. SOUND: SMACK OF FIST ON FACE &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">400. SOUND: BODY COLLAPSING INTO CHAIRS &#8211; LET IT FINISH.</span></p>
<p>401. JESS: (PAINED) Ugh. You cow. You knocked me halfway across the room.</p>
<p>402. HANNAH: Don’t try to get up. Or I’ll give you another to match. You stay out of my business, got it? I don’t have time for the stupidity of some little school girl.</p>
<p>403. JESS: Some little school girl? Look who’s talking!</p>
<p>404. HANNAH: Listen to me. Listen! If you don’t stop meddling you’ll be in for a lot more than bruises. Do you understand? I could snap you like a twig if I had half a mind. You need to stop this.</p>
<p><span style="text-decoration: underline;">405. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>406. JESS: (GROANS) That could have gone better.</p>
<p><span style="text-decoration: underline;">407. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>408. CASSIE: You can say that again.</p>
<p>409. JESS: Where the hell did you come from?</p>
<p>410. CASSIE: I admit it. I was nosy and I eavesdropped from the hall.</p>
<p>411. JESS: You could have backed me up.</p>
<p>412. CASSIE: What? And ended up on my duff like you?</p>
<p>413. JESS: Help me up.</p>
<p>414. CASSIE: Here.</p>
<p>415. GIRLS: GRUNTS OF EXERTION AS THEY GET UP.</p>
<p>416. CASSIE: What are you going to do now?</p>
<p>417. JESS: You heard her threaten me. You can be my witness. She all but admitted she killed Julie. We’ve got to tell someone.</p>
<p>418. CASSIE: Who?</p>
<p>419. JESS: Let’s talk to the principal.</p>
<p>420. CASSIE: Tizdale? You can’t be serious.</p>
<p>421. JESS: Why not? She hates Hannah. You should have seen them the first day Hannah arrived.</p>
<p>422. CASSIE: It’s one thing for a teacher to dislike a student. It’s another to believe something like this. What are you going to tell her?</p>
<p>423. JESS: I’ll think of something. We’ve done all we can on our own. Come on.</p>
<p><span style="text-decoration: underline;">424. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 10: INT &#8211; PRINCIPAL’S OFFICE (CASSIE, JESS, NORRIS, TIZDALE)</h3>
<p><span style="text-decoration: underline;">425. SOUND: FOOTSTEPS IN THE CORRIDOR (CASSIE AND JESS) &#8211; ESTABLISH AND CONCLUDE</span></p>
<p>426. CASSIE: Well, is she there?</p>
<p>427. JESS: Looks like.</p>
<p>428. CASSIE: I don’t know, Jess. I’m not sure this is such a good idea.</p>
<p>429. JESS: Are you a man or a mouse?</p>
<p>430. CASSIE: Actually, I’m a teenage girl&#8230; (SQUEAKING) and squeaking (AHEM) squeaking doesn’t seem like such a bad idea right now.</p>
<p>431. JESS: Cassie!</p>
<p>432. CASSIE: Jess, I haven’t gotten through life as the least noticed person in school by sticking my neck out. It’s who I am.</p>
<p>433. JESS: Seriously? (ANGRY) Alright, if you won’t come with me, I’ll go alone.</p>
<p>434. CASSIE: Maybe that’s for the best.</p>
<p>435. JESS: Oh, shut up. (BEAT) (DEEP BREATH).</p>
<p><span style="text-decoration: underline;">436. SOUND: TWO STEPS AND KNOCK ON DOOR &#8211; LET IT FINISH.</span></p>
<p>437. TIZDALE: Come in.</p>
<p><span style="text-decoration: underline;">438. SOUND: DOOR OPENS &#8211; LET IT FINISH.</span></p>
<p>439. JESS: Miss Tizdale, I need to speak to you urgently about Hannah. I&#8230;</p>
<p>440. NORRIS: You need to speak to the Principal about my ward?</p>
<p>441. JESS: Oh. I’m sorry. I didn’t realize you had someone with you.</p>
<p>442. TIZDALE: Miss Allport, this is Mr. Norris, Hannah’s guardian. He was just leaving.</p>
<p>443. NORRIS: Actually, Miss Tizdale, I don’t believe our business was concluded&#8230; and if this&#8230; young person&#8230; has something to say regarding Hannah, I’d like to hear it.</p>
<p>444. TIZDALE: Mr. Norris, the running of this school is in my care, not yours. I will interview Miss Allport in a moment. You have informed me that your ward will be withdrawing from the school in a few days and I can only say that I am relieved. I will tell you frankly, sir, that she does not seem to fit in with the culture of the school and, by and large, has been a disruptive influence and a difficult student.</p>
<p>445. NORRIS: (COLDLY) I see.</p>
<p>446. TIZDALE: Yes. And to that, I would add that this school is private property and I would like you to cease entering the grounds without an appointment.</p>
<p>447. NORRIS: I see. Notwithstanding the fact that all my attempts to make an appointment have been met with refusal.</p>
<p>448. TIZDALE: I am, as you can see, very busy, and it is not possible for me to grant you an audience at your whim.</p>
<p>449. NORRIS: And if I wish to speak to you again before Hannah withdraws?</p>
<p>450. TIZDALE: I’m afraid that simply won’t be possible. I’ve given you all the time I can spare. Now, if you do not mind, I have work to do.</p>
<p>451. NORRIS: Have it your own way. Good day.</p>
<p><span style="text-decoration: underline;">452. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p>453. TIZDALE: Now, dear, come and sit down&#8230; and tell me what has happened to your face. Should I call the nurse?</p>
<p>454. JESS: No. No, I need to tell you this urgently.</p>
<p>455. TIZDALE: Alright. What has happened to you? Does this have something to do with Hannah?</p>
<p>456. JESS: Yes. Hannah attacked me in the science wing and&#8230; and I believe she attacked me last night as well.</p>
<p>457. TIZDALE: This sounds serious&#8230;</p>
<p><span style="text-decoration: underline;">458. SOUND: FAINT RINGING TONE &#8211; CONTINUES UNDER</span></p>
<p>459. TIZDALE: Tell me what happened?</p>
<p>460. JESS: I, uh, I&#8230; I feel strange&#8230;</p>
<p>461. TIZDALE: It’s all right, Jess, just take a breath and tell me what happened?</p>
<p>462. JESS: (DEEP BREATH) Alright. I think&#8230; I think Hannah killed Julie. I think she did it to create a vacancy at the school. I think&#8230; I think she’s a werewolf.</p>
<p>463. TIZDALE: (GENTLY) That’s a very strange thing to think, Jess. Why do you think she’s a werewolf?</p>
<p>464. JESS: I followed her last night&#8230; into the forest. She was talking to Mr Norris. He pretended he didn’t know me just now but last night he saw me and saved me from her after she changed.</p>
<p>465. TIZDALE: I see. Is there anything else I should know?</p>
<p>466. JESS: (DREAMILY) Yes. There’s a book she carries. It’s blue, with a dog on the cover. I think it gives her power of some kind.</p>
<p>467. TIZDALE: I see. That’s very good Jess.</p>
<p><span style="text-decoration: underline;">468. SOUND: RINGING INTENSIFIES &#8211; CONTINUE UNDER.</span></p>
<p>469. TIZDALE: And I’ll take care of it. All of it. But this is important, Jess, are you listening?</p>
<p>470. JESS: (DREAMILY) Yes, Miss Tizdale.</p>
<p>471. TIZDALE: For you, Jess, none of this happened. Alright. The bruise on your face is from falling on the stairs. Hannah never hit you.</p>
<p>472. JESS: (DREAMILY) But&#8230;</p>
<p>473. TIZDALE: It’s Okay Jess. I will take care of it. She won’t get away with it, but for your own good, you can’t remember it the way it happened. She didn’t attack you, Jess. There are no such things as werewolves. You didn’t go out into the forest. That was just a dream.</p>
<p>474. JESS: A dream&#8230;</p>
<p>475. TIZDALE: Yes, that’s right. Just a silly dream. You believe me, don’t you Jess?</p>
<p>476. JESS: (DREAMILY) Yes, miss Tizdale.</p>
<p><span style="text-decoration: underline;">477. SOUND: RING ENDS &#8211; LET IT FINISH.</span></p>
<p>478. TIZDALE: (ALL BUSINESS) That’s good Miss Allport. Thank you for coming to see me and clearing up this little misunderstanding. I’m sorry about your fall. Perhaps you should go see the nurse now.</p>
<p>479. JESS: Er&#8230; yes Miss Tizdale. Perhaps I should&#8230;</p>
<p>480. TIZDALE: Excellent, off you go.</p>
<p>481. JESS: Um&#8230; Miss Tizdale, is that yours?</p>
<p>482. TIZDALE: What dear?</p>
<p>483. JESS: That letter opener. It’s on the floor. Here.</p>
<p><span style="text-decoration: underline;">484. SOUND: RINGING RETURNS &#8211; UNDER</span></p>
<p>485. TIZDALE: (SCARED) Uh, no. No dear, don’t give it to me. Why don’t you take it with you. Throw it away perhaps, hmmm?</p>
<p>486. JESS: (DREAMILY) Yes, alright&#8230;</p>
<p><span style="text-decoration: underline;">487. SOUND: RINGING ENDS &#8211; LET IT FINISH.</span></p>
<p>488. TIZDALE: Very good. I’ll see you later.</p>
<p>489. JESS: Yes, Miss. Goodbye.</p>
<p><span style="text-decoration: underline;">490. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">491. MUSIC: SCENE ENDER &#8211; LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">492. MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>JESS ALLPORT: </strong>Hi, I’m Jess. I’m snarky and smart, but not mean. I’ve got a thick skin and a determined nature. It’s how I survive in this school full of snobs. I know my own mind and don’t give in to pressure from others. I also mind my own business&#8230; but when my curiosity is aroused I’m like a dog worrying at a bone. I’m not going to stop until I get to the bottom of it.</p>
<p><strong>CASSIE TORRENS: </strong>A busybody. That’s me. And totally unsubtle. I mean, I’m totally not a gossip. I’ve still got friends and all, it’s just that, well, I’m curious about everything&#8230; and that puts some people off. If I want to know something I’ll usually just ask. Bluntly.</p>
<p><strong>MISS TIZDALE: </strong>I am the headmistress of this school. It is my job to maintain the school’s reputation, keep the school running, bring in appropriate enrollments, do the hiring and firing. It’s the job I was born for and I’m very good at it. I can even fake a little concern for my students&#8217; well-being when called upon to do so. Just don’t interrupt me right now. Can’t you see that what I’m doing is far too important for me to waste any real time on you?</p>
<p><strong>MR NORRIS: </strong>My name is Norris. Just Norris. I am Miss Transome’s guardian. I may look and stand and sound like a butler, but I’m not. I’m polite, but firm, and I have powerful friends. It would be a mistake to cross me. I never say things twice.</p>
<p><strong>HANNAH TRANSOME: </strong>I’m a complete cow to everyone. I don’t want to be at this school. I don’t want to make friends. I don’t want to take part in class or extracurriculars. I didn’t ask for this and I’m not happy that this is where I’ve ended up. I just want to be left alone to do what I’ve got to do until I can get out of here. And no, it’s none of your business what I’ve got going on.</p>
<p><strong>BERTHA:</strong> Oh, uh, can I help you? Yes, I’m the secretary to the Head Mistress. Do you want to see Miss Tizdale? Um, do you have an appointment? She really doesn’t like to be interrupted. Oh, yes? I&#8230; I guess I can make you one. Would Monday be alright? At three? And what was your name? I know I had a pen around here somewhere. There’s always so much to do, don’t you know. And never enough time. Now, what was it I was doing?</p>
<h2>CASTING SHEETS – MINOR CHARACTERS</h2>
<p><strong>STUDENTS (ANY): </strong>What’s that? Yeah, it’s pretty keen up at the school. I mean, we can be cows to each other too, but most of the time we have loads of fun. Joking, talking about boys, and, you know, studying (when we have to).</p>
<p><strong>WOLF: </strong>I’m not the quiet skulking kind of wolf that avoids human contact. I’m huge and slavering and always hungry. And if I meet you in the wood, you’re going to either die or be really badly injured. I am all instinct and hate and hunger. It would be best to avoid me altogether.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Girl in the Ivy Gate</h2>
<ul>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-1-death-seareach/">The Girl in the Ivy Gate – Episode 1 – Death at Seareach</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/">The Girl in the Ivy Gate – Episode 2 &#8211; The Road To Amnesia</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/">The Girl in the Ivy Gate – Episode 3 – The Werewolf and the Sidhe</a></li>
<li><a href="https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/">The Girl in the Ivy Gate – Episode 4 – Bloodline</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/">The Girl in the Ivy Gate &#8211; Episode 2 &#8211; The Road to Amnesia</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Girl in the Ivy Gate &#8211; Episode 1 &#8211; Death at Seareach</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 21 Apr 2017 22:56:03 +0000</pubDate>
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		<category><![CDATA[The Girl in the Ivy Gate]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Death at Seareach&#8221;, episode 1 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications then [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/girl-ivy-gate-episode-1-death-seareach/">The Girl in the Ivy Gate &#8211; Episode 1 &#8211; Death at Seareach</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Death at Seareach&#8221;, episode 1 of our new Fantasy Noir; The Girl in the Ivy Gate. This is a brand new (unpublished) series (introducing the characters Jess Allport and Cassie Torrens). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3129" aria-describedby="caption-attachment-3129" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3129" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN005 - The Girl in the Ivy Gate" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3129" class="wp-caption-text">Fantasy Noir &#8211; FN005 &#8211; The Girl in the Ivy Gate</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>EPISODE #1 – DEATH AT SEAREACH</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #5: The Girl in the Ivy Gate</strong></p>
<p>Jess is an ordinary girl at the very exclusive Seareach boarding school. Most days all she has to contend with are the sneers of the trust-fund girls who want to look down on her for being a scholarship student. But when her best friend is killed in a dog attack at the full moon, just in time to make way for a new and unsettling female student to become enrolled, she finds herself teaming up with the nosiest girl in school to investigate a deepening mystery with some decidedly weird complications. Mysterious books, howls in the night, strangers meeting in the nearby woods, and a misdirected attempt at blackmail leads her through an adventure that could very well cost her more than her O-levels. Will she be able to uncover the secrets hiding within Seareach before the body count rises to include her own? Tune in to “The Girl in the Ivy Gate” and thrill as the investigation progresses towards its startling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JESS ALLPORT:</strong> Scholarship student</p>
<p><strong>JULIE BELMONT:</strong> Murder victim</p>
<p><strong>CASSIE TORRENS:</strong> General Busybody</p>
<p><strong>SALLY WOODS:</strong> Head Girl</p>
<p><strong>ANNA LEA:</strong> Student</p>
<p><strong>JEN FISHER:</strong> Student</p>
<p><strong>MISS CLAPHAM:</strong> Dorm Teacher</p>
<p><strong>CONSTABLE SMITH:</strong> Local Police Officer</p>
<p><strong>MISS TIZDALE:</strong> School Principal</p>
<p><strong>THE PORTER:</strong> School Porter</p>
<p><strong>MR NORRIS:</strong> Guardian</p>
<p><strong>HANNAH TRANSOME:</strong> New Student</p>
<p><strong>MRS JARVIS:</strong> Classroom teacher</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2><a id="PA4_17"></a><a id="OLE_LINK1"></a><a id="OLE_LINK2"></a>Act 1</h2>
<h3><a id="_Toc427997245"></a><a id="_Toc427997780"></a><a id="_Toc427998008"></a><br />
SCENE 1: EXT &#8211; GROUNDS OF SEAREACH BOARDING SCHOOL (JULIE BELMONT, JESS ALLPORT, CASSIE TORRENS)</h3>
<p><span style="text-decoration: underline;">1. MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">2. SOUND: LIGHT BREEZE, DISTANT (FEMALE) CHILDREN PLAYING &#8211; ESTABLISH AND UNDER.</span></p>
<p>3. JESS: Julie, we haven’t got time. When Miss Grovener told us to do a still life in the grounds, I don’t think she quite had this in mind. And art class will be over in a few minutes.</p>
<p>4. JULIE: All I need is a few minutes. I just want to get one sketch of the Ivy gate.</p>
<p>5. JESS: You must have drawn it a thousand times already.</p>
<p>6. JULIE: I don’t care. It’s beautiful, Jess.</p>
<p>7. JESS: It gives me the creeps. Sally was saying it’s older even than the Seareach boarding school. She says it was here long before the school was built. And who makes a gate out of bronze anyway?</p>
<p>8. JULIE: Ancient Britons, apparently. And don’t pay Sally any mind. She’s just having a lend of the scholarship girl.</p>
<p>9. JESS: Why’d you have to go and bring that up again? I keep trying to forget that fact.</p>
<p>10. JULIE: Sorry Jess. It’s easy to forget how sensitive you’ve become.</p>
<p>11. JESS: We’re the only girls in this school whose families don’t come from money.</p>
<p>12. JULIE: (GENTLY) Yeah, I know. They should never have printed that stuff about your mum raising you on her own in the school paper. It was cruel.</p>
<p>13. JESS: They turned my mum into a laughing stock.</p>
<p>14. JULIE: Yeah. They’re a bunch of stupid cows.</p>
<p>15. CASSIE: (CHEERFUL) Not talking about anyone I know are you?</p>
<p>16. JESS: Sheesh. Cassie, you gave us a fright. What are you doing out here?</p>
<p>17. CASSIE: Sorry, I thought you and Julie looked like you needed some company.</p>
<p>18. JULIE: You mean you just got nosy, don’t you?</p>
<p>19. CASSIE: (CHEERFULLY AND WITHOUT A TRACE OF EMBARASSMENT) Well yes, that too. So, what are you doing?</p>
<p>20. JESS: Julie wants to do a sketch of the gate.</p>
<p>21. CASSIE: I don’t think you’ll have the time.</p>
<p>22. JESS: I just got through saying that.</p>
<p><span style="text-decoration: underline;">23. SOUND: DISTANT SCHOOL BELL &#8211; LET IT FINISH.</span></p>
<p>24. JESS: See. Come on we’ve got to get to our next class.</p>
<p>25. JULIE: Oh, well. There’s always tomorrow.</p>
<p>26. JESS: I wish you didn’t have to leave at the end of the term. I’d give you my scholarship if it meant you could stay and finish the year.</p>
<p>27. JULIE: It’s alright, Jess. I think I’ve found a way to stay after all.</p>
<p>28. JESS: Really? Did your dad find the money in the end?</p>
<p>29. JULIE: No, but&#8230; well, I don’t want to jinx it. I’ll tell you soon though.</p>
<p><span style="text-decoration: underline;">30. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 2: INT &#8211; MORNING IN THE DORMITORY (SALLY WATTS, ANNA WOODS, JEN FISHER, JESS ALLPORT, MISS CLAPHAM)</h3>
<p><span style="text-decoration: underline;">31. SOUND: DOOR OPENS AND CLOSES &#8211; LET IT FINISH</span></p>
<p>32. SALLY WATTS (HEAD GIRL): Rise and shine everyone. Get yourselves up and about. The beaks are in an uproar and ol’ Claptrap will be here shortly.</p>
<p>33. ANNA LEA: Ugh. Leave off, Sally. It’s barely light.</p>
<p>34. JEN FISHER : You always say that, Anna.</p>
<p>35. ANNA : That’s only because it’s always true.</p>
<p>36. JESS ALLPORT: I need some breakfast. I’ve been awake half the night. Did you hear the howls? We must have had every dog in a ten-mile radius barking.</p>
<p>37. SALLY: You get used to it Jess. That’s just life in Seareach when the moon is up. I don’t even hear them anymore.</p>
<p>38. JESS: Good for you. I’m going to have shadows under my eyes all day. (BEAT) Out of the way, Jen &#8211; I want to look at the fog before it’s burned off.</p>
<p>39. JEN: You and your fog. Makes me cold just looking at it.</p>
<p>40. JESS: Oh, don’t be like that. It’s beautiful. I love seeing it at the start of the day.</p>
<p>41. JEN: I guess everyone has their little rituals. Anna moans about how dark it is&#8230; You stare into the fog&#8230;</p>
<p>42. SALLY: And you moan about them both.</p>
<p>43. JESS: Hey, look out the window. I think something’s up.</p>
<p>44. JEN: Are those police lights?</p>
<p>45. ANNA: Did someone try to break into the pantry again? Or the groundskeeper’s cottage?</p>
<p>46. JESS: I don’t know. (BEAT) Hey look, can you see? I think someone’s standing in the shadow of the Ivy gate.</p>
<p>47. JEN: Don’t be silly. Who’d be hanging around down there? That gate’s been rusted shut for more than a century.</p>
<p>48. JESS: It’s open now. Who do you think she is? A new student?</p>
<p>49. SALLY: Nah. Tizzy was telling the Carthorse&#8230;</p>
<p>50. JEN: Do you have to call them that? They’re teachers. It’s so disrespectful.</p>
<p>51. SALLY: Ugh, alright. But only to protect your sensitive ears. (BEAT) (ARCHLY) Miss Tizdale, our dear principal, was boasting to Miss Cartwright at the high table that the school is full &#8211; no places.</p>
<p>52. JEN: And how did you hear that?</p>
<p>53. SALLY: I was on table serving duty.</p>
<p>54. ANNA: One of the perks of being a head girl?</p>
<p>55. SALLY: Along with the privilege of waking you lot up each morning so you’re ready for inspection. Here&#8230; where’s Julie? And Cassie?</p>
<p>56. MILLIE: Cassie got hungry and went down early. I said I’d cover for her.</p>
<p>57. JESS: It’s strange that Julie’s not here.</p>
<p>58. SALLY: Doesn’t look like her bed’s been slept in. Do you know where she is, Jess?</p>
<p>59. JESS: Why are you asking me?</p>
<p>60. SALLY: Because you’re her best friend.</p>
<p>61. JESS: Sorry. I’ve no idea. She was working in the library when I came to bed. Could she have fallen asleep in there?</p>
<p>62. SALLY: If the place wasn’t in such an uproar I’d send you to find out. As it is she’ll just have to take her chances. There’ll be hell to pay if she doesn’t get back here before ol’ Claptrap arrives to&#8230;</p>
<p><span style="text-decoration: underline;">63. SOUND: KNOCKING AND DOOR OPENS &#8211; LET IT FINISH.</span></p>
<p>64. SALLY: Girls be upstanding for Miss Clapham.</p>
<p>65. CLAPHAM: Thankyou Miss Woods. We will be forgoing the visual inspection of your dormitory this morning. Miss Allport, you will come with me please?</p>
<p>66. GIRLS: (UPROAR) But? What? Has something happened? etc.</p>
<p>67. CLAPHAM: (FIRMLY) Enough! You are confined to your dormitory along with all other members of the school community until further notice. Breakfast will be brought to you.</p>
<p>68. SALLY: Miss Clapham, we need to report that Julie was not here when we rose this morning.</p>
<p>69. CLAPHAM: (SOFTENING AND WITH A CATCH IN HER THROAT) Yes, we are aware of her&#8230; absence. We will need to speak with each of you regarding where and when you last saw her. (TO JESS) Are you ready Jess? This is&#8230; important.</p>
<p>70. JESS: Yes Miss. Can I ask&#8230;?</p>
<p>71. CLAPHAM: When we are downstairs.</p>
<p><span style="text-decoration: underline;">72. SOUND: DOOR OPENS &#8211; FEET WALK OUT &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">73. MUSIC: URGENT SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 3: INT &#8211; SEAREACH SCHOOL FOYER (CONSTABLE SMITH, JESS ALLPORT, MISS TIZDALE, MISS CLAPHAM, THE PORTER)</h3>
<p><span style="text-decoration: underline;">74. SOUND: (WALLA) BACKGROUND MURMUR &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">75. SOUND: FOOTSTEPS ON TILE ENTER &#8211; LET IT FINISH.</span></p>
<p>76. CONSTABLE SMITH: Miss Allport, I presume. I’m Constable Smith. I’m afraid I have some bad news.</p>
<p>77. JESS: What? What’s going on?</p>
<p>78. SMITH: Er&#8230; Well&#8230;</p>
<p>79. MISS TIZDALE: We’ve received some very bad news this morning.</p>
<p>80. CLAPHAM: Miss Tizdale? I didn’t see you there.</p>
<p>81. TIZDALE: It’s quite alright Miss Clapham. I’ll take it from here.</p>
<p>82. CLAPHAM: Yes Ma’am.</p>
<p>83. SMITH: There was another dog attack in the night. It seems that one of your classmates was outside the grounds.</p>
<p>84. JESS: (DAWNING COMPREHENSION) No&#8230;</p>
<p>85. SMITH: It’s very important you tell us anything you know.</p>
<p>86. JESS: No.. Julie! Has she been hurt?</p>
<p>87. TIZDALE: I’m sorry, Jess, Julie&#8230; she didn’t survive the attack.</p>
<p>88. JESS: What? No! This can’t be happening. This&#8230; oh.</p>
<p>89. TIZDALE: Catch her, constable.</p>
<p>90. SMITH: Hang on. I’ve got you, lass. Come and sit here. That’s the way.</p>
<p>91. TIZDALE: Here, drink this,</p>
<p>92. JESS: (SWALLOW) Thank you.</p>
<p>93. SMITH: I know this is hard. But I have to ask you some questions.</p>
<p>94. TIZDALE: Please, Jess, anything you can tell us would be a big help.</p>
<p>95. JESS: Yes, of course.</p>
<p>96. SMITH: When did you last see Julie?</p>
<p>97. JESS: (DISTRACTED) Er&#8230; last night. I left her in the library around nine o’clock. She was working on her literature essay. It was Romeo and Juliet. She was so excited. Books did that to her. She loved the tragedy of&#8230; (LAMELY) it.</p>
<p>98. SMITH: It’s alright. Do you have any idea why she would have left the school?</p>
<p>99. PORTER: Excuse me Miss Tizdale, I have a young woman here with her father. They have an appointment to speak with you about a place in the school.</p>
<p>100. TIZDALE: (IMPATIENT) I’ll be with them in just a moment. Go on, Jess, answer the question.</p>
<p><span style="text-decoration: underline;">101. SOUND: FAINT RINGING TONE &#8211; CONTINUE UNDER.</span></p>
<p>102. JESS: I&#8230; uh&#8230; who is that girl? I&#8230;</p>
<p>103. SMITH: Miss Allport. I need you to focus.</p>
<p>104. JESS: Yes&#8230; of course&#8230; Julie, well she’d take walks&#8230; alone&#8230; whenever she had anything to think over&#8230; but&#8230;</p>
<p>105. SMITH: I see. And you think she may have gone for a walk last night.</p>
<p>106. JESS: Maybe, but&#8230;</p>
<p>107. TIZDALE: You can see that the girl is distraught. Perhaps we could&#8230;</p>
<p><span style="text-decoration: underline;">108. SOUND: RINGING INCREASES IN VOLUME &#8211; CONTINUE UNDER.</span></p>
<p>109. SMITH: Yes, it’s alright. I believe we have enough to be going on with. I’ll let you rest now miss. (FADING OUT AS HE MOVES AWAY) Excuse me, Parker. Yes, I wanted to ask you&#8230;</p>
<p>110. JESS: Thank you&#8230; I think&#8230; but&#8230;</p>
<p>111. TIZDALE: It’s alright, Jess. You’ve had quite a shock.</p>
<p>112. JESS: That girl&#8230; she keeps staring at me.</p>
<p><span style="text-decoration: underline;">113. SOUND : FADE OUT RINGING.</span></p>
<p>114. TIZDALE: (SNIFFS AND SEEMS HOSTILE). Ah, yes. A prospective new student. Don’t let it bother you. She’s arrived in the middle of great sadness and is probably struggling to keep her curiosity within proper bounds.</p>
<p>115. JESS: Ah, my head’s clearing. It was such a shock.</p>
<p>116. TIZDALE: Of course, dear&#8230;</p>
<p>117. JESS: Miss Tizdale! (SHOCKED) I told the policeman that Julie went walking alone.</p>
<p>118. TIZDALE: Yes, dear.</p>
<p>119. JESS: But she doesn’t! I mean she didn’t. Not ever. I don’t know why I&#8230;</p>
<p><span style="text-decoration: underline;">120. SOUND: RINGING BEGINS AGAIN &#8211; CONTINUE UNDER</span></p>
<p>121. JESS: She’s looking at me again&#8230; she’s&#8230;</p>
<p>122. TIZDALE: Easy Jess. I think you should visit the Nurse. It’s not so strange is it? Lots of girls like to take a walk alone to think things through. Are you sure she didn’t as well?</p>
<p>123. SOUND: RINGING INCREASES IN VOLUME &#8211; CONTINUE UNDER</p>
<p>124. JESS: No, you’re right. I just&#8230; I feel so strange.</p>
<p>125. TIZDALE: It’s alright, Jess. Now I have to go. But if you need to talk to someone I’ll be there for you.</p>
<p>126. JESS: Yes&#8230; thanks Miss Tizdale. I think I’ll&#8230; just go and lie down now. She’s still staring you know.</p>
<p><span style="text-decoration: underline;">127. SOUND: RINGING FADES.</span></p>
<p>128. TIZDALE: Is she?</p>
<p>129. JESS: (CONFUSED) No, not anymore.</p>
<p>130. TIZDALE: Then I’ll leave you alone.</p>
<p>131. SMITH: (BEAT) (RETURNING) Miss Allport? What will you do now, Miss?</p>
<p>132. JESS: I don’t feel like breakfast anymore. I don’t feel like I’ll ever be hungry again. Julie’s mum needs to be contacted&#8230;</p>
<p>133. SMITH: That’s all in hand. You needn’t worry.</p>
<p>134. JESS: It kind of feels wrong to go on with things, attend classes etc.</p>
<p>135. SMITH: You needn’t worry. They’ve been cancelled while we conduct our enquiry.</p>
<p>136. JESS: Then I guess I’ll take Miss Tizdale’s advice and visit the nurse.</p>
<p>137. SMITH: You do that Miss. It’s a terrible tragedy. We’ll track the dogs down and see that they’re destroyed. We’ll make sure it never happens again.</p>
<p>138. JESS: Thank you. I’ll be okay now.</p>
<p><span style="text-decoration: underline;">139. SOUND: FOOTSTEPS DEPART &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">140. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 4: INT &#8211; THE HALLWAY (JESS, LIZ, MISS TIZDALE, NORRIS, CASSIE TORRENS)</h3>
<p><span style="text-decoration: underline;">141. SOUND: LOW MURMUR &#8211; ESTABLISH AND UNDER</span></p>
<p><span style="text-decoration: underline;">142. SOUND: ECHOING FOOTSTEPS &#8211; LET IT FINISH</span></p>
<p>143. CASSIE TORRENS: Psssst. Hey, Jess.</p>
<p>144. JESS: Cassie? What are you doing here?</p>
<p>145. CASSIE: I was raiding the kitchen when the police arrived. Can you help me get back to the dorm?</p>
<p>146. JESS: I’m surprised they’re not turning the place upside down looking for you&#8230; If you missed inspection&#8230;</p>
<p>147. CASSIE: Nah, it’s fine. Milly will have covered for me. She’ll have told miss Spotts I’ve got duty or something. I just need to get back.</p>
<p>148. JESS: So how am I supposed to help?</p>
<p>149. CASSIE: Well, you’ve got permission to be let out here, right?</p>
<p>150. JESS: Yes?</p>
<p>151. CASSIE: So, you can go ahead and tell me if it’s all clear.</p>
<p>152. JESS: Seriously? Do you even know what’s going on?</p>
<p>153. CASSIE: Not a thing. Why, do you?</p>
<p>154. JESS: As a matter of fact. Julie is dead.</p>
<p>155. CASSIE: What? Oh, Jess, I’m so sorry&#8230; When? How?</p>
<p>156. JESS: Some kind of animal attack, apparently. Last night.</p>
<p>157. CASSIE: (INCREDULOUS) In the school?</p>
<p>158. JESS: No, outside. She must have gone for a walk.</p>
<p>159. CASSIE: That doesn’t seem like her. Why would she do something like that?</p>
<p>160. JESS: I don’t know. It’s strange, isn’t it?</p>
<p>161. CASSIE: You should know. She was your friend.</p>
<p>162. JESS: What are you saying?</p>
<p>163. CASSIE: Nothing. Just that you knew her best.</p>
<p>164. JESS: Yeah, well&#8230; (AWKWARD PAUSE)</p>
<p>165. CASSIE: Look, are you going to help me or not.</p>
<p>166. JESS: Yeah, I guess. Stay behind me and I’ll let you know if the way is clear.</p>
<p><span style="text-decoration: underline;">167. SOUND: GIRLS’ FOOTSTEPS &#8211; LET IT FINISH.</span></p>
<p>168. TIZDALE: (FADE IN) I do not know how you wrangled this, but I will not have it in my school.</p>
<p><span style="text-decoration: underline;">169. SOUND: FOOTSTEPS &#8211; OVER AND STOP.</span></p>
<p>170. JESS: Wait, Cassie, I think the Principal is in the next room&#8230; and the strange girl.</p>
<p>171. CASSIE: What strange&#8230;</p>
<p>172. JESS: Shhhh!</p>
<p>173. NORRIS: A possible vacancy has opened up. We’re ready to pay. What is the problem?</p>
<p>174. TIZDALE: Is that even a question? That you would bring this&#8230; this&#8230; girl here, today of all days.</p>
<p>175. NORRIS: What are you suggesting? The paperwork is all in order.</p>
<p>176. TIZDALE: Mr. Norris, I don’t know where to begin. This is very unorthodox, not to mention suspicious.</p>
<p>177. NORRIS: If there is a problem I would be happy to take it up with the board.</p>
<p>178. TIZDALE: That won’t be necessary, Mr Norris&#8230; but I’m warning you, Miss Transome, if you give me one excuse I’ll have you out of this school so fast, you’ll think you’ve been fired from a cannon.</p>
<p>179. HANNAH: (INSOLENTLY) We’ll see. And it’s Hannah&#8230; not Miss Transome.</p>
<p>180. TIZDALE: (SHARPLY) What was that?</p>
<p>181. NORRIS: (QUICKLY INTERRUPTING) Then if everything is in order, I’ll depart.</p>
<p>182. JESS: Lean back or they’ll see us when they come out.</p>
<p><span style="text-decoration: underline;">183. SOUND: WOBBLE OF VASE &#8211; LET IT FINISH.</span></p>
<p>184. JESS: Oh no! The Vase!</p>
<p><span style="text-decoration: underline;">185. SOUND: VASE SMASHES &#8211; LET IT FINISH.</span></p>
<p>186. JESS: Run!</p>
<p><span style="text-decoration: underline;">187. SOUND: GIRLS’ FOOTSTEPS RUNNING &#8211; UNDER.</span></p>
<p>188. TIZDALE: What was that?</p>
<p><span style="text-decoration: underline;">189. MUSIC: TIME PASSING &#8211; SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>SCENE 5: INT &#8211; CLASSROOM (CLOSE OF LESSON) (CASSIE, JESS, MRS JARVIS)</h3>
<p><span style="text-decoration: underline;">190. SOUND: CLASSROOM MURMUR &#8211; ESTABLISH AND UNDER</span></p>
<p><span style="text-decoration: underline;">191. SOUND: SCHOOL BELL &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">192. SOUND: CHAIRS AND PACKUP &#8211; UNDER AND FADE</span></p>
<p>193. MRS JARVIS: (LOUDLY) Girls, be sure to read pages 76 to 104 of the Great Gatsby for our next lesson&#8230;</p>
<p>194. GIRLS: (GROANS)</p>
<p>195. JARVIS: &#8230;and don’t forget your essay will be due in two weeks. All of you need to have made a start on the first draft by now.</p>
<p>196. GIRLS: (MORE GROANS)</p>
<p>197. CASSIE: (TO JESS) Have you noticed how strange that Hannah is? She’s been here a week but she hardly talks to anyone.</p>
<p>198. JESS: Could you be any more of a gossip? We’ve got lunch now, then maths.</p>
<p>199. CASSIE: No really. She’s got no friends&#8230;</p>
<p>200. JESS: She’s new.</p>
<p>201. CASSIE: And she’s always carrying that book with her.</p>
<p>202. JESS: So, she likes to read.</p>
<p>203. CASSIE: Have you seen it?</p>
<p>204. JESS: Not my business.</p>
<p>205. CASSIE: It’s as big as an old family Bible, covered in some kind of blue leather, and there’s a stamp on the cover.</p>
<p>206. JESS: Cassie, let it go, will you?</p>
<p>207. CASSIE: I’m just saying. It’s weird is all.</p>
<p>208. JESS: And I’m just saying “I don’t care” is all.</p>
<p>209. CASSIE: Alright, but (CONSPIRATORIALLY) do you know where she goes at night?</p>
<p>210. JESS: (DISTRACTED) What?</p>
<p>211. CASSIE: I’ve seen her, after dark, sneaking across the grounds. She’s up to something I tell you. (BEAT) Look, where’s she going now?</p>
<p>212. JESS: (EXASPERATED) Cassie! Perhaps she wants to go for a walk during lunch. Leave her alone.</p>
<p>213. CASSIE: Oh, come on. Let’s go see.</p>
<p>214. JESS: No.</p>
<p>215. CASSIE: Please! Don’t you want to know what she’s doing?</p>
<p>216. JESS: Alright, but only to show you there’s nothing going on.</p>
<p>217. CASSIE: Great! Let’s go.</p>
<p><span style="text-decoration: underline;">218. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">219. MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>JESS ALLPORT: </strong>Hi, I’m Jess. I’m snarky and smart, but not mean. I’ve got a thick skin and a determined nature. It’s how I survive in this school full of snobs. I know my own mind and don’t give in to pressure from others. I also mind my own business&#8230; but when my curiosity is aroused I’m like a dog worrying at a bone. I’m not going to stop until I get to the bottom of it.</p>
<p><strong>CASSIE TORRENS: </strong>A busybody. That’s me. And totally unsubtle. I mean, I’m totally not a gossip. I’ve still got friends and all, it’s just that, well, I’m curious about everything&#8230; and that puts some people off. If I want to know something I’ll usually just ask. Bluntly.</p>
<p><strong>MISS TIZDALE: </strong>I am the headmistress of this school. It is my job to maintain the school’s reputation, keep the school running, bring in appropriate enrollments, do the hiring and firing. It’s the job I was born for and I’m very good at it. I can even fake a little concern for my students&#8217; well-being when called upon to do so. Just don’t interrupt me right now. Can’t you see that what I’m doing is far too important for me to waste any real time on you?</p>
<p><strong>MR NORRIS: </strong>My name is Norris. Just Norris. I am Miss Transome’s guardian. I may look and stand and sound like a butler, but I’m not. I’m polite, but firm, and I have powerful friends. It would be a mistake to cross me. I never say things twice.</p>
<p><strong>HANNAH TRANSOME: </strong>I’m a complete cow to everyone. I don’t want to be at this school. I don’t want to make friends. I don’t want to take part in class or extracurriculars. I didn’t ask for this and I’m not happy that this is where I’ve ended up. I just want to be left alone to do what I’ve got to do until I can get out of here. And no, it’s none of your business what I’ve got going on.</p>
<p><strong>JULIE BELMONT: </strong>I love it at Seareach. Sure, some of the girls can be cows. But here’s where my friends are. I love the school. I love the classes. I love my teachers. I just want to stay here&#8230; but my parents can’t afford it any longer and I have to leave. But I’ve got a plan. If things work out, I just might be able to stay after all. I’m not going to jinx it by telling you what it is though.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>STUDENTS (ANY): </strong>What’s that? Yeah, it’s pretty keen up at the school. I mean, we can be cows to each other too, but most of the time we have loads of fun. Joking, talking about boys, and, you know, studying (when we have to).</p>
<p><strong>MISS CLAPHAM: </strong>I’m in charge of the dorms. I take the role, provide a shoulder to cry on, decide whether the girls need to visit the infirmary, enforce the rules, and generally make sure the girls don’t get themselves into trouble. Yes, we don’t want a scandal, and our Head Mistress would throw each and every one of these girls under the bus if she thought a scandal was in the wind, but I’m much more concerned that the girls are safe and well and achieving their best. I’m strict but fair, and I’ve cared for girls in the school consistently for the last twenty years.</p>
<p><strong>CONSTABLE SMITH: </strong>How’d I get the job of coming out to a girl’s school with this news. It’s a nasty business, death. But all those teenage hormones&#8230; and tears. I never know what to say in the face of tears. But I’ve got a job to do. I have to ask my questions and fill out my reports. I’ll just have to grit my teeth and get it done.</p>
<p><strong>THE PORTER: </strong>I’m the school porter, that’s right. All tugging of forelocks and yes ma’am, and no ma’am, and as you please, ma’am. I even have to call these girls ma’am. Most of the time they don’t even know I exist. Doesn’t stop ‘em ordering me around if they want something though. Ungrateful too. Never a please or a thank you. Still, it’s a living.</p>
<p><strong>MRS JARVIS: </strong>Just your generic teacher, that’s me. I’m competent and concerned. I make my expectations clear and I expect my students to meet them. I’m comfortable whether I’m dealing with a parent, conducting a consultation in my office, or standing at the chalkboard. I give off an air of authority without seeming arrogant.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h2>The Girl in the Ivy Gate</h2>
<ul>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-1-death-seareach/">The Girl in the Ivy Gate – Episode 1 – Death at Seareach</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-episode-2-road-amnesia/">The Girl in the Ivy Gate – Episode 2 &#8211; The Road To Amnesia</a></li>
<li><a href="https://weirdworldstudios.com/girl-ivy-gate-epsiode-3-werewolf-sidhe/">The Girl in the Ivy Gate – Episode 3 – The Werewolf and the Sidhe</a></li>
<li><a href="https://weirdworldstudios.com/the-girl-in-the-ivy-gate-episode-4-bloodline/">The Girl in the Ivy Gate – Episode 4 – Bloodline</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/girl-ivy-gate-episode-1-death-seareach/">The Girl in the Ivy Gate &#8211; Episode 1 &#8211; Death at Seareach</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Freefall (The Arcturan Adventure) &#8211; Episode 5 &#8211; A New World joins the Neighbourhood</title>
		<link>https://weirdworldstudios.com/freefall-arcturan-adventure-episode-5-new-world-joins-neighbourhood/</link>
					<comments>https://weirdworldstudios.com/freefall-arcturan-adventure-episode-5-new-world-joins-neighbourhood/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 Mar 2017 23:15:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Freefall]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[a new world joins the neighbourhood]]></category>
		<category><![CDATA[freefall]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the arcturan adventure]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3100</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;A New World Joins the Neighbourhood&#8221;, episode 5 (and final) of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-5-new-world-joins-neighbourhood/">Freefall (The Arcturan Adventure) &#8211; Episode 5 &#8211; A New World joins the Neighbourhood</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A New World Joins the Neighbourhood&#8221;, episode 5 (and final) of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3082" aria-describedby="caption-attachment-3082" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3082" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/02/025SO002Sml.png?resize=200%2C283" alt="Space Opera - SO002 - Freefall" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3082" class="wp-caption-text">Space Opera &#8211; SO002 &#8211; Freefall</figcaption></figure></p>
<h3>SCENE 14:    INT &#8211; UNDERGROUND LAB<br />
(SARAH, BREX, JEFF, VULGE, TERG, VASH)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Despite being marooned on a planet facing invasion from the massed might of the evil Council of Six, Sarah, Jeff, and her crew have succeeded in destroying the invader&#8217;s Command and Control ship and with it the jamming technology that prevents the Arcturans from fighting back.</li>
<li>BREX: (HISSING) Ah, welcome back.  You look a little dustier and more rubble strewn than I remember.</li>
<li>SARAH: Things weren’t quite as straight forward as we hoped.</li>
<li>BREX: (HISSING) Well, something must have gone to plan.  The energy dampening field is gone and communications are working again.  The coup has failed in five out of our six provinces and loyalist forces are close to retaking the capital.  The cities of Strekzza an Sheldrom were both destroyed by meteorites but we have to deal with the coup before we can render aid.</li>
<li>VULGE: The destruction of the dampening field was more good luck and creative improvisation than good planning.  The silo still contained a solid fuel rocket.  We used it to destroy the invaders’ command ship.</li>
<li>BREX: (HISSING) So it would seem.  The fleet itself began self-destructing not long ago.</li>
<li>SARAH: Your viewscreen is up and running again.  Is that the capital?</li>
<li>BREX: (HISSING) Yes.  Over there, in that valley, the ship you hoped to take is lifting off.  They are hoping to escape and take news back to the Council of Six.</li>
<li>SOUND: LASER BLAST AND EXPLOSION THROUGH SPEAKERS &#8211; LET IT FINISH.</li>
<li>BREX: (HISSING) Sadly I fear they will be unable to return.</li>
<li>SARAH: No!  We need that ship.</li>
<li>BREX: (HISSING) I’m sorry.  I know you were hoping to use it to return to your world. I’m afraid I couldn’t risk it getting away.  I do have some good news, however.</li>
<li>SARAH: Yes?</li>
<li>BREX: (HISSING) Your friend is back on his feet.  Unfortunately the damage was very extensive.  I am afraid he will probably have a limp from this point on.</li>
<li>JEFF: It’ll go well with my scars.  I end up more roguishly handsome by the day.  Hiya Sarah.</li>
<li>SARAH: Hey Jeff.  How’re you doing?</li>
<li>JEFF: Almost as good as new.  Sorry I had to sit this one out.  You’ve no idea what it’s like trying to communicate without Terg and Vash here to help out with that mental translation field thingy they do.</li>
<li>SARAH: It looks like we’re all going to be sitting on the sidelines from this point on.  With the Emmissary Ship gone, we’ve got no way of getting home.</li>
<li>JEFF: (STARTS LAUGHING)</li>
<li>BREX: (HISSING) (JOINS IN LAUGHTER)</li>
<li>SARAH: Huh?  Have I missed something?</li>
<li>JEFF: You might say that.  Brex, would you care to explain?  It’ll be easier now you don’t have to use sign language.</li>
<li>BREX: (HISSING) Why thank you.  With the dampener field out of the way we are now able to undertake the evacuation of our planet.</li>
<li>SARAH: Yes, you said that when we first arrived.  You also said you couldn’t spare any of your ships.</li>
<li>JEFF: No, Sarah, you don’t understand.  They intend to evacuate the planet.  The whole planet.  They’ve been building wormhole engines at various points on the globe, capable of moving the planet as a mass.  The bombardment came close to destroying one of them, but you destroyed the fleet before any real damage was done.</li>
<li>BREX: (HISSING) We’ve been waiting for you to return in order to ask you to provide us with coordinates for your own system.  We will move our world into your solar system and, in exchange for safe haven, provide you with wormhole technology.</li>
<li>SARAH: But that’s&#8230; that’s wonderful.  Vulge!</li>
<li>VULGE: Yes Captain.</li>
<li>SARAH: Please give Chief Scientist Brex the coordinates he needs to add this world to our Solar System.  He’ll need an orbit that is sufficiently distant to match and maintain the temperature range his people currently enjoy.</li>
<li>VULGE: Yes, Ma’am.</li>
<li>VASH: And us?</li>
<li>SARAH: Get Brex to help you use his communications technology.  We’ll need to broadcast on coded channels as soon as the wormhole opens.  I don’t want Earth assuming we’re a new threat coming through.</li>
<li>TERG AND VASH: Yes Miss.</li>
<li>JEFF: And me.</li>
<li>SARAH: We’re officers.  We get to sit back and enjoy the ride.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 15:    INT &#8211; UNDERGROUND LAB<br />
(SARAH, JEFF, BREX, TERG, FERRIS)</h3>
<ol start="38">
<li><span style="text-decoration: underline;">SOUND: WORMHOLE TRAVERSING SOUND EFFECT – LET IT FINISH.</span></li>
<li>SARAH: Did I say “enjoy the ride?”  That was awful.</li>
<li>JEFF:   I’d almost rather do another high altitude drop.</li>
<li>TERG: I think we’ve got a problem, Miss.</li>
<li>SARAH:   Did the procedure fail?</li>
<li>BREX: (HISSING) Impossible.  My calculations were perfect.</li>
<li>TERG: We’ve arrived all right, and in the right location, but&#8230;, well, there’s a huge fleet gathering outside the asteroid field and it is swinging around to head our way.</li>
<li>SARAH: Have you been broadcasting on the correct channels?</li>
<li>TERG: Yes, but I don’t think they can hear us.</li>
<li>SARAH: Is it an enemy fleet?  How did they get through before us?</li>
<li>TERG: No, it’s an Earth fleet.</li>
<li>JEFF: An Earth fleet?  But wasn’t the shipyard destroyed?</li>
<li>SARAH: Pretty much.  I don’t understand either. Why can’t you get through?</li>
<li>TERG: I think we’re being jammed.  From somewhere on the planet.</li>
<li>BREX: (HISSING) Damnit.  The Council emissaries obviously left some saboteurs behind.</li>
<li>SARAH: Is there anyway to get a signal through?</li>
<li>TERG: Not without getting into orbit.  The interference is just too thick.</li>
<li>JEFF: That fleet could do us a whole lot of damage if they assume we’re hostile and act accordingly.</li>
<li>SARAH: We’ve got to do something.</li>
<li>BREX: (HISSING) Will your people assume we are hostile or will they send someone to investigate first?</li>
<li>SARAH: I… I don’t know.  It could go either way.</li>
<li>BREX: (HISSING) The jamming has to be coming from somewhere nearby.  The coup leaders surrendered shortly after the dampener field stopped interfering with our electronics. Without the uprising to divert them, the Royal Guard would have begun searching for the source of the jamming as soon as it began.  We have no choice but to wait and see who reaches their objective first, the guards or your fleet.</li>
<li>SARAH: (SUDDENLY SUSPICIOUS) Brex?  Where’s your assistant?</li>
<li>BREX: (HISSING) What?</li>
<li>SARAH: Your assistant?  Where is he?</li>
<li>BREX: (HISSING) (BEAT) I don’t like what you’re insinuating.  He has neither the wit, nor the courage to&#8230;</li>
<li>SARAH: Yes?</li>
<li>BREX: (HISSING) to&#8230; Why that little&#8230;</li>
<li>SARAH: Terg, patch the channel through so we can hear it.</li>
<li><span style="text-decoration: underline;">SOUND: TUNING AND STATIC – ESTABLISH AND UNDER.</span></li>
<li>SARAH: (THREE LONG BEATS) I hate this.  The fleet are closing.</li>
<li>BREX: (HISSING) Have a little faith.  That little idiot is too stupid to have done the job well.  I’m betting he’s locked himself in his nest.  Come with me.</li>
<li>SARAH: Terg, Vash you’re with me.  I’ll need your translation ability.</li>
<li>TERG: Yes, Miss.</li>
<li><span style="text-decoration: underline;">SOUND: SLITHERING AND FOOTSTEPS &#8211; FADE</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 16:    INT &#8211; OUTSIDE THE ASSISTANT’S NEST<br />
(BREX, SARAH, ASSISTANT)</h3>
<ol start="74">
<li><span style="text-decoration: underline;">SOUND: ODD OSCILLATING HUMMING SOUND &#8211; UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: HAMMERING ON DOOR &#8211; LET IT FINISH.</span></li>
<li>BREX: (HISSING) Open this door now, imbecile.</li>
<li>ASSISTANT: (HISSING) No. And if you try to come through, I’ll kill you.  I’ve built a prototype disintegration field.  It’s unstable, but I’ll activate it.</li>
<li>TERG: Er, that doesn’t sound good.</li>
<li>BREX: (HISSING) It’s not.  His design is fundamentally flawed.  So much so, that turning it on could potentially destroy this world, or at least render what remains mostly uninhabitable.</li>
<li>SARAH: (CALLING) Why are you doing this?  It’s self-destructive.</li>
<li>ASSISTANT: (HISSING) You think so?  These old snakes&#8230;</li>
<li>BREX: (ANGRY HISS)</li>
<li>ASSISTANT: (HISSING) They’ve lived a long time.  They exploit us, they abuse us.  They mistreat us&#8230; they even feed on us at their whim.  Is it any wonder we younger folk would wish to rise up against them?</li>
<li>BREX: (HISSING) At risk to your planet?  Your people?</li>
<li>ASSISTANT: (HISSING) Why not? How long do your assistants live before you eat them in a fit of temper?  Why should I care about the life of a planet I will never live long enough to enjoy?  Why wouldn’t I consider the risk of ridding this world of you worth it?</li>
<li>BREX: (HISSING) You have the same chance of survival as any other member of your brood.  And if you live, you’ll enjoy the same privileges.</li>
<li>ASSISTANT: (HISSING) Ha! You justify your position and privilege with the myth of meritocracy.  We die and are exploited because we are not you, and therefore deserve to die and be exploited.  Most of us are resigned to our slavery, but you are blind.  You just don’t see how little you differ from the slave masters of the Council of Six that you oppose.</li>
<li>SARAH: It doesn’t have to be this way.  You are going to start a war with a species you have never encountered.  There will be huge loss of life.  Even now, your own fleet is taking to space in order to face off against my own people. All because we cannot communicate through your electronic jamming.</li>
<li>ASSISTANT: (HISSING) Why should I care?  My own life is forfeit.</li>
<li>SARAH: Because change is possible.  Your people just transported a planet from one side of the galaxy to another.  They are about to form an alliance with a group of planets that have a radically different view of the value of life than has been dominant in your section of the galaxy.  We are opposed to everything that the Council of Six stand for, and we require that our allies stand with us.  Change is coming.  And it can be achieved peacefully.</li>
<li>BREX: (HISSING) Perhaps there is something to what the human says.</li>
<li>ASSISTANT: (HISSING) Perhaps?</li>
<li>BREX: Turn the jamming device off, boy.  Let us in.</li>
<li>ASSISTANT: &#8230; (THREE LONG BEATS)</li>
<li>TERG: I don’t think he’s&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: JAMMING POWERS DOWN &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: DOOR UNLOCKS &#8211; LET IT FINISH.</span></li>
<li>SARAH: Vash, Terg.  Back to the broadcast station.    (CALLING) Thank you!</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET &#8211; FADE.</span></li>
<li>BREX: (HISSING) Show me this device of yours, boy.</li>
<li>ASSISTANT: (NERVOUS)Er&#8230; yes, sir.</li>
<li>BREX: (HISSING) Hmmm. Dangerous.    But it does show promise.  This could form the basis of a formidable weapon.</li>
<li>ASSISTANT: (NERVOUS) (HISSING) Sir?</li>
<li>BREX: (HISSING) Yes?</li>
<li>ASSISTANT: (HISSING) Don’t treat me like a fool. I’m not going to survive this interview, am I?</li>
<li>BREX: (HISSING) No.</li>
<li>ASSISTANT: (HISSING) And what of the human’s words?</li>
<li>BREX: (HISSING) The humans may think what they like.  A treaty will hardly alter thousands of years of history.  They are short lived and weak.  It is inevitable that we shall become their masters, just as we are yours.</li>
<li>ASSISTANT: (HISSING) Perhaps. But I think she was right.</li>
<li>BREX: (HISSING) How so?</li>
<li>ASSISTANT: (HISSING) Change is coming.  And you cannot avoid it. Your time is up.</li>
<li>BREX: (HISSING) Ah, the idiotic idealism of youth. You are wrong&#8230;  And the next few moments will demonstrate that for you, however briefly.<br />
(ROARS)</li>
<li><span style="text-decoration: underline;">SOUND: WET CHOMP AND DEATH GURGLE OF ASSISTANT &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 17:    INT &#8211; BREX’S LABORATORY<br />
(BREX, SARAH, JEFF, VASH, TERG, VULGE, ADMIRAL FERRIS, RADIO)</h3>
<ol start="115">
<li><span style="text-decoration: underline;">SOUND: STATIC CONTINUES FOR THREE LONG BEATS AND STOPS – LET IT FINISH.</span></li>
<li>RADIO: … is the Earth Destroyer Prospero carrying Admiral Ferris, please state your intent.  Can anyone respond?</li>
<li>SARAH,JEFF,VULGE,TERG,VASH: (CHEERING)</li>
<li>SARAH: Hold on. Hold on.  Open a link, Terg.</li>
<li>TERG:</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: This is Captain Sarah Tanner of the Solar Patrol broadcasting from Arcturas, the planet that just appeared within our solar system.  We have no hostile intent.  Please connect me to Admiral Ferris.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>RADIO:   Please hold for Admiral Ferris.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: Admiral Ferris here.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Admiral, this is Captain Tanner, Sir.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: Great to hear from you captain.  I thought we’d lost you.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Thank you sir.  We were none too sure we were going to be able to return either.  Sir, we have some more refugees for our system.  The Arcturans are requesting asylum in exchange for providing Earth with the wormhole drive technology they used to bring this planet here.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: You never fail to surprise me,Captain.  This is welcome news indeed.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Yes Sir… but if I may ask?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: Yes Captain?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Where has the fleet you’re leading come from?  I thought our ships and the shipyard were destroyed.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: Ah, that.  I’m sorry I couldn’t let you in on it.  We set up a decoy shipyard on Phobos.  The intention was to give the enemy an obvious target for sabotage etc. while keeping the real shipyard (inside the asteroid belt) secret.  The plan worked far more effectively than we thought – though the losses on Phobos were horrific.  We’ve managed to produce a fleet that is triple the size of any we’ve previously put into operation and all without our enemies discovering it. (BEAT) Are the enemy aware of the outcome of their attack?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>JEFF: No sir.  We destroyed their observer craft before it could relay a message back to its sister fleet and the sister fleet itself has also been destroyed.  I believe it is safe to say we are now in the strongest position we have been in (strategically and militarily) since this conflict began.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: I take it you’ve made contact with the Arcturans and can place us in contact with their representatives.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Yes sir.  I would like to recommend that our primary contact be Chief Scientist Brex.  He is the one responsible both for saving his world and delivering this new technology to us.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: Excellent, Captain.  Give my warmest regards to your crew and get yourselves back here for a briefing, pronto.  I have a new mission for you.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Er… Admiral…</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: Yes, Captain?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Our ship was destroyed and we are currently planet bound.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>FERRIS: (LONG BEAT) (AMUSED AND EXASPERATED) That’s the second Patrol ship you’ve destroyed.  Give us your location and a ship will be made available to you shortly.  We shall speak more on this shortly.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: And with that a new phase of the conflict between Earth and the mysterious Council of Six began. With the help of the Arcturans the forces of Earth would no longer be bound to their own solar system.  The galaxy, in all its vast array, was now within their reach.</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles &lt;href=&#8221;http://weirdworldstudios.com/product-category/our-products/&#8221;&gt;http://weirdworldstudios.com/product-category/our-products .</p>
<p>This post and all its content is copyright © 2016 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-5-new-world-joins-neighbourhood/">Freefall (The Arcturan Adventure) &#8211; Episode 5 &#8211; A New World joins the Neighbourhood</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3100</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #44</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-44/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-44/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 14 Apr 2017 23:47:50 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3258</guid>

					<description><![CDATA[<p>Hi folks, We&#8217;ve received some new artwork for our newest serial &#8220;The Girl in the Ivy Gate&#8221;. This is the final week that we&#8217;ll be releasing character artwork on our website in the lead up to the release of &#8220;the Girl in the Ivy Gate&#8221;. The artwork was completed by the extremely talented Miyukiko. We [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-44/">Artist&#8217;s Sketchbook #44</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Hi folks,<br />
We&#8217;ve received some new artwork for our newest serial &#8220;The Girl in the Ivy Gate&#8221;. This is the final week that we&#8217;ll be releasing character artwork on our website in the lead up to the release of &#8220;the Girl in the Ivy Gate&#8221;. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.<br />
This week we are featuring the play&#8217;s villain, Miss Tizdale, the shape-shifting Principal of the prestigious Seareach Boarding School for girls &#8211; a school where a series of strange and dangerous events are kicked off by the death of a student.</p>
<p><figure id="attachment_3125" aria-describedby="caption-attachment-3125" style="width: 815px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of  Miss Tizdale from &quot;The Girl in the Ivy Gate&quot;" width="640" height="1074" class="size-full wp-image-3125" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=768%2C1289&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=600%2C1007&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=100%2C168&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=150%2C252&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=200%2C336&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=300%2C504&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/045Title1bArtProcess.png?resize=450%2C755&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-3125" class="wp-caption-text">Sketches and art elements by Miyukiko of  Miss Tizdale from &#8220;The Girl in the Ivy Gate&#8221;</figcaption></figure></p>
<p>This artwork is copyright © <a href="www.weirdworldstudios.com">Weirdworldstudios</a> and Philip Craig Robotham, 2017 and cannot be used or reproduced in any way without the permission of the copyright holder.</p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-44/">Artist&#8217;s Sketchbook #44</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">3258</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #43</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-43/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-43/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 07 Apr 2017 22:54:43 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3170</guid>

					<description><![CDATA[<p>Hi folks, We&#8217;ve received some new artwork for our newest serial &#8220;The Girl in the Ivy Gate&#8221;. So, for the next three weeks, we&#8217;ll be releasing character artwork on our website in the lead up to the release of &#8220;the Girl in the Ivy Gate&#8221;. The artwork was completed by the extremely talented Miyukiko. We [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-43/">Artist&#8217;s Sketchbook #43</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Hi folks,<br />
We&#8217;ve received some new artwork for our newest serial &#8220;The Girl in the Ivy Gate&#8221;. So, for the next three weeks, we&#8217;ll be releasing character artwork on our website in the lead up to the release of &#8220;the Girl in the Ivy Gate&#8221;. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.<br />
This week we are featuring the play&#8217;s main character, Jess Alport, a scholarship student at the prestigious Seareach Boarding School for girls &#8211; a school where a series of strange and dangerous events are kicked off by the death of a fellow student.</p>
<p><figure id="attachment_3126" aria-describedby="caption-attachment-3126" style="width: 815px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3126" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of Cassie Torrens from &quot;The Girl in the Ivy Gate&quot;" width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=768%2C1289&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=600%2C1007&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=100%2C168&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=150%2C252&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=200%2C336&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=300%2C504&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title1bArtProcess.png?resize=450%2C755&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-3126" class="wp-caption-text">Sketches and art elements by Miyukiko of Cassie Torrens from &#8220;The Girl in the Ivy Gate&#8221;</figcaption></figure></p>
<p>This artwork is copyright © <a href="www.weirdworldstudios.com">Weirdworldstudios</a> and Philip Craig Robotham, 2017 and cannot be used or reproduced in any way without the permission of the copyright holder.</p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-43/">Artist&#8217;s Sketchbook #43</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">3170</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #42</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-42/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-42/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 31 Mar 2017 23:40:36 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3132</guid>

					<description><![CDATA[<p>Hi folks, We&#8217;ve received some new artwork for our newest serial &#8220;The Girl in the Ivy Gate&#8221;. So, for the next three weeks, we&#8217;ll be releasing character artwork on our website in the lead up to the release of &#8220;the Girl in the Ivy Gate&#8221;. The artwork was completed by the extremely talented Miyukiko. We [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-42/">Artist&#8217;s Sketchbook #42</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Hi folks,<br />
We&#8217;ve received some new artwork for our newest serial &#8220;The Girl in the Ivy Gate&#8221;. So, for the next three weeks, we&#8217;ll be releasing character artwork on our website in the lead up to the release of &#8220;the Girl in the Ivy Gate&#8221;. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.<br />
This week we are featuring the play&#8217;s main character, Jess Alport, a scholarship student at the prestigious Seareach Boarding School for girls &#8211; a school where a series of strange and dangerous events are kicked off by the death of a fellow student.</p>
<p><figure id="attachment_3127" aria-describedby="caption-attachment-3127" style="width: 815px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3127" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of Jess Alport from &quot;The Girl in the Ivy Gate&quot;" width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=768%2C1289&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=600%2C1007&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=100%2C168&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=150%2C252&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=200%2C336&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=300%2C504&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/046Title2bArtProcess.png?resize=450%2C755&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-3127" class="wp-caption-text">Sketches and art elements by Miyukiko of Jess Alport from &#8220;The Girl in the Ivy Gate&#8221;</figcaption></figure></p>
<p>This artwork is copyright © <a href="www.weirdworldstudios.com">Weirdworldstudios</a> and Philip Craig Robotham, 2017 and cannot be used or reproduced in any way without the permission of the copyright holder.</p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-42/">Artist&#8217;s Sketchbook #42</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">3132</post-id>	</item>
		<item>
		<title>New Artwork for our Fantasy Noir serial &#8211; The Girl in the Ivy Gate</title>
		<link>https://weirdworldstudios.com/new-artwork-fantasy-noir-serial-girl-ivy-gate/</link>
					<comments>https://weirdworldstudios.com/new-artwork-fantasy-noir-serial-girl-ivy-gate/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 00:31:14 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3123</guid>

					<description><![CDATA[<p>Hi folks, We&#8217;ve received some new artwork from our talented artist Miyukiko. Get a good look at this preview for our upcoming Fantasy Noir Serial featuring two brand new characters; Jess Alport and Cassie Torrens, students at the prestigious Seareach Boarding School for girls &#8211; a school where a series of strange and dangerous events [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/new-artwork-fantasy-noir-serial-girl-ivy-gate/">New Artwork for our Fantasy Noir serial &#8211; The Girl in the Ivy Gate</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Hi folks,<br />
We&#8217;ve received some new artwork from our talented artist Miyukiko.<br />
Get a good look at this preview for our upcoming Fantasy Noir Serial featuring two brand new characters; Jess Alport and Cassie Torrens, students at the prestigious Seareach Boarding School for girls &#8211; a school where a series of strange and dangerous events are kicked off by the death of a fellow student.</p>
<p><figure id="attachment_3128" aria-describedby="caption-attachment-3128" style="width: 600px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3128" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=600%2C849" alt="Fantasy Noir - FN005 - The Girl in the Ivy Gate" width="600" height="849" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?w=600&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/03/044FantasyNoir05Med.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 600px) 100vw, 600px" /><figcaption id="caption-attachment-3128" class="wp-caption-text">Fantasy Noir &#8211; FN005 &#8211; The Girl in the Ivy Gate</figcaption></figure></p>
<p>This artwork is copyright © <a href="www.weirdworldstudios.com">Weirdworldstudios</a> and Philip Craig Robotham, 2017 and cannot be used or reproduced in any way without the permission of the copyright holder.</p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/new-artwork-fantasy-noir-serial-girl-ivy-gate/">New Artwork for our Fantasy Noir serial &#8211; The Girl in the Ivy Gate</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3123</post-id>	</item>
		<item>
		<title>The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</title>
		<link>https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/</link>
					<comments>https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 06 Jan 2017 23:14:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Holding our Breath, episode 5 (and final) of The Tower of the Tentacle. This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone). If you would like to see these new stories advance from being [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<p>Below we present the complete text of Holding our Breath, episode 5 (and final) of The Tower of the Tentacle. This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2742" aria-describedby="caption-attachment-2742" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2742" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - GM005 - The Tower of the Tentacle" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2742" class="wp-caption-text">Pulp Adventure &#8211; GM005 &#8211; The Tower of the Tentacle</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>EPISODE #5 – HOLDING OUR BREATH</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #5: The Tower of the Tentacle</strong></p>
<p>When Trent Stone is awakened in the middle of the night to find that his room is being ransacked he confronts the intruders only to see them vanish into thin air before his eyes. Finding some strange glasses the intruders left behind, he and Tess Carter set out following a trail of clues across the city where they encounter mysteriously cocooned people, stolen city infrastructure, and flying tentacled monstrosities. In order to get to the heart of this mystery, they need to employ the glasses to “see” into the reality behind reality and determine just what the objective of the strange otherworldly presence that has settled in Star City for the night is… before a world-destroying cataclysm results. Can they solve the mystery AND save the world? Tune in to “The Tower of the Tentacle” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE: </strong>Adventurer</p>
<p><strong>TESS CARTER: </strong>Reporter</p>
<p><strong>DR SAM JOHNSON: </strong>Former Physics Professor</p>
<p><strong>FBI AGENT THOMAS: </strong>FBI Agent Thomas</p>
<p><strong>FBI AGENTS (GROUP): </strong>FBI Field Agents</p>
<p><strong>ALIEN 1: </strong>Alien Member of the Hive (Leader)</p>
<p><strong>ALIEN 2: </strong>Alien Member of the Hive (Leader)</p>
<p><strong>POLICE: </strong>Beat Cops and Other Police on the Ground</p>
<p><strong>SOLDIER: </strong>Standard Private or Corporal</p>
<p><strong>WAITER: </strong>Restaurant Waiter</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>Scene 14 INT &#8211; The Car Chase (Trent Stone, Tess Carter, Dr Sam Johnson)</h3>
<p><span style="text-decoration: underline;">904. MUSIC: OPENING THEME – LET IT FINISH.</span></p>
<p>905. NARRATOR: The threat has been revealed. The aliens must get their malfunctioning spacecraft away from the earth or the resulting explosion will destroy the entire planet. Can Trent and Tess recover the gemstone they require as a power source in time?</p>
<p><span style="text-decoration: underline;">906. SOUND: FOOTSTEPS &#8211; FADE IN SIRENS, COP VOICES &#8211; etc.</span></p>
<p>907. TRENT: Will you look at that!</p>
<p>908. TESS: Wow, those G-Men are everywhere. It&#8217;s a good thing the distraction field is still in place. We&#8217;re pretty much invisible to them for the moment.</p>
<p>909. TRENT: Yes. Hopefully it&#8217;ll give us the edge we need to get back to the hotel and retrieve the crystal. But it hasn&#8217;t been so effective that the Bureau men have stopped looking for us. They seem to think we&#8217;ve hidden in one of the surrounding buildings and they have set up a cordon. We&#8217;re going to have trouble getting out of here.</p>
<p>910. TESS: Hey isn&#8217;t that Walt over there. I thought they&#8217;d be done with him by now.</p>
<p>911. TRENT: Looks like they&#8217;re holding on to him. Someone&#8217;s suspicious that he might be more than a cab driver to us.</p>
<p>912. TESS: Well, that should make the Doc happy. Those two didn&#8217;t exactly&#8230; hey, where&#8217;d the Doc go?</p>
<p>913. TRENT: Oh no. He&#8217;s slipped away and is running for the edge of the field.</p>
<p>914. POLICE: (COMMOTION) SHOUTS OF AMAZEMENT &#8211; Where&#8217;d he come from? What the&#8230;? Etc.</p>
<p>915. SAM: (DISTANT) Help! Help! The traitors are in the empty block. Fire into the vacant land. Fire!</p>
<p><span style="text-decoration: underline;">916. SOUND: (DISTANT) GUNSHOTS FIRING- ESTABLISH AND MAINTAIN UNDER RUNNING FEET.</span></p>
<p>917. TRENT: Aw, Hell! This is just what we need. Come on, run for those cars.</p>
<p>918. TESS: What are we going to do?</p>
<p>919. TRENT: We can&#8217;t take on the entirety of Star City&#8217;s finest and we can&#8217;t allow ourselves to get arrested, there just isn&#8217;t time.</p>
<p>920. TESS: So?</p>
<p>921. TRENT: So, I say we steal a police car.</p>
<p>922. TESS: Hot damn! (BEAT) But I get to drive.</p>
<p>923. TRENT: All yours.</p>
<p>924. AGENT THOMAS: (IN BACKGROUND) Hold your fire! Hold your fire!</p>
<p>925. AGENTS: Hey, where&#8217;d they come from! They&#8217;re taking one of the cars. Stop them! Etc.</p>
<p><span style="text-decoration: underline;">926. SOUND: DOORS OPEN AND CLOSE.</span></p>
<p><span style="text-decoration: underline;">927. SOUND: ENGINE STARTS AND CAR SQUEALS AWAY!</span></p>
<p>928. THOMAS: Halt. Halt or we shoot!</p>
<p><span style="text-decoration: underline;">929. SOUND: GUNSHOTS AS CAR DRIVES INTO DISTANCE &#8211; FADE OUT.</span></p>
<p><span style="text-decoration: underline;">930. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 15 INT &#8211; At the Hotel (Trent Stone, Tess Carter, Dr Sam Johnson, Agent Thomas)</h3>
<p><span style="text-decoration: underline;">931. SOUND: BUSY HOTEL FOYER &#8211; ESTABLISH AND UNDER</span></p>
<p>932. TESS: Ah. Home sweet home.</p>
<p>933. TRENT: Or as much of a home as a hotel can be.</p>
<p>934. TESS: Well, you&#8217;ve retrieved the crystal from the vault. Now we just need to get to the roof.</p>
<p><span style="text-decoration: underline;">935. SOUND: COMMOTION AT ENTRANCE &#8211; ESTABLISH AND UNDER</span></p>
<p>936. THOMAS: (AT A DISTANCE) Dr Johnson, if this is some kind of wild goose chase.</p>
<p>937. SAM: No, agent Thomas, I swear, this is where they said they were going.</p>
<p>938. THOMAS: I&#8217;m going to distribute these glasses we recovered from the cab to my men. Now that you&#8217;ve shown us how they work, these&#8230; creatures&#8230; won&#8217;t be able to hide from us. But for your sake, I hope you are telling the truth.</p>
<p>939. SAM: It&#8217;s all true. They&#8217;ve betrayed us to monsters from beyond our world. If we don&#8217;t stop them, the earth will fall.</p>
<p>940. THOMAS. Alright men, spread out. Go floor by floor, but find them. We can&#8217;t let them get away.</p>
<p><span style="text-decoration: underline;">941. SOUND: BOOTS IN MANY DIRECTIONS &#8211; QUICKLY FADE.</span></p>
<p>942. SAM: They&#8217;ll be trying to get to the roof. That&#8217;s where they agreed to meet the monsters.</p>
<p>943. TESS: Aw, hell. You should have let me punch that little guy out hours ago.</p>
<p>944. TRENT: In hindsight perhaps I should have.</p>
<p>945. TESS: Well, what are we going to do?</p>
<p>946. TRENT: They&#8217;ve got the stairwells blocked and they&#8217;re guarding the elevators.</p>
<p>947. TESS: And any moment now the concierge will let them know we&#8217;re already here.</p>
<p>948. TRENT: And they&#8217;ll have men on every floor very shortly.</p>
<p>949. TESS: The fire-escape then?</p>
<p>950. TRENT: The very thing.</p>
<p><span style="text-decoration: underline;">951. MUSIC: SCENE ENDER</span></p>
<h3>Scene 16 INT &#8211; The Hotel Roof (Trent Stone, Tess Carter, Agent Thomas)</h3>
<p><span style="text-decoration: underline;">952. SOUND: (WALLA) WIND, DISTANT TRAFFIC, ETC. &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">953. SOUND: LAST FEW STEPS CLIMBING METAL LADDER &#8211; LET IT FINISH.</span></p>
<p>954. TRENT: Well, here we are.</p>
<p>955. TESS: Yup. On the roof. (BEAT) No sign of our flying tentacled friends yet.</p>
<p>956. TRENT: No. Not yet. It might be advisable to secure the stairwell access to the roof while we wait.</p>
<p>957. TESS: And the fire escape.</p>
<p>958. TRENT: First the door to the stairs. We&#8217;ll hear anyone on the fire escape long before we need to worry.</p>
<p><span style="text-decoration: underline;">959. SOUND: DOOR OPENS &#8211; LET IT FINISH.</span></p>
<p>960. THOMAS: A pity you didn&#8217;t think of that on your way up. The two of you made enough noise on those metal stairs to wake the dead.</p>
<p>961. TRENT: Easy Agent, put the gun down and let&#8217;s talk this through.</p>
<p>962. THOMAS: What? And let you get the drop on me. Not likely. Now, get your hands up where I can see them.</p>
<p>963. TESS: But, wait, you don&#8217;t understand.</p>
<p>964. THOMAS: Why? You think I don&#8217;t know what I&#8217;m dealing with here? That I&#8217;m dealing with a pair of traitors to the human race? You two may think you&#8217;re big heroes in this town, but I don&#8217;t care. You don&#8217;t get to sell out your fellow man on my watch and get away with it.</p>
<p>965. TRENT: And what gives you the fool idea that we&#8217;re traitors?</p>
<p>966. THOMAS: Doctor Johnson told us everything. About the invasion. About your deal with the monsters. We can see them now you know.</p>
<p>967. TESS: Johnson? That lunatic? And you believed him?</p>
<p>968. SAM: That&#8217;s right. Don&#8217;t look so surprised. Agent Thomas here brought me with him. He trusts me, which is more than you ever did.</p>
<p>969. TESS: Why is it that every thinks he&#8217;s got the world by the tail if he’s following a man with a gat in the hand?</p>
<p>970. SAM: (SOUNDING DERANGED) Don&#8217;t you make fun of me. I was smart enough to see through your plan. You&#8217;re not going to get away with it.</p>
<p>971. THOMAS: You two are under arrest for treason. You have the right to remain silent. Anything you say can and will&#8230;</p>
<p>972. SAM: (ANGRY) What? You&#8217;re just going to arrest them!?? But&#8230; they&#8217;re traitors.</p>
<p>973. THOMAS: Enough Johnson. It&#8217;s my job. You&#8217;ve helped us find them. I&#8217;ll take it from here.</p>
<p>974. SAM: No that&#8217;s not good enough. They&#8217;re traitors. They deserve to die!</p>
<p>975. THOMAS: Johnson, what are you? No. Let go of my gun&#8230;</p>
<p>976. SOUND: GUNSHOT AND BODY DROP &#8211; LET IT FINISH.</p>
<p>977. TESS: Look out Trent, I&#8217;ll get him.</p>
<p><span style="text-decoration: underline;">978. SOUND: SMACK AND BODY DROP &#8211; LET IT FINISH.</span></p>
<p>979. TRENT: Damn it, Doctor, what have you done?</p>
<p>980. TESS: He&#8217;s out cold. Look to the other guy.</p>
<p>981. TRENT: Agent Thomas, you&#8217;ve been shot!</p>
<p>982. THOMAS: That idiot. If your time ever comes, make sure you&#8217;re up against someone who knows how to shoot.</p>
<p>983. TRENT: Let me see. Damn. It&#8217;s a gut shot. I take it you know what that means?</p>
<p>984. THOMAS: Yeah. I&#8217;m done for. I&#8217;m only sorry I couldn&#8217;t stop the two of you.</p>
<p>985. TESS: You still believe that idiot, even after he shot you?</p>
<p>986. THOMAS: Are you still trying to tell me he was wrong?</p>
<p>987. TRENT: Was and is wrong. We&#8217;re trying to save the planet, not destroy it. Those monsters, as you call them, need to get their rocket ship off our world before some kind of explosion on board wipes out most of the planet&#8217;s life forms.</p>
<p>988. TESS: Trent, I can see them coming. They&#8217;re flying towards us now.</p>
<p>989. TRENT: Alright. Quickly secure the door. That gunshot is sure to have drawn the attention of the other agents. We&#8217;ve only got a few seconds before we have even more guns on the roof.</p>
<p>990. TESS: Got it.</p>
<p><span style="text-decoration: underline;">991. SOUND: FEET RUN, DOOR SHUTS, AND IS JAMMED &#8211; LET IT FINISH.</span></p>
<p>992. TESS: I&#8217;ve jammed the door, but I&#8217;m not sure how long it&#8217;ll hold.</p>
<p><span style="text-decoration: underline;">993. SOUND: LARGE WINGS &#8211; UNDER.</span></p>
<p>994. TRENT: Here they come.</p>
<p><span style="text-decoration: underline;">995. SOUND: WINGS STOP &#8211; LET IT FINISH.</span></p>
<p>996. ALIEN 1: I take it you have the crystal.</p>
<p>997. TESS: They&#8217;re not much for small talk, are they?</p>
<p>998. TRENT: (IGNORING TESS) Yes. We&#8217;ve got it here. Take it.</p>
<p>999. ALIEN 1: What has happened to your friends?</p>
<p>1000. TRENT: An accident. The one over there is&#8230; sleeping. This one is dying.</p>
<p>1001. ALIEN 1: You humans are incredibly careless&#8230; and violent. You should probably try to do something about that.</p>
<p>1002. TESS: Yeah, probably, but we&#8217;re kind of on the clock here.</p>
<p><span style="text-decoration: underline;">1003. SOUND: BANGING ON STAIR DOORS &#8211; LET IT FINISH.</span></p>
<p>1004. AGENT: (BEHIND THE DOOR) This is the law. Open up.</p>
<p>1005. ALIEN 1: We will be as quick as we can. Marisplax?</p>
<p>1006. ALIEN 2: It will only take a moment.</p>
<p><span style="text-decoration: underline;">1007. SOUND: ELECTRONIC HUM &#8211; UNDER.</span></p>
<p>1008. TRENT: Whoah, what are you doing?</p>
<p>1009. ALIEN 2: You humans are pitifully easy to harm, but you are also fairly easy to repair&#8230; I can repair the damage that has been done to him with this machine.</p>
<p><span style="text-decoration: underline;">1010. SOUND: ELECTRONIC HUM CONTINUES A MOMENT THEN ENDS &#8211; LET IT FINISH.</span></p>
<p>1011. ALIEN 2: There. As good as new.</p>
<p>1012. THOMAS: (AMAZED) Thank you.</p>
<p>1013. AGENT: (BEHIND THE DOOR) Open up or we are coming through by force.</p>
<p><span style="text-decoration: underline;">1014. SOUND: GUNSHOTS INTO LOCK &#8211; LET IT FINISH.</span></p>
<p>1015. TESS: But now, it&#8217;s time for you to go.</p>
<p><span style="text-decoration: underline;">1016. SOUND: BANGING ON DOOR &#8211; UNDER.</span></p>
<p>1017. ALIEN 1: Yes, Farewell humans.</p>
<p><span style="text-decoration: underline;">1018. SOUND: LARGE WINGS &#8211; UNDER.</span></p>
<p><span style="text-decoration: underline;">1019. SOUND: CRUNCH OF DOOR BREAKING &#8211; LET IT FINISH.</span></p>
<p>1020. AGENTS: Look, they&#8217;re getting away. Stop them. What the? Etc.</p>
<p>1021. THOMAS: Hold your fire.</p>
<p>1022. TRENT: I&#8217;m glad you see it our way, Agent.</p>
<p>1023. THOMAS: I don&#8217;t. At least not yet, and not until we&#8217;ve conducted a complete interview. You&#8217;re under arrest. You have the right to remain silent&#8230;(FADE OUT)</p>
<p><span style="text-decoration: underline;">1024. MUSIC: SCENE ENDER</span></p>
<h3>Scene 17 INT &#8211; Interview Room (Agent Thomas, Tess, Trent)</h3>
<p><span style="text-decoration: underline;">1025. SOUND: (WALLA) FAINT WHIRRING FAN &#8211; ESTABLISH AND UNDER.</span></p>
<p>1026. THOMAS: (FADE IN) And then you made your way back to the hotel and retrieved the crystal. Is that it?</p>
<p>1027. TRENT: Pretty much. You were there for the rest of it.</p>
<p>1028. THOMAS: That pretty much tallies with the testimony of Dr Johnson and the girl.</p>
<p>1029. TRENT: You&#8217;d better not let her hear you referring to her as &#8220;the girl&#8221;. She&#8217;s likely to hand you your teeth.</p>
<p>1030. THOMAS: So I&#8217;ve noticed. You&#8217;ve taken an enormous risk, you know?</p>
<p>1031. TRENT: So did you, in letting them fly away from the rooftop.</p>
<p>1032. THOMAS: Yeah, well&#8230; I&#8217;ve had plenty of time to regret that.</p>
<p>1033. TRENT: I can imagine. Your superiors aren&#8217;t too happy with you are they Agent?</p>
<p>1034. THOMAS: No they are not. We&#8217;ve got the empty block surrounded by the national guard. The monsters have put up some kind of energy barrier around it so we can&#8217;t get in. According to Johnson and your own reports there are thousands of those things inside there.</p>
<p>1035. TRENT: And you&#8217;re wondering if this isn&#8217;t an invasion after all. Am I right?</p>
<p>1036. THOMAS: Time will tell.</p>
<p>1037. TRENT: And what are your orders if they do launch an attack?</p>
<p>1038. THOMAS: They&#8217;re what you&#8217;re expecting. I have the same orders as the agent watching over Miss Carter. I&#8217;m to kill you.</p>
<p>1039. TRENT: You work for some nice people. Has it occurred to you that they probably have someone with similar orders waiting to kill you when you emerge from this room?</p>
<p>1040. THOMAS: It occurred to me.</p>
<p>1041. TRENT: And?</p>
<p>1042. THOMAS: If it turns out to be an invasion, and I let them go&#8230; then I deserve whatever&#8217;s coming.</p>
<p>1043. TRENT: I think I&#8217;m beginning to rather like you, Agent Thomas.</p>
<p>1044. THOMAS: It&#8217;s a pity the feeling&#8217;s not mutual. But things may be going your way. All those trapped in suspended animation seem to have emerged, visible and free to move once more (if a little sticky). The atomic drill you mentioned in your testimony is gone (possibly destroyed by all that molten metal), and Dr. Johnson? Well let&#8217;s just say that, if he has truly unlocked the mathematical key to the alien technology, he is going to be spending the rest of his life as a guest of Uncle Sam, working in some secret facility somewhere.</p>
<p>1045. TRENT: I&#8217;m sure he&#8217;ll enjoy that. And what about us? What happens if you don&#8217;t get to kill us?</p>
<p>1046. THOMAS: I&#8217;ve got nothing I can hold you on. Supposing we all survive this, you&#8217;ll be sent on your way. But I&#8217;ll be watching. Don&#8217;t think I won&#8217;t.</p>
<p>1047. TRENT: Don&#8217;t worry. It&#8217;ll be comforting to know you are&#8230; looking out for us. (BEAT) What about the driver of the cab we were using? What&#8217;s going to happen to him?</p>
<p>1048. THOMAS: (AMUSED) I thought there was a connection between you folks. We cut him loose a few hours after we arrested him. He knew nothing, and we had the doctor to help us track you down.</p>
<p><span style="text-decoration: underline;">1049. SOUND: RUMBLE OF ROCKET LAUNCH &#8211; SMALL OFFICE ITEMS SHAKE &#8211; ESTABLISH AND UNDER.</span></p>
<p>1050. THOMAS: What&#8217;s that? What&#8217;s happening?</p>
<p>1051. TRENT: At a guess? Either they&#8217;re leaving or it&#8217;s the end of the world.</p>
<p><span style="text-decoration: underline;">1052. SOUND: RUMBLE FADES.</span></p>
<p><span style="text-decoration: underline;">1053. SOUND: DOOR OPENS &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">1054. SOUND: GUN COCKS &#8211; LET IT FINISH.</span></p>
<p>1055. SOLDIER: Sir?</p>
<p>1056. THOMAS: Yes, Solider?</p>
<p>1057. SOLDIER: It appears the ship has taken off. It is leaving the earth and passing through our atmosphere.</p>
<p><span style="text-decoration: underline;">1058. SOUND: GUN UNCOCKS &#8211; LET IT FINISH.</span></p>
<p>1059. THOMAS: Well, it looks like you were right, Mr Stone. You&#8217;re free to go.</p>
<p><span style="text-decoration: underline;">1060. MUSIC: SCENE ENDER</span></p>
<h3>Scene 18 INT -The Hotel Restaurant (Trent Stone, Tess Carter)</h3>
<p><span style="text-decoration: underline;">1061. SOUND: (WALLA) RESTAURANT AMBIANCE &#8211; ESTABLISH AND UNDER.</span></p>
<p>1062. TESS: Well, that was quite the adventure. What do you think they&#8217;ll do with the huge pit that&#8217;s sitting where that empty lot used to be?</p>
<p>1063. TRENT: I don&#8217;t know. Fill it in for a start. We wouldn&#8217;t want anyone falling into it now would we.</p>
<p>1064. TESS: Very droll. I wonder where they came from&#8230; and whether there are any more of them?</p>
<p>1065. TRENT: Who knows? I imagine those very questions will be keeping some of our smartest military and scientific minds from getting any sleep at night for some time to come.</p>
<p>1066. TESS: Do you think the aliens may actually be a threat?</p>
<p>1067. TRENT: I don&#8217;t think the Arun-Set are, but the creatures that enslaved them are another matter. I think it is probably wise for the government to take the situation seriously. Still, the universe is a very big place. That rocket was here for thousands, perhaps millions of years and it appears to be the only one to have found us.</p>
<p>1068. TESS: Perhaps. I hope so. (BEAT) Well, now that it&#8217;s over, I figure we deserve a little break.</p>
<p>1069. TRENT: Oh, yes?</p>
<p>1070. TESS: A holiday maybe. Paris? Or failing that Bermuda?</p>
<p>1071. TRENT: Aren&#8217;t you forgetting something?</p>
<p>1072. TESS: I&#8217;ve heard they make great honeymoon destinations&#8230;</p>
<p>1073. TRENT: (CHOKING SUDDENLY) Now hold on a minute.</p>
<p>1074. TESS: What were you saying?</p>
<p>1075. TRENT: (SQUEAKING WITH FRIGHT) Don&#8217;t forget the telegram.</p>
<p>1076. TESS: What?</p>
<p>1077. TRENT: (RECOVERING) The telegram from Miriam Ribbensberg? The one that asked us to stay in Star City?</p>
<p>1078. TESS: But surely&#8230;</p>
<p>1079. TRENT: It said something about a danger to shipping.</p>
<p>1080. TESS: I&#8217;ll give you something about a danger to shipping if you keep changing the subject.</p>
<p>1081. TRENT: No seriously, I don&#8217;t think the adventure of the last few days is really it. It certainly had nothing to do with shipping.</p>
<p>1082. TESS: Unless you count rocket ships.</p>
<p>1083. TRENT: Touche. But I do think we&#8217;re going to have to keep our plans for the future on hold for a little longer.</p>
<p>1084. TESS: You do huh? You know what I think?</p>
<p>1085. WAITER: Excuse me sir, miss? Are you ready to order?</p>
<p>1086. TRENT: (RELIEVED AND ANXIOUS TO CHANGE THE SUBJECT) Why yes thank you, waiter. Hmmm, what looks good?</p>
<p>1087. TESS: I know what he&#8217;s having?</p>
<p>1088. TRENT: Hmmm?</p>
<p>1089. WAITER: Yes, miss?</p>
<p>1090. TESS: Chicken.</p>
<p><span style="text-decoration: underline;">1091. MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE: </strong>Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>DR SAM JOHNSON: </strong>I’m not mad I tell you. Those idiots at the university fired me, but I’m not mad. They were just too small minded to see my genius. The symmetry of the equations. The perfection of the numbers. I can SEE! See into the reality behind things. I can see past the numbers and unlock the way things really are. If you could just SEE the world the way I SEE it. Your mind would be unlocked too. You’d be free. Free, like me!</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>FBI AGENT THOMAS: </strong>I’m part of Mr. Hoover’s FBI, A G-Man. I’m smart and arrogant, and here to protect my country from people like you, so don’t think for a minute you can put one over on me without getting a fat lip for your trouble. I don’t put up with any nonsense from anyone, and if you’re dirty, well, you’ll pay for whatever it is you’ve done. I’ll see to it. If you’re not, well, you’ll get a fair shake, eventually, but don’t expect me to make it easy for you in the meantime. That’s not part of my job description.</p>
<p><strong>FBI AGENTS (GROUP MEMBERS):</strong> I’m a G-Man too, but I’m just one of the guys on the ground. I don’t give orders, I just take ‘em. I do what I’m told and, when the bosses point me at a bad guy, well, I go after ‘em with everything I’ve got.</p>
<p><strong>ALIEN 1 and 2</strong>: I am a member of the hive. I am one of the elders, a leader of my people. I am thoughtful and wise, as well as clever and resourceful. But because I am also alien, I do not quite understand humans effectively. I believe we need their help, but I am unsure whether they can be trusted fully.</p>
<p><strong>POLICE: </strong>Hey there, folks, and top of the morning to you. I love being a flat-foot. I normally walk a beat. I get to talk the neighborhood gossips on their stoops, grab the occasional kid by the ear who’s been throwing stones through windows, and chase down the occasional shoplifter. It’s a pretty good life when you’ve got the know of it. On those occasions where something big happens I get re-deployed. Crowd control, usually. Making sure only the right people get in and out of a crime scene etc. I’m not a fan of these FBI boyos, though. They act like they own the world.</p>
<p><strong>SOLDIER:</strong> Sir, yes sir! I follow orders, sir! I don’t question my orders, sir! It’s my job to do as I’m told, sir! Show me who the enemy is and point me at ‘em, then tell me what has to be done, sir! You can rely on me.</p>
<p><strong>WAITER:</strong> Hey I just work here. I’m polite, I smile, but the last thing I want is a deadbeat patron. The money comes out of my wages if they skip out on the check. I’ve got to do right by my family — and there are a hundred other guys lined up for my job — so there’s no way a deadbeat walks out without paying.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at http://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_44"></a></p>
<h3>The Tower of the Tentacle</h3>
<ul>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; across Town</a></li>
<li><a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Freefall (The Arcturan Adventure) &#8211; Episode 4 &#8211; Planetary Bombardment</title>
		<link>https://weirdworldstudios.com/freefall-arcturan-adventure-episode-4-planetary-bombardment/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 10 Mar 2017 23:35:29 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Freefall]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[freefall]]></category>
		<category><![CDATA[planetary bombardment]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the arcturan adventure]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3095</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Planetary Bombardment&#8221;, episode 4 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-4-planetary-bombardment/">Freefall (The Arcturan Adventure) &#8211; Episode 4 &#8211; Planetary Bombardment</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Planetary Bombardment&#8221;, episode 4 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3082" aria-describedby="caption-attachment-3082" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3082" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/02/025SO002Sml.png?resize=200%2C283" alt="Space Opera - SO002 - Freefall" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3082" class="wp-caption-text">Space Opera &#8211; SO002 &#8211; Freefall</figcaption></figure></p>
<h3>SCENE 11:    INT – ICE TUNNELS<br />
(VASH, TERG, VULGE, SARAH)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Stranded on the planet Arcturus during its blockade and invasion by the evil Council of Six, Sarah, Jeff, and the crew have agreed to undertake a mission on behalf of the planet&#8217;s reptilian inhabitants &#8211; they aim to access moth-balled technology on the planet that could help them take down the invader&#8217;s command and control ship&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: ECHOING FOOTSTEPS RUNNING THROUGH THE CAVES – LET IT FINISH.</span></li>
<li>VASH: (HUFFING) On the one hand I’m glad it wasn’t Terg that got us into this, but, all in all, I’d rather be in Philadelphia.</li>
<li>VULGE: When she said, she had an idea or two, I rather thought she meant something that looked a little more like a real plan.</li>
<li>TERG: Is this really the right time for this?</li>
<li>VASH: Just getting some practice in for the next whingeing competition.</li>
<li>VULGE: Yeah, it’s not like we have anything else to do besides run down these access tunnels.</li>
<li>SARAH: I think it’d be a good idea if we all kept it down.  At this rate someone will hear us long before we reach our destination.</li>
<li>VASH: How will they even know we are coming?  According to old snake-face back there, no-one but “hatchlings” can fit into tunnels this small.</li>
<li>SARAH: (IRRITATED) Just keep it down to a loud roar alright.  Besides, I think the way into the bunker is just past the next bend.</li>
<li>VASH: And what were we supposed to do again?</li>
<li>SARAH: We’re breaking into an old rocket silo that’s supposed to contain shielded scanning and targeting equipment.  The aim is to use it to find the ship that brought the Council’s emissaries here and then conduct a raid to steal the ship and use it to destroy the capital ship.</li>
<li>VASH: And we’re supposed to do this how?</li>
<li>TERG: Stop being so dense.  We’re supposed to use the scanner&#8230;</li>
<li>VASH: That’s what I mean.  We have no electronics.  How’re we supposed to even locate the ship?</li>
<li>VULGE: Leave that to me.  Astro-navigation isn’t the only use to which we can put my skills.</li>
<li>VASH: You’re joking right?</li>
<li>VULGE:   I will need some time, but I’m pretty sure I can figure it out.</li>
<li>VASH: If you say so. (BEAT) But what if the ship’s under power and not in a predictable location?</li>
<li>VULGE: Then, as the humans say, we’re out of luck.</li>
<li>VASH:</li>
<li><span style="text-decoration: underline;">SOUND: RUNNNING STOPS – FINISH.</span></li>
<li>SARAH: Here we are.  Stop griping and get the door open, Vash.</li>
<li><span style="text-decoration: underline;">SOUND: MECHANICAL BUTTON PRESSING – LET IT FINISH.</span></li>
<li>       (BEAT)</li>
<li><span style="text-decoration: underline;">SOUND: MECHANICAL BUTTON PRESSING – LET IT FINISH.</span></li>
<li>SARAH: What’s the hold up?</li>
<li>VASH: The code Snakey gave us isn’t working.</li>
<li>VULGE: Of course it’s not.</li>
<li>VASH: Huh?</li>
<li>VULGE: The electronics are out of action, we’ll have to use the manual override.  Turn the handles on those pressure seals.</li>
<li>VASH: .. of course&#8230; I knew that.</li>
<li><span style="text-decoration: underline;">SOUND: SQUEAK OF WHEELS TURNING – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: HISS OF DEPRESSURISATION – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: CREAK OF RUSTY METAL DOOR OPENING – LET IT FINISH.</span></li>
<li>VASH: (ELATED) See.  Piece of cake! (BEAT) Don’t all thank me at once.</li>
<li>VULGE: Okay, we won’t.</li>
<li>SARAH: Come on.  We need to&#8230;</li>
<li>MECH 1: You will surrender!</li>
<li><span style="text-decoration: underline;">MUSIC: DRAMATIC SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h1>Act 3</h1>
<h3>SCENE 12:    INT &#8211; THE ROCKET SILO<br />
(MECH1, SARAH, VASH, TERG, VULGE)</h3>
<ol start="42">
<li><span style="text-decoration: underline;">SOUND: MUFFLED SERVOS OF ROBOT STOMPING AROUND BEHIND DOOR &#8211; ESTABLISH AND UNDER.</span></li>
<li>VASH: (LONG BEAT &#8211; WHISPERING) I always knew she was going to lead us into something like this one of these days.</li>
<li>TERG: Vash!</li>
<li>VASH: No, I mean it.  The Captain’s as bad as you are.  Same idealism.  Same limited capacity for self-preservation.</li>
<li>TERG: Well, you followed her.</li>
<li>VASH: (BEAT)</li>
<li>VULGE:   You don’t have much of a response to that do you.</li>
<li>VASH: Yeah, well.</li>
<li>VULGE: And I thought you Thrilexians were bright.</li>
<li>VASH: Well, I’m brighter than that robot.</li>
<li>VULGE: Yes, great plan.  Pull the door shut.</li>
<li>VASH: It worked didn’t it?</li>
<li>VULGE: Only because the robot had guns for arms and can’t work the manual door controls.</li>
<li>VASH: How’s it even the case that it’s working?</li>
<li>TERG: I’ve been thinking about that.  I think the silo really is shielded against electro-magnetic interference.</li>
<li>VULGE: Huh?</li>
<li>VASH: The shielding stops the electrics from going bye-bye.</li>
<li>VULGE: (BEAT) That will work in our favour.  We’ll be able to get a proper lock on our target.</li>
<li>VASH: Yeah, but the real crux of the plan depends on us being on the other side of this door without having been perforated beyond the ability to function.</li>
<li>VULGE:</li>
<li>VASH: Are all of your people this&#8230;</li>
<li>TERG: ..</li>
<li>VASH: about setbacks?</li>
<li>VULGE: Pretty much.</li>
<li>VASH: (BEAT) So where’s the captain gone?  She shouldn’t be taking this long.</li>
<li>TERG: She told you. She’s looking for another way in that’ll give her a vantage point from which to take out the robot.</li>
<li><span style="text-decoration: underline;">SOUND: (FROM BEHIND DOOR) ENERGY BLASTS, HEAVY CRASH &#8211; LET IT FINISH.</span></li>
<li>VULGE: I think that was her.</li>
<li><span style="text-decoration: underline;">SOUND: SQUEAKING OF AIRLOCK WHEEL, DEPRESSURISATION OF DOOR, SCREECH OF DOOR OPENING.</span></li>
<li>SARAH: Hi folks, Did ya miss me.</li>
<li>VASH: (UNDER BREATH) Only with every shot so far.</li>
<li>SARAH: Get in here. We’ve got work to do.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS ENTERING &#8211; LET IT FINISH.</span></li>
<li>VASH: Aw, hell.</li>
<li>TERG: (CLEARING THROAT) Ahem.  It does look like you’ve made a bit of a mess in here Miss Sarah.</li>
<li>VASH: At some point you’re going to have to start calling her Captain, Terg.</li>
<li>TERG: At least I show her the proper amount of respect.</li>
<li>SARAH:   Both of you. (BEAT) I know it looks bad, but I think most of the machinery can be salvaged.  The robot didn’t get that many shots off before I took it out.</li>
<li>VULGE: You get all the fun.</li>
<li>SARAH: Well, now you get the fun of trying to see what can be done to fix that console over there.  It appears to be for conducting the analysis needed to set the rocket’s guidance controls.  Vash, it actually looks like the payload delivery system, while decommissioned, is still present and intact.  I need you to check that the rocket itself is still in serviceable condition.  Don’t worry about why, just yet. I’ve just had an idea.</li>
<li>VASH:</li>
<li>VULGE: If you say so.  I’ll get on it right away.</li>
<li><span style="text-decoration: underline;">SOUND: BANGING AND CLANKING OF TOOLS &#8211; FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 13:    INT &#8211; THE SILO – LATER<br />
(SARAH, VASH, TERG, VULGE)</h3>
<ol start="86">
<li><span style="text-decoration: underline;">SOUND: BACKGROUND – ELECTRIC BEEPS AND RADAR SWEEP OR SONAR LIKE NOISES, DISTANT HAMMERS AND CLANKS – ESTABLISH AND UNDER.</span></li>
<li>VULGE: I think I have it working.</li>
<li>SARAH: What?</li>
<li>VULGE: The targeting scanner.  I think I’ve got it working.</li>
<li>SARAH:   Let’s see.</li>
<li><span style="text-decoration: underline;">SOUND: INCREASINGLY FREQUENT BEEPS BECOMING A SINGLE TONE – LET IT FINISH.</span></li>
<li>VULGE: OK Captain.  I think I found the ship.  It’s located here, in a valley outside the capital.</li>
<li>SARAH: How easy do you think it will be to reach?</li>
<li>VULGE: This scanner seems to be able to penetrate the ground.  See those tunnels?  Assuming they’re like these ones &#8211; and aren’t full of gas or liquid or anything &#8211; we should be able to use them to come out within a couple of hundred feet of it.</li>
<li>SARAH: Great work.  Now all we need to…</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT EXPLOSIONS – THREE IN SUCCESSION – LET THEM FINISH.</span></li>
<li>SARAH: What was that?</li>
<li>VULGE: Let me re-calibrate.</li>
<li><span style="text-decoration: underline;">SOUND: BEEPS – LET IT FINISH.</span></li>
<li>VULGE: Uh, I think the lull is over.</li>
<li>SARAH: What do you mean?</li>
<li>VULGE:   The invaders have begun planetary bombardment.</li>
<li>SARAH: What?  They’ll exterminate 90% of the planet’s population.</li>
<li>TERG: An exaggeration, but not by a lot.  The snakes live underground mostly, so a planetary bombardment may only reduce them to about one third of their current population.</li>
<li>SARAH: Terg, Vash.  What’s the report on that rocket?</li>
<li>VASH: You were right.  It’s a solid fuel rocket and it’s fully loaded with an atomic warhead.  It didn’t take much to put it back into working order.</li>
<li>VULGE: Why did you do that?</li>
<li>VASH: Ask her.  I just follow orders around here.  What I can’t figure out is why they would leave something like this just lying around?</li>
<li>SARAH: It’s a different world.  Maybe they kept it for defensive reasons.  Maybe it’s a deterrent.  Maybe they’ve outgrown most forms of terrestrial warfare and it just doesn’t pose the same threat that it would on, say, Earth.  Who knows?  As for your first question, it occurred to me we might be able to make use of it to help the locals.</li>
<li>VASH: Huh?</li>
<li>VULGE: Boss!  We’ve got more incoming asteroids.</li>
<li><span style="text-decoration: underline;">SOUND: THREE MORE EXPLOSIONS – CLOSER – LET THEM FINISH.</span></li>
<li>SARAH: Can you get a fix on what they’re targeting?</li>
<li>VULGE: Looks like anything and everything.  Mainly the Snake cities though.</li>
<li>SARAH:   We can’t just let these people die.</li>
<li>VULGE: That’s not our mission.  We need to get that ship and get out of here while it is still possible to do so.</li>
<li>SARAH: How do you see our options?</li>
<li>VULGE: Our mission is to try to get back to Earth with the intelligence we’ve gathered on the invaders and, more importantly, a functioning wormhole drive.</li>
<li>TERG: But we can’t leave these people to their fate.</li>
<li>VULGE: What people?  They’re snakes.</li>
<li>VASH: I never took you for a space racist, Vulge.</li>
<li>VULGE: Who’s a racist?  They are snakes. And I’m just being practical.</li>
<li>SARAH: Vash, is that rocket in the silo capable of taking out a capital ship?</li>
<li>VASH: Sure but… oh, I see.</li>
<li>VULGE: But it would have to be guided manually from inside this bunker.</li>
<li>SARAH: No chance of automating its flight?</li>
<li>VULGE:   The asteroid bombardment…</li>
<li>SOUND: THREE MORE ASTEROIDS HIT – NEARER STILL – LET THEM FINISH.</li>
<li>VULGE: Make that impossible.  We would need to carefully direct the rocket around incoming meteors and out to the target.  Even then it won’t be easy, and there’s a high chance that the energy shields around the target will prevent the bomb from going off.</li>
<li>TERG: Actually, the capital ships use shields of energy that simply absorb blasts.  The rocket, if we ensure it passes through the shields slowly enough, should be able to detonate just fine… and the shields may actually work to our advantage, trapping the atomic energy behind the shield wall where it can do the most damage.</li>
<li>VULGE: I say no.  If you do this there is every chance a meteor strike will cut us off from the invaders’ ship sitting beyond the city.  At the moment my scanner indicates there are only four guards.  The risk is still great, but an assault in a captured ship is likely to be more effective than the use of an obsolete atomic rocket.</li>
<li>SOUND: LOUD EXPLOSION – LET IT FINISH.</li>
<li>VULGE: And just how many will have to die in the mean time?</li>
<li>VULGE: This is a war. Death is a given.  We cannot let ourselves be diverted from our mission.</li>
<li>SARAH: (PAUSE) No. This is our mission.  If we can destroy the brain behind the fleet then we don’t need to bring news back to Earth regarding their numbers.  We’ll already have won… at least this battle anyway.  I say we launch the rocket.<br />
Vash, can you pilot the rocket remotely?</li>
<li>VULGE: Of course he can’t.  I am the only one who can do it.</li>
<li>SARAH: Well?</li>
<li>VULGE: Oh, alright.  But I still think this is a mistake.</li>
<li>SARAH:</li>
<li>VULGE: Are the silo bay doors sealed?</li>
<li>TERG:</li>
<li>SARAH: Get them open.</li>
<li><span style="text-decoration: underline;">SOUND: HYDRAULIC HEAVY DOORS OPENING &#8211; LET IT FINISH.</span></li>
<li>VASH: Done!</li>
<li>VULGE: Then prepare for ignition. Four. Three. Two. One. Ignition!</li>
<li><span style="text-decoration: underline;">SOUND: ROCKET LIFTOFF – ESTABLISH AND FADE OUT.</span></li>
<li>VASH: It’s away.</li>
<li>VULGE: Shut up.  I have to concentrate.</li>
<li>SARAH: We’ve got meteors coming in…</li>
<li>VULGE: I see them.</li>
<li>VASH:   They’re coming in close.</li>
<li><span style="text-decoration: underline;">SOUND: LOUD NEARBY DETONATION – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: ALARM – ESTABLISH AND UNDER.</span></li>
<li>SARAH: That was close.  Those meteors hit kilometres from here but the shockwave nearly took out this bunker.</li>
<li>VULGE: Those meteors might kill us still if those warnings aren’t taken care of.  They’ve triggered an overload alarm.</li>
<li>SARAH: What?</li>
<li>VULGE: I have to&#8230; concentrate on&#8230; guiding this rocket.  One of you has to check on the power couplings.</li>
<li>TERG: I’m on it.</li>
<li>VASH:</li>
<li>TERG: Do you have an objection, Vash?</li>
<li>VASH: No, I just hate it when you assume you can speak for both of us.</li>
<li>TERG: Come on.</li>
<li>VULGE: There it’s left the atmosphere.</li>
<li>SARAH: How’s the fuel level?</li>
<li>VULGE: Not good.  We used a lot of extra fuel manoeuvring to avoid the meteors.</li>
<li>SARAH: Will there be enough?</li>
<li>VULGE: I think so.  I’m locking onto the broadcast signal and I think it’s coming from that ship over there.</li>
<li>SARAH: Are you sure?  We only get one shot at this.</li>
<li>VULGE: No I’m not sure.  There are three different ships it could be.  Two of them are just retransmitting the signal.  Only one of them is its origin.</li>
<li>SARAH:   And what makes you think it is this one?</li>
<li>VULGE: It’s the only one we can reach with the fuel we have left.</li>
<li>SARAH: You’re kidding.</li>
<li>VULGE:   You want to abort?</li>
<li>SARAH: There’s no point at this stage.  We’re just going to have to trust to luck.</li>
<li>VULGE: My people don’t believe in luck.  (BEAT) Slowing the rocket as the shields approach&#8230;<br />
We’re going through… We’re through!</li>
<li><span style="text-decoration: underline;">SOUND: ELECTRONIC PULSE NOISE (INDICATIVE OF TARGET REACHED) &#8211; LET IT FINISH.</span></li>
<li>SARAH: Ha ha! You did it&#8230; assuming that sound indicates a hit on the target.</li>
<li>VULGE: The dampener field.  It’s gone.  We got the right ship.</li>
<li><span style="text-decoration: underline;">SOUND: A NEW ALARM BLARES ALONG WITH THE OTHER – ESTABLISH AND UNDER.</span></li>
<li>TERG: (AT A DISTANCE, APPROACHING FAST) Um, Miss?  I think we need to leave now.</li>
<li>SARAH: Huh?</li>
<li>TERG: (RAPIDLY APPROACHING) Those power issues you asked us to lock down?</li>
<li>SARAH:</li>
<li>TERG: We couldn’t manage it.</li>
<li>VASH: Speak for yourself.</li>
<li>TERG: We found the main junction but I think I routed the power left when I should have routed it right.</li>
<li>VULGE: You idiot.</li>
<li>VASH: Name calling later.  Run now.</li>
<li>SARAH: Got it.  Let’s go.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET &#8211; UNDER ESCALATING SIRENS &#8211; EXPLOSION &#8211; FADE.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
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<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-4-planetary-bombardment/">Freefall (The Arcturan Adventure) &#8211; Episode 4 &#8211; Planetary Bombardment</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Freefall (The Arcturan Adventure) &#8211; Episode 3 &#8211; Planet-fall</title>
		<link>https://weirdworldstudios.com/freefall-arcturan-adventure-episode-3-planet-fall/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 03 Mar 2017 23:01:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Freefall]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[freefall]]></category>
		<category><![CDATA[planet-fall]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the arcturan adventure]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8220;Planet-fall&#8221;, episode 3 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-3-planet-fall/">Freefall (The Arcturan Adventure) &#8211; Episode 3 &#8211; Planet-fall</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Planet-fall&#8221;, episode 3 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3082" aria-describedby="caption-attachment-3082" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3082" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/02/025SO002Sml.png?resize=200%2C283" alt="Space Opera - SO002 - Freefall" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3082" class="wp-caption-text">Space Opera &#8211; SO002 &#8211; Freefall</figcaption></figure></p>
<h3>SCENE 6:     EXT &#8211; FREEFALLING TOWARDS ARCTURAS<br />
(SARAH, TERG, VASH)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Sarah, Jeff and the crew followed the invader through a wormhole and destroyed the ship they were producing only to come out amidst an alien armada blockading an alien world.  Deciding their best option is to drift into the planet&#8217;s gravitational pull (as if they are simply pieces of the exploded wreckage) and abandon ship, they are now engaged in an old-fashioned chute jump to the planet&#8217;s surface.</li>
<li><span style="text-decoration: underline;">SOUND: ROARING WIND &#8211; ESTABLISH AND UNDER &#8211; LET IT FINISH.</span></li>
<li>TERG:</li>
<li>SARAH: Will you stop struggling?</li>
<li>TERG: Sorry!  Sorry!    Sorry.</li>
<li>SARAH: Anyone would think you’d never been shot out of a crashlanding spacecraft before.</li>
<li>VASH: You big baby. Get a grip.</li>
<li>TERG: Shut up.  And pardon me if I don’t want to die quite yet.  .. shut up!</li>
<li>VASH: Now is that any way to talk to the Captain?</li>
<li>TERG: (PANICING) But&#8230; I didn’t&#8230; I wasn’t&#8230;</li>
<li>SARAH: Easy Terg.  I’ve done tandem jumps before, but if you don’t settle down, we’re going to have a serious accident.</li>
<li>VASH: Like he hasn’t had one already.</li>
<li>TERG: Vash!</li>
<li>VASH: Hey, I share this body, you know.  It’s not like I wouldn’t notice.</li>
<li>SARAH: Hang on.  I’m deploying the chute.</li>
<li>TERG: Aaaaah!</li>
<li>SOUND: WHOOMPH OF CHUTE OPENING AND FABRIC FLAPPING &#8211; ESTABLISH AND UNDER</li>
<li>SARAH:   That hasn’t slowed us nearly as much as I’d hoped.</li>
<li>TERG: Don’t say that!</li>
<li>SARAH: Take it easy Terg.  This planet is mostly snow and ice.  I’ll set us down in a drift.  We’ll be fine.  You’ll see.</li>
<li>TERG: And the others?</li>
<li>SARAH: Jeff and Vulge made a tandem leap shortly before us.  If you would open your eyes you’d see them a little below and to the right of us.  I’m going to try to stay as near them as possible.</li>
<li>VASH: Yeah, I don’t like the idea of getting separated in an environment like this. (BEAT) Wait&#8230; Did you see that?</li>
<li>SARAH: What?</li>
<li>TERG: Don’t say things like that!</li>
<li>VASH: Open your eyes damnit.  There’s something down there.  And it’s big.</li>
<li>SARAH: I don’t see anything.</li>
<li>VASH: It was there I swear.  Some kind of animal.  And huge.  I only saw it for a moment before it blended back into the snow.</li>
<li>SARAH: All right.  I’ll take your word for it.  Jeff and Vulge are going to touch down on the other side of that hill.  We’ll try and do the same.  Hopefully that will be far enough away from whatever it was you saw.</li>
<li>VASH: Here’s hoping.</li>
<li>SARAH: Well, we’re going to find out any second.  Here comes the ground.</li>
<li>TERG: Aaaaaaaaaah!</li>
<li><span style="text-decoration: underline;">SOUND: THUMPING INTO A PUFF OF SNOW &#8211; LET IT FINISH.</span></li>
<li>TERG: (WAILING) That wasn’t funny!</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7:     EXT &#8211; THE SNOWS OF ARCTURAS<br />
(SARAH, VASH, TERG, MONSTER)</h3>
<ol start="37">
<li><span style="text-decoration: underline;">SOUND: COLD WIND &#8211; ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: TRUDGING THROUGH SNOW &#8211; UNDER</span></li>
<li>SARAH: They came down somewhere over here.</li>
<li>TERG: (TEETH CHATTERING) It’s so cold.</li>
<li>VASH: What do you expect from an ice planet, a tropical banana lounge and little drinks with umbrellas in ‘em?</li>
<li>TERG: That’s enough out of you.</li>
<li>VASH: Ha!</li>
<li>SARAH: Stop bickering you two.  I’d prefer not to attract any attention.</li>
<li>SOUND: DISTANT ECHOING ANIMAL ROAR &#8211; LET IT FINISH.</li>
<li>VASH: Uh yeah.  I think that might be a good idea.</li>
<li>TERG:   How far away do you think that was?</li>
<li>SARAH: I’ve no idea.  But let’s not stick around to find out, eh?</li>
<li>VASH: Over there.  Is that Vulge waving at us.</li>
<li>SARAH: Looks like.  Come on, let’s hurry.</li>
<li>SOUND: INCREASED PACE OF TRUDGING &#8211; FADE OUT.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8:     EXT &#8211; SNOWS OF ARCTURAS<br />
(VASH, TERG, SARAH, JEFF, VULGE)</h3>
<ol start="53">
<li><span style="text-decoration: underline;">SOUND: COLD WIND BLOWING &#8211; ESTABLISH AND UNDER</span></li>
<li>JEFF: (IN PAIN) Ughhhh. Arghhhh. Damn it.</li>
<li>VULGE: I’ve spotted them, they’re on their way.</li>
<li>JEFF: Just great.  The captain’ll never let me live this down.</li>
<li>VULGE: Stop your whining.  You humans are far to breakable&#8230; and puny.</li>
<li>JEFF:   That makes me feel so much better.</li>
<li>VULGE: You’re welcome.</li>
<li>JEFF: Just get someone with some medical experience over here.</li>
<li>VULGE: Here they come.</li>
<li>SARAH:   Where’s Jeff?</li>
<li>VULGE: He’s here.  He’s hurt.  Frankly, I don’t know why you let him out on his own.</li>
<li>JEFF: Oh you’re a laugh a minute, you are.</li>
<li>VULGE: Who’s joking?</li>
<li>SARAH: Damnit Jeff.  What have you done?</li>
<li>JEFF: You think I did this on purpose?</li>
<li>SARAH: Every time you’re required to use a chute.</li>
<li>JEFF: Look on the bright side.  At least I only broke one leg this time.</li>
<li>SARAH: Just great! It looks like you did it properly.  That’s a nasty fracture.</li>
<li>JEFF: You think?</li>
<li>SARAH: All right.  Hang in there. I’ll get Vash to have a look.  Vash, are you there?</li>
<li>VASH: (PUFFING) I’m here.  You humans have longer legs than I’ve got.</li>
<li>SARAH: Sorry Vash.  Jeff needs your help.</li>
<li>VASH: Oooh, nasty.</li>
<li>JEFF:   Would you mind getting on with it?</li>
<li>VASH: I’m gonna have to reset the bone.</li>
<li>JEFF: I figured.</li>
<li>VASH:   But this is gonna hurt. (BEAT) Vulge, can I get your help here?  I’m gonna need your strength.</li>
<li>VULGE:</li>
<li>VASH: On three.    Two. Three</li>
<li><span style="text-decoration: underline;">SOUND: CRUNCHING BONE &#8211; UNDER.</span></li>
<li>JEFF: Aaaaaaaargh!</li>
<li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH.</span></li>
<li>VASH: That’s the lieutenant out cold.  I’ll bind him up.</li>
<li><span style="text-decoration: underline;">SOUND: ECHOING ROAR &#8211; CLOSER.</span></li>
<li>VASH: Aw hell.  We’ve already soiled this suit once already.</li>
<li>TERG: That sounded really close.  And shut up.  I can’t help it if heights don’t agree with me.</li>
<li>SARAH: We need to get going.  Can he be moved?</li>
<li>VASH: Give me a minute to get his leg bound&#8230; But it’ll be slow going through this snow trying to carry him.</li>
<li>VULGE: Leave that to me, little Thrilexian.  His chicken bones weigh very little.</li>
<li>SARAH: Because I think whatever it was that we heard roar is now on our trail.</li>
<li>VASH, TERG, AND VULGE: Just great!</li>
<li>VASH: So what’s the plan?</li>
<li>SARAH: We need to find somewhere to hole up.  Our priority is to keep from getting caught, either by the local fauna, or by the invaders.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9:     EXT &#8211; SNOWSCAPE<br />
(VULGE, VASH, TERG, JEFF, SARAH)</h3>
<ol start="97">
<li><span style="text-decoration: underline;">SOUND: WIND HOWLING &#8211; ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: ANIMAL HOWLING &#8211; VERY DISTANT &#8211; UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: RUNNING THROUGH SNOW &#8211; UNDER</span></li>
<li>SARAH: (HUFFING) I’m glad of these suits in this cold.  I think we’d be in big trouble without them.</li>
<li>VASH: Yeah, about that?</li>
<li>SARAH: What?</li>
<li>VASH: The Lieutenant.  The bone in his leg had torn through his suit when it fractured.</li>
<li>SARAH: Did you patch the suit up after you reset the leg?</li>
<li>VASH: As best I could, but we’re going to need to find some shelter soon or he’s gonna be in real trouble.</li>
<li>SARAH: (SARCASM) Great.  Like we didn’t have enough challenges already. I don’t suppose anything else could go wrong could it?</li>
<li><span style="text-decoration: underline;">SOUND: MONSTER ROAR &#8211; VERY NEARBY &#8211; LET IT FINISH.</span></li>
<li>SARAH: I had to ask.  Come on, run!</li>
<li>TERG: We’ve got to outrun it, whatever it is.</li>
<li>VULGE: Actually, I don’t need to outrun it at all.</li>
<li>TERG: What do you mean?</li>
<li>VULGE: I don’t have to outrun the monster.  I just have to outrun you.</li>
<li>TERG: Good one. Ha ha. (BEAT) Hey!</li>
<li>VULGE: Don’t worry. It won’t come to that.</li>
<li>TERG: Oh good.</li>
<li>VULGE: (DEADPAN) I’ll drop the Lieutenant if it starts to look bad.</li>
<li><span style="text-decoration: underline;">SOUND: ROAR OF MONSTER &#8211; NOT FAR AWAY NOW &#8211; LET IT FINISH.</span></li>
<li>TERG: Aaaargh!</li>
<li>VULGE:   I had no idea the little fellow could run that fast.</li>
<li>SARAH: Look, over to the left, about two hundred yards.  There is a cave in those cliffs.</li>
<li>VULGE: Is it small enough to keep whatever is hunting us out?</li>
<li>SARAH: I don’t know.  But the entrance may be small enough that we can mount a defence once we’re inside it.</li>
<li>VULGE: I haven’t got any better ideas.  The creature sounds big at any rate.  Maybe it won’t even fit.</li>
<li><span style="text-decoration: underline;">SOUND: ROAR &#8211; TRAMPLING FEET AND SNORTING BREATH &#8211; UNDER,</span></li>
<li>SARAH: Oh-oh.  Here it comes.</li>
<li>TERG: (CALLING BACK) It’s big.  Really really big!</li>
<li>SARAH: What the heck is that thing?</li>
<li>VULGE: It looks like some kind of giant hairy lizard.</li>
<li>SARAH: With teeth.  Don’t forget the teeth.</li>
<li>VULGE: And the spiky tail.</li>
<li>SARAH: Time to pick up the pace.</li>
<li><span style="text-decoration: underline;">SOUND: MULTIPLE HOWLS AND GROWLS AS BIG MONSTER IS ATTACKED BY LITTLE ONES &#8211; UNDER</span></li>
<li>VULGE: Where did those things come from?</li>
<li>SARAH: They behave like a pack of dogs.</li>
<li>VULGE: Six legged dogs that are the size of bears.</li>
<li>SARAH: Whatever, they may actually be about to save our hides.  They’re bringing the thing down.</li>
<li><span style="text-decoration: underline;">SOUND: LARGE CREATURE CRASHES DOWN INTO THE SNOW, WHINING AND WHIMPERING. SMALLER CREATURES CONTINUE TO GROWL AND TEAR CHUNKS OUT OF IT &#8211; UNDER.</span></li>
<li>SARAH: Into the cave.  Go.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FOOTFALLS CHANGE FROM SNOW TO SOLID ECHOING GROUND AND STOP &#8211; LET IT FINISH.</span></li>
<li>TERG: (PUFFING WITH EXHAUSTION) Will they follow us in here?</li>
<li>SARAH:   But I think it will take them a while.  They’ve caught themselves something big for their dinner and may not be inclined to come looking for more for a bit.</li>
<li>VASH: It’s pretty dark in here.  Let me throw some light on the situation.</li>
<li><span style="text-decoration: underline;">SOUND: CLICK OF TORCH &#8211; LET IT FINISH.</span></li>
<li>VASH: Damn, this looks like it goes on for miles.  In fact&#8230; um guys?</li>
<li>VULGE: Hang on a moment. I need you to take a look at the Lieutenant’s wounds.</li>
<li>VASH: No really&#8230; I think you should look over here.</li>
<li>SARAH: Vash? What seems to be&#8230; oh!</li>
<li>TERG: Yes, miss.  Oh!</li>
<li>GUARD: (HISSING) You will lay down your weapons and surrender peacefully.</li>
<li>VULGE: What do we do?  Fight? Run?</li>
<li>VASH: Negotiate? Surrender?</li>
<li>SARAH: Easy there, large, snake like, winged dragon thingy.  We’ll cooperate. (TO TERG) I take it we can understand him because you’re using your interpreters mind-mojo, Terg?</li>
<li>TERG: That’s right miss.</li>
<li>SARAH: And he can understand us?</li>
<li>TERG: He can&#8230; along with the other five standing behind him.</li>
<li>SARAH: Kind of big aren’t they? (BEAT) Okay.  We’re not your enemies.  We’ll come peacefully.</li>
<li>GUARD: (HISSING) Then drop your weapons. You have three detets (DAY-TETS) to comply.</li>
<li>VULGE: Okay, okay.</li>
<li><span style="text-decoration: underline;">SOUND: WEAPONS AND GEAR BEING DROPPED.</span></li>
<li>GUARD: (HISSING) You will now stand back against the wall.</li>
<li>VULGE: Our friend is injured.  I’ll need to carry him.</li>
<li>GUARD: (HISSING) Do so. But do not try any tricks.  We will shoot you down before you can escape.</li>
<li>VULGE: Fine.  Just don’t shoot me by accident.</li>
<li>GUARD: (HISSING) Believe me, monster.  When we shoot you, it will be quite deliberate.  Now move.  (TO THE OTHER GUARDS) Guards pick up their gear.</li>
<li><span style="text-decoration: underline;">SOUND: FEET AND SLITHERS MOVING AWAY &#8211; FADE UNDER</span></li>
<li>TERG, VASH, VULGE, SARAH: Easy, We’re moving, Okay, okay, No need to push, etc. (FADE OUT)</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 10:    INT &#8211; UNDERGROUND LAB<br />
(SARAH, JEFF, VASH, TERG, VULGE, BREX)</h3>
<ol start="168">
<li><span style="text-decoration: underline;">SOUND: HUM OF MACHINERY &#8211; SCIENTIFIC BEEPS ETC. &#8211; ESTABLISH AND UNDER</span></li>
<li>GUARD: (HISSING) Enter!</li>
<li>SARAH: This doesn’t look like a prison cell.</li>
<li>BREX: (HISSING) It’s not.  But you may be seeing one soon if you cannot answer my questions satisfactorily.</li>
<li>SARAH: We have an injured crew member.  If you wish us to cooperate&#8230;</li>
<li>BREX: (HISSING) Yes. Bring him and place him on the table over here.</li>
<li>GUARD: Is that quite advisable, Dr. Brex?</li>
<li>BREX: (HISSING) I appreciate your concern, but we are not monsters, Guardsman. We will render medical assistance.</li>
<li>GUARD: Yes, Sir.</li>
<li>SARAH: Vulge?</li>
<li>VULGE: I’ll put him down.  He’s been out for quite a while.</li>
<li>VASH: He’s gone into shock.</li>
<li>BREX: (HISSING) Let me see. (BEAT) Ah, yes.  The cold.  He is not well adapted to it. Step back please.</li>
<li>ASSISTANT: (HISSING) Do you wish me to get the heat blanket?</li>
<li>BREX: (HISSING) Of course, you dolt!&#8230; and attend to him while I speak with the prisoners.  See if you can avoid making his injuries worse.</li>
<li>SARAH: So, we are prisoners then?</li>
<li>BREX: (HISSING) We are currently facing planetary invasion.  Did you expect anything else?</li>
<li>SARAH: We aren’t your enemy.</li>
<li>BREX: (HISSING) That remains to be seen.  You are not a species I recognize.  You are in the company of a Thrilexian and a Baltarian.  Both worlds conquered by the Council of Six.  Why shouldn’t I see you as my enemies?</li>
<li>SARAH: We received a broadcast warning and request for aid, through the wormhole&#8230; or at least part of one.  We are fighting an invasion fleet of our own.  The invaders destroyed our shipyard and fleet capacity but were destroyed in return.  We came through a wormhole in the wake of a ship that was trying to get news of the result back to the fleet attacking here.  We destroyed it but were caught in your world’s gravity.  We abandoned ship before it crashed.</li>
<li>BREX: (HISSING) I take it your ship lacks a wormhole drive?</li>
<li>SARAH: That’s right.</li>
<li>BREX: (HISSING) Interesting?  And your crewmates?</li>
<li>SARAH: Escaped prisoners from one of the Council’s interplanetary zoos.</li>
<li>BREX: (HISSING) Hmmm. And how did your people defeat the first wave of invaders?</li>
<li>SARAH: The capital ships, the big stations hovering back behind the line of invading ships.  They are in control of the rest.  The fleet that sits above you is mostly made up of drones. A number of our dreadnaughts rammed the capital ships destroying them (and themselves).</li>
<li>BREX: (HISSING) An interesting, if costly, strategem.  Very interesting indeed. You’ve taken quite a risk telling me this.  We are currently engaged in a civil war.  If the other side (collaborators with the invaders) had caught you, they’d have thought your information quite useful for currying favor.</li>
<li>SARAH: What do you mean?</li>
<li>BREX: (HISSING) The Council of Six does not like to waste resources.  Rather than engage in bombardment and ground assault they have sought to bribe some of the more ambitious of our own people into betraying us into their hands.</li>
<li>SARAH: And just who and what are you, may I ask? By comparison to the guards who brought us here, you are&#8230; well enormous.</li>
<li>BREX: (HISSING) You are strangers so I will indulge your curiosity.  I am far older than the guards who brought you here.  Is it so surprising, given the high gravity of this world that we should be a race of great size?  Our bone structure is so heavy it requires a large musculature.  But we also grow for as long as we live.  (WITH PRIDE) I have lived long and among my people my wingspan is, as far as I know, unrivalled.  As for who I am, my name is Brex.  I am the chief scientist on Arcturas. The message that came through the wormhole was sent on my orders.</li>
<li>VASH: So you’re the reason we’re here.</li>
<li>BREX: (HISSING) I think that overstates the situation a little, but I guess I do share some small responsibility for your arrival.</li>
<li>SARAH: So, what do you intend to do with us?</li>
<li>BREX: (HISSING) That I haven’t decided yet.  My world hangs in the balance and the invaders have surrounded the planet with some kind of energy dampening field.</li>
<li>VASH: Which means?</li>
<li>BREX: (HISSING) None of our electronics are working. We have lost our communications capacity.  It is currently impossible to coordinate a defense or even discover how my compatriots are faring in their attempts to suppress the revolt.</li>
<li>JEFF: (AT A DISTANCE &#8211; WAKING UP IN PAIN) Ugh! What happened&#8230;?</li>
<li>VASH: He’s waking up.  I’ll take a look. (ALARMED) Hey, snake?  What has your helper done to him?</li>
<li>BREX: (HISSING AND ANGRY) Don’t be alarmed whelp.  My assistant (where has that idiot got to?) needed to bring his temperature back up to normal.  We have had red blooded creatures visit our world often enough to understand their needs.  Those tubes are giving him chemical compounds that are bringing him out of shock and helping his body mend the damage to his pitifully inadequate bones. (BEAT) And should you refer to me as “snake” again, I will attempt to find out how well you can survive with only one head, guests or no.  Am I understood?</li>
<li>VASH: Uh, yes.  Mr Brex.</li>
<li>BREX: (HISSING) Better.</li>
<li>SARAH: Jeff?  Are you okay?</li>
<li>JEFF: .. aside from feeling a bit like a pin cushion&#8230; and a burning in my leg&#8230;</li>
<li>BREX: (HISSING) That is merely the chemicals doing their work.</li>
<li>JEFF: Yeah, I feel fine (sort of).  How’d I get here?</li>
<li>TERG: You can thank Vulge for that.  She carried you.</li>
<li>VULGE: Don’t thank me too quickly.  You were my insurance policy.</li>
<li>JEFF: Huh?</li>
<li>TERG: Perhaps that’s better left as a discussion for another time? Hmmm?</li>
<li>VULGE: (CHUCKLES)</li>
<li>SARAH: It’s good to have you back, Jeff.  But I think you’re going to have to stay here for a while.  You’re not in the best of shape right now.</li>
<li>BREX: (HISSING) I think that would be&#8230; advisable&#8230; for the moment.</li>
<li>JEFF: Holy snakes! What is that?</li>
<li>BREX: (HISSES ANGRILY)</li>
<li>SARAH: Easy, Jeff.  Be polite.  This is our captor and host, Brex, chief scientist of Arcturas.  He’s the one responsible for treating your injuries just now.</li>
<li>JEFF: (TAKES A BREATH) I’m sorry.  Your appearance was unexpected and a little&#8230; well terrifying to be honest.</li>
<li>BREX: (HISSING) Then I accept your apology, whelp.  Please do not make the mistake of engaging in any further displays of discourtesy, however.  My people are subtle and quick to anger and I am quite convinced that you would provide little challenge to my digestive system were I to simply eat you.</li>
<li>JEFF: .. understood.</li>
<li>SARAH: Returning to your situation here.  We saw no satellites or ships trying to engage the enemy on our, admittedly quick, approach and entry into your atmosphere.  I take it you don’t have a fleet of your own?</li>
<li>BREX: (HISSING) We do, but the energy dampening field has got them effectively grounded.</li>
<li>SARAH: Well, the upside is that will keep them from landing on your planet while the field lasts.</li>
<li>BREX: (HISSING) Not so, they landed a ship near the capital so that some of their emissaries could liaise with the local coup leaders.  Clearly they have some means of shielding their own craft against the effects of the dampening field.</li>
<li>SARAH: But why bother?  I mean, if they can invade outright…?</li>
<li>BREX: (HISSING) I believe they are hoping the leaders of the coup will succeed in securing the planet for them without having to commit any of their own resources.  I fear, however, this will only prove a temporary respite.</li>
<li>SARAH: If we could seize that ship, we’d have a means of attacking their mother ship and potentially putting an end to this siege.</li>
<li>BREX: (HISSING) What value is one ship against their entire fleet?</li>
<li>SARAH: Remember what I said earlier about the capital ships. We’ve discovered a weakness.  The big capital ships are like masters that relay instructions to the unmanned ships that make up the majority of the fleet.  Destroying the right capital ship could result in a total victory over the invaders.</li>
<li>BREX: (HISSING) Interesting. But we need to be able to locate the emissary vessel and when I said “near” the capital, I did not mean to suggest I knew where.  “Near” the capital covers a very large area indeed.</li>
<li>SARAH: Then that idea is rendered unworkable.</li>
<li>BREX: (HISSING) Not necessarily.  It’s possible we have some scanning equipment that would work.  We have some heavily shielded silos containing rocketry from the days before we discovered wormhole technology.  Old fashioned mechanical rockets and the targeting machinery to go with them.</li>
<li>SARAH: Why should that equipment be working?</li>
<li>BREX: (HISSING) It’s a holdover from before wormhole tech made surface to air missiles obsolete.  Our weapons were atomic and it was necessary to shield our equipment against the electro-magnetic pulses caused by atomic detonation.</li>
<li>TERG: Your ships have wormhole technology?</li>
<li>BREX: (HISSING) Of course.  At least the larger ships do.  But do not begin thinking they may provide you with a means of escape.  We need every ship to provide escort for our people to evacuate our world.  They will buy us the time we need.</li>
<li>SARAH: Time?  Time for what?</li>
<li>BREX: (HISSING) We had a plan to escape the Council’s sphere of influence.  I was in charge of the project. Unfortunately, the invasion began just as we were about to engage our first test of the system.</li>
<li>SARAH: I take it you can’t tell us what that plan was?</li>
<li>BREX: (HISSING) (SUSPICIOUS) No! I cannot.</li>
<li>SARAH: Fair enough.  But if the dampening field were taken care of?</li>
<li>BREX: (HISSING) An interesting but somewhat academic proposition.  We are unable to activate the plan while the dampening field is in effect and we are unable to eliminate the dampening field.</li>
<li>SARAH: I think I may have an idea or two that could help.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
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<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-3-planet-fall/">Freefall (The Arcturan Adventure) &#8211; Episode 3 &#8211; Planet-fall</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Freefall (The Arcturan Adventure) &#8211; Episode 2 &#8211; Down the Rabbit Hole</title>
		<link>https://weirdworldstudios.com/freefall-arcturan-adventure-episode-2-rabbit-hole/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 25 Feb 2017 00:14:59 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Freefall]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[down the rabbit hole]]></category>
		<category><![CDATA[freefall]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the arcturan adventure]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3086</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;Down the Rabbit Hole&#8221;, episode 2 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-2-rabbit-hole/">Freefall (The Arcturan Adventure) &#8211; Episode 2 &#8211; Down the Rabbit Hole</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;Down the Rabbit Hole&#8221;, episode 2 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3082" aria-describedby="caption-attachment-3082" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3082" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/02/025SO002Sml.png?resize=200%2C283" alt="Space Opera - SO002 - Freefall" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3082" class="wp-caption-text">Space Opera &#8211; SO002 &#8211; Freefall</figcaption></figure></p>
<h2>ACT 2</h2>
<h3>Scene 4:     INT – ABOARD THE STARSHIP EXCELSIOR (JEFF, SARAH, VULGE, TERG, VASH)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: The invasion by the Council of Six has begun, its target likely to be the Earth&#8217;s secret fleet construction facility on Phobos, and Sarah, Jeff, and her crew are observing in their ship from an isolated spot with a clear view of the massing attack force.</li>
<li><span style="text-decoration: underline;">SOUND: SPACESHIP BACKGROUND HUM, OCCASIONAL BEEP – ESTABLISH AND UNDER</span></li>
<li>JEFF: Captain?  Something’s happening.</li>
<li>SARAH: What’s going on?</li>
<li>JEFF: The fleet is starting to move.  All of the fleets are breaking off except the attack on Phobos.</li>
<li>SARAH: This is it, they think they know where the shipyard is.  If they destroy the fleet we have been constructing, they will cripple our ability to defend ourselves. Terg, get me the Admiral.</li>
<li>TERG: Yes, miss.</li>
<li>SARAH: Vulge, are we in their path?</li>
<li>VULGE: Actually, it looks like they are using their wormhole drives.  They’re winking out&#8230;</li>
<li>JEFF: And re-appearing over Phobos.</li>
<li>TERG: I’ve connected with the Directorate.  A priority channel is open.</li>
<li><span style="text-decoration: underline;">SOUND: STATIC &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: I think I already know what you are going to tell me.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: Yes, sir.  The invading forces are converging on Phobos.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Unauthorised access to our mainframes was made 7 minutes ago.  They now know where our shipyard is.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: Phobos, I take it?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: That’s right.  I’m guessing the need to transmit that data is the reason our communications weren’t been jammed on Earth like elsewhere. Unfortunately we only have a few heavy hitting defenders in place.  A handful of super-dreadnaughts backed up by a lot of smaller craft.  We’ll send the main fleet in as soon as we can, drawing everything we can spare from our forces here on Earth, Mars, and from Saturn, but it is unlikely they will get there in time.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: If I may, Admiral?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Yes, Mr Terg?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: I’ve been noticing something strange about the communications traffic coming from the invading fleet.  It all appears to be one way.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: What do you mean?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: I mean that it appears that the three larger stations are broadcasting but none of the other ships appear to be doing so.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: I see.  And I take it you have an explanation for this?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: A theory, yes.  We’ve long puzzled over why the pirate station that was destroyed last year seemed so under-manned.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Yes, our best guess to date, was that a large portion of their forces were away from the station on other missions when it was destroyed.  We have been on guard, rightly it would seem, against infiltration ever since.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: Yes, but none of our projections regarding the level of sabotage etc. we would expect from the presence of a substantial fifth column in this solar system have come to pass.  In fact, aside from the infiltration aimed at locating the shipyard, we haven’t had a single case.  The current attack would seem ideal for the creation of widespread mayhem, were they here.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Terg, we have very little time.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: Then I’ll get to the point.  I don’t think the station was manned in any meaningful sense.  It is my belief that the pirate vessels were drones commanded by the station itself.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: And you believe the attack we are facing right now is being conducted in the same way?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: Yes, Admiral.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: I’ll give the order to concentrate our defense on destroying those stations.  The super-dreadnoughts will have torpedos developed from the intelligence we obtained through your efforts last year.  We may have a dog in this fight after all.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>TERG: Yes, Admiral.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Ferris, out.</li>
<li><span style="text-decoration: underline;">SOUND: STATIC &#8211; LET IT FINISH.</span></li>
<li>JEFF: So, what are your orders now, Captain?</li>
<li>SARAH: Let’s see if we can’t get into this fight.</li>
<li>VULGE:   It’s time we saw some action.</li>
<li>JEFF: Hang on a minute.  Something’s happening on my plate.</li>
<li>VULGE: Aw, nuts!</li>
<li>SARAH: What have you got, Jeff?</li>
<li>JEFF: The defenders are breaking formation. But there’s no pattern to it. It’s like they’re boats that have suddenly been cut loose from a jetty.</li>
<li>VULGE: Shut down communications!  Do it now!</li>
<li>SARAH: What?</li>
<li>VULGE: The invaders are broadcasting a virus to your ships.  You’ve got to shut down communications.</li>
<li>SARAH: You heard her, Terg.  Break off communications now.</li>
<li>TERG: Yes, miss.</li>
<li>VULGE: This is classic Council of Six strategy.  They disabled our entire fleet this way when they came for our home system.</li>
<li>SARAH: Was that part of the information you gave to the Patrol when they debriefed you after your captivity.</li>
<li>VULGE: Yes, but I’m not sure they were paying attention.  They were mostly interested in our technology.</li>
<li>JEFF:   The pirates, I mean Council of Six, were operating in solar space for a long time before we even knew what was happening.  They have had plenty of time to learn our computing codes and languages.</li>
<li>SARAH: We used that against them to get data on their base, remember?</li>
<li>JEFF: You think I’ve forgotten.  It was me, who got that data remember.</li>
<li>TERG: I think you’ll find that&#8230;</li>
<li>JEFF: Yes, yes. Admittedly I had help.</li>
<li>SARAH: (INTERRUPTING IMPATIENT) So what’s happening around Phobos?</li>
<li>JEFF: The invaders appear to be blowing most of the small ships out of the sky.  Wait, the superdreadnoughts, they’re still maneauvering!  No guns though.  Looks like their weapon systems have been disabled, even if they have found a way to stop the virus overall.  (BEAT) Well, I’ll be.</li>
<li>SARAH: What?</li>
<li>JEFF: They’re taking a lesson from the history books.  They’re flashing messages to each other with lights in old morse code.  I think they’re going to ram the big stations.</li>
<li>SARAH: Put it up on the main screen.</li>
<li>JEFF: Aye aye.  There you go.</li>
<li>SARAH: That’ll be the Victoria coming around.  It’s going to&#8230;</li>
<li>TERG: How many on board, miss?</li>
<li>SARAH: 5,000 give or take.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND POWERDOWN &#8211; LET IT FINISH.</span></li>
<li>JEFF: The Victoria is no longer on the plate&#8230; but neither is it’s target.</li>
<li>VASH: They’ve taken out one of the big stations&#8230; and look&#8230; a large portion of their fleet just stopped dead.  I think you were right about them being drones, Terg.</li>
<li>TERG: Of course I was right. (BEAT) But that was a huge sacrifice the humans just made.</li>
<li>SARAH: And I don’t think it’s the last.  The Shakespeare and the Charlemagne are lining up their targets.</li>
<li>VULGE: What was that flash?  I think the station that the Charlemagne is targeting just launched something.</li>
<li>JEFF: A missile maybe.  No definitely. And it’s heading for the surface of Phobos.</li>
<li>SARAH: Zoom in, if you can, Jeff.</li>
<li>JEFF: We’re a long way away, Sarah.  This is as good as we can&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: STATIC &#8211; HOLD FOR SEVERAL BEATS AND FINISH.</span></li>
<li>JEFF: Holy smokes.  Did you see that?</li>
<li>TERG: I believe we all saw it, Lieutenant.</li>
<li>VULGE: For an explosion like that to be visible from space, it must have been huge.</li>
<li>SARAH: Damnit! (BEAT) I guess they just destroyed our shipyard&#8230; and a sizable chunk of the population of Phobos. (BEAT)</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND POWER DOWN FOLLOWED IMMEDIATELY BY A SECOND BEEP AN POWER DOWN &#8211; LET IT FINISH.</span></li>
<li>SARAH: Am I reading that display correctly, Jeff?  Are the Shakespeare and the Charlemagne lost as well?</li>
<li>JEFF: Along with their targets, yes.</li>
<li>SARAH: That just leaves one more of their large stations.</li>
<li>JEFF: And the Galileo is closing in.</li>
<li>TERG: Miss, the remaining station is directing a broadcast towards us.</li>
<li>SARAH: What? Do they know we’re here?</li>
<li>JEFF: No, something else is their target.  It’s small, so I didn’t notice it at first, but the main fleet left something behind back here with us.</li>
<li>SARAH: Can you tell what it is?</li>
<li>JEFF: I’m guessing it’s a ship, baffled like ours to hide its heat signature.  Some kind of observer maybe.</li>
<li>SARAH: Makes sense.  Try to scan it.  See if we can get a sense regarding the armaments it’s carrying.</li>
<li>JEFF: Whoah!  That thing’s almost entirely engine.  When it gets going, it’ll be going fast.</li>
<li>SARAH: And armaments?</li>
<li>JEFF: Very little, though it appears to have some hefty shields.</li>
<li>SARAH: Is it broadcasting anything Terg?</li>
<li>TERG:   It seems to be simply sitting there, but, if I had to guess, I’d say its recording the battle.</li>
<li>SARAH: We may not have been able to stop them from destroying our shipyard, but we can stop them from getting that knowledge back to their headquarters.  Vulge, can we get in close to it?</li>
<li>VULGE: We can but it’ll definitely know we’re coming.</li>
<li>SARAH: Vash?  Any chance we can hit it with the main guns without getting closer?</li>
<li>VASH: No chance.  We don’t have the range.  If you want to hit it with anything more powerful than a frown you’re going to have to order us in a bit closer to it.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND POWER DOWN &#8211; LET IT FINISH.</span></li>
<li>JEFF: The Galileo has succeeded in ramming the last station.  Both are gone.</li>
<li>SARAH: So many lives. What of the remaining invading fleet ships?</li>
<li>JEFF: Their just sitting there.  Without the command and control vessels telling them what to do they appear to be immobile&#8230; but that observer ship is powering up. I’d say it has its instructions.</li>
<li>SARAH:   We’ve got a decision to make.  We can destroy that ship, but there’s a chance we can gather important data on the fleet it came from if we allow it to open a wormhole and follow it through.</li>
<li>VULGE: Is there any reason we can’t try to do both?</li>
<li>SARAH: We can try, but it’s a hell of a risk.  Our ship won’t be able to create a wormhole on the other side for us to use to get back.  We’ll have to steal something or trust to our luck that the originators of that warning message we received will be able to help us.</li>
<li>JEFF: Aw hell.  The ships that have been left behind must have some kind of self destruct.  Now that they’re out of contact with the mother ship, they’re all starting to blow up.  It’s like watching Christmas fireworks.</li>
<li>SARAH: That settles it, we’re going to risk it. We need a ship with wormhole drive technology and this is likely the closest we’re going to get.</li>
<li>VULGE: You are insane!  (BEAT) I like it.</li>
<li>JEFF: You’re both nuts and we’re probably not going to come back from this&#8230; but that’s a soldier’s life.</li>
<li>TERG: I’m not a soldier and the chances are approximately three million to one against.</li>
<li>VASH: Just once, couldn’t you keep the statistics to yourself?</li>
<li>TERG: Well, no.  If I’m going to do something stupid, I want to properly document it.</li>
<li>SARAH: Sounds like we’re all agreed then.  Vulge, get us as close as you can. Vash I want you ready to hit that observer ship with everything we’ve got as soon as we’re in range.</li>
<li>TERG: Do you want me to try and jam it?</li>
<li>SARAH: We’re going to need every watt and dyne of power for the guns.  Jeff, you keep an eye on the main battle.  Let me know if anything changes.</li>
<li>JEFF: Yes, Captain, but I think that’s over for the moment.  It’s a damn shame that the Patrol won’t have any enemy ships to scavenge once they get the fleet out to Phobos.</li>
<li>SARAH: Well, here’s hoping we can remedy that and gather some useful intel while we’re at it.</li>
<li>VASH: Captain, something’s happening.</li>
<li>TERG: It’s opening a wormhole!  I guess it’s completed its mission.</li>
<li>JEFF: We’ve got to stop it getting away. Vulge?</li>
<li>VULGE: We’re not close enough.  It’s going through.</li>
<li>SARAH: Are we close enough to follow it?</li>
<li>VULGE: We are, but if the hole closes on us it will tear us in half.</li>
<li>SARAH: Then don’t waste any time.</li>
<li>VASH: I won’t be able to use the guns until we’re through the other side.  We’ll be destroyed if we blow it up while we’re inside the wormhole’s tunnel.</li>
<li>SARAH: Looks like this is a one way trip regardless, folks &#8211; at least in this old bucket.  So, hit it!</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5:     INT &#8211; ABOARD THE STARSHIP EXCELSIOR<br />
(SARAH, JEFF, TERG, VASH, VULGE)</h3>
<ol start="149">
<li><span style="text-decoration: underline;">SOUND: POWERING UP OF GUNS &#8211; UNDER</span></li>
<li>SARAH: Damn it, Vulge.  Faster!  It looks like the hole is going to close.</li>
<li>VULGE: What do you want me to do? With the guns powering up, our speed is limited. We’re at top speed already.</li>
<li>SARAH: Vash, have you locked onto the target yet?</li>
<li>VASH: Nearly there.</li>
<li>SARAH: Damn it!</li>
<li>VASH: We’ve got a lock and we’re coming out. Firing.</li>
<li><span style="text-decoration: underline;">SOUND: LASER BLAST. EXPLOSION. &#8211; LET IT FINISH.</span></li>
<li>SARAH Ha ha!</li>
<li>JEFF: Woooo!</li>
<li>TERG: Well done, Vash.</li>
<li>SARAH: Yes, well done.</li>
<li>VULGE: We’re through and the wormhole is collapsing.</li>
<li><span style="text-decoration: underline;">SOUND: SHOOP OF COLLAPSING WORMHOLE &#8211; LET IT FINISH.</span></li>
<li>SARAH: (URGENT) Kill the engines.  Kill everything and drift.</li>
<li>VULGE: Oh no!</li>
<li>JEFF: What?  What is it?</li>
<li>VULGE: We’ve come through into the middle of the largest fleet I’ve ever seen.  They’re blockading that planet.  And I have no idea where we are.</li>
<li>VASH: Have they seen us?</li>
<li>SARAH: I don’t know.  Just drift.  With a bit of luck we’re small enough to be mistaken for part of the wreckage.</li>
<li>VULGE: Surely, they’ll send someone to investigate.</li>
<li>SARAH: As sure as the sun is made of incandescent gas.</li>
<li>JEFF: So what are we doing?</li>
<li>SARAH: We came accelerating through that wormhole and straight through the blast when we destroyed the observer ship.  Vulge, am I guessing right that we should be moving with most of the wreckage?</li>
<li>VULGE: If we’re lucky.</li>
<li>SARAH: I’ll take it.  If our luck holds just a little longer we’ll accelerate into the upper atmosphere of that planet and gravity will do the rest.</li>
<li>JEFF: Are you nuts???</li>
<li>SARAH: What was that&#8230;lieutenant?</li>
<li>JEFF: Sorry, Captain.  (BEAT) Are you nuts, Ma’am?</li>
<li>SARAH:   My mental state will have to remain an open question for now, Jeff.</li>
<li>TERG: We’re about a billion billion miles from your home and surrounded by enemy craft blockading a world they are in the process of invading&#8230; a world that, in all likelihood, is the origin, of the warning that came through the wormhole ahead of the invaders earlier.</li>
<li>JEFF: Got it.  Potential allies are a better bet than known enemies.  We’re heading for the planet’s surface?</li>
<li>SARAH: I knew there was a reason we kept you around, Jeff.</li>
<li>VASH: Besides the cool scars?</li>
<li>JEFF: Yeah, yeah. I know. You can all get a fresh autograph after this is over.</li>
<li>SARAH: (BEAT) Prepare to abandon ship.</li>
<li>ALL: What???</li>
<li>SARAH: If they don’t realize we’re a ship and not part of the wreckage, then they’re going to expect to see us burn up and crash on the surface.  We can’t clue them into the fact we’re enemy combatants.</li>
<li>JEFF: But how will we&#8230; Oh&#8230; Right. In the excitement I kind of lost track of our situation for a moment.</li>
<li>SARAH: That’s right.  This was a one way trip.  With the ship we were chasing destroyed, we’ve managed to prevent the enemy from discovering just how much damage they’ve done to our defensive capacity with their raid.  Our mission now is to try and find a vessel with wormhole capability and get it back to Earth.  Assuming we can figure out how to fly one&#8230;</li>
<li>VULGE: My astronavigation skills can probably extend to plotting a trajectory for a wormhole drive.</li>
<li>SARAH: Even more reason not to give up hope. We have to accept that we may be trapped, beyond help and, potentially, beyond returning but it is also possible we may yet find allies.  This ship will be no use to us and, for now, our best chance at survival is to link up with those who are fighting the invaders.</li>
<li>JEFF: At least the atmosphere readings indicate something approaching Earth normal.  The air will be heavier to push in and out, but we’ll be able to breath it.</li>
<li>VULGE: I take it we can’t&#8230;</li>
<li>SOUND: SPARKS AND POWER OUTTAGE &#8211; LET IT FINISH.</li>
<li>SARAH: What the hell was that?</li>
<li>JEFF: I’ve just lost all screens</li>
<li>TERG: We’ve just passed through some kind of energy dampening field.  It’s fried our electrics.</li>
<li>VULGE: So much for using the escape pod.</li>
<li>SOUND: BOOM AND SHAKING &#8211; ESTABLISH AND UNDER.</li>
<li>VULGE: We’ve hit the atmosphere.  It’s a big planet.  Heavy gravity.</li>
<li>SARAH: Things just keep getting better.</li>
<li>JEFF: What do you suggest now, O’ fearless leader.</li>
<li>SARAH: I’m not sure we’ve got a choice.  We can go down with the ship, climb into the escape pod and eject, taking our chances with it when it impacts, or&#8230;</li>
<li>JEFF: Oh no.    Not that.</li>
<li>SARAH: &#8230;Or we can do a high altitude free drop in heavy gravity.</li>
<li>JEFF: You and I are the only ones trained for that particular manoeuvre and, if you remember rightly, I broke both my legs on our first and only drop.</li>
<li>SARAH: You’re still walking, aren’t you?</li>
<li>JEFF: Yes, but&#8230;</li>
<li>SARAH: Then stop whining.  The most likely outcome in high gravity of a crash landing in the escape pod is that it gets crushed like an egg.</li>
<li>JEFF: Damnit!</li>
<li>SARAH: And I don’t want to think about what will happen to us if we stay on this ship all the way down.</li>
<li>TERG: Uh, miss Sarah, I’m not feeling terribly confident about your plan at the moment.</li>
<li>SARAH: See what you’ve done, Jeff. You’ve frightened the women-folk.</li>
<li>TERG: ..</li>
<li>SARAH: Sorry Terg, Earth humour.</li>
<li>TERG: Actually, I’ve heard earth humour&#8230; and that didn’t qualify.</li>
<li>SARAH: .. Remind me to talk to you about the proper way to address the captain of a space vessel some time.  You’ve been hanging around Jeff too long.  (BEAT) A high altitude drop is our best chance. After we pass through the atmosphere we’ll be using the escape cannon&#8230;</li>
<li>VASH: Escape cannon?</li>
<li>SARAH: It’s for deploying soldiers high in the atmosphere for jetpack and chute descent.  We’ll be forced to use the chutes since the electronics of everything on board (including the jet packs) are fried, and landing’s going to be hell in this gravity, but the cannon will ensure we are clear of the superheated hull when the chutes deploy.</li>
<li>JEFF: Yeah, re-entry will have turned a fair bit of the hull into an oven.</li>
<li>VULGE: We’ll be coming out of this turbulence shortly so we’d better be ready.</li>
<li>JEFF: Okay crew, you heard the boss.  Grab life support and as much weaponry as you can manage, especially any heavy weapons.  We don’t know what’s down there but we’ll need to be prepared.</li>
<li><span style="text-decoration: underline;">SOUND: MOVEMENT OF CREW &#8211; UNDER.</span></li>
<li>SARAH: Meet at the cannon port ASAP.  We’re all about to enter a new world&#8230; and don’t forget to tuck and roll when you land.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li value="125"><span style="text-decoration: underline;">MUSIC: CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
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<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-2-rabbit-hole/">Freefall (The Arcturan Adventure) &#8211; Episode 2 &#8211; Down the Rabbit Hole</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Freefall (The Arcturan Adventure) &#8211; Episode 1 &#8211; A Tale of Two Worlds</title>
		<link>https://weirdworldstudios.com/freefall-arcturan-adventure-episode-1-tale-two-worlds/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 17 Feb 2017 22:36:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Freefall]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[freefall]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the arcturan adventure]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3081</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;A Tale of Two Worlds&#8221;, episode 1 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-1-tale-two-worlds/">Freefall (The Arcturan Adventure) &#8211; Episode 1 &#8211; A Tale of Two Worlds</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;A Tale of Two Worlds&#8221;, episode 1 of our new Space Opera; Freefall (The Arcturan Adventure). This is a brand new (unpublished) series (and continues the adventures of Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_3082" aria-describedby="caption-attachment-3082" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3082" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/02/025SO002Sml.png?resize=200%2C283" alt="Space Opera - SO002 - Freefall" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/02/025SO002Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-3082" class="wp-caption-text">Space Opera &#8211; SO002 &#8211; Freefall</figcaption></figure></p>
<h2>Act 1</h2>
<h3>SCENE 1:     INT &#8211; ARCTURAS DEFENCE LABS &#8211;<br />
(CHIEF BREX, ASSISTANT, COUNSELLOR PASHAN)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) LOW BACKGROUND HUM OF A DEFENCE BASE</span></li>
<li>NARRATOR: On the edge of our galaxy, relatively near to our own solar system, but further away than even our most powerful long range spacecraft could reach in a thousand human lifetimes, there sits a cold and lonely world; Arcturas, home to a species of intelligent winged reptiles. It is the last inhabited world yet to fall to the monstrous Council of Six before they turn their attention and insatiable lust for conquest towards us.<br />
Yes, Arcturas is yet to fall, but as of now it appears that its survival as a free state can be measured only in days.</li>
<li>ASSISTANT: (HISSING) Chief Scientist Brex, you’re here.  I’d like to show you my latest design.  I think I’m getting closer to creating a stable disintegrator field.</li>
<li>BREX: (HISSING) Do you truly delight in demonstrating your stupidity?  How many times have I told you that your design is fundamentally, too unstable.  If you persist in this folly I’m going to have to&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: ALARMS SOUNDING &#8211; UNDER.</span></li>
<li>ASSISTANT: Wormholes have begun opening beyond the gravity field of the planet.  There are thousands of them.  It looks like the final assault is beginning.</li>
<li>CHIEF SCIENTIST BREX: (HISSING) I can see that for myself, Jax, you idiot! How close are we to being able to bring the engines on line?</li>
<li>ASSISTANT: (HISSING) If nothing goes wrong, we’ll have the engines ready within an hour or two.</li>
<li>BREX: (HISSING) Send a message to our staging posts, assuming such a simple task doesn’t overwhelm you modest abilities. Tell our stations they only have forty-five minutes to get ready.</li>
<li>ASSISTANT: (HISSING) But sir?</li>
<li>BREX: (HISSING) Don’t argue, dolt. We’re out of time.  No testing! No trials!  We’re going to have to risk everything by simply going live&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: CRASH OF DOORS OPENING &#8211; MARCHING GUARDS WHO COME TO ATTENTION &#8211; LET IT FINISH.</span></li>
<li>COUNSELLOR PASHAN: (HISSING) Chief Scientist Brex!</li>
<li>BREX: (HISSING) What is the meaning of this intrusion?</li>
<li>COUNSELLOR: (HISSING) By order of the newly appointed interim council, you are under arrest.</li>
<li>BREX: (HISSING) Under arrest?</li>
<li>COUNSELLOR: (HISSING) I was against this project from the outset, and now it’s clear I was right. The invaders are at our gates and your wasteful effort has been all for naught.</li>
<li>BREX: (HISSING) Wait, interim council?  You’ve staged a coup!</li>
<li>COUNSELLOR: (HISSING) That’s right. Those ineffectual old fools would have destroyed us in their attempts to oppose the invaders.  I always counselled that we should negotiate.  The Council of Six are too strong, too ruthless to oppose.</li>
<li>BREX: (HISSING) You idiot, Counsellor Pashan.  You have condemned us all to slavery.  What did they offer you to betray us like this?</li>
<li>COUNSELLOR: (HISSING) Betray us? I’ve saved us.  Saved us from fools and dreamers like you.  Idiots who would have seen our entire race exterminated at their hands.  Troops loyal to the interim council and myself have taken the council chambers and arrested the leadership.  I’ve come for you personally and, even now, the staging outposts for this pipe-dream of a project of yours are being taken and shut down by my people.</li>
<li>BREX: (HISSING) Imbecile.  Those engines were our last hope.</li>
<li>COUNSELLOR: (HISSING) Those engines were a massive waste of resources.</li>
<li>BREX: (HISSING) But you don’t have an army sufficient for this.  As soon as our officers become aware&#8230;</li>
<li>COUNSELLOR: (HISSING) Aware? Aware of what?  That they are leaderless?  They’ll fall in line quick enough.</li>
<li>BREX: (HISSING) You are making a grave error of judgment, Pashan, if you think they will fall in line easily.  You’ve started a civil war.</li>
<li>COUNSELLOR: (HISSING) You think so? We’ll see.</li>
<li>BREX: (HISSING) And I suppose you think I’ll come quietly as well.</li>
<li>COUNSELLOR: (HISSING) I know the reputation you’ve cultivated for yourself. The myth of the “warrior scientist” who single handedly fought off the agents of the Council of Six on the moons of Delphinus.  If it was ever true at all, it was a long time ago. So, yes.  I think you’ll come quietly.  And if you don’t I’ll have the pleasure of dispatching you myself.</li>
<li>ASSISTANT: (HISSING) Sir, about a third of the invasion fleet is departing.</li>
<li>COUNSELLOR: (HISSING) You see. A negotiated settlement serves everyone’s interests.</li>
<li>BREX: (HISSING) No.  It simply means the rumours are true.  They have a new target elsewhere in the galaxy.  With us fighting amongst ourselves we’ve simply given them the opportunity to divert some of their forces elsewhere.  You are such a fool.  Wilful.  Stupid.  And in urgent need of a lesson regarding respect for your elders.  Well I guess it is time to show you that in this, as in all things, you are badly mistaken once again.</li>
<li>COUNSELLOR: (HISSING) What?</li>
<li>BREX: (HISSING) (ROARS AND CHARGES)Raaaaargh!</li>
<li>SOUND: FADE OUT ON MAYHEM, SCREAMS, AND LASER BLASTS.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2:     INT &#8211; ARCTURAS DEFENCE LABS &#8211;<br />
(CHIEF BREX, ASSISTANT, COUNSELLOR PASHAN)</h3>
<ol start="38">
<li>BREX: (HISSING) (GROWLS) GRRRRR.</li>
<li>COUNSELLOR: (HISSING) You&#8230; you’ve killed all my men&#8230; No&#8230; Brex! Stay back&#8230; Nooooo!</li>
<li><span style="text-decoration: underline;">SOUND: WET CRUNCH OF NECK BEING BITTEN THROUGH &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: BODY DROP &#8211; LET IT FINISH.</span></li>
<li>BREX: (HISSING) Why do these young pups always insist on testing my abilities?</li>
<li>ASSISTANT: (HISSING) (SHAKEN) Sir?</li>
<li>BREX: (HISSING) Idiot boy! Come out from behind that desk.  Are you such a coward?  Even Here?<br />
You can clean up this mess in a minute, dolt.  First I want to know if any of the wormholes from the departing fleet are still active?</li>
<li>ASSISTANT: (HISSING) Er&#8230; Yes sir.  There are a couple of hundred that are still in the process of transition.</li>
<li>BREX: (HISSING) Good.  See if you can direct our communication arrays to broadcast through them.</li>
<li>ASSISTANT: (HISSING) Sir?</li>
<li>BREX: (HISSING) Must I explain everything? Send a warning and distress signal through.  We can at least try to warn whoever they’re about to attack.</li>
<li>ASSISTANT: (HISSING) Yes sir.  But what are we going to do about all this?</li>
<li>BREX: (HISSING) (GROANS) Why do I put up with you?  We’re going to do what we can, of course. I’ll start by trying to get in contact with our staging facilities and see how much damage has been done.  Now get to it before I regret my merciful nature.  Oh, and pack all this meat in the larder.</li>
<li>ASSISTANT: (HISSING AND FEARFUL) Yes, sir!</li>
<li><span style="text-decoration: underline;">SOUND: SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3:     INT – ABOARD THE STARSHIP EXCELSIOR (JEFF, SARAH, VULGE, TERG, VASH)</h3>
<ol start="53">
<li><span style="text-decoration: underline;">SOUND: SPACESHIP BACKGROUND HUM, OCCASIONAL BEEP – ESTABLISH AND UNDER</span></li>
<li>JEFF: Permission to complain about being stuck out here on space patrol in a tiny ship, Captain?</li>
<li>SARAH: (AMUSED) Granted.</li>
<li>JEFF: I’m bored.</li>
<li>VULGE: (GROANS)</li>
<li>TERG: That barely rates a point.</li>
<li>VASH: If I could deduct points for that I would.</li>
<li>VULGE: That is hardly worthy to be considered an entry.</li>
<li>JEFF: Now, hang on.  I wasn’t finished.</li>
<li>TERG: Oh?</li>
<li>JEFF:   There’s a rhythm to a good bit of complaining.  You’ve got to build up to it if you want to put a genuinely competitive whine into this competition.  (BEAT) Now, as I was saying, before I was so rudely interrupted&#8230;</li>
<li>TERG:</li>
<li>JEFF: I’m bored.  This trip has been incredibly dull.  I’ve had more fun laid up with haemorrhoids.  I’ve had rectal surgery that was more enjoyable than this trip.  I’m so bored that an attempt at breathing vacuum is starting to look good.  I’m&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: ALARM BEEPING – UNDER</span></li>
<li>JEFF: Dang it.  I was just getting up a good head of steam.</li>
<li>VULGE: You humans are crazy.</li>
<li>SARAH: (LAUGHING) What’s on the plate, Jeff?</li>
<li>JEFF: Bringing it up now.  A large number of anomalies out beyond Neptune.  I think they’re&#8230;    An entire fleet have just appeared&#8230; most of them share the same design as the pirate vessels we encountered last year.</li>
<li>SARAH: Vulge, turn us around. We need to get a warning back to earth and get the hell out of here.</li>
<li>VULGE: Go it, boss.</li>
<li>TERG: There’s some kind of broadcast coming through one of the wormholes they’ve opened up.</li>
<li>SARAH: Can you tune it in, Terg?</li>
<li>TERG: Trying to lock onto it&#8230; now!</li>
<li><span style="text-decoration: underline;">SOUND: STATIC BURST – LET IT FINISH.</span></li>
<li>ASSISTANT: (HISSING) &#8230; on Arcturus 3. It’s their only real weakness. We have come under heavy attack but part of the fleet has been diverted, we believe, to attack your system. We hope this warning reaches you in time.</li>
<li><span style="text-decoration: underline;">SOUND: STATIC – ESTABLISH, UNDER AND OUT.</span></li>
<li>TERG: That’s it.  The wormhole has closed and the transmission is gone.</li>
<li>JEFF: I guess that makes this a full-fledged invasion.</li>
<li>SARAH: All the more reason to high tail it back to Earth.</li>
<li>JEFF: Damn it.</li>
<li>SARAH: What?</li>
<li>JEFF: The long range scan indicates more ships have appeared near Mars, Phobos, Saturn, and the Earth itself. They’re attacking all our key positions.</li>
<li>SARAH: There are too many of them for a single defensive strategy to work.</li>
<li>VASH: I told you they’d be able to jump in behind your defensive lines.</li>
<li>TERG: Not now, Vash.</li>
<li>JEFF: But this doesn’t make any sense.</li>
<li>SARAH: How do you mean?</li>
<li>JEFF: There aren’t enough of them to be successful if they’re spreading their forces so thin.  Conceivably they might succeed in capturing or destroying one of their targets if they concentrated their forces&#8230; but this?  It’ll cost us, but we’ll probably get the upper hand.</li>
<li>SARAH: You’re right.  See if you can get me through to Admiral Ferris, Terg.</li>
<li>TERG: Will do, miss Sarah.</li>
<li><span style="text-decoration: underline;">SOUND: STATIC – LET IT FINISH.</span></li>
<li>TERG: Priority encrypted channel to Admiral Ferris at Directorate HQ is now open.</li>
<li>SOUND: BEEP – LET IT FINISH.</li>
<li>FERRIS: This had better be important Captain.  We’re under attack.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: And so is Mars, Phobos, and Saturn, with a small battle group waiting near our position beyond Neptune.  It looks to us like they are trying to draw us out for some reason.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Mars, Phobos, and Saturn?  That news hasn’t reached us yet.  They must be using their jamming technology.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: Yes, sir.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: But those locations aren’t random.  They’re looking for our shipyards.  My guess is that they’ve managed to get some of their agents into the Solar Patrol again and that this is a diversion aimed at giving them the chance to locate our main ship building facility. Once they know where it is, they’ll be concentrating their forces there.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: Orders, Admiral?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Cloak your ship and be ready to let us know if and when that last battle group starts to move.  I’m going to connect you to central command so that you can provide details on the size and makeup of their forces – details we can’t obtain due to the jamming that is occurring.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>SARAH: Yes, sir.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP – LET IT FINISH.</span></li>
<li>FERRIS: Ferris, out!</li>
<li><span style="text-decoration: underline;">SOUND: STATIC – ESTABLISH, UNDER AND OUT.</span></li>
<li>SARAH: You heard him, Vulge.  Cut our engines and let us drift.  If they haven’t seen us yet, we’ll stay cloaked and wait.</li>
<li>VASH: Ain’t we gonna see any action.</li>
<li>SARAH: We follow orders Vash.</li>
<li>TERG: That’s right.  Besides, this is a good deal safer.</li>
<li>SARAH: I wouldn’t be so sure about that.  When that final battle group starts moving, we’re going to be right in its path.</li>
<li>VASH: How is it I keep letting you talk me into these situations Terg?</li>
<li>JEFF: Actually, I’m kind of curious about that too.  If the two of you are basically just a pair of heads sharing the one body, how come you argue so much?  And how do you manage to cooperate to drive that body of yours around?</li>
<li>TERG: I really have no idea.  Frankly, I think I just put up with a lot. I’m simply a saint.  It’s the only explanation that fits all the data.</li>
<li>VASH:</li>
<li>SARAH: Cut the chatter, fellas.  We need to get our heads in the game.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2016 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/freefall-arcturan-adventure-episode-1-tale-two-worlds/">Freefall (The Arcturan Adventure) &#8211; Episode 1 &#8211; A Tale of Two Worlds</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</title>
		<link>https://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 11 Feb 2017 00:11:45 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Graduation Day]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[graduation day]]></category>
		<category><![CDATA[new allies]]></category>
		<category><![CDATA[new goals]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2917</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8220;New Allies, New Goals&#8221;, episode 5 (and final) of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters; Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/">Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8220;New Allies, New Goals&#8221;, episode 5 (and final) of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters; Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2864" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/024SO001Sml.png?resize=200%2C283" alt="Space Opera - SO001 - Graduation Day" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Space Opera &#8211; SO001 &#8211; Graduation Day</figcaption></figure></p>
<h3>SCENE 23 – INT – BEFORE THE HUB – LATER<br />
(JEFF, SARAH, VULGE, TERG, VASH, EXTRA)</h3>
<ol start="834">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Having escaped the zoo on board the alien planetoid that serves as home base to the space pirates that have been raiding Earth ships, Sarah and Jeff join with their newfound alien allies to fight there way free&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: LASER FIRE BACK AND FORTH – ESTABLISH AND UNDER</span></li>
<li>EXTRA: SCREAMS NEARBY – LET IT FINISH.</li>
<li>SARAH: (BEEP) Damn it, Jeff, you need to take out that turret. We’re getting torn to ribbons out here.</li>
<li>JEFF: (BEEP – ON THE COMMS) We’ll have it down in a minute. We’ve just run into some extra opposition trying to get around to where we can get a clear shot.</li>
<li>SARAH: (BEEP) Alright, but hurry it up will you.</li>
<li>JEFF: (BEEP) Will do. I’ve got it in my sights&#8230; oh, hell.</li>
<li>SARAH: (BEEP) Jeff? Jeff, are you there?</li>
<li>JEFF: (STATIC THEN BEEP) I’m still here, boss. Selfridge just climbed up on the turret. He’s got a controller attached to him.</li>
<li><span style="text-decoration: underline;">SOUND: NEARBY EXPLOSION – LET IT FINISH.</span></li>
<li>SARAH: (BEEP) Damn it. Jeff, he’s not Selfridge anymore. I read the reports on the agents that tried to blow up the Patrol Brass on Graduation Day. They were, to all intents and purposes, just husks. There was nothing left of the people they were except a physical body and the programming provided by the implant. You have to take the shot.</li>
<li>JEFF: (BEEP) Damn it, boss! Damn it! Damn it! Damn it!</li>
<li><span style="text-decoration: underline;">SOUND: ARCING MISSILE NOISE – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: EXPLOSION – LET IT FINISH – LASER FIRE ENDS.</span></li>
<li>SARAH: That’s it. The turret’s down. (BEEP) Everyone move up.</li>
<li><span style="text-decoration: underline;">SOUND: LASER BLAST &#8211; LET IT FINISH.</span></li>
<li>VULGE: Ugh!</li>
<li>SARAH: Hey Vulge, you okay?</li>
<li>VULGE: Just a flesh wound. We heal quickly.</li>
<li><span style="text-decoration: underline;">SOUND: SQUELCH OF FLESH KNITTING TOGETHER – LET IT FINISH.</span></li>
<li>VULGE: See.</li>
<li>SARAH: Holy Cats, that’s incredible. (BEAT) And you two back there, Terg? Vash?</li>
<li>TERG: Still here. Though I think I’d rather be anywhere else.</li>
<li>VASH: Hey, this was your idea you know, Terg.</li>
<li>SARAH: Enough! Let’s go. We’ve got to get up to that control room door. Bring the cutter with you.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 24: INT – OUTSIDE CONTROL ROOM DOOR<br />
(VASH, TERG, VULGE, JEFF, SARAH, ROBOT OVERLORD)</h3>
<ol start="861">
<li><span style="text-decoration: underline;">SOUND: TORCH CUTTING THROUGH DOOR – ESTABLISH AND UNDER</span></li>
<li>SARAH: How much longer?</li>
<li>VULGE: To cut through the door takes as long as it takes.</li>
<li>VASH: Yeah, what she said.</li>
<li>TERG: Would you all mind keeping quiet, please? This isn’t anywhere near as easy as it looks.</li>
<li>VULGE: Looks like your puny friend with the scars is coming back.</li>
<li>SARAH: Jeff, over here. How many do we still have with us?</li>
<li>JEFF: We lost about half the prisoners. Of course, a good number ran away once the fighting got fierce. The rest are mopping up the few robots and minions that remain. The controlled human prisoners all fought to the death. Surprising how few robots there are given the size of this place.</li>
<li>SARAH: Yeah, well, maybe they’ve deployed their forces elsewhere for now. It’s about time we caught a break.</li>
<li>JEFF: Any idea what’s waiting for us behind this door?</li>
<li>SARAH: In terms of armament? Your guess is as good as mine. But I’m hoping we’ve found the station’s bridge. If this turns out not to be the control center then I’m not sure what our next move will need to be.</li>
<li>JEFF: Let’s cross that bridge when we come to it.</li>
<li>TERG: Miss Sarah, I believe we’ve cut through.</li>
<li><span style="text-decoration: underline;">SOUND: SCREECHING METAL AND LOUD CLANG – LET IT FINISH.</span></li>
<li>SARAH: (BEAT) Nothing seems to be shooting at us just yet.</li>
<li>JEFF: After you?</li>
<li>SARAH: (SARCASTIC) Thanks. What say we both go? I’ll go high and you go low.</li>
<li>VULGE: No. I’ll go high and you both go low.</li>
<li>SARAH: Alright. On three. One&#8230; Two&#8230;</li>
<li>VULGE: Three already.</li>
<li><span style="text-decoration: underline;">SOUND: TWO LASER BLASTS – LET THEM FINISH.</span></li>
<li>VULGE: Bah! There is nothing here.</li>
<li>SARAH: (ANNOYED) Then what were you shooting at?</li>
<li>VULGE: I just get carried away sometimes. I don’t often get to use a gun.</li>
<li>JEFF: Aren’t you some kind of soldier?</li>
<li>VULGE: No. I’m a navigator.</li>
<li>SARAH: Good grief. (BEAT) Alright, let me take a look around in here. There don’t appear to be many controls. These look like they probably open the hangar doors.</li>
<li>JEFF: Good, open them for our friends.</li>
<li>ROBOT OVERLORD: You will put down your weapons and surrender to me now.</li>
<li>SARAH: What was that?</li>
<li>ROBOT OVERLORD: You will put down your weapons and surrender to me now.</li>
<li>JEFF: Sounds like it came from the speakers in that control array over there.</li>
<li>SARAH: Who are you? Identify yourself!</li>
<li>ROBOT OVERLORD: I am Overlord Klimz, the commander of the space station in which you now stand. You are my prisoners.</li>
<li>SARAH: I’m not sure you completely understand your situation, commander.</li>
<li>ROBOT OVERLORD: I understand it fully. If you force me to, I will vent all the oxygen within this construct into space.</li>
<li>SARAH: Really? I would have thought that if you could do that, then you would already have done so.</li>
<li>ROBOT OVERLORD: I am programmed to preserve specimens for as long as is practical. I am also programmed to protect this station.</li>
<li>SARAH: You’re a machine. Some kind of thinking machine.</li>
<li>ROBOT OVERLORD: I am the commander of this station. You will put down your weapons and surrender to me now.</li>
<li>JEFF: I’m interfacing with the station to collect as much data as possible now.</li>
<li>ROBOT OVERLORD: No. You are not authorized. You are not&#8230;</li>
<li>TERG: Over here. Miss Sarah, I think you should see this.</li>
<li>SARAH: What is it, Terg? Some kind of tank?</li>
<li>TERG: Yes, it appears to be some kind of life support tank.</li>
<li>ROBOT OVERLORD: Do not interfere with the workings of the tank. Do not touch&#8230;</li>
<li>SARAH: Here, help me get this open.</li>
<li><span style="text-decoration: underline;">SOUND: LATCHES BEING BROKEN. LID OF TANK CREAKS OPEN – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: BUBBLING NOISE – ESTABLISH AND UNDER.</span></li>
<li>SARAH: I don’t believe it.</li>
<li>TERG: Incredible.</li>
<li>JEFF: What’s up? What have you found?</li>
<li>SARAH: How’s that data-capture going?</li>
<li>JEFF: Almost there.</li>
<li>SARAH: Good, because, I think we just found the station’s brain.</li>
<li>ROBOT OVERLORD: (SOUNDING PITIFUL) Please don’t kill me&#8230; Please&#8230;</li>
<li>TERG: It’s not a machine after all. It’s biological.</li>
<li>SARAH: A brain in the most literal sense of the word.</li>
<li>JEFF: That explains why there are so few controls in here. The station is run entirely by the mind in that tank.</li>
<li>SARAH: If there aren’t any controls, at least none we are familiar with, then there’s no way to pilot the station except by gaining this things cooperation.</li>
<li>OVERLORD: Don’t&#8230; kill&#8230; me&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MASSIVE CREAKING JOLT – LET IT FINISH.</span></li>
<li>VASH: I don’t like the sound of that.</li>
<li>JEFF: No, me either.</li>
<li>TERG: I think that by opening the tank we may have inadvertently killed the brain.</li>
<li>JEFF: Meaning what exactly?</li>
<li><span style="text-decoration: underline;">SOUND: SIRENS BEGIN BLARING – ESTABLISH AND UNDER.</span></li>
<li>SARAH: Meaning, I think the only thing keeping this station from destroying itself was the brain’s will to live. (BEAT) Have you got the data, Jeff? Because we really need to go, now.</li>
<li>TERG: I think you had better come with us.</li>
<li>JEFF: Why is that?</li>
<li>VASH: Your ship is still in pieces. The station takes ships apart when they are first captured. For study. They eventually put them back together again after taking anything they need, but yours is pretty much scrap metal right now.</li>
<li>JEFF: Just great.</li>
<li>VULGE: I will come too. My ship was destroyed by the station. I was picked up in a life pod. Not much good to me now.</li>
<li>SARAH: Can you take us all?</li>
<li>TERG: It’ll be tight, but yes.</li>
<li>SARAH: Then let’s go.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FOOTSTEPS – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 25 INT – VASH AND TERG’S SHIP – LATER<br />
(VASH, TERG, VULGE, SARAH, JEFF)</h3>
<ol start="939">
<li><span style="text-decoration: underline;">SOUND: RUMBLES, CRASHES, THINGS BREAKING AND SPARKING – ESTABLISH AND UNDER.</span></li>
<li>SARAH: You’ve got to be kidding me.</li>
<li>VASH: (DEFENSIVE) What?</li>
<li>JEFF: That doesn’t even look like a ship.</li>
<li>VULGE: Obviously you haven’t seen a Thrilexian freighter before.</li>
<li>JEFF: It looks like a garbage truck with wings.</li>
<li>VULGE: Yup, pretty much.</li>
<li>VASH: Yeah, well, right now it’s the best option we’ve got (even if YOU don’t think it’s the prettiest). (TO SHIP) Easy girl, they just don’t know you. I still know you’ve got it where it counts.</li>
<li>SARAH: Alright. I guess beggars can’t be choosers. Get us on board.</li>
<li>TERG: Right you are.</li>
<li><span style="text-decoration: underline;">SOUND: CODED SERIES OF BEEPS THEN HYDRAULICS OF RAMP COMING DOWN – LET IT FINISH.</span></li>
<li>VASH: Vulge, you’ve got navigator experience, right?</li>
<li>VULGE: Ahuh.</li>
<li>VASH: Then I want you up front with me. The rest of you, strap yourselves in. This could get a little bumpy.</li>
<li><span style="text-decoration: underline;">SOUND: SCRAMBLE ON BOARD. BELTS BEING CLICKED INTO PLACE.</span></li>
<li><span style="text-decoration: underline;">SOUND: TAKE OFF AND FLY – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: FLIGHT DODGING BACK AND FORTH OVER CREAKING METAL, CRASHES, AND SPARKS – CONTINUE THEN SILENCE – ESTABLISH.</span></li>
<li>SARAH: We’re out. Terg, Vash, well done.</li>
<li>TERG: Don’t thank me, Miss Sarah. Vash is the head for the technical stuff. I’m just the diplomat.</li>
<li>JEFF: Well, thanks both of you. (BEAT) Hey! Check out what’s happening to the station.</li>
<li><span style="text-decoration: underline;">SOUND: SHOOP NOISE OF STATION COMPACTING DOWN INTO NOTHINGNESS – LET IT FINISH.</span></li>
<li>JEFF: Did I even just see that?</li>
<li>VULGE: That was a shielded anti-matter explosion. It sucked the whole station in on itself and annihilated all the matter that was there. There won’t be so much as a molecule of it left to salvage.</li>
<li>SARAH: How much data were you able to retrieve before we had to run for it, Jeff?</li>
<li>JEFF: Oh, I got plenty. Full schematics on the station and its defenses, and even a reasonable chunk of info about that brain-thing that was running it all. Do you think that’s what the members of this council of six are, an entire species of brain-in-a-jar?</li>
<li>VULGE: No. That was just one of their made to order minions. They like to keep things at arm’s length. I’d say the brain is a fairly new development. They’ve finally started to figure how to manage some biotech.</li>
<li>SARAH: Speaking of biotech. Did our friend the Plennum, and the other prisoners, get out okay?</li>
<li>TERG: According to the instruments, everyone who didn’t die is accounted for.</li>
<li>SARAH: Then I guess its time to set a course for earth. Where are we?</li>
<li>JEFF: Just inside the orbit of Neptune, by the look.</li>
<li>SARAH: Vulge, lay in a course for the third planet from the sun&#8230; and let me talk with the other ships. We’ll have to convoy in if we don’t want to get blown out of space by the Patrol’s fleet.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 26 – INT – OFFICE OF ADMIRAL FERRIS<br />
(FERRIS, SARAH, JEFF)</h3>
<ol start="971">
<li><span style="text-decoration: underline;">SOUND: CLASSICAL MUSIC PLAYS SOFTLY IN BACKGROUND – LET IT FINISH.</span></li>
<li>FERRIS: That was some excellent work you two did getting this intelligence home to us. We now know far more than we ever suspected about the origins of the pirates and their plans. By bringing us the surviving prisoners you’ve even made it possible for us to begin gathering the intelligence necessary to create a diplomatic mission to other worlds. The Thrilexian, in particular, has been a mine of useful information.</li>
<li>JEFF: A lot of good it’ll do us if we’re still bound to our own solar system. Were any of the races represented able to help us develop engines that will make deep space travel possible?</li>
<li>FERRIS: Not so much. Most were passengers and pilots. Very few technicians and scientists. None of the ships that have been recovered are equipped for travel between stars.</li>
<li>JEFF: Damn.</li>
<li>FERRIS: But&#8230; the information you were able to get from the space station is another matter. It looks like the station used some kind of wormhole technology to allow it to travel from star to star. Our scientists haven’t got it figured yet. Some of the mathematics appears to be incomplete.</li>
<li>JEFF: Yeah, we weren’t able to get everything in the time we had.</li>
<li>FERRIS: Well, it’s a start&#8230; and far more than we had before.</li>
<li>SARAH: And what about the aliens? Have they been granted sanctuary?</li>
<li>FERRIS: Yes. We’ve honored your word to them. It’s going to be tricky looking after them all, and a special habitat is being built for them in orbit around Mars but things are progressing nicely.</li>
<li>SARAH: That’s a relief, Admiral.</li>
<li>FERRIS: In fact, I’ve had requests from two, or perhaps three depending on how you count, of the visitors to join the patrol.</li>
<li>JEFF: Seriously? Who?</li>
<li>SARAH: Let me guess? Vash, Terg, and Vulge.</li>
<li>FERRIS: You got it in one. I’m seriously considering signing them on. As well as being a formidable combatant, Vulge has amazing astro-navigation abilities, and Vash and Terg’s capacity to act as a liaison between us and other species is uniquely valuable.</li>
<li>SARAH: So what now Admiral?</li>
<li>FERRIS: I would have thought that would be obvious, my dear.</li>
<li>(BEAT) We have an invasion to plan our defense against.</li>
<li><span style="text-decoration: underline;">MUSIC: ENDING THEME AND CREDITS – LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
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<h3>Graduation Day</h3>
<ul>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-1-disgraced/">Graduation Day &#8211; Episode 1 &#8211; Disgraced</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-2-mission-begins/">Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/">Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-4-break/">Graduation Day &#8211; Episode 4 &#8211; Break Out</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/">Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/">Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Graduation Day &#8211; Episode 4 &#8211; Break Out</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 04 Feb 2017 02:56:04 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Graduation Day]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[break out]]></category>
		<category><![CDATA[graduation day]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Break Out, episode 4 of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters ;Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-4-break/">Graduation Day &#8211; Episode 4 &#8211; Break Out</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Break Out, episode 4 of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters ;Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2864" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/024SO001Sml.png?resize=200%2C283" alt="Space Opera - SO001 - Graduation Day" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Space Opera &#8211; SO001 &#8211; Graduation Day</figcaption></figure></p>
<h3>SCENE 20: INT &#8211; THE ZOO &#8211; EVENING<br />
(SARAH, TERG, VASH)</h3>
<ol start="665">
<li>MUSIC:<span style="text-decoration: underline;"> OPENING THEME &#8211; LET IT FINISH</span></li>
<li>NARRATOR: Sarah Tanner, now alone and trapped in the Zoo attempts to plan a breakout.</li>
<li><span style="text-decoration: underline;">SOUND: HUM OF </span>SPACE STATION<span style="text-decoration: underline;"> &#8211; ESTABLISH AND UNDER</span></li>
<li>VASH: I told you not to talk to her Terg. She’s trouble.</li>
<li>TERG: Yes, but she’s clearly intelligent. Just answer her question.</li>
<li>VASH: No, Terg, I won’t.</li>
<li>TERG: Stop sulking, what could it hurt? I’d answer Sarah myself except you were the head that studied alien biology.</li>
<li>VASH: Oh all right. You were asking about the shielded cage we get rotated past around the middle of each day, weren’t you human?</li>
<li>SARAH: That’s right. What have they got in there?</li>
<li>VASH: A Plennum.</li>
<li>TERG: (LONG EXHALATION) Ohhhh.</li>
<li>SARAH: What’s a Plennum?</li>
<li>TERG: They are a very private race.</li>
<li>SARAH: Oh, is that all? I’d hoped&#8230;</li>
<li>TERG: You misunderstand. It is not by choice.</li>
<li>SARAH: Huh?</li>
<li>VASH: They are kept in isolation from other races because they have an adverse effect on technology &#8211; specifically electrical technology.</li>
<li>SARAH: What?</li>
<li>VASH: Yes, they give off a natural magnetic energy that interferes with most electrical machinery.</li>
<li>SARAH: What, like an EMP?</li>
<li>VASH: Yes, if you want to use something so primitive as a point of reference.</li>
<li>SARAH: Now that is interesting. The pirate shielding must form some sort of Faraday cage to protect the surrounding technology. I assume the council of 6 has been to their world to collect specimens?</li>
<li>TERG: Well, yes, they’ve been everywhere, but I don’t think that’s what you’re asking is it?</li>
<li>SARAH: Um&#8230;</li>
<li>VASH: Typical human! You’re assuming that if they have a deleterious effect on technology that they must not be a spacefaring race.</li>
<li>SARAH Well, uh&#8230;</li>
<li>VASH: Parochial.</li>
<li>TERG: Provincial.</li>
<li>VASH: For once we agree.</li>
<li>TERG: Quite.</li>
<li>SARAH: When you two have quite finished feeling superior, perhaps you’d explain to me how they travel in space.</li>
<li>TERG: Biotechnology. They grow living ships.</li>
<li>SARAH: What?</li>
<li>TERG: Yes, no one knows quite how they do it. And no-one dares get too close since all their technology is similarly deleterious to that used by the wider galactic community.</li>
<li>SARAH: You mean their ships give off this magnetic energy as well?</li>
<li>TERG: Precisely.</li>
<li>SARAH: (THINKING) Hmmmmm.</li>
<li>TERG: Uh, Miss?</li>
<li>SARAH: I just want to think for a moment.</li>
<li>TERG: Um&#8230;</li>
<li>VASH: Will you shut up Terg?!</li>
<li>SARAH: No, it’s all right. What is it Terg?</li>
<li>TERG: It’s&#8230; well, it’s about the other humans who were captured.</li>
<li>SARAH: Yes?</li>
<li>TERG: They haven’t been placed in the cages.</li>
<li>SARAH: No, they haven’t. I’m so relieved. It suggests the rumors of their capture were false.</li>
<li>VASH: No.</li>
<li>TERG: (WARNINGLY) Vash.</li>
<li>VASH: She needs to know.</li>
<li>TERG: And I’m telling her.</li>
<li>SARAH: What are you telling me? What’s happened to them?</li>
<li>TERG: One of them has been harnessed to help run the biologically driven areas of the ship. The other has been taken for experimentation.</li>
<li>SARAH: Oh no.</li>
<li>TERG: I’m so sorry.</li>
<li>SARAH: Then that tears it. We need to get out of here, and I think I have a plan.</li>
<li>TERG: Yes?</li>
<li>VASH: Oh no.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 21 – INT – THE ZOO – LATER<br />
(SARAH, VASH, TERG, MARSHALL)</h3>
<ol start="723">
<li><span style="text-decoration: underline;">SOUND: HUM OF SPACE STATION – ESTABLISH AND UNDER.</span></li>
<li>VASH: You really call this a plan?</li>
<li>SARAH: (ANNOYED) For the last time, Vash, it’s the best we’ve got and if you mess this up&#8230;</li>
<li>VASH: (BITTER) If anyone messes this up, none of us will live to find out how that sentence ends.</li>
<li>SARAH: Then let’s go over it one last time. (BEAT) While I’ve been catatonic they’ve had to feed me by hand. That means one of the robots and/or their human slaves has had to do it.</li>
<li>VASH: (IMPATIENT) Yeah, yeah, we’ve gone over all this.</li>
<li>SARAH: (ANNOYED) And we’re going over it again! According to Terg here, the robots have a weakness (of sorts) where one of the data cables is visible at the neck join when they tilt their heads forward.</li>
<li>TERG: It’s strange that our captors have chosen a design for their machines that so closely resembles your own bipedal, largely symmetrical construction, don’t you think?</li>
<li>SARAH: Perhaps, but there’s no time for speculation right now. We’ve only got a few minutes before the “mid-day” feeding time. And we will only be lined up with the Plennum’s cell for a very short period of time. (BEAT) When the robot leans over to begin feeding me, I will attempt to restrain it while you yank out the cable.</li>
<li>TERG: The robots are very strong so we will have to act quickly to disable it.</li>
<li>SARAH: Once disabled, we grab that key thing they use to open the cells and head across to the Plennum’s tank. Is it still willing to help us?</li>
<li>TERG: He is. The Plennum is a male of his species. And I am in rapport with him even as we speak. (BEAT) I still say this is very dangerous. The Plennum’s natural magnetic field interferes with all electrical signals. Your brain and the brains of most of our fellow prisoners are electrical in nature.</li>
<li>SARAH: That’s why this needs to be fast.</li>
<li>TERG: The Plennum is large but he can move extremely quickly.</li>
<li>SARAH: Good, once we open his cell he needs to proceed around the zoo – slowly enough to let his natural magnetic ability disable the cell doors but fast enough to keep the damage to the inmates (including us) to a minimum.</li>
<li>TERG: We’re likely to take the brunt of it, as we will actually be outside our cell and totally exposed when he emerges.</li>
<li>VASH: (GRUMPY) Like I keep saying, you call this a plan?</li>
<li>SARAH: I know it’s a risk, but so long as the disruption is brief, we should survive, after some brief unconsciousness, with our faculties intact.</li>
<li>VASH: (GRUNTS IN DERISION) Hmpf.</li>
<li>SARAH: Once he’s free and has released the prisoners, the Plennum knows to clear a path for us to the central hub, knocking out any electrical systems as he goes?</li>
<li>TERG: Yes, and from there he will divert and head for the hangar where his ship still lies. Once inside he will await the rest of us, shielded by his ship.</li>
<li>SARAH: Good. We don’t want him accidentally frying the gravity or life support controls. What of the cooperation of the inmates?</li>
<li>TERG: As we’ve rotated through the zoo I’ve been getting on rapport with all the inmates. Two teams have been prepared, one to raid the armory for weapons, and another to gather life support equipment for the non-oxygen breathers.</li>
<li>SARAH: Good. The aim, once we wake up, will be to secure this space station’s control hub so we can open the doors and allow as many ships as are still flightworthy to escape. (BEAT) Most of the beings who have been captured here are a long way from home.</li>
<li>TERG: That’s right, and most of the captured ships are relatively short range craft.</li>
<li>SARAH: Assuming the station is still somewhere within my own solar system, the Earth will need to provide sanctuary for the escapees.</li>
<li>TERG: Do you think that likely?</li>
<li>SARAH: In exchange for the technological help the various species on board can provide, I think it a virtual certainty.</li>
<li>VASH: Yeah well, I hope so. From what I’ve seen, you humans can be treacherous. And if you can’t guarantee sanctuary, you’ll be signing most of the prisoners’ death warrants. The majority of the prisoners would be better off staying out of this in my view.</li>
<li>SARAH: Don’t worry about it Vash. I’m offering the protection of the Solar Patrol. The Patrol doesn’t break its word.</li>
<li>VASH: We’ll see. Besides, there’s a lot could go wrong between now and any chance we might have of testing just how good the word of the Solar Patrol is.</li>
<li>TERG: This could all be moot. If we can take over the station we can pilot it wherever we want.</li>
<li>SARAH: And that’s the ultimate aim. If this space station truly is the vanguard of an invasion of my home solar system, then taking control of it is my top priority.</li>
<li><span style="text-decoration: underline;">SOUND: GEARS CRUNCHING TO A HALT – LET IT FINISH.</span></li>
<li>VASH: Well, sister, if you’re going to activate this “plan”, now’s the time.</li>
<li>TERG: Yes. Lie down and look catatonic. It’s feeding time.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND PNEUMATIC SEAL RELEASES – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: SERVOS ENTER ROOM – LET IT FINISH.</span></li>
<li>ROBOT: Inmate 113247, designation TERG/VASH, place yourself against the far wall.</li>
<li>VASH: Yeah, yeah. We obey already.</li>
<li>TERG: Of course. As you wish.</li>
<li>ROBOT: Inmate 259837, designation SARAH TANNER, will now be fed.</li>
<li><span style="text-decoration: underline;">SOUND: SERVOS – LET IT FINISH.</span></li>
<li>SARAH: Hey there, tall, shiny, and gruesome, looks like I’m awake. (CALLING) Terg, Vash, now!</li>
<li><span style="text-decoration: underline;">SOUND: STRUGGLE – UNDER.</span></li>
<li>ROBOT: Inmates resisting. Inmates 113247 and 259837 are&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SPARKING AND POWER DOWN SOUND – LET IT FINISH.</span></li>
<li>SARAH: There. It’s done. Now, where’s the key?</li>
<li>TERG: We have it.</li>
<li>SARAH: Good, let’s go.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND SEAL DEPRESSURISES – LET IT FINISH.</span></li>
<li>TERG: No, you wait here. We’ll free the Plennum. There’s no use all of us experiencing the full brunt of the exposure. Besides the robot has already called for reinforcements.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND SEAL DEPRESSURISES – LET IT FINISH.</span></li>
<li>SARAH: Terg, vash! No, wait! Don’t lock me back&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: FEET RUNNING SHORT DISTANCE – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: DISTANT BEEP AND SEAL DEPRESSURE – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: ELECTRONIC PULSE – LET IT FINISH.</span></li>
<li>SARAH: Ugh.</li>
<li><span style="text-decoration: underline;">SOUND: BODY </span>DROP – LET<span style="text-decoration: underline;"> IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 22 – INT – THE ZOO – LATER<br />
(JEFF, VASH, TERG, SARAH, VULGE)</h3>
<ol start="783">
<li><span style="text-decoration: underline;">SOUND: FADE-IN HUM OF SPACE-STATION – ESTABLISH AND UNDER</span></li>
<li>JEFF: (FADE-IN WITH INITIAL ECHO) Sarah? Sarah? Can you hear me?</li>
<li>VULGE: (SOUNDING LIKE A FEMALE AUSTRIAN BODY BUILDER) You puny things are very breakable. Leave her and let’s continue with the plan.</li>
<li>JEFF: She’ll be fine, Vulge. You’ll see.</li>
<li>VULGE: Pffft. I could probably pull her apart like a chicken.</li>
<li>TERG: Is she awake? The first team is back with the weapons. The second team will be here with the life support for the beings that don’t have similar oxygen levels.</li>
<li>VULGE: Even your air is weak and timid. I will come back in a moment with a weapon. Something suitably large.</li>
<li><span style="text-decoration: underline;">SOUND: LARGE HEAVY FOOTFALLS – FADE INTO DISTANCE.</span></li>
<li>VASH: You think she’s trying to make up for something? Heh.</li>
<li>TERG: Vulge is a Baltarian. Thick atmosphere, high gravity. Not someone to trifle with.</li>
<li>VASH: Yeah, she looks like she could bench press our ship.</li>
<li>SARAH: Ugh. Heya boys. Nice to see you again too.</li>
<li>JEFF: Sarah. I was beginning to wonder if we’d lost you.</li>
<li>TERG: The Plennum apologizes. That first magnetic blast was apparently a little stronger than he intended. He’s moderated his blasts since then.</li>
<li>SARAH: Moderated? Blasts?</li>
<li>VASH: Apparently it’s a bit like respiration. They come in blasts, and, since that first one, he’s been breathing shallow, so to speak.</li>
<li>SARAH: Uhuh. What’s our status and&#8230; Sheesh, Jeff. What’ve they done to you?</li>
<li>JEFF: Yeah, “Hi Jeff. Glad to see you’re alive. I hope they didn’t hurt you much”. (BEAT) Don’t sweat it. We just haven’t got the time.</li>
<li>SARAH: But Jeff, you’re&#8230;</li>
<li>JEFF: Burned? Tortured? Experimented on? All of the above.</li>
<li>SARAH: Oh, Jeff&#8230;</li>
<li>JEFF: Enough. It’s the job. Just think of them as cool scars that add to my already devilishly handsome profile.</li>
<li>SARAH: (ARCHLY – MATCHING HIS HUMOR) You know scars don’t actually make you look tough right? They just provide free advertising for the one who gave them to you.</li>
<li>JEFF: (STILL UPBEAT) You just had to burst my bubble, didn’t you?</li>
<li>TERG: (AHEM)</li>
<li>SARAH: Yes, our status?</li>
<li>JEFF: We managed to use your explosion to escape them for a day or two. But then they took us by surprise in a corridor. Marshall is dead, killed when we were captured. Selfridge has been implanted with one of those spinal-controller-thingies. And I got captured as well. None of us had time to use the pills.</li>
<li>SARAH: So the data?</li>
<li>JEFF: Gone. Selfridge gave up its location under the influence of the implant.</li>
<li>SARAH: And here. What’s our force?</li>
<li>JEFF: Heh. (BEAT) Well, here’s where the news starts turning distinctly bad. Very few of the prisoners are military in background. A few can handle weapons, but most are out for themselves. The majority simply want to make a break for their ships and blast their way out.</li>
<li>SARAH: Well, that’s not gonna work. This station has sufficient armament to turn them all into a fine mist before they get 200 meters from the exterior hatches.</li>
<li>JEFF: Yeah. Fortunately one or two of them have brains. That Vulge for instance. Apparently, she’s a Baltarian, from a high gravity world. She talks selfish, but she’s smart enough to know we need to work together if we’re gonna get out of this. Her size and strength have been keeping everyone on task so far&#8230; she’d probably make a helluva sergeant major.</li>
<li>SARAH: Well that’s at least one thing in our favor.</li>
<li>JEFF: Don’t count on things going our way for long. The Plennum, (is that what you call it?) is on its way back to its ship. Our captors have been keeping it inside its own shielded concrete bunker for study, but I don’t think they’ve been able to learn much. Once the Plennum’s inside and stops pulsing we’re going to have robots everywhere trying to stop us.</li>
<li>SARAH: Okay, I guess we’ve been sitting still too long already. Let’s gather up whoever’s willing and head for the central hub.</li>
<li>TERG: Well, miss, er&#8230; I’m not sure of the proper way to address you&#8230;</li>
<li>JEFF: When you’re not required to give her the exalted rank of Lord High Muckety Muck, she answers to Sarah.</li>
<li>TERG: Well, Lord High&#8230;</li>
<li>SARAH: Ignore him. Sarah’s fine.</li>
<li>TERG: Well, Sarah. We need to hurry. There seems to be some kind of commotion further up the tunnel.</li>
<li><span style="text-decoration: underline;">SOUND: HEAVY FOOTSTEPS – LET IT FINISH.</span></li>
<li>VULGE: You’re damned straight. That damned Kzin slipped away to try and make a deal with the hosts of this fine establishment. They know where we’re headed and are concentrating their defense.</li>
<li>JEFF: Damn it! I knew that little Gibbon thing was looking too shifty to be trusted.</li>
<li>SARAH: Damnit. What are our options?</li>
<li>TERG: We could try to escape in our ships?</li>
<li>VULGE: But we’d still have to get the outer gates open to get out. I say we’ve got to fight. There’s no way we get the gates open without fighting our way in now.</li>
<li>JEFF: I agree. Surrender isn’t an option. We’ll all end up on the dissection table after this little attempt at rebellion.</li>
<li>SARAH: That settles it then. We need the technology and data on this station if we’re ever going to be free so we fight our way in, or we die trying.</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
<li>MUSIC :<span style="text-decoration: underline;"> CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2016 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<h3>Graduation Day</h3>
<ul>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-1-disgraced/">Graduation Day &#8211; Episode 1 &#8211; Disgraced</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-2-mission-begins/">Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/">Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-4-break/">Graduation Day &#8211; Episode 4 &#8211; Break Out</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/">Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-4-break/">Graduation Day &#8211; Episode 4 &#8211; Break Out</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2912</post-id>	</item>
		<item>
		<title>Victory or Death &#8211; Chapter 8 &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 01 Feb 2017 09:52:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[victory]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2907</guid>

					<description><![CDATA[<p>Chapter 8 &#8211; Victory or death The story so far (An ending) Episode 6 Dr Herbivore strategically forces some of the stonework in the side of the well loose at a height just below that of the bottom of the cage.  The cage falls the last inch and rests on the bricks.  The cage sinks [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Victory or Death &#8211; Chapter 8 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h2>Chapter 8 &#8211; Victory or death</h2>
<h3>The story so far (An ending)</h3>
<h4>Episode 6</h4>
<p>Dr Herbivore strategically forces some of the stonework in the side of the well loose at a height just below that of the bottom of the cage.  The cage falls the last inch and rests on the bricks.  The cage sinks no further and the three of them are left standing knee deep in the briny darkness.  Slowly the chain slackens and sags above them. Malefice quickly conjures up some light and Jake looks at the rusted looking hatch above them along with the padlock that holds it in place.   It is a standard pin barrel tumbler lock and he is certain he can make short work of picking it.</p>
<p>“Boost me up” he asks Dr Herbivore.</p>
<p>Herbivore gave him a dirty look and boosts him up onto his shoulders.  “You could do to loose a little weight, you know?” he says.</p>
<p>“And you could do with being a bit taller”.</p>
<p>A few moments of creative cursing later and the lock is opened.  It takes short work to climb the chain onto the cage’s roof, but the climb up the chain to the surface looks long and tortuous.  Jake looks down at the others and offers to climb up and see if he can find some controls to bring the cage up.</p>
<p>The climb is just as arduous as it looks, but at the top the well opens into a darkened control room. It is short work to find the lever that bring the cage back to the surface.  The well itself is situated inside a large shed of some sort.  Malefice gasps in shock when they step outside.  They stand in the grounds of the Mayor’s residence.  The Necromancer is none-other than the mayor of the city.</p>
<p>Diverting just long enough to call the police, Nick, Dr Herbivore and Malefice charge into the Mayor’s private study.</p>
<p>Mayor Green, who is giving  instructions down the telephone line, looks up in shock.  Jake slugs him in the face with jarring force before he can speak, afraid he will attempt to use a spell on them.  Dr Herbivore immediately moves to inject the mayor with his own special magic retardant serum.</p>
<p>“That should hold him” he says smugly.</p>
<p>In the mayor’s desk, Malefice finds a list of warehouses around the city.  “I’ll bet these are where the barrels of Pathogen have been stored.”</p>
<p>“Good work team”, said Jake.  “I think we’ve just saved the city”.</p>
<h3>Heroic Deaths</h3>
<p>Roleplaying games, for all that you are participating in a form of cooperative story-telling, are still games.  As such your character can, and just may, die.</p>
<p>In good adventure stories and radio serials the death of a character is never trivial.  It is always a moment covered in glory; tragedy, true, but also glory.  As a result players who die may still perform one last free heroic action.  This action is one that they may put all their remaining hero points etc. into (converting them to damage) in order to shine one last time as they go down in history.</p>
<h4>Example</h4>
<p>Malefice has received a mortal wound in the fight to prevent Count Otto Von Schaffendorf from escaping with the kidnapped Princess Olga.  The Helicopter is powering up and many henchmen lie between the heroes and their target.</p>
<p>Malefice thinks for a minute and elects to use her free final heroic action to throw her knife and try to jam the coupling on the helicopter’s rotars.    The throw is a success.</p>
<p>The GM solemnly intones “As the last of her life’s blood ebbs away, Malefice succeeds in disabling the helicopter and preventing Count Otto’s escape.”</p>
<h3>Cheating the odds</h3>
<p>Once per adventure a player may cheat the odds.  A player cheats the odds by redeeming an event where &#8220;all is lost&#8221; (one of the characters would normally be dead or something catastrophic would happen). This allows the character who falls off a cliff to catch a branch on the way down and survive, or having been thrown from a plane without a parachute land in a haystack, or have the metal cigarette holder in their pocket catch the fatal bullet or otherwise defeat the odds in a borderline miraculous or overly convenient manner typical of over-the-top heroics and daring-do.</p>
<p>This cannot be used to undo a major plot event.  It merely makes an event survivable that otherwise would not be.</p>
<h4>Example</h4>
<p>The rope bridge beneath Dr Herbivore’s feet gives way and he plunges towards certain doom.  Rather than rolling a skill check to grasp the falling rope and swing to safety, he cashes in his opportunity to cheat the odds once in this adventure, and swings against the chasm wall.</p>
<h3>Plot Devices</h3>
<p>The Game master may trump a &#8220;Heroic Death Action&#8221; or trump an attempt to &#8220;Cheat the odds&#8221; with a &#8220;Plot Device&#8221; if the heroic moment would significantly derail the story.  A Plot Device is merely an event that the players would normally be able to prevent that the GM makes happen in order to forward the story or plot.  Some adventure tropes (such as being captured by the villain) are such a part of the radio-adventure experience that they ought to be allowed to play out for the story to remain appropriately adventurous.</p>
<p>When a “Plot Device” is enacted, however, all players gain an extra hero point as compensation (whether they currently have their maximum number of hero points or not).</p>
<h4>Example</h4>
<p>Dr Frankenheimer’s mutation machine is mutating dozens of animals into monsters and throwing them at the heroes with no end in sight.  Jake has been mortally wounded and wishes to use his dying action to wreck the machine with a hand-grenade.  The GM is aware that if the machine is destroyed outright the heroes will lose their capacity to return the Princess Olga (trapped elsewhere in the castle in mutated form) to her original shape.  The GM might choose to let the consequences of this play out, but in this instance feels future plotlines depend on Olga’s rescue and applies a “plot device”  to modify Jake’s action so that rather than resulting in the total destruction of the machine, the grenade bounces to one side blasting through its power supply.  The machine has been prevented from operating further (Jake’s goal) but can be repaired later to heal Olga.</p>
<p>All players gain a free hero point as a result.</p>
<h3>The rewards of play</h3>
<p>Participating in a roleplaying game is enjoyable and rewarding in itself.  But there are rewards built into the game to allow your character to improve at things over time.  This growth in ability over time is measured in experience points.  Whenever you achieve a game related goal you earn experience.  For every 10 experience  points you earn, you gain  your own magazine cover-story in the journal of the League of Adventure Seekers.  You can then trade these covers in for new abilities or improvements in skills.</p>
<p>Experience is tallied by the GM and distributed at the end of each discrete adventure or episode.</p>
<p>At the end of each adventure the GM will also give away a bonus experience point for role-playing, and each player can award a single point to any other player at the table for any reason they choose (a cool action in game, excellent roleplaying, saving their life etc.).</p>
<p>A new skill costs two journal covers.</p>
<p>A one dot improvement in an existing skill requires you to spend covers equal to the current number of dots in the skill.</p>
<p>The maximum number of wounds you can take before being killed can also be improved by spending covers equal to the current number of wounds you can take.</p>
<h4>Example</h4>
<p>Jake earned 23 experience points in his last adventure.  This means he is featured in two covers of the Journal of the League of Adventure Seekers.  Jake really wants to improve his Perception skill (currently 2 dots) and spends 2 covers to raise it by 1 dot to 3 dots in total.  The remaining 3 experience points are carried forward into the next adventure.</p>
<h3>A Final Note</h3>
<p>There you have it; all the rules necessary to participate as a character in a fun Radio style adventure.  If you wish to run games as a GM however, you will likely want to read the GM’s guide (containing tips on running your first game, adjudicating dice rolls, narrating action, pacing scenes, designing scenarios, making combat sizzle, building memorable NPCs, inventing challenging yet fair death traps and puzzles, and much more).  Enjoy!</p>
<p>That was the final chapter in our Players&#8217; Guide Rulebook.  We hope you enjoyed it.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudio.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Victory or Death &#8211; Chapter 8 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2907</post-id>	</item>
		<item>
		<title>Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</title>
		<link>https://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/</link>
					<comments>https://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 27 Jan 2017 22:00:37 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Graduation Day]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[graduation day]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[trapped in the zoo]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2904</guid>

					<description><![CDATA[<p>Below we present the complete text of Trapped in the Zoo, episode 3 of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters; Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/">Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Trapped in the Zoo, episode 3 of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters; Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2864" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/024SO001Sml.png?resize=200%2C283" alt="Space Opera - SO001 - Graduation Day" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Space Opera &#8211; SO001 &#8211; Graduation Day</figcaption></figure></p>
<h3>SCENE 14: INT &#8211; RETURNING FROM THE HULL &#8211; LATER<br />
(MARSHALL, SELFRIDGE, SARAH, JEFF)</h3>
<ol start="429">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Having successfully smuggled themselves onto the huge Pirate battle station, Sarah and Jeff now try to get the transmitter in place in order to summon the fleet of the Solar Patrol.</li>
<li><span style="text-decoration: underline;">SOUND: HUM OF STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li>JEFF: Well, that went pretty well. We reached the hull and managed to set the transmitter in place, all without being spotted.</li>
<li>SARAH: Don’t jinx it.</li>
<li>JEFF: Why? What could possibly go wrong?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND CRACKLE OF COMMUNICATOR &#8211; LET IT FINISH.</span></li>
<li>SARAH: Damn it, Jeff!</li>
<li>MARSHALL: (DISTORTED OVER COMMUNICATOR) Captain, it’s Marshall. Are you receiving me?</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: This had better be an emergency. I’m receiving you. Over.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>MARSHALL: (DISTORTED OVER COMMUNICATOR) We’ve tripped some kind of silent alarm. Patrols are converging on us from all over the place. Over.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Can you get out of there? Over.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>MARSHALL: (DISTORTED OVER COMMUNICATOR) We can try. Everything is set up to boost the transmitter signal and Selfridge has found a data cache that would tell the fleet everything they need to know and then some. Over.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Getting that data out has to be our top priority. I take it you can’t risk transmitting it out? Over.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SELFRIDGE: (DISTORTED OVER COMMUNICATOR) Not a chance, there’s too much data and the signal would go from a background transmission that, hopefully, no-one will pay attention to, to something that the station would certainly detect and jam. Over.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Copy that. I’ll create a diversion and try to draw the patrols away from you, or at least clear the way back down to the main conduit tunnel we were in earlier. I’m sending Jeff down to meet you. Over.</li>
<li>JEFF: Now, hold on just one&#8230;</li>
<li>SARAH: Jeff, there isn’t time. That data has to be our top priority. Without it, the weapons on this space station could well destroy the incoming fleet before they properly understand what they are up against.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP &#8211; LET IT FINISH.</span></li>
<li>MARSHALL: (DISTORTED OVER COMMUNICATOR) Copy that. But whatever you’re going to do, you’d better do it quickly. They’re closing in fast. Over and out.</li>
<li>JEFF: So, what are you going to do?</li>
<li>SARAH: I brought some C4 (SEE FOUR) with me in my backpack. I’ll create an explosion. Hopefully, it will be sufficient to draw them away.</li>
<li>JEFF: This is a terrible plan.</li>
<li>SARAH: (SOBERLY) I know. (BEAT) If I don’t come back, get the technicians out of here. And see the data gets back to fleet command.</li>
<li>JEFF: Sure thing. I try to make sure I do two impossible things before breakfast each day. (BEAT) How stupid do you think I am?</li>
<li>SARAH: What do you mean?</li>
<li>JEFF: I know you’re not coming back, Sarah.</li>
<li>SARAH: Then you already know why. If they don’t find someone they’ll keep looking until they do. The robots will have to capture someone if only to give that data a chance of getting out to the fleet. I’ll just have to convince them that I’m working alone.</li>
<li>JEFF: Sarah&#8230;</li>
<li>SARAH: Just go. Now!</li>
<li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 15: INT &#8211; NEAR SOME IMPORTANT LOOKING MACHINERY &#8211; MOMENTS LATER<br />
(SARAH)</h3>
<ol start="467">
<li><span style="text-decoration: underline;">SOUND: HUM OF STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: Okay, that’s the charges set. Hopefully destroying these junction cables will make enough of an explosion to disrupt the entry point for ships coming into the station. That way the lone saboteur defense will at least seem plausible.</li>
<li><span style="text-decoration: underline;">SOUND: REPEATING BEEP OF TIMER. ESTABLISH AND UNDER.</span></li>
<li>SARAH: Now to “accidentally” walk into a patrol. (BEAT) I’d better ditch this communicator first, though. It’s a bit like wearing a billboard around my neck saying that I have confederates. (BEAT) There. That should place it inside the blast radius. Now to get me out.</li>
<li><span style="text-decoration: underline;">SOUND: SARAH RUNS OFF &#8211; FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 16: INT &#8211; SPACE STATION CORRIDOR &#8211; MOMENTS LATER<br />
(ROBOT #1, ROBOT #2, SARAH)</h3>
<ol start="473">
<li><span style="text-decoration: underline;">SOUND: HUM OF STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: MARCHING ROBOT BOOTS &#8211; FADE UP AND DUCK UNDER.</span></li>
<li>ROBOT #1: Approaching source of alarm. Preparing scan.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT EXPLOSION &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: RATTLE OF ROBOTS &#8211; WITH ABOVE.</span></li>
<li>ROBOT #1: Explosion in Sector AA-37. Possible Saboteur. Redirecting patrols to investigate.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING (HUMAN) FOOTSTEPS APPROACHING &#8211; FADE UP AND HALT.</span></li>
<li>SARAH: Oh, no.</li>
<li>ROBOT #1: Halt. Intruder alert. Set weapons to stun.</li>
<li>SARAH: I’ve got to take Admiral Ferris’ pill&#8230; (GULPS ONCE)</li>
<li><span style="text-decoration: underline;">SOUND: LASER FIRE (ONE SHOT) &#8211; LET IT FINISH.</span></li>
<li>SARAH: (GROANS) Ugh.</li>
<li><span style="text-decoration: underline;">SOUND: BODY </span>DROP &#8211; LET<span style="text-decoration: underline;"> IT FINISH.</span></li>
<li>ROBOT #1: Collect the intruder for transfer to Captive Processing. Analysis?</li>
<li>ROBOT #2: No communication equipment. No weapons. Minimal life signs.</li>
<li>ROBOT #1: Conclusion?</li>
<li>ROBOT #2: 98% probability this female is a patrol operative sent to infiltrate the station. There is only a 58% probability she is alone.</li>
<li>ROBOT #1: Agreed. Continue the search.</li>
<li><span style="text-decoration: underline;">SOUND: MARCHING ROBOT FEET &#8211; FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: OMINOUS SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 17: INT &#8211; SPACE STATION CORRIDOR &#8211; MOMENTS LATER<br />
(JEFF, MARSHALL, SELFRIDGE)</h3>
<ol start="493">
<li><span style="text-decoration: underline;">SOUND: HUM OF STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li>JEFF: Quick. Behind those shielded conduits.</li>
<li>SELFRIDGE AND MARSHALL : (GRUNTING) Ugh. Ermm. etc.</li>
<li>JEFF: Quiet. They’re coming.</li>
<li><span style="text-decoration: underline;">SOUND: FADE UP ROBOT MARCHING &#8211; ESTABLISH &#8211; FADE OUT.</span></li>
<li>JEFF: They’re gone. Sarah did it.</li>
<li>SELFRIDGE: What did the captain do?</li>
<li>JEFF: She drew them off and gave us the chance to get away.</li>
<li>MARSHALL: So now we’re stuck with you in charge?</li>
<li>JEFF: That’s about the sum of it.</li>
<li>MARSHALL: Damn.</li>
<li>JEFF: If it’s any consolation, I’d gladly swap with her.</li>
<li>SELFRIDGE: What’ll they do with her?</li>
<li>JEFF: If they don’t kill her out of hand? They’ll probably torture her for information.</li>
<li>MARSHALL: Shouldn’t we try to rescue her or something?</li>
<li>JEFF: No. That’s out of the question. Our mission is to find a way off this station and get that data back to the fleet.</li>
<li>MARSHALL: But don’t you think&#8230;</li>
<li>JEFF: No, I don’t. These are the risks we take. We’d only be putting her sacrifice at risk and she wouldn’t want that.</li>
<li>SELFRIDGE: You make it sound like she’s already dead.</li>
<li>JEFF: If she’s not, she soon will be and that’s the reality. There’s nothing we can do about it now without jeopardizing the mission.</li>
<li>MARSHALL: That’s a little cold, don’t you think?</li>
<li>JEFF: It’s the truth, and concentrating on the mission is what she’d want us to do.</li>
<li><span style="text-decoration: underline;">MUSIC: MOURNFUL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 18: INT &#8211; SURGERY &#8211; LATER<br />
(SARAH, ROBOT DOCTOR#1, ROBOT OVERLORD)</h3>
<ol start="516">
<li><span style="text-decoration: underline;">SOUND: HUM OF </span>SPACE STATION<span style="text-decoration: underline;"> &#8211; ESTABLISH AND UNDER</span></li>
<li>ROBOT OVERLORD: Doctor Filzion, Report!</li>
<li>ROBOT DOCTOR#1: (FEARFUL AND NERVOUS THROUGHOUT) Overlord Klimz. We have attempted to attach two control devices to her spine without success.</li>
<li>ROBOT OVERLORD: What conclusion have you drawn regarding the reason?</li>
<li>ROBOT DOCTOR#1: The subject’s neural and nervous system seems to have undergone massive trauma and disruption.</li>
<li>ROBOT OVERLORD: The subject is defective?</li>
<li>ROBOT DOCTOR#1: Yes, Overlord Klimz. Such would appear to be the case.</li>
<li>ROBOT OVERLORD: Calculating. Calculating. Confirm this is the case using nerve based pain induction.</li>
<li>ROBOT DOCTOR#1: This may compromise the subject’s cerebral integrity.</li>
<li>ROBOT OVERLORD: We must be certain.</li>
<li>ROBOT DOCTOR#1: And when it is done? How will we dispose of the body?</li>
<li>ROBOT OVERLORD: If it remains functional, place it in the zoo. It may be useful for breeding experimentation. If not, jettison it into space.</li>
<li>ROBOT DOCTOR#1: Yes, Overlord Klimz.</li>
<li>MUSIC: TIME PASSING &#8211; LET IT FINISH.</li>
<li>ROBOT OVERLORD: Does the subject show any response to pain?</li>
<li>ROBOT DOCTOR#1: Reflex responses, such as screaming, muscle convulsions, and shock etc. are still present. Autonomic functioning remains normal if sub-standard. Higher brain functions, however, appear scrambled.</li>
<li>ROBOT OVERLORD: Demonstrate.</li>
<li>ROBOT DOCTOR#1: Yes, Overlord Klimz.</li>
<li>SOUND: TORTURE DEVICE WHIRRS UP AND STARTS TO CRACKLE &#8211; ESTABLISH AND UNDER.</li>
<li>SARAH: (AT A DISTANCE) (SCREAMS IN PAIN REPEATEDLY) Arrrgh. Arrrrrgh. Ughhhh. &#8211; FADE OUT.</li>
<li><span style="text-decoration: underline;">MUSIC: TRAGIC SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 19: INT &#8211; THE ZOO &#8211; DAYS LATER<br />
(SARAH, TERG, VASH)</h3>
<ol start="537">
<li><span style="text-decoration: underline;">SOUND: (WALLA) ZOO NOISES, MURMUR OF ANIMALS AND PEOPLE &#8211; FADE UP, ESTABLISH, AND UNDER.</span></li>
<li>SARAH: (TRYING TO SPEAK) Ngyah, ngh. mmmnf.</li>
<li>TERG: (CULTURED VOICE) Take it easy. You’re perfectly safe.</li>
<li>VASH: (DERISIVE GRUNT) Hmpf. If you call perfectly safe being locked in a cage waiting to be assigned to an experimental group.</li>
<li>TERG: (ANNOYED) Alright then. You’re relatively safe. (TO VASH) Happy?</li>
<li>VASH: I guess it could be worse.</li>
<li>SARAH: Ngh. Ergh. Whe&#8230; Where&#8230; am&#8230; I?</li>
<li>TERG: (PLEASED) Look, she’s coming back to herself.</li>
<li>VASH: She may have been better off as a vegetable.</li>
<li>SARAH: Who&#8230; who are you? Oh no! You’ve got two heads&#8230; and a tail.</li>
<li>VASH: And you’ve only got one. Think how we feel being stuck in here with such a monster.</li>
<li>TERG: Stop it. You’re being rude.</li>
<li>VASH: Like I care.</li>
<li>SARAH: (AFRAID) What are you?</li>
<li>TERG: We’re prisoners like you. I am a Thrilexian. My name is Terg. My other head’s name is Vash.</li>
<li>VASH: I can speak for myself, you know.</li>
<li>TERG: We’ve talked about this. You agreed I’m the more diplomatic head and that I should take the lead in discussions.</li>
<li>VASH: Yeah, I guess. But I hate it when you talk about me as if I’m not here.</li>
<li>SARAH: I hate to interrupt but&#8230;</li>
<li>TERG: My apologies. You’ve been comatose for a good many cycles. We need to get used to you being awake.</li>
<li>SARAH: I feel like I’ve been run over by something extremely heavy&#8230; repeatedly.</li>
<li>TERG: They used pain inducers on you. I shouldn’t be surprised if there isn’t some lingering ghost pain.</li>
<li>SARAH: I see.</li>
<li>TERG: How did you avoid being implanted with a spinal controller? Most of your kind have been.</li>
<li>SARAH: (SUDDENLY SUSPICIOUS) Who and what are you, again?</li>
<li>VASH: Ah, look. She’s coming to herself.</li>
<li>SARAH: She’s right here.</li>
<li>VASH: Don’t get surly with me toots. If you wanted to keep the fact that you are awake a secret, you probably shouldn’t have started talking.</li>
<li>SARAH: (BEAT)</li>
<li>TERG: It’s all right. We’re not with your captors. We’re actually prisoners like you.</li>
<li>VASH: Well, not exactly like you. You don’t secrete enough slime. And we’re a lot better looking.</li>
<li>SARAH: You’re aliens?</li>
<li>TERG: If the word is easier for you. We’re from Thrilexia, as I said.</li>
<li>SARAH: But no other life has ever been found in our solar system.</li>
<li>VASH: Not very bright is she?</li>
<li>TERG: Give her a few minutes. She’s only just come to.</li>
<li>SARAH: Wait. You’re telling me, you’re not from my solar system?</li>
<li>TERG: See, now she’s catching on.</li>
<li>SARAH: Then this station, it’s not earth technology. The pirates aren’t pirates at all&#8230;</li>
<li>TERG: That’s right, the “pirates” are the vanguard of an invasion force from elsewhere in the galaxy.</li>
<li>SARAH: But how is this possible?</li>
<li>VASH: These humans do take some time to adjust, don’t they?</li>
<li>TERG: It would appear so. I guess we can’t all be genius communicator’s can we?</li>
<li>SARAH: How are we even speaking the same language?</li>
<li>VASH: Hmpf!</li>
<li>TERG: (WARNING) Vash. (TO SARAH) That’s easy enough to answer. It’s a natural Thrilexian talent. We can attune ourselves to the brain waves of almost any sentient creatures and communicate with them in their own language. It makes us natural diplomats. (BEAT) Though I would like to know how your mind seems to have realigned itself. When you first came in you were in a vegetative state. I would have said your brain was permanently scrambled.</li>
<li>SARAH: I think that’ll stay my secret for now.</li>
<li>VASH: (CALLING SARAH A NAME) Suspicious.</li>
<li>TERG: And rightly so.</li>
<li>SARAH: So you can align your brains with that of other beings?</li>
<li>TERG: Pretty much.</li>
<li>SARAH: Well, that goes some way towards explaining why we’re being guarded by robots.</li>
<li>TERG: (HAPPILY) Ah, you really are working things out.</li>
<li>SARAH: How many of you are there? Can you influence other beings, or merely talk to them? And what of the galaxy, how many species are there?</li>
<li>TERG: Here, we are the only one. There were others of course but&#8230;</li>
<li>VASH: Oh, just say it. Our captors killed them all in their labs. Experimented on ‘em.</li>
<li>TERG: Yes. But let’s leave that alone for the moment, shall we? (BEAT) You asked about our abilities. Beyond our facility for translation, no we have no capacity to remotely take over minds. I assume that’s what you were asking?</li>
<li>SARAH: Yes.</li>
<li>TERG: As for your other questions, the galaxies are full of different species of life.</li>
<li>VASH: You ugly hairless things weren’t so arrogant as to think you were alone did you? As if you were the only things in the universe to invent mathematics?</li>
<li>SARAH: We’ve been looking for signs of other life for centuries.</li>
<li>TERG: Yes, well&#8230; now you’ve found it. Or at least it’s found you.</li>
<li>SARAH: You said “galaxies” before. That means you’ve achieved intersystem travel.</li>
<li>TERG: Yes. Some of us have. It takes lifetimes without wormhole technology, but it can be done. Many many thousands of lifetimes in the case of a short-lived species like yours.</li>
<li>VASH: Yeah. Yeah. It’s amazing how quickly they’ve jumped from radio signals to splitting atoms to colonizing their solar system. Blah blah blah.</li>
<li>TERG: Well it is. It’s an extraordinary achievement.</li>
<li>VASH: A lot of good it did them. It just brought them to the attention of the Six.</li>
<li>SARAH: The Six?</li>
<li>TERG: A confederation of six races intent on subjugating all life.</li>
<li>VASH: That’s just a fancy way of saying their main interest is slaves.</li>
<li>SARAH: And your people?</li>
<li>TERG: Have long been slaves.</li>
<li>VASH: I told you rebellion was a bad idea. (TO TERG) He’s always been the idealist. Dreamed of living free among the stars and signed us up with a rebel group. Now, look at us.</li>
<li>TERG: We’re alive.</li>
<li>VASH: And everyone else. Everyone we joined up with. All dead.</li>
<li>TERG: (SADLY) Yes. All dead. We’re the last.</li>
<li>SARAH: I’m sorry.</li>
<li>VASH: Don’t be. Things are about to get pretty bad for you too.</li>
<li>TERG: Don’t scare the girl.</li>
<li>VASH: She needs to know.</li>
<li>SARAH: I need to know what?</li>
<li>TERG: (RESIGNED) Oh all right. If they only have one or two specimens in the zoo&#8230;</li>
<li>VASH: Particularly if they think you can be used as a breeding pair&#8230;</li>
<li>TERG: They tend to leave you alone. They give you whatever it is you need to eat and drink but otherwise don’t pay a lot of attention.</li>
<li>VASH: But when they’ve got more of you&#8230;</li>
<li>TERG: Well, they create experimental groups. That’s how most of our compatriots were lost. (BEAT) In the end, only we were left, along with Niahm and Treece.</li>
<li>VASH: They hoped we’d form a breeding pair.</li>
<li>TERG: It was too much for Treece and she killed them.</li>
<li>SARAH: Both of them?</li>
<li>TERG: One head can’t survive without the other.</li>
<li>SARAH: I’m so sorry. But, what has this got to do with me? Are there more humans here?</li>
<li>TERG: (BEAT) Uh, yes. Most have been enslaved with spinal controllers. There are probably a couple of hundred working for the Overlord.</li>
<li>SARAH: Okay, Overlord? I’m still playing catch up here.</li>
<li>VASH: Sure, big-words over here is forgettin’ just how primitive your species is. I’ll break it down for you. (BEAT) The station is a science vessel controlled by the overlord, a robotic minion of the Council of Six. Its job is to investigate this system and its capabilities as a prelude to invasion. The piracy is mostly a means of obtaining data on your technical capabilities and the ease with which your species can be controlled. Turns out, you guys are pretty easy to control through the spinal controllers. They’ve got a couple of hundred of you working for them on board. The rest were used as lab rats. Survival tolerances being the main thing they look into. Psychological and physical stress management. Genetic modification. And reproduction. Let’s not forget reproduction.</li>
<li>SARAH: Reproduction?</li>
<li>TERG: Yes, they want to keep the supply of slaves going so reproduction is one their keen interests as well.</li>
<li>SARAH: So how many humans are in the zoo?</li>
<li>TERG: Just you at the moment. You creatures have a tendency to kill yourselves at a substantially higher rate than other species.</li>
<li>SARAH: I see. (BEAT) So I should be alright for now, right? Or are you concerned about what happens when the next ship is captured?</li>
<li>TERG: Well, yes, there is that. But, apparently, some other humans have been captured already. Perhaps you know them?</li>
<li>VASH: Three for sure. Though one appears to have been killed.</li>
<li>SARAH: Oh no.</li>
<li>TERG: Now it’s our turn to say we’re sorry.</li>
<li>SARAH: Do you know who&#8230;</li>
<li>TERG: No. We don’t have much to go on at this point. There’s a Zardasian in one of the cells. It communicates using radio waves. But I only end up near enough to align myself with its thoughts and eavesdrop on the radio communications at dawn and dusk.</li>
<li>SARAH: Dawn and dusk? This is an artificial environment.</li>
<li>TERG: True, but we all (mostly) function on cycles of night and day. They move the cages around to approximate the day and night cycle of each species. You’ve been put in here with us because, apparently, your day and night cycle is close to ours. During the dawn and dusk portion of our day cycle, the cage is moved and passes that of the Zardasian.</li>
<li>SARAH: So when were my friends captured?</li>
<li>VASH: Two day- cycles ago at the most.</li>
<li>SARAH: Damn. Then it was all for nothing.</li>
<li>VASH: What do you mean?</li>
<li>SARAH: I let myself get captured to give the others a chance to get away.</li>
<li>VASH: What’s so special about them?</li>
<li>TERG: (SHOCKED) Vash!</li>
<li>SARAH: No, it’s alright. We managed to get technical readouts of the station. I was hoping they’d find a way out and get the information back to Earth’s fleet.</li>
<li>TERG: We’re sorry.</li>
<li>VASH: Speak for yourself.</li>
<li>TERG AND SARAH: What?</li>
<li>VASH: You can be as polite as you like about it Terg, but the humans are next on the menu for the Council of Six and that’s probably a good thing. They are primitive, aggressive, diverse, individualistic and, at the same time inclined to behave like a herd. The universe is better off without them. If they’d been allowed to develop they might have ended up being recruited into the council. We’d have a council of seven and this, at least, will save us that.</li>
<li>TERG: You don’t know that.</li>
<li>VASH: Rubbish. Of course I do. They have all the traits that the council look for in their minions. They are ruthless, vicious, and often petty. You saw how they turned on each other in the cages. They would betray each other to avoid being experimented on in the labs.</li>
<li>SARAH: They probably wanted to survive.</li>
<li>VASH: See? She even attempts to justify it.</li>
<li>SARAH: The way you’re talking I’m tempted to leave you behind when I bust out of here. Humans can be craven, weak and vicious, true. But they can also be noble, self-sacrificing, and altruistic. You know very little about us as a species.</li>
<li>TERG: She’s right.</li>
<li>VASH: Oh no. No. No. No. I know how idealistic you get. The last time landed us here. We are not getting involved in another misguided attempt at rebellion. I ain’t gonna put up with it.</li>
<li><span style="text-decoration: underline;">MUSIC: TIME PASSING SCENE ENDER &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC : CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2016 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<h3>Graduation Day</h3>
<ul>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-1-disgraced/">Graduation Day &#8211; Episode 1 &#8211; Disgraced</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-2-mission-begins/">Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/">Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-4-break/">Graduation Day &#8211; Episode 4 &#8211; Break Out</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/">Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/">Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Death Traps, Hazards, and Puzzles &#8211; Chapter 7 &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 25 Jan 2017 08:40:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[death traps]]></category>
		<category><![CDATA[hazards]]></category>
		<category><![CDATA[puzzles]]></category>
		<category><![CDATA[rpg]]></category>
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					<description><![CDATA[<p>Chapter 7 &#8211; Death-traps, hazards, and puzzles. The story so far (Captured) Episode 5 Jake awakes to find his face lying in a puddle of lapping water.  He spits slightly as he sits up.  The water tastes of salt; the sea, perhaps. Malefice and Dr Herbivore lie nearby.  He props them up to keep them [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Death Traps, Hazards, and Puzzles &#8211; Chapter 7 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h2>Chapter 7 &#8211; Death-traps, hazards, and puzzles.</h2>
<h3>The story so far (Captured)</h3>
<h4>Episode 5</h4>
<p>Jake awakes to find his face lying in a puddle of lapping water.  He spits slightly as he sits up.  The water tastes of salt; the sea, perhaps. Malefice and Dr Herbivore lie nearby.  He props them up to keep them from drowning and takes in his surroundings.  They are in a cage sitting in approximately an inch of water.  Suddenly the cage sinks an inch further with a jerk.  A light switches on and a voice, electronically disguised, begins addressing them through a loud speaker.  The light, wetness, and noise are enough to bring Jake’s companions around as well.</p>
<p>“I see you are all awake” the electronically masked voice begins.  “Don’t bother looking for a way out.  You are currently locked in a cage that is slowly being lowered down a well into an underground grotto of sea water.  Little by little you are going to drown and there is nothing you can do about it.”</p>
<p>Even through the disguised speech the malevolent delight at their predicament is obvious.</p>
<p>“You aren’t the first to die inside this chamber, you know.  It might interest you to discover that my business partner, the famous mobster, Franco Gionelli, predeceased you by only a few days.  I am now in sole control of his criminal empire.”</p>
<p>The laugh which follows sounds insane, full of crazed delight.</p>
<p>“Sadly, Gionelli proved unexpectedly squeamish.  He was not in favour of my plan to release a plague on the city and use the resulting depopulation to blackmail the country.  Naturally, I can’t risk allowing you to stop me either.  Once the country sees the sheer scale of the death I can bring down upon its head, no city will dare refuse my demands. “</p>
<p>This time the laugh sounds even more unhinged.</p>
<p>“I, you see, am The Necromancer, master of life and death and soon to be overlord of the world.  You, are mere bugs to be squashed beneath my feet.”</p>
<p>The cage drops another inch and the light suddenly goes out.  Unless they figure something out fast, Jake, Malefice, and Dr Herbivore will die from drowning, lowered slowly, inch by inch, into the water until at last they are submerged.</p>
<h3>Death Traps</h3>
<p>Death traps, like cliff-hangers and chases, are a staple of adventure story telling.  Capture by the villain is rarely as terrible as it might seem (and often proves quite advantageous).  When a villain has you, supposedly, in his power, he is far more likely to spill the beans regarding his final plan.  Being captured is a great way to gather information.  But of course, once the villain captures a hero, that hero is likely to be consigned to a death trap in fairly short order.</p>
<p>At first glance this may seem like a terrible thing, but villains are surprisingly bad at employing their overly elaborate mechanisms of death against heroes.  There is almost always a simple means of escape if the hero can but find it.</p>
<p>Don’t let the presence of a death trap phase you too much.  In a well-designed game there is always a way out.  Use your skills and don’t forget to be whacky and inventive.  You never know what idea is going to save the day.</p>
<h4>Example</h4>
<p>Jake, Malefice, and Dr Herbivore are in a cage being lowered down a well into an underground grotto of salt water.</p>
<p>Dr Herbivore examines the structure of the cage.  Rolling a success in the use of his perception skill he discovers that the bottom of the cage is hinged and that the salt water has been corroding the hinges.</p>
<p>Malefice successfully creates a light source for the group with her magic revealing the crumbling stonework in the walls of the well.</p>
<p>Jake attempts to pull one of the stones out of the side of the well.  He is successful and begins smashing at the hinges.  Another successful roll and they give way allowing the trio to swim down into the grotto where an underwater passage leads, via a short swim, into the sea.</p>
<h3>Puzzles</h3>
<p>Unlike obstacles that require skill rolls to overcome, sometimes a game may present players with real world puzzles (riddles, word games, math problems etc.).  In such cases the players will need to actually solve the puzzle to succeed.</p>
<h4>Example</h4>
<p>Jake, Malefice and  Dr Herbivore approach a large (and apparently immovable) stone door.  The door contains a three by three panel.  Each segment of the panel contains a series of 9 holes. Some contain pegs some do not.  On the floor, littered about are a bunch of pegs.</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td width="36">XXX<br />
XXX<br />
XX0</td>
<td width="38">X00<br />
000<br />
000</td>
<td width="38">000<br />
000<br />
000</td>
</tr>
<tr>
<td width="36">000<br />
000<br />
000</td>
<td width="38">XXX<br />
XX0<br />
000</td>
<td width="38">XXX<br />
XXX<br />
X00</td>
</tr>
<tr>
<td width="36">XXX<br />
X00<br />
000</td>
<td width="38">000<br />
000<br />
000</td>
<td width="38">XX0<br />
000<br />
000</td>
</tr>
</tbody>
</table>
<p>Jake realises that this is a puzzle lock.  The puzzle is a magic square where the pegs in each section  represent numbers.  To solve the puzzle the players must place pegs in the three empty sections so that the numbers vertically, horizontally, and diagonally, can be added up to equal 15.</p>
<p>The solution would appear as follows</p>
<table>
<tbody>
<tr>
<td width="54">XXX<br />
XXX<br />
XX0</td>
<td width="54">X00<br />
000<br />
000</td>
<td width="54">XXX<br />
XXX<br />
000</td>
</tr>
<tr>
<td width="54">XXX<br />
000<br />
000</td>
<td width="54">XXX<br />
XX0<br />
000</td>
<td width="54">XXX<br />
XXX<br />
X00</td>
</tr>
<tr>
<td width="54">XXX<br />
X00<br />
000</td>
<td width="54">XXX<br />
XXX<br />
XXX</td>
<td width="54">XX0<br />
000<br />
000</td>
</tr>
</tbody>
</table>
<p>or</p>
<table>
<tbody>
<tr>
<td width="26">8</td>
<td width="22">1</td>
<td width="25">6</td>
</tr>
<tr>
<td width="26">3</td>
<td width="22">5</td>
<td width="25">7</td>
</tr>
<tr>
<td width="26">4</td>
<td width="22">9</td>
<td width="25">2</td>
</tr>
</tbody>
</table>
<p>When they add the right number of pegs to each space the door opens.</p>
<h3>Hazards</h3>
<p>Another mainstay of adventure is the hazard.  The rotting rope bridge across the chasm, the stepping stones across the pool of boiling lava, and the rockslide or avalanche are all examples of hazards that you might encounter.  Sometimes (as in the case of trying to outrun an avalanche, the lava flow of an erupting volcano, or the wall of water created by a collapsing dam wall)  these might be resolved as a non-sentient chase (where the pursuing force of nature progresses at a single increment at a time).  Others, such as navigating the rotting rope bridge, might require the application of one or a series of skill checks.</p>
<p>In the case where a chase mechanic is used to resolve the hazard, the result is typically serious injury (if not death) in place of capture.  Likewise failure to navigate a hazard using skill checks will likely result in serious injury (or death).</p>
<p>Note also that hero deaths are never trivial (see next chapter).  If a character is going to be overwhelmed by the lava, then part of the GM’s job is to ensure that the death occurs achieving something important.  Heroes never merely trip and fall to their deaths; they sacrifice themselves protecting others, fight their way to the switch that turns off the lava flow before succumbing etc.</p>
<h4>Example</h4>
<p>Dr Herbivore is the last to attempt to cross the rope bridge and is currently cursing his timidity.  Each person who crossed before him has weakened the bridge slightly.  It may hold, or it may not.</p>
<p>He rolls the dice to attempt to maintain his balance as he crosses, trusting to his luck.  He rolls a 13 +1 (balance) = success and gets half way over.</p>
<p>Another roll is called for to travel the remainder of the way.</p>
<p>A roll of 6 +1 (balance) is not a success.  The bridge has been so weakened by the passage of the group that it snaps under Dr Herbivore’s weight.</p>
<p>Dr Herbivore grabs the rope of the bridge as it falls away beneath him, hoping to be able to swing on it across to the chasm wall.</p>
<p>He rolls a 15 +1(swing) to succeed but takes a point of clubbing damage when he strikes the rock wall.  Now he must successfully climb up to his companions.</p>
<p>He rolls a 10 +2 (climb) in order to succeed.</p>
<p>Safe and sound, he stands once more among his companions.  It was a close call though.</p>
<p>NEXT TIME: Chapter 8 &#8211; Death and Victory.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright &lt;a href=&#8221;http://www.weirdworldstudios.com&#8221;&gt;weirdworldstudios.com&lt;/a&gt; and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Death Traps, Hazards, and Puzzles &#8211; Chapter 7 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</title>
		<link>https://weirdworldstudios.com/graduation-day-episode-2-mission-begins/</link>
					<comments>https://weirdworldstudios.com/graduation-day-episode-2-mission-begins/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 20 Jan 2017 21:44:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Graduation Day]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[graduation day]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the mission begins]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2897</guid>

					<description><![CDATA[<p>Below we present the complete text of The Mission Begins, episode 2 of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters ;Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-2-mission-begins/">Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Mission Begins, episode 2 of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters ;Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2864" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/024SO001Sml.png?resize=200%2C283" alt="Space Opera - SO001 - Graduation Day" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Space Opera &#8211; SO001 &#8211; Graduation Day</figcaption></figure></p>
<h2>Act 2</h2>
<h3>SCENE 6: INT &#8211; THE FREIGHTER -DAYS LATER <br />(SARAH, JEFF)</h3>
<ol start="214">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Having been recruited by the Solar Patrol&#8217;s espionage division, Sarah Tanner and Jeff Chase begin their first undercover mission against the Space Pirates.</li>
<li><span style="text-decoration: underline;">SOUND: LOW HUM OF SPACE ENGINES &#8211; ESTABLISH AND UNDER.</span></li>
<li>JEFF: I hate waiting.</li>
<li>SARAH: Yeah, but it&rsquo;s going to be soon.</li>
<li>JEFF: What makes you so sure?</li>
<li>SARAH: Haven&rsquo;t you been paying attention? In the last three trips out, about a third of the crew has slowly been replaced.</li>
<li>JEFF: Sure, but there&rsquo;s always turnover on a space freighter.</li>
<li>SARAH: Yeah, but the replacements keep to themselves. They don&rsquo;t mix. And they all seem to know each other from previous work.</li>
<li>JEFF: You think they&rsquo;re pirates?</li>
<li>SARAH: I&rsquo;m sure of it.</li>
<li>JEFF: Damn. And I didn&rsquo;t even notice.</li>
<li>SARAH: It&rsquo;s time to remember your training Jeff. I think we&rsquo;ll be in it up to our necks shortly.</li>
<li>JEFF: I guess so. But at least that solves one of our problems.</li>
<li>SARAH: What do you mean?</li>
<li>JEFF: The Solar System is a big place and we&rsquo;ve been looking for one specific and very small needle in a very big pile of similar looking needles.</li>
<li>SARAH: (LAUGHING) Your analogies haven&rsquo;t improved any but I see what you mean. We no longer have to find them. They&rsquo;ve found us.</li>
<li>JEFF: I suppose it was only a matter of time. The captain has been making his runs without an escort, trying to minimize his costs. It makes us a tempting target.</li>
<li>SARAH: That was always the plan. I think he may be another Directorate agent under deep cover.</li>
<li>JEFF: (ASTONISHED) Seriously?</li>
<li>SARAH: I think so. There may be one or two others on board as well, doing different jobs. (BEAT) Don&rsquo;t look so gob-smacked. You know our orders are to reveal ourselves to the captain once we&rsquo;re certain the pirates are coming in. I can&rsquo;t see that happening if he wasn&rsquo;t one of us.</li>
<li>JEFF: I&rsquo;m beginning to think maybe I wasn&rsquo;t cut out for this kind of work.</li>
<li>SARAH: Don&rsquo;t sweat it. We just need to keep monitoring for a transmission&#8230; assuming the pirates don&rsquo;t have any better technology than our sub-light communicators. We&rsquo;re going to get pretty tired doing our ship-board jobs and monitoring for communications traffic, even running in shifts.</li>
<li>JEFF: I&rsquo;ve been thinking about that. I&rsquo;ve been building a scanner that I think will monitor communications for us. It&rsquo;ll wake us up if anything is detected and we can still get our beauty sleep.</li>
<li>SARAH: Good work. I still haven&rsquo;t gotten used to the way time passes on a spaceship. No obvious day or night has been playing havoc with my internal clock. (BEAT) Speaking of which, I&rsquo;m about to go on duty. You&rsquo;d best get some sleep. The shift you just came off was hellish and you look done in.</li>
<li>JEFF: Thanks, Sarah. See you in a few hours.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>CENE 7: INT &#8211; JEFF&rsquo;S CABIN &#8211; LATER <br />(JEFF, SARAH)</h3>
<ol start="241">
<li><span style="text-decoration: underline;">SOUND: LOW HUM OF SPACE ENGINES &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: QUIET ALARM BEEPING &#8211; FADE IN, ESTABLISH, AND UNDER.</span></li>
<li>JEFF: (WAKING UP) Ugh. Okay, okay. (ALARM STOPS &#8211; ALERT NOW) Whoah. This is it, a signal has been sent.</li>
<li><span style="text-decoration: underline;">SOUND: SINGLE BEEP (COMMUNICATOR ACTIVATING)- LET IT FINISH.</span></li>
<li>JEFF: Sarah, you there?</li>
<li><span style="text-decoration: underline;">SOUND: SINGLE BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: You&rsquo;re breaking protocol. Is this channel encrypted?</li>
<li><span style="text-decoration: underline;">SOUND: SINGLE BEEP &#8211; LET IT FINISH.</span></li>
<li>JEFF: Yeah. It&rsquo;s time. We&rsquo;re just about to pass through the asteroid belt and an unauthorized signal has been sent. I&rsquo;ll see you on the bridge.</li>
<li><span style="text-decoration: underline;">SOUND: SINGLE BEEP &#8211; LET IT FINISH.</span></li>
<li>SARAH: Thanks, Jeff. Roger that!</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH</span></li>
</ol>
<h3>SCENE 8: INT &#8211; THE BRIDGE &#8211; LATER<br />(SARAH, JEFF, CAPTAIN)</h3>
<ol start="253">
<li><span style="text-decoration: underline;">SOUND: LOW HUM OF SPACE ENGINES &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN &#8211; LET IT FINISH</span></li>
<li>SARAH: Captain Renfree, it&rsquo;s important I speak with you right away.</li>
<li>CAPTAIN RENFREE: Just one moment.</li>
<li><span style="text-decoration: underline;">SOUND: LASER BLAST AND BODY </span>DROP &#8211; LET<span style="text-decoration: underline;"> IT FINISH.</span></li>
<li>SARAH: (SHOCKED) Captain! You just killed your communications officer!</li>
<li>CAPTAIN: That&rsquo;s right. If you&rsquo;ve abandoned your post it can only mean one thing. The pirates are now inbound. My communications officer was one of them.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN &#8211; LET IT FINISH</span></li>
<li>JEFF: Captain, I need to&#8230; oh.</li>
<li>SARAH: It&rsquo;s all right. The captain just took care of one of the pirates.</li>
<li><span style="text-decoration: underline;">SOUND: COMMUNICATOR BEEP &#8211; LET IT FINISH.</span></li>
<li>CAPTAIN: Coded channel twelve. This is Captain Renfrew of the Freighter Tiberius. Confirm Contingency Four.</li>
<li>SARAH: Captain? What&rsquo;s happening here?</li>
<li>CAPTAIN: A patrol ship has been hiding in the asteroid belt waiting for my signal. It will join us in a moment and despatch three squads who will clear the crew of pirates. Have you identified their targets?</li>
<li>SARAH: Yes sir.</li>
<li>CAPTAIN: Once they&rsquo;re dealt with, I&rsquo;ll leave logs to the effect that there was a mutiny on board and that we abandoned ship. You and a small team will remain behind, secreted in the bulkhead walls.</li>
<li>SARAH: Yes sir.</li>
<li>NARRATOR: A short while later a small patrol vessel flashed up beside the freighter and a group of patrol soldiers disembarked. Not long after that, some twenty pirate corpses were flushed into space, the remaining forty crew members were loaded onto escape pods and the freighter was left adrift. The patrol ship departed and the freighter stood silently against the inky blackness.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9: INT &#8211; INSIDE THE BULKHEAD WALLS &#8211; LATER <br />(SARAH, JEFF, MARSHALL, SELFRIDGE)</h3>
<ol start="272">
<li><span style="text-decoration: underline;">SOUND: HUM OF SPACE ENGINES &#8211; ESTABLISH AND UNDER.</span></li>
<li>JEFF: Where&rsquo;s the olive oil? I feel like a sardine cooped up in here.</li>
<li>SARAH: Cut the chatter, Jeff. We need to remain silent until&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: SPACE ENGINES CUT OUT AND WIND DOWN &#8211; LET IT FINISH.</span></li>
<li>SARAH: There it is. The ship has gone dark. OK, patrol members. It&rsquo;s happening. Switch to mechanical life support.</li>
<li><span style="text-decoration: underline;">SOUND: BACKGROUND BREATHER &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: Did anyone get a read on the pirate vessel before the electrics cut out?</li>
<li>MARSHALL: Patrol member Marshall speaking. Sure, but you won&rsquo;t believe the result.</li>
<li>SARAH: Just give me the report soldier.</li>
<li>MARSHALL: Yes, Ma&rsquo;am. Three heavy ships flashed up. Tugs most likely. And a fourth ship, not like anything I&rsquo;d seen before. Elongated with a large communications array. I&rsquo;m guessing it&rsquo;s what took out our electronics.</li>
<li>SARAH: Were you able to make a record of it?</li>
<li>MARSHALL: Not that survived the outage. I think they used some kind of Electro-Magnetic Pulse.</li>
<li>SARAH: Does that mean the inert equipment is ruined as well?</li>
<li>SELFRIDGE: Patrol member Selfridge speaking. The inert equipment was packaged in faraday protective coils. It should have survived fine.</li>
<li>SARAH: Good. We have to be able to activate the tracker.</li>
<li>MARSHALL: That&rsquo;s not all. A fifth ship arrived just as the blackout hit.</li>
<li>SARAH: Yes?</li>
<li>MARSHALL: It&rsquo;s&#8230; well, it&rsquo;s&#8230; According to my instruments, it was the size of Ceres.</li>
<li>SARAH: That&rsquo;s impossible.</li>
<li>JEFF: That would make it planet sized.</li>
<li>MARSHALL: Well, planetoid sized.</li>
<li>JEFF: Could you have made a mistake?</li>
<li>MARSHALL: It&rsquo;s possible. I only got a reading for a moment but&#8230;</li>
<li>SELFRIDGE: It would explain a lot.</li>
<li>SARAH: What do you mean?</li>
<li>SELFRIDGE: A mobile space station of that magnitude would explain why we haven&rsquo;t found the base. It keeps on moving. And it also explains how the ships are disappearing so thoroughly. If it is that size, they take the ships inside and move on, leaving nothing behind.</li>
<li>SARAH: It&rsquo;s a theory&#8230; but if it&rsquo;s true it modifies our mission somewhat.</li>
<li><span style="text-decoration: underline;">SOUND: ECHOING CLANG &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: TWO MORE ECHOING CLANGS &#8211; LET IT FINISH.</span></li>
<li>JEFF: I think we&rsquo;re about to be towed.</li>
<li><span style="text-decoration: underline;">SOUND: GROAN OF STRAINING METAL &#8211; LET IT FINISH.</span></li>
<li>SARAH: Here we go. I want total silence for the next 20 minutes. After that, we&rsquo;ll break open the first of the equipment packages and see if we have electronics again.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 10: INT &#8211; BEHIND THE BULKHEAD &#8211; 6 HOURS LATER <br />(JEFF, SARAH, SELFRIDGE, MARSHALL)</h3>
<ol start="305">
<li><span style="text-decoration: underline;">SOUND: MARCHING FEET &#8211; FADE OUT.</span></li>
<li>JEFF: It&rsquo;s been hours since you ordered us to maintain silence. We need a plan.</li>
<li>SARAH: You&rsquo;re right. The Pirates have been all over the ship twice and we still haven&rsquo;t even been able to assemble our equipment. It&rsquo;s a miracle we haven&rsquo;t been found, but the engineers did a great job getting us hidden away inside the walls.</li>
<li>SELFRIDGE: Well at least they&rsquo;ve flushed fresh oxygen throughout. It also suggests our theory about being inside a large artificial space station is correct.</li>
<li>JEFF: We still need a plan.</li>
<li>MARSHALL: Bust out of here and blow everything up?</li>
<li>JEFF: That&rsquo;s not a plan. It&rsquo;s a goal.</li>
<li>SARAH: And a suicidal one too, if taken at face value. (BEAT) We need data. Something to help us make sense of our situation.</li>
<li>MARSHALL: It sounds like that was the last of them, at least for now. Let me build the scanner and take some readings on our surroundings.</li>
<li>SARAH: All right, get to it. (BEAT) As far as I can see, these are our options. Try to destroy the base, gather technical data on the base and escape with it back to earth, set the tracking beacon going and or pursue option two, or remain behind and engage in a sabotage campaign. Are there any other options I&rsquo;m missing?</li>
<li>JEFF: We could also attempt to find out what, if anything, remains of those who were captured in previous pirate raids.</li>
<li>SARAH: You think they might be alive?</li>
<li>JEFF: We don&rsquo;t know that they&rsquo;re not. And a place this size is always going to need workers.</li>
<li>SELFRIDGE: Slaves you mean.</li>
<li>SARAH: It all keeps coming back to a need to find out more. Let&rsquo;s concentrate on reconnaissance for the moment&#8230; and fulfilling the terms of our original mission; getting the tracker operating.</li>
<li>MARSHALL: I&rsquo;ve got the scanner going. The ship is in a landing cradle of some kind and inside an even larger space surrounded by metal. The scanner can&rsquo;t penetrate much further than that, which also means no tracking signal can get out either.</li>
<li>SARAH: Damn. So the space around us, is it a hangar?</li>
<li>MARSHALL: Maybe. There appear to be other large metal objects in here with us. Some of them register as ships.</li>
<li>JEFF: Well that narrows our options somewhat.</li>
<li>SARAH: We&rsquo;ll need to make our way to somewhere we can safely set the transmitter going. If this place is as big as it seems, we&rsquo;ll need to get some solid intelligence on its weapons systems. Otherwise, knowing its location is going to furnish the fleet with nothing more than a good location to get wiped out.</li>
<li>JEFF: So we&rsquo;re moving out?</li>
<li>SARAH: Let&rsquo;s see if the ship has been abandoned first. It would make a good base of operations if we could stay hidden here.</li>
<li>SELFRIDGE: Unlikely.</li>
<li>SARAH: Why&rsquo;s that?</li>
<li>SELFRIDGE: I&rsquo;m guessing the reason that so few of the objects outside the ship registered as ships is because they aren&rsquo;t ships&#8230; anymore.</li>
<li>JEFF: Make sense.</li>
<li>SELFRIDGE: (SIGHING) This station is inhabited by pirates. My guess is they will have taken the ships they&rsquo;ve captured in the past and pulled them apart, stripping them down for anything useful; new tech and equipment, shielding, engines, everything.</li>
<li>SARAH: Good point. I&rsquo;m sold. We need to get out of here and hole up somewhere in the station itself &#8211; preferably a low traffic area where we can hide and make a base camp.</li>
<li>Marshall, is there much activity going on outside?</li>
<li>MARSHALL: Lots, though I can&rsquo;t pin down the specifics.</li>
<li>SARAH: We&rsquo;re just going to have to risk taking a look.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: INT &#8211; SPACE STATION &#8211; LATER <br />(SARAH, JEFF, MARSHALL, SELFRIDGE)</h3>
<ol start="337">
<li><span style="text-decoration: underline;">SOUND: HUM OF SPACE STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li>MARSHALL: Did they have to start taking the ship apart so soon? We barely got out of there with our supplies, let alone our skins.</li>
<li>JEFF: Stop griping. We&rsquo;re alive, aren&rsquo;t we?</li>
<li>SELFRIDGE: Yes, but for how long?</li>
<li>JEFF: As long as we can manage it, or at least until our mission is complete. (BEAT)Hey, something about this makes no sense.</li>
<li>SARAH: I know what you mean.</li>
<li>MARSHALL: I don&rsquo;t.</li>
<li>SARAH: This is a big place, I&rsquo;ll grant you, but we haven&rsquo;t seen a living soul.</li>
<li>MARSHALL: What do you mean? We&rsquo;ve been ducking guards left,&nbsp;right and center. So far, we&rsquo;ve been lucky.</li>
<li>SARAH: Guards yes. But no human guards. So far, we&rsquo;ve seen, and avoided, nothing but robots.</li>
<li>MARSHALL: Robots?</li>
<li>SELFRIDGE: Sure, robots. And lots of them. I&rsquo;m beginning to wonder if that&rsquo;s all the pirates are.</li>
<li>JEFF: And that&rsquo;s what doesn&rsquo;t make sense.</li>
<li>MARSHALL: How so?</li>
<li>JEFF: We&rsquo;re breathing atmosphere and walking around in gravity that is basically Earth normal. Robots need neither.</li>
<li>MARSHALL: Fair point. It could just mean we haven&rsquo;t found the inhabited section yet.</li>
<li>JEFF: Yeah maybe.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN &#8211; LET IT FINISH.</span></li>
<li>SARAH: Another patrol. Quick behind those crates.</li>
<li><span style="text-decoration: underline;">SOUND: MARCHING ROBOT FEET AND SCANNERS ETC &#8211; FADE UP AND BACK DOWN &#8211; LET IT FINISH.</span></li>
<li>MARSHALL: Are they looking for something, or do they simply march round and round the station?</li>
<li>SARAH: Best guess? If they were looking for us they&rsquo;d split up and search more thoroughly. I don&rsquo;t think we&rsquo;ve tripped any alarms yet.</li>
<li>MARSHALL: Yet, huh? Glad to see we&rsquo;re keeping positive.</li>
<li>SARAH: Come on. We need to make our way towards the hull if we&rsquo;re going to get a signal out.</li>
<li>MARSHALL: And which way&rsquo;s that?</li>
<li>JEFF: I thought you were an engineer? The gravity has to be generated by rotation, moving out from the center. That means the hull has to be beneath our feet somewhere.</li>
<li>MARSHALL: (EXASPERATED) Don&rsquo;t be patronizing. I mean, specifically, how do we get there? If this place is the size of a planetoid and riddled with tunnels to boot, we could spend a lifetime searching. Potentially, we could die of old age before finding our way out.</li>
<li>JEFF: You&rsquo;re just a breath of fresh air, aren&rsquo;t you? I bet you&rsquo;re really popular at parties.</li>
<li>MARSHALL: Oh, haha.</li>
<li>SARAH: Shut up, both of you. I&rsquo;ve got a plan.</li>
<li>SELFRIDGE: Excellent. I wonder if you&rsquo;d be good enough to share it.</li>
<li>SARAH: I believe we can safely assume&#8230;</li>
<li>SELFRIDGE: Assumptions. Oh good.</li>
<li>SARAH: I believe we can safely assume that our ship was brought directly to the hangar from outside. As a result, it&rsquo;s a safe bet that the route to the station&rsquo;s surface is fairly direct. We need only figure out which of these larger tunnels is the one we want.</li>
<li>SELFRIDGE: Fair enough. But it puts us out in the open a fair bit.</li>
<li>SARAH: If you&rsquo;ve got a better idea, now&rsquo;s the time.</li>
<li>SELFRIDGE: Not at present, but if we spot an observation room anywhere we should check it out.</li>
<li>JEFF: Why&rsquo;s that?</li>
<li>SELFRIDGE: We still need to get some technical read-outs on this place if possible, and an observation post is likely to contain communications equipment we can tap into or repurpose to boost our transmitter.</li>
<li>SARAH: Good thinking. Let&rsquo;s go.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: INT &#8211; SPACE STATION TUNNELS &#8211; LATER <br />(SARAH, JEFF, MARSHALL, SELFRIDGE)</h3>
<ol start="378">
<li><span style="text-decoration: underline;">SOUND: HUM OF SPACE STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li>MARSHALL: Having these huge pipes over us is providing us with cover, but I can&rsquo;t say I enjoy being in these massive spaces. It makes me feel positively naked.</li>
<li>JEFF: Well, that&rsquo;s a mental image I could have done without.</li>
<li>MARSHALL: Oh, shut up.</li>
<li>JEFF: No, really. There are some things you just can&rsquo;t un-see.</li>
<li>MARSHALL: You know, you&rsquo;re starting to get on my nerves.</li>
<li>JEFF: (GRUNTS) I&rsquo;ll try not to let it keep me awake at night.</li>
<li>SARAH: Enough, you two. We&rsquo;ve got plenty of other things to worry about.</li>
<li>JEFF: If you say so. These tunnels go for miles.</li>
<li>SELFRIDGE: True, but we&rsquo;ve established a few things.</li>
<li>JEFF: Like what?</li>
<li>SELFRIDGE: The tech, while advanced, is all fairly familiar.</li>
<li>JEFF: Meaning?</li>
<li>SELFRIDGE: Meaning, Marshall can hack most of it. (BEAT) I was worried we might not have the technical capability to gather useful data if the technology was too far in advance of our own.</li>
<li>JEFF: And that was a possibility?</li>
<li>SELFRIDGE: Oh, yes. Fortunately for us, and Earth, it&rsquo;s the scale of the thing that&rsquo;s advanced. The actual design shows signs of only a few serious breakthroughs.</li>
<li>JEFF: So where does that leave us?</li>
<li>SARAH: Wondering where the funding came from to build it.</li>
<li>MARSHALL: Huh?</li>
<li>SARAH: You said it yourself, the scale of this place is phenomenal. How was it built? Who had the money to fund the construction? And how was it kept a secret?</li>
<li>If we weren&rsquo;t walking around inside it, I wouldn&rsquo;t have thought the construction of a space station of this magnitude would be possible. Not in total secrecy at least.</li>
<li>SELFRIDGE: Hang on. I think we just caught a break.</li>
<li>SARAH: Oh?</li>
<li>SELFRIDGE: Up there. See that control room overlooking the tunnel?</li>
<li>SARAH: Yeah, I think you&rsquo;re right. Marshall, are we much closer to the surface yet?</li>
<li>MARSHALL: I&rsquo;d say we&rsquo;re getting pretty close. It&rsquo;s hard to be certain with all these tunnels and the large amount of shielding throwing off the readings, but at a guess, it&rsquo;s probably only another kilometer to the outer shell.</li>
<li>SELFRIDGE: And that would be as the crow flies. Your guess that this is one of the major conduits used to bring ships into the base seems to have paid off.</li>
<li>SARAH: Better and better. How do we get up there?</li>
<li>SELFRIDGE: We could take the next side tunnel up. I can&rsquo;t see any other way to do it.</li>
<li>SARAH: Then it&rsquo;s decided. Let&rsquo;s go.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 13: INT &#8211; OUTSIDE CONTROL ROOM &#8211; LATER <br />(SARAH, JEFF, MARSHALL, SELFRIDGE)</h3>
<ol start="409">
<li><span style="text-decoration: underline;">SOUND: HUM OF STATION &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: Okay, we&rsquo;re here. Can you work the lock and get us inside?</li>
<li>MARSHALL: I&rsquo;m not sure. The configuration is different to what I&rsquo;m used to.</li>
<li>SARAH: This isn&rsquo;t the time for false modesty. Can you do it or not?</li>
<li>JEFF: Easy, Captain. He&rsquo;s got a lot to be modest about. Don&rsquo;t forget, I&rsquo;ve seen him naked.</li>
<li>MARSHALL: Why you&#8230;</li>
<li>SARAH: Enough. (TO JEFF) Your sense of humor is starting to be a liability, Lieutenant.</li>
<li>JEFF: (CHASTENED) Yes Ma&rsquo;am. Sorry, Marshall.</li>
<li>MARSHALL: (HMPF)</li>
<li>SARAH: (TO MARSHALL) Can you do it?</li>
<li>MARSHALL: I think so. It may take me a few&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: BEEP AND CLICK &#8211; LET IT FINISH.</span></li>
<li>MARSHALL: No, I got it.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN &#8211; LET IT FINISH.</span></li>
<li>SARAH: This looks perfect. It doesn&rsquo;t appear to have been used for quite a while.</li>
<li>SELFRIDGE: All right, I&rsquo;ll get set up. We&rsquo;ll still need to get the transmitter as close to the outer hull as possible.</li>
<li>MARSHALL: And I&rsquo;ll link into that terminal and see if I can&rsquo;t run a search to locate any technical data on this base.</li>
<li>SARAH: Jeff, I think you better come with me. I don&rsquo;t want anyone getting flustered and accidentally shooting you.</li>
<li>JEFF: Cute.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2016 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<h3>Graduation Day</h3>
<ul>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-1-disgraced/">Graduation Day &#8211; Episode 1 &#8211; Disgraced</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-2-mission-begins/">Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-3-trapped-zoo/">Graduation Day &#8211; Episode 3 &#8211; Trapped in the Zoo</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-4-break/">Graduation Day &#8211; Episode 4 &#8211; Break Out</a></li>
<li><a href="http://weirdworldstudios.com/graduation-day-episode-5-new-allies-new-goals/">Graduation Day &#8211; Episode 5 &#8211; New Allies, New Goals</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-2-mission-begins/">Graduation Day &#8211; Episode 2 &#8211; The Mission Begins</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Chases &#8211; Chapter 6 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 18 Jan 2017 09:29:02 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[chase rules]]></category>
		<category><![CDATA[example chase]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2873</guid>

					<description><![CDATA[<p>An Example Chase Round 1 The players and Lizard people elect to make standard chase actions in round 1. &#160; Navigation phase 1 On the obstacle table (see charts following this example) a 15 is rolled indicating an unbreathable gas pocket has been encountered. The players will need to hold their breaths to get through [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chases &#8211; Chapter 6 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>An Example Chase</h3>
<h6>Round 1</h6>
<p>The players and Lizard people elect to make standard chase actions in round 1.</p>
<p><figure id="attachment_2893" aria-describedby="caption-attachment-2893" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2893" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseSetUp.png?resize=640%2C472" alt="Chase Set Up" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseSetUp.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2893" class="wp-caption-text">Chase Set Up</figcaption></figure></p>
<p>&nbsp;</p>
<p>Navigation phase 1</p>
<p>On the obstacle table (see charts following this example) a 15 is rolled indicating an unbreathable gas pocket has been encountered.</p>
<p>The players will need to hold their breaths to get through this obstacle. This is a new skill, one they haven&#8217;t been called upon to employ before, so they only have +1 in it.</p>
<p>Jake rolls a 10 +1 (holding breath) = 11 fail.</p>
<p>Dr Herbivore rolls a 19 +1 (holding breath) = 20 success.</p>
<p>Malefice rolls a 13 +1 (holding breath) = 14 success.</p>
<p>The Blue Wren rolls a 5 +1(holding breath) = 6 fail.</p>
<p>Dr Herbivore and Malefice both advance one increment each. The others maintain their position on the chart (being unable to progress as quickly through the gas) and take 1 wound each.</p>
<p>The pursuing lizard people roll 11 +2 (skilled) = 14 success. They also advance one increment.</p>
<p>&nbsp;</p>
<p><figure id="attachment_2874" aria-describedby="caption-attachment-2874" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2874" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR1P1.png?resize=640%2C472" alt="Chase Round 1 Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2874" class="wp-caption-text">Chase Round 1 Phase 1</figcaption></figure></p>
<p><strong><br />
</strong></p>
<p>Action Phase 2</p>
<p>Dr Periodical and Gerald may act in this round. They target their pursuers with their weapons and fire upon them using their shoot skills of +2 and +2 respectively.</p>
<p>Dr Periodical rolls 10 +2 (for shoot) -1 (for firing on the run) = 11 miss.</p>
<p>Malefice rolls 14 +2 (for shoot) -1 (for firing on the run) = 15 hit. She rolls a 2 on 1d6 doing normal damage of 3 points.</p>
<p>The lizards HP pool is reduced to 31 as one of their number goes down.</p>
<p>The lizards elect to make a single attack and target Nick (determined by the GM) attempting to club him in melee range.</p>
<p>They roll a 3 +2 (-1 for fighting on the run)  = 4 miss.</p>
<p>End of phase 2</p>
<p><figure id="attachment_2875" aria-describedby="caption-attachment-2875" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2875" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR1P2.png?resize=640%2C472" alt="Chase Round 1 Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2875" class="wp-caption-text">Chase Round 1 Phase 2</figcaption></figure></p>
<p><strong><br />
</strong></p>
<p>Navigation phase 3</p>
<p>On the obstacle table a 17 is rolled indicating that a flock of bats is disturbed.</p>
<p>The players elect to use their dodge skill to avoid the bats.</p>
<p>Jake rolls 11 +1 (dodge) = 12 success.</p>
<p>Dr Herbivore rolls 10 +1 (dodge) = 11 fail.</p>
<p>Malefice rolls 15 +1 (dodge) = 16 success.</p>
<p>The Blue Wren rolls 13 +1 (dodge) = 14 success.</p>
<p>Each of the players except Dr Herbivore advances 1 increment.</p>
<p>The pursuing lizard people roll 9 +2 (skilled) = 11 fail. And remain where they are.</p>
<p><figure id="attachment_2876" aria-describedby="caption-attachment-2876" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2876" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR1P3.png?resize=640%2C472" alt="Chase Round 1 Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2876" class="wp-caption-text">Chase Round 1 Phase 3</figcaption></figure></p>
<p><strong><br />
</strong></p>
<p>Action Phase 4</p>
<p>Jake, Malefice, and The Blue Wren are at range and shoot at the lizard folk.</p>
<p>Jake rolls 7 +4 (shoot) -1 (for firing on the run) = 10 miss.</p>
<p>Malefice tries to add an obstacle to her opponents by firing at the ceiling to cause a rockfall and rolls 10 +2 (shoot) -1 (for firing on the run) = 11 miss.</p>
<p>The Blue Wren rolls 9 +2 (shoot) -1 (for firing on the run) = 10 miss.</p>
<p>The lizard people are unable to act this round.</p>
<p>End of phase 4</p>
<p><figure id="attachment_2877" aria-describedby="caption-attachment-2877" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2877" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR1P4.png?resize=640%2C472" alt="Chase Round 1 Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2877" class="wp-caption-text">Chase Round 1 Phase 4</figcaption></figure></p>
<h6>Round 2</h6>
<p>The players elect to engage in standard actions while the Lizard people decide it is time to be a little reckless.</p>
<p>Navigation phase 1</p>
<p>On the obstacle table a 12 is rolled indicating that the players must climb a cliff ahead of them.</p>
<p>The players elect to use their climb skills (Jake +1, Dr Herbivore +1, Malefice +1, The Blue Wren +2)</p>
<p>Jake rolls 7 +1 (climb) = 8 fail.</p>
<p>Dr Herbivore rolls 19 +1 (climb) = 20 success.</p>
<p>Malefice rolls 19 +1 (climb) = 20 success.</p>
<p>The Blue Wren rolls 18 +1 (climb) = 19 success.</p>
<p>Dr Herbivore, Malefice, and The Blue Wren all advance 1 increment while Jake remains in place.</p>
<p>The lizard people have chosen to take a more reckless path up the cliff in the hopes of gaining an extra increment or two.</p>
<p>They roll 10 +2 (skilled) (-2 reckless)  = 10 fail.</p>
<p>The players all gain an extra increment because of the lizard people&#8217;s failure..<br />
<strong><br />
</strong></p>
<p><figure id="attachment_2880" aria-describedby="caption-attachment-2880" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2880" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR2P1.png?resize=640%2C472" alt="Chase Round 2 Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2880" class="wp-caption-text">Chase Round 2 Phase 1</figcaption></figure></p>
<p>&nbsp;</p>
<p>Action phase 2</p>
<p>Despite gaining an increment from the recklessness of the lizard people, Nick&#8217;s own fail prevents him from acting this turn.</p>
<p>Dr Herbivore, Malefice, and The Blue Wren try to shoot at their pursuers.</p>
<p>Dr Herbivore rolls 12 +2 (shoot) -1 (for firing on the run) = 13 success. He rolls a 6 on 1d6 doing double (6 points) of damage.</p>
<p>Malefice rolls 10 +2 (shoot) -1 (for firing on the run) = 11 fail.</p>
<p>The Blue Wren rolls 13 +2 (shoot) -1 (for firing on the run) = 14 success. She rolls a 6 on 1d6 doing double (6 points) of damage.</p>
<p>The lizard people&#8217;s HP pool is reduced to 19.</p>
<p>The lizard people cannot act this phase.<strong><br />
</strong></p>
<p>End of phase 2</p>
<p><figure id="attachment_2881" aria-describedby="caption-attachment-2881" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2881" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR2P2.png?resize=640%2C472" alt="Chase Round 2 Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2881" class="wp-caption-text">Chase Round 2 Phase 2</figcaption></figure></p>
<p>&nbsp;</p>
<p>Navigation phase 3</p>
<p>On the obstacle table a 7 is rolled indicating that the players encounter super-heated steam vents that they must thread their way through.</p>
<p>The players elect to use their dodge skills (Nick +1, Der Periodical +1, Gerald +1, Kirk +2)</p>
<p>Jake rolls 19 +1 (dodge) =20 success.</p>
<p>Dr Herbivore rolls 7 +1 (dodge) =8 fail.</p>
<p>Malefice rolls 11 +1 (dodge) =12 success.</p>
<p>The Blue Wren rolls 15 +1 (dodge) =16 success.</p>
<p>The Lizard people are getting more reckless in their attempts to catch the group and decide to risk taking a 2 point penalty to gain 2 increments.</p>
<p>The lizard people roll 15 +2 (skilled) -2 (reckless)  = 15 success.</p>
<p>Jake, Malefice, and The Blue Wren move forward 1 increment while Dr Periodical remains in place.</p>
<p>The lizard people advance 2 increments.</p>
<p><figure id="attachment_2882" aria-describedby="caption-attachment-2882" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2882" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR2P3.png?resize=640%2C472" alt="Chase Round 2 Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2882" class="wp-caption-text">Chase Round 2 Phase 3</figcaption></figure></p>
<p><strong><br />
</strong></p>
<p>Action phase 4</p>
<p>Jake, Malefice, and The Blue Wren open fire on the Lizard people in an attempt to further thin their numbers.</p>
<p>Jake rolls 12 +5 (shoot) -1 (for firing on the run) = 14 success. He rolls a 1 on 1d6 for 3 points damage.</p>
<p>Malefice rolls 8 +2 (shoot) -1 (for firing on the run) = 9 fail.</p>
<p>The Blue Wren rolls 2 +2 (shoot) -1 (for firing on the run) = 3 fail.</p>
<p>The lizard people (who are level with Jake) attack, striking at him with their clubs.</p>
<p>They roll 5 +2 (skilled) -3 (for attacking while engaged in something reckless) = 2 miss.</p>
<p>The lizard people&#8217;s HP pool is reduced to 16.</p>
<p>End of phase  4</p>
<p><figure id="attachment_2883" aria-describedby="caption-attachment-2883" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2883" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR2P4.png?resize=640%2C472" alt="Chase Round 2 Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR2P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2883" class="wp-caption-text">Chase Round 2 Phase 4</figcaption></figure></p>
<p>&nbsp;</p>
<h6>Round 3</h6>
<p>The players elect to continue advancing at a standard rate while the lizard men attempt some more recklessness.</p>
<p>Navigation phase 1</p>
<p>On the obstacle table another 17 is rolled, disregarded (because we just encountered this obstacle, and re-rolled getting a 14 that indicates a cave-in is occurring up ahead.</p>
<p>The players elect to rely on their dodge skills to avoid the falling rocks (Nick +1, Dr P +1, Malefice +1, The Blue Wren +2)</p>
<p>Jake rolls 7 +1 = 8 fail.</p>
<p>Dr Herbivore rolls 9 +1 = 10 fail.</p>
<p>Malefice rolls 13+1=14 success.</p>
<p>The Blue Wren rolls 10 +2=12 success.</p>
<p>The Lizard people decide to risk a 2 point penalty by recklessly pursuing the group through the collapsing cave.</p>
<p>They roll 13 +2 -2 (recklessness) = 13 success.</p>
<p>Malefice and The Blue Wren advance 1 increment each, but the lizard people advance 2 increments.</p>
<p><figure id="attachment_2886" aria-describedby="caption-attachment-2886" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2886" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR3P1.png?resize=640%2C472" alt="Chase Round 3 Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2886" class="wp-caption-text">Chase Round 3 Phase 1</figcaption></figure></p>
<p>&nbsp;</p>
<p>Action phase 2</p>
<p>The lizard people are in melee range of Jake and Dr Herbivore.</p>
<p>Malefice and The Blue Wren both fire upon them while they attempt to take down Nick and Dr Herbivore.</p>
<p>Jake and Dr Herb ivore are unable to act this round.</p>
<p>Malefice rolls 5 +2 (shoot) -1 (for firing on the run) = 6 fail.</p>
<p>The Blue Wren rolls 15 +2 (shoot) -1 (for firing on the run) = 16 success. She rolls 6 on 1d6 doing double (6 points) damage.</p>
<p>The lizard people roll 6 +2 -2 (for acting while reckless) = 6 fail.</p>
<p>The HP pool of the lizard people is reduced to 10. Their numbers have been significantly reduced.</p>
<p>End of phase 2</p>
<p><figure id="attachment_2887" aria-describedby="caption-attachment-2887" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2887" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR3P2.png?resize=640%2C472" alt="Chase Round 3 Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2887" class="wp-caption-text">Chase Round 3 Phase 2</figcaption></figure></p>
<p>&nbsp;</p>
<p>Navigation phase 3</p>
<p>On the obstacle table a roll of 3 indicates that exhaustion is beginning to overcome the participants.</p>
<p>The players choose to employ their willpower rolls (+4, +3, +3, +4)</p>
<p>Jake rolls 7 +4 (willpower) =11 fail.</p>
<p>Dr Herbivore rolls 16 +3 (willpower) =19 success.</p>
<p>Malefice rolls 8 +3 (willpower) =11 fail.</p>
<p>The Blue Wren rolls 13 + 4 (willpower) =17 success.</p>
<p>The lizard people are being reckless in their pursuit.</p>
<p>They roll 16 +2 (skilled) -2 (reckless) = 16 success.</p>
<p>Dr Herbivore and The Blue Wren advance 1 increment.</p>
<p>The lizard people, however, advance 2 increments.</p>
<p><figure id="attachment_2888" aria-describedby="caption-attachment-2888" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2888" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR3P3.png?resize=640%2C472" alt="Chase Round 3 Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2888" class="wp-caption-text">Chase Round 3 Phase 3</figcaption></figure></p>
<p>&nbsp;</p>
<p>Action phase 4</p>
<p>The lizard people have closed to within melee range of all the players.</p>
<p>Dr Herbivore opens fire and rolls 3 (+2 shoot) -1 (firing on the run) = 4 miss.</p>
<p>The Blue Wren likewise rolls 9 (+2 shoot) -1 (firing on the run) = 10 miss.</p>
<p>The lizard people are attacking while reckless and roll 11 +2 -2 (reckless) = 11 miss.</p>
<p>No one takes any damage.</p>
<p>End of Round 3</p>
<p><figure id="attachment_2889" aria-describedby="caption-attachment-2889" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2889" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR3P4.png?resize=640%2C472" alt="Chase Round 3 Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR3P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2889" class="wp-caption-text">Chase Round 3 Phase 4</figcaption></figure></p>
<h6>Round 4</h6>
<p>Malefice and The Blue Wren feel escape is within their grasp and elect to be reckless this round.  The Lizard people do likewise.  Jake and Dr Herbivore elect to continue to use standard actions.</p>
<p>Navigation Phase 1</p>
<p>On the obstacle table a roll of 3 indicates that a crevice appears.</p>
<p>The players choose to employ their leap skills to bridge the gap.</p>
<p>Jake rolls a 13 +1(leap)  =  13 success.</p>
<p>Dr Herbivore rolls 11 +1 (leap) = 12 success.</p>
<p>Malefice rolls a 9 +1 (leap) -2 (reckless) = 8 fail.</p>
<p>The Blue Wren  also rolls a 9 + 1 (leap) -2 (reckless) = 8 fail.</p>
<p>The Lizard People roll 15 +2 (-2 reckless) = 15 success.</p>
<p>Jake and Dr Herbivore move forward one increment each.</p>
<p>Malefice and The Blue Wren do not move but, because they failed at being reckless, give the Lizard men a bonus increment EACH to the 2 increments they already earned.</p>
<p>This puts the Lizard men at the finish line first and indicates they have captured our heroes.  There is no need to complete an action phase at this point.</p>
<p>End of Chase.</p>
<p><figure id="attachment_2892" aria-describedby="caption-attachment-2892" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2892" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/ChaseR4P12.png?resize=640%2C472" alt="Chase Round 4 Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/ChaseR4P12.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2892" class="wp-caption-text">Chase Round 4 Phase 1</figcaption></figure></p>
<p>NEXT TIME: Chapter 7 &#8211; Death traps, hazards, and puzzles.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright &lt;a href=&#8221;http://www.weirdworldstudios.com&#8221;&gt;weirdworldstudios.com&lt;/a&gt; and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chases &#8211; Chapter 6 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2873</post-id>	</item>
		<item>
		<title>Graduation Day &#8211; Episode 1 &#8211; Disgraced</title>
		<link>https://weirdworldstudios.com/graduation-day-episode-1-disgraced/</link>
					<comments>https://weirdworldstudios.com/graduation-day-episode-1-disgraced/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 13 Jan 2017 21:54:32 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Graduation Day]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[disgraced]]></category>
		<category><![CDATA[graduation day]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2863</guid>

					<description><![CDATA[<p>Below we present the complete text of Disgraced, episode 1  of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters; Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-1-disgraced/">Graduation Day &#8211; Episode 1 &#8211; Disgraced</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Disgraced, episode 1  of our new Space Opera; Graduation Day. This is a brand new (unpublished) series (and introduces two brand new characters; Sarah Tanner and Jeff Chase). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2864" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/024SO001Sml.png?resize=200%2C283" alt="Space Opera - SO001 - Graduation Day" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/024SO001Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Space Opera &#8211; SO001 &#8211; Graduation Day</figcaption></figure></p>
<h2>Act 1</h2>
<h3>SCENE 1: INT &#8211; THE REVIEW ROOM AT THE SOLAR PATROL ACADEMY<br />
(JEFF CHASE, SARAH TANNER)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) LOW BACKGROUND HUM OF A MILITARY BASE AND CADETS PREPARING FOR PARADE &#8211; ESTABLISH AND UNDER</span></li>
<li>NARRATOR: In the near future humanity has made its way out into the Solar System. Artificial habitats have been established on Mars; on Phobos; orbiting within the gas cloud that is Saturn’s outermost layer; on the dwarf planet Ceres within the solar asteroid belt. These colonies have grown to support between 4 and 12 million people each and a thriving commerce has developed between them and Earth.</li>
<li>But with increased prosperity and interplanetary trade has come crime. Piracy is rife and has grown to the point where it is threatening the solar economy.</li>
<li>On the front line of those who fight to keep the solar system safe are the men and women of the Solar Patrol&#8230; and today is graduation day at the Solar Patrol Academy where Sarah Tanner and Jeff Chase prepare to graduate from three years of intensive training. We join our heroes in the ready room as they prepare to go on parade in the graduation ceremony.</li>
<li><span style="text-decoration: underline;">SOUND: BRING UP BACKGROUND WALLA, ESTABLISH AND UNDER</span></li>
<li>SARAH TANNER: Are you ready to pay up yet?</li>
<li>JEFF CHASE: What? The day’s not over.</li>
<li>SARAH: Stubborn.</li>
<li>JEFF: You’re only two points ahead of me and we aren’t graduates yet.</li>
<li>SARAH: (LAUGHING) Well Mr. Chase, the ceremony starts in minutes and you’re still not willing to concede I won&#8230;</li>
<li>JEFF: By two points&#8230; and only if nothing changes.</li>
<li>SARAH: Regardless, the chivalrous thing to do would be to concede defeat graciously.</li>
<li>JEFF: (LAUGHING AS WELL) Well, Miss Tanner, since we seem to be embracing the formality of the occasion, you can go soak your head. It’s not the Patrol’s way to give up before the fat lady sings now is it?</li>
<li>SARAH: Nope. I guess it’s not. But you better have a contingency plan for how you’re going to get me my steak. I earned it. (BEAT) Check me.</li>
<li>JEFF: (SUDDENLY BUSINESS LIKE) Lanyard, boots, creases. All regulation and ship shape. Now me.</li>
<li>SARAH: (BEAT) Likewise.</li>
<li>LOUDSPEAKER: Cadets report to your mark. The graduation ceremony begins in one minute.</li>
<li>SARAH: Ready Cadet Lieutenant?</li>
<li>JEFF: Ready Cadet Captain.</li>
<li>SARAH: (TO THE ASSEMBLED CADETS) Cadets. On your marks.</li>
<li><span style="text-decoration: underline;">SOUND: STAMP OF MANY BOOTS COMING TO ATTENTION &#8211; LET IT FINISH</span></li>
<li>SARAH: This is it, Cadets. I don’t want anyone getting sloppy today. I want each of us to be worthy of the honor of graduation. If I see so much as one sloppy turn on the parade field, if one boot hits the ground a millisecond before or after it is supposed to, if even one salute isn’t as crisp and perfect as required I will personally skin the individual who shows us up. Today we are going to demonstrate that not only are we good enough to join this patrol but that we are also the best corps of cadets yet to graduate into the ranks. Am I understood?</li>
<li>CADETS: (ALL TOGETHER) Ma’am, yes ma’am.</li>
<li>SARAH: Lieutenant Chase.</li>
<li>JEFF: Captain. (BEAT) Cadets&#8230; atten-shun.</li>
<li><span style="text-decoration: underline;">SOUND: BOOTS STAMP AGAIN (IN UNISON) &#8211; LET IT FINISH.</span></li>
<li>JEFF: Shoulder arms.</li>
<li><span style="text-decoration: underline;">SOUND: CLACK OF WEAPONRY BEING SHOULDERED &#8211; LET IT FINISH.</span></li>
<li>JEFF: Steady.</li>
<li><span style="text-decoration: underline;">SOUND: ELECTRONIC CLAXXON &#8211; ONE BLAST &#8211; DOORS SLIDING OPEN TO EXTERIOR &#8211; ADMITTING CROWD NOISE UNDERNEATH &#8211; LET IT FINISH.</span></li>
<li>JEFF: (TO SELF) There it is. (TO THE CADETS) Forward march.</li>
<li><span style="text-decoration: underline;">SOUND: BOOTS MARCHING OUT. APPRECIATIVE ROAR OF CROWD &#8211; ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: WHOOSH OF SHIPS OVERHEAD, ZAPS AND EXPLOSIONS &#8211; ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: ROAR OF CROWD TURNS TO SCREAMS &#8211; ESTABLISH AND UNDER</span></li>
<li>JEFF: What’s happening?</li>
<li>SARAH: We’re under attack. Solar Pirates.</li>
<li>JEFF: Here? We’re on earth! In the most heavily defended base in the solar system!</li>
<li>SARAH: Looks like they just reached a new level of boldness. Come on. Order the Cadets to disperse.</li>
<li><span style="text-decoration: underline;">SOUND: ZAP AND EXPLOSION NEARBY &#8211; LET IT FINISH.</span></li>
<li>JEFF: (YELLING) Cadets, battle stations. Get to your defensive posts immediately.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FEET &#8211; UNDER.</span></li>
<li>CADETS: CONFUSED VOICES (Let’s go, out of my way, On it sir, etc.)</li>
<li>SARAH: Not you, Jeff. You’re with me.</li>
<li>JEFF: What?</li>
<li>SARAH: This isn’t about the base.</li>
<li>JEFF: What do you mean?</li>
<li>SARAH: Look where they’re concentrating their fire.</li>
<li>JEFF: The shields over the admiralty box.</li>
<li>SARAH: And the shields are starting to fail.</li>
<li>JEFF: But that shouldn’t be happening. Those beams aren’t nearly strong enough.</li>
<li>SARAH: The Admiralty are all gathered together and relatively unprotected for the graduation. If the pirates succeed, they destroy the collective strategic and command capacity of the Patrol. Those shields are flickering badly.</li>
<li>JEFF: All right, we have to get the brass out of there.</li>
<li>SARAH: No. We’ve got to get to the shield generators and restore them. Something is really wrong here.</li>
<li><span style="text-decoration: underline;">MUSIC: URGENT SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: EXT THEN INT &#8211; SHIELD GENERATOR COMPLEX &#8211; LATER<br />
(SARAH, JEFF, PIRATE #1, PIRATE #2, SECURITY HEAD, GUARD #1, GUARD #1, RADIO GUARD)</h3>
<ol start="56">
<li><span style="text-decoration: underline;">SOUND: (WALLA) LASER ZAPS AND EXPLOSIONS &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: OK, this is the entrance. Keep your blaster handy.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: ECHOING FOOTFALLS ENTER &#8211; ESTABLISH AND UNDER.</span></li>
<li>JEFF: Any guesses what we’re going to encounter.</li>
<li>SARAH: Sabotage? Pirates? Maybe even a traitor?</li>
<li>JEFF: In the Patrol? I don’t think so?</li>
<li>SARAH: Let’s not rule out any possibility at this stage. I&#8217;d rather not believe it too, but it’s better to be safe than sorry.</li>
<li>JEFF: You’re the boss&#8230; for now.</li>
<li>SARAH: Right now is not the time for our stupid rivalry.</li>
<li>JEFF: It’s not that. Regardless of whether you’re right or not, we’ve abandoned our posts. Even if we save the day, it’s likely we’ll be court-martialled and drummed out for this.</li>
<li>SARAH: (SUBDUED) I know. (BEAT) Wait, I think I hear something.</li>
<li>PIRATE #1: (AT A DISTANCE) We’ve brought down three shields. Only one to go.</li>
<li>PIRATE #2: Good work. Bring down the last one while I get the charges set. After we blow the room they’ll have no chance of bringing them up again.</li>
<li>JEFF: Pirates! We need to act now.</li>
<li>SARAH: On my mark&#8230; Two&#8230; Three.. Mark.</li>
<li>SARAH AND JEFF: Freeze!</li>
<li>PIRATE #2: For the collective. Kill them!</li>
<li>SARAH: Open fire!</li>
<li><span style="text-decoration: underline;">SOUND: TWO LASER BLASTS AND TWO BODY DROPS &#8211; LET THEM FINISH.</span></li>
<li>SARAH: (BEAT) They’re down. You Okay?</li>
<li>JEFF: Yeah. We had the drop on them. Are those Patrol uniforms?</li>
<li>SARAH: Yeah. But we don’t have time to worry about that. Let’s get those shields back up.</li>
<li>JEFF: I’ll check the explosives (BEAT) None of the timers have been set. I think we’re in time.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT BOOM &#8211; LET IT FINISH</span></li>
<li>SARAH: Damn. That was a torpedo.</li>
<li>JEFF: Do you think it hit the admiralty?</li>
<li>SARAH: Chances are. Throw that lever beside you. I need to get the other engines back online.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF LEVER FOLLOWED BY GENERATOR COMING BACK ONLINE &#8211; ESTABLISH UNDER.</span></li>
<li>JEFF: Done. What about the admiralty?</li>
<li>SARAH: The last shield was still operating. It won’t have been able to resist the full power of a torpedo, but it might have provided some protection.</li>
<li>JEFF: Here’s hoping.</li>
<li>SARAH: Got it! Throw that last lever.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF LEVER FOLLOWED BY GENERATOR COMING BACK ONLINE &#8211; ESTABLISH UNDER.</span></li>
<li>JEFF: Got it! The generators are back up.</li>
<li>SARAH: And the shields are working again. We did it.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT EXPLOSION &#8211; LET IT FINISH.</span></li>
<li>JEFF: Another torpedo. There’s no way that one got through.</li>
<li><span style="text-decoration: underline;">SOUND: RUNNING FOOTSTEPS COME TO A HALT- LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: NUMEROUS GUNS BEING READIED &#8211; UNDER</span></li>
<li>GUARDS: Freeze. Don’t move. etc.</li>
<li>SECURITY HEAD: Identify yourselves.</li>
<li>SARAH: Cadet Captain Sarah Tanner and Cadet Lieutenant Jeff Chase.</li>
<li>GUARD#1: They’ve killed two patrol members. And two engineers are dead behind that control array.</li>
<li>SECURITY HEAD: Why you&#8230;</li>
<li>SARAH: (TALKING FAST) No wait. Those patrolmen were pirates. We shot them before they could set explosives around the generators.</li>
<li>JEFF: We brought the shields back up as well. They’d taken down two of them.</li>
<li><span style="text-decoration: underline;">SOUND: RADIO CRACKLE &#8211; LET IT FINISH.</span></li>
<li>RADIO GUARD: (ON RADIO) Commander, the Pirates are pulling back. They seem to be in retreat.</li>
<li><span style="text-decoration: underline;">SOUND: RADIO CRACKLE &#8211; LET IT FINISH.</span></li>
<li>SECURITY HEAD: Copy that!</li>
<li>GUARD #1: Commander, there’s something attached to the bodies&#8230; they look like some kind of&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: WHIRRING SKITTERING NOISE &#8211; UNDER UNTIL DESTROYED AT 110.</span></li>
<li>GUARD #2: Lookout. They’ve detached and are trying to&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: TWO LASER BLASTS. SOUND OF METAL PIECES SCATTERING &#8211; LET IT FINISH.</span></li>
<li>GUARD #2: What were they? Robots?</li>
<li>GUARD #1: They were attached to the base of the spine.</li>
<li>JEFF: Could they have been controlling the patrolmen?</li>
<li>SECURITY HEAD: Enough chatter. I want these two placed in custody until this is sorted out.</li>
<li>GUARD #2: Yes sir!</li>
<li><span style="text-decoration: underline;">MUSIC: DOWNBEAT SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: INT &#8211; COURT-MARTIAL &#8211; LATER<br />
(SARAH, JEFF)</h3>
<ol start="117">
<li><span style="text-decoration: underline;">SOUND: (WALLA) BACKGROUND MURMUR &#8211; ESTABLISH AND UNDER.</span></li>
<li>JUDGE: This inquest finds that the actions of the accused, in leaving their posts, prevented the deaths of much of the command staff of the Admiralty.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) APPRECIATIVE MURMUR &#8211; UP BRIEFLY AND BACK UNDER</span></li>
<li>JUDGE: Due to their quick thinking only three deaths occurred. We particularly wish to express our condolences to Cadet Tanner over the loss of her father, one of the three members of the Admiralty who were killed when the first torpedo struck.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) SYMPATHETIC MURMUR &#8211; UP BRIEFLY AND BACK UNDER.</span></li>
<li>JUDGE: However, in accomplishing this, the cadets disobeyed standing orders, risking their own lives and that of their classmates.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) MURM<strong>U</strong>RS TURN TO SILENCE.</span></li>
<li>JUDGE: It is, therefore, the finding of this court-martial that Cadet Sarah Tanner and Cadet Jeff Chase, despite the beneficial outcome of their actions, erred grievously in their judgment. We cannot condone or reward this breakdown in the chain of command and as such, this panel has decided, while permitting them to graduate into the Solar Patrol, they will be stripped of all rank and commission. From this point forward they will join the patrol in the enlisted ranks.</li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) ANGRY MURMURS &#8211; ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: GAVEL BEING BANGED &#8211; LET IT FINISH.</span></li>
<li>JUDGE: Order! Order! This hearing is adjourned.</li>
<li><span style="text-decoration: underline;">MUSIC: STANDARD SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: EXT &#8211; OUTSIDE THE COURT &#8211; LATER<br />
(SARAH, JEFF, GUARD)</h3>
<ol start="129">
<li>SARAH: I’m sorry Jeff. This is all my fault.</li>
<li>JEFF: I followed your lead. You didn’t coerce me. Though you should have told me about your father being an admiral.</li>
<li>SARAH: I didn’t want anyone to know. I didn’t want it to affect the way folks treated me.</li>
<li>JEFF: It affected your judgment though.</li>
<li>SARAH: No, it didn’t. I thought Dad was on Ceres. He came back at the last minute and wanted to surprise me. I doubt they’d let me graduate at all if they thought I knew he was in there.</li>
<li>JEFF: I’m sorry. I shouldn’t have questioned&#8230;</li>
<li>SARAH: It’s all right. You won’t be the last.</li>
<li>JEFF: (REMORSEFUL) I guess not. Will you stay with the Patrol?</li>
<li>SARAH: They’ve given me immediate leave to mourn my father’s passing. But I don’t intend to resign. Being part of the Patrol has been my aim since I was a child. I can’t imagine doing anything else. You?</li>
<li>JEFF: Yeah, I guess I feel the same. I wonder where we’ll be posted?</li>
<li>GUARD: Cadets Tanner and Chase?</li>
<li>JEFF: That’s us.</li>
<li>GUARD: Admiral Ferris wishes you to report to his office right away.</li>
<li>JEFF: Er&#8230; yes sir. We’ll head right over.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEPS START &#8211; ESTABLISH AND UNDER.</span></li>
<li>SARAH: I wonder what that old bird wants.</li>
<li>JEFF: He has a tough reputation.</li>
<li>SARAH: Then I guess we’re about to have some more strips torn off us.</li>
<li>JEFF: Guess so. Come on.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<p>&nbsp;</p>
<h3>SCENE 5: INT &#8211; ADMIRAL FERRIS’ OFFICE &#8211; LATER<br />
(ADMIRAL FERRIS, SARAH, JEFF)</h3>
<ol start="149">
<li><span style="text-decoration: underline;">SOUND: DOOR SLIDES OPEN &#8211; LET IT FINISH</span></li>
<li>ADMIRAL FERRIS: Come in you two, we’ve got a lot to talk about.</li>
<li>SARAH AND JEFF: Sir, yes sir.</li>
<li>FERRIS: Enough of that. We’re pretty informal in my bailiwick. Sit down.</li>
<li>JEFF: Permission to speak, sir?</li>
<li>ADMIRAL FERRIS: Yes, yes. Speak up.</li>
<li>JEFF: Informality does not fit with your reputation.</li>
<li>FERRIS: Well, son, that’s right. A prickly demeanor helps keep the scrutiny to a minimum. It’s part of my job.</li>
<li>SARAH: Sir?</li>
<li>FERRIS: I’m a spy. (BEAT) And so will you be, after our little chat.</li>
<li>JEFF: But&#8230;</li>
<li>FERRIS: I’m sure you encountered rumors about the Directorate during your training.</li>
<li>JEFF: Yes sir. But I rather assumed&#8230;</li>
<li>FERRIS: Good, I planted those rumors in anticipation of this day. The Directorate is the covert operations branch of the Solar Patrol. Top secret and totally hush-hush. It is our job to protect the worlds of the solar alliance and the patrol from all threats. The Patrol itself might be fighting the space pirates but it is our department that has chief responsibility for achieving victory against them.</li>
<li>SARAH: But what has this got to do with us?</li>
<li>FERRIS: We’ve had our eye on you two for some time. In this line of work, we can’t recruit directly. Every cadet that comes through the academy has an aptitude file that comes across my desk. We recruit only the best of the very best.</li>
<li>SARAH: And we have just been court-martialled. So I am a little bewildered to know&#8230;</li>
<li>FERRIS: We look for traits that are a little different to those generally valued by the overall patrol. Loyalty, honor, marksmanship, a fighter’s instincts, intelligence etc. These are things the patrol places a high premium on&#8230; and so do we. But we also look for an independence of mind. A willingness to take calculated risks. Sound judgment under fire and&#8230; the ability to throw away the rule book when the situation demands it.</li>
<li>SARAH: But&#8230;</li>
<li>FERRIS: Your actions in defense of the Admiralty confirmed what we already knew. You are ideal candidates for the Directorate.</li>
<li>JEFF: So this is&#8230; a recruitment?</li>
<li>FERRIS: You’re catching on. I was beginning to wonder if we’d made the right choice there.</li>
<li>SARAH: I’m not sure that&#8230;</li>
<li>FERRIS: Normally, we’d recruit you first, then arrange a suitable scandal to get you demoted into the ranks (or even get you thrown out). In your case, the two of you come ready made.</li>
<li>SARAH: And this all takes place under the auspices of the Admiralty? I doubt my father would have approved.</li>
<li>FERRIS: He was fully aware that I was going to recruit you. In fact, he was very proud that you had been chosen for this service. It may be a completely secret branch of the service, but it is also the most important branch. The finest members of the patrol serve here, though no-one will ever know it.</li>
<li>SARAH: I see.</li>
<li>FERRIS: So, with the preliminaries dispensed with, I need to offer you a mission.</li>
<li>JEFF: Sir?</li>
<li>FERRIS: You and Miss Tanner are the only people, aside from the guards who were present, who know that the Patrol was infiltrated. A search of the ranks discovered four more patrolmen with similar devices attached to their spinal columns. They appear to be a form of remote robotic technology we have never encountered before. The pirates are clearly ahead of us in the technology stakes and we must discover how they are maintaining their edge.</li>
<li>JEFF: Those things were controlling members of the Patrol? I assumed they were pirates in disguise.</li>
<li>FERRIS: No such luck. (BEAT) It takes a lot to overcome the mental and physical conditioning of a Patrol graduate. This technology tapped right into the nervous system and took the victims over completely.</li>
<li>SARAH: How was the infiltration accomplished?</li>
<li>FERRIS: Two months ago we thought we caught a break. To that point, none of our ships had survived an encounter with the pirates. Long range scans had seen the pirates destroy a ship or two, but there had not been any survivors.</li>
<li>SARAH: Ah, the Icarus II.</li>
<li>FERRIS: That’s right, the Icarus II was something of a sensation. Though the ship itself was destroyed, three life pods escaped. Two of them held perfectly ordinary escapees. The third, containing our six patrol members (4 men and two women), was found floating derelict in the region a week later. They brought us the first real information we’ve had on the tactics and operation of the pirates&#8230; but it was all a ruse. They gave up the intel just to get the infiltrators close enough for an attempt on the Admiralty. We don’t know what the other four were supposed to do. All of them died rather than surrender themselves.</li>
<li>SARAH: I take it you have a plan to turn the tables on them.</li>
<li>FERRIS: That’s right. To date, they have been striking without warning and disappearing back to whatever counts as their base of operations with impunity. We can’t destroy an enemy we can’t find. We need two things; a better grasp of their technological capabilities and the location of their base. It’s taken them a long time and a lot of money to get this organized. And we were slow recognizing the threat. But we think we can get the breakthrough we need. Only it’s a high-risk mission.</li>
<li>SARAH: What do you need from us?</li>
<li>FERRIS: Good soldier! We’re going to send a ship out. One with a cargo that the pirates can’t resist. We’re certain they have people in most of the main shipyards and commercial offices engaged in trade.</li>
<li>JEFF: You’ve found more of those spinal attachments?</li>
<li>FERRIS: No. A simple bribe is generally enough to get a shipping clerk to pass on information about the contents of a cargo ship. Most of the time they don’t even know who the information is going to.</li>
<li>JEFF: Then I take it, you want us on board the ship?</li>
<li>FERRIS: That’s right. You and Miss Tanner will go undercover. We believe that by the time the ship takes off a certain percentage of the crew will be pirates. If they remain true to form they’ll wait until you’re a good way out (perhaps past the asteroid belt on your way to Phobos) and cripple the ship. The ship itself will be taken and the crew killed.</li>
<li>SARAH: And then?</li>
<li>FERRIS: Well, this is the tricky part. We’ve never found a wrecked ship. No parts, no fragments, not even an energy signature. We don’t think they are destroyed. We think they are taken.</li>
<li>JEFF: But those ships are huge.</li>
<li>FERRIS: True. But we can’t find any trace of them after an attack so we have to conclude they are being transported&#8230; to a base of some kind.</li>
<li>SARAH: I see. I take it you’ve planted transmitters on ships before.</li>
<li>FERRIS: That’s right. From what we can work out, the pirates thoroughly disable any electronic or other device functioning on the ship.</li>
<li>JEFF: But how?</li>
<li>FERRIS: We don’t know. According to the survivors on the Icarus II (and yes, we know we can’t rely on this testimony to any real degree), every active piece of electronics on the ship died simultaneously when the Pirates attacked. And with the exception of the Icarus II (and the explanation for that is now obvious) no living person has ever returned from an encounter with the pirates so we cannot rely on using human agents.</li>
<li>SARAH: So, your plan is?</li>
<li>FERRIS: We propose to do both. Our intention is to send in some living operatives with initially inert equipment. The ship will be attacked and all electronic equipment will be rendered useless (including life support). We hope that this state will be temporary but we are sending inert life-support equipment that can be activated after the initial attack as well. The survivors of the Icarus II were able to build a sub-light transmitter out of the equipment they had on hand, even though the other electrics were fried. They managed to jury rig the life support to operate as well, so we know it is theoretically possible.</li>
<li>JEFF: And what about capture? If they apply that spinal attachment, your operatives may end up greater liabilities than assets.</li>
<li>FERRIS: That’s true. It’s a calculated risk but we’re hoping to even the odds. Our pharmacists have developed a drug that scrambles the signals passing through the nervous system in such a way that the machines are basically rendered useless. Of course, the downside is that, until the drug wears off, our operatives are equally useless.</li>
<li>JEFF: So you’re gambling that your operatives will survive capture long enough to assemble the transmitter after the ship is taken to the pirate base, is that it?</li>
<li>FERRIS: Pretty much, except I’m hoping my operatives will be you. Are you up for it?</li>
<li>JEFF AND SARAH: Yes sir!</li>
<li>FERRIS: Even though no-one can ever know that you are members of the Patrol?</li>
<li>JEFF: Yes.</li>
<li>SARAH: Yes.</li>
<li>FERRIS: And knowing you will probably never come back to us?</li>
<li>SARAH: Yes.</li>
<li>JEFF: (BEAT) Yes.</li>
<li>FERRIS: Good. I knew I’d chosen my operatives well.</li>
<li><span style="text-decoration: underline;">MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></li>
</ol>
<p>The post <a href="https://weirdworldstudios.com/graduation-day-episode-1-disgraced/">Graduation Day &#8211; Episode 1 &#8211; Disgraced</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Chases &#8211; Chapter 6 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 10 Jan 2017 23:48:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[chase rules]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2858</guid>

					<description><![CDATA[<p>Chapter 6 &#8211; Chases The story so far (Above the rooftops) Episode 4 The stairs were metallic and rickety, crisscrossing the rear of the warehouse on the way to the roof.  Dr Herbivore led the way with Jake and Malefice close behind.  As they approached the final landing the door to the roof opened and [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chases &#8211; Chapter 6 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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<h2>Chapter 6 &#8211; Chases</h2>
<h3>The story so far (Above the rooftops)</h3>
<h4>Episode 4</h4>
<p>The stairs were metallic and rickety, crisscrossing the rear of the warehouse on the way to the roof.  Dr Herbivore led the way with Jake and Malefice close behind.  As they approached the final landing the door to the roof opened and a large gas bottle came tumbling through it and down the steps.<br />
Leaping to the side the three heroes watch the gas bottle shoot past and out over the edge of the stairs into the open air.  Striking the concrete floor of the warehouse far below, the bottle explodes with an ear popping “boom” sending a superheated conflagration upwards.  Diving through the door onto the roof they land in a pile narrowly missing being caught in the blast below.  Across the other side of the roof they can hear the hiss of a zip-line in use.</p>
<p>Racing to the edge they could see a man disappearing across a neighbouring roof.  Behind them flames begin to lick at the roof on which they stand.  Dr Herbivore grabbed his belt and constructed a makeshift sling to use on the zip-line, hurling himself over the gap.  Jake did likewise, scooping up Malefice (who’s wardrobe was a little less well adapted to the task) and shot out over the abyss likewise.</p>
<p>Safely on the other side, our heroes continue their pursuit.  The figure racing ahead of them wears a long dark cloak.  The furtive glances made back over the shoulder at the pursuers reveal him to be a man, dark of beard and glittering of eye.  He arrives at the edge of the current building directly above the roof of the next and turns, gesturing with one hand while muttering beneath his breath.</p>
<p>“Get down”, yells Malefice.  “He’s using magic”.</p>
<p>A bolt of sizzling electricity shot across the roof top narrowly missing the flattened group.  When they looked up once more, their quarry cannot be seen (though his footfalls can be heard pounding across the roof of the next building.</p>
<p>Leaping after him, they continue their pursuit.  By now, Dr Herbivore is beginning to feel the strain.  Jumping to the lower roof, he lands badly, and begins to favour his right leg.  The figure they are chasing clambers up a wall onto the next roof and sprints towards a stairwell door.</p>
<p>Malefice and Herbivore both need assistance climbing up onto the final roof.  Their quarry is no longer in sight and they race towards the stairwell door. Bursting through it, there is an audible click and a hiss.</p>
<p>“Oh no!” thinks Jake. “Gas!”  His vision wavers and the lights go out.</p>
<h3>Obstacles</h3>
<p>No chase is complete without obstacles.  Whether you are the pursued or the pursuer, things are bound to get in your way.  Sometimes you’ll have to avoid them, other times you’ll have to go through them, and still other times you may need to remove them altogether.  Whatever the case, you are going to encounter (and will need to overcome) them.</p>
<p><strong><u> </u></strong></p>
<h4>Example</h4>
<p>Obstacles include everything from clichés such as a pair of workman carrying a pane of glass or a huge painting across the road in front of you to a sudden chasm opening below your feet as you pursue or are pursued through a city collapsing in the middle of an earthquake.  Your GM will describe the obstacles you encounter during the chase and will adjudicate the chases outcome.  You will respond with descriptions of the actions you will take to try and close the gap on your opponent, overcome the obstacle, or stay ahead of your opponent.</p>
<h3>Manoeuvres</h3>
<p>To overcome obstacles will require a successful skill check, one that can be modified with a manoeuvre (if appropriate).  Appropriate skills might include run, jump, drive, pilot, etc.</p>
<p>If you have a drive skill it may include subskills (or manoeuvres) such as slide, car jump, drive on two wheels, doughnut, etc.  In the case of a pilot skill you may have subskills (or manoeuvres) such as flat spin, dive, stall turn, loop the loop.  Using a manoeuvre lets you add to the chance of success (but increases the chance of a negative consequence if you fail).</p>
<h4>Example</h4>
<p>Running through a market crowd in pursuit of an assassin, a fruit cart is suddenly wheeled into Jake Stead’s way.  He has an acrobatics skill of 2 but also has a number of acrobatic manoeuvres (dive roll, backflip, cartwheel, vault, and swing).  He chooses to vault the cart.  He rolls a 7 (+2 acrobatic skill, +1 vault manoeuvre) = 10 a fail.  Jake crashes into the fruit requiring that he extricate himself from amongst it before continuing in the chase.  An unsuccessful consequence roll results in him being tackled by the fruit vendor demanding payment for the damage done.</p>
<h3>Including combat and other actions</h3>
<p>As well as manoeuvring around obstacles, characters can engage in other actions (such as firing a gun, overturning a barrel, or climbing a wall etc.</p>
<h4>Example</h4>
<p>A gap appeared in the highway, the result of explosives set by Jake’s enemies.  Fortunately his motorcycle leapt the chasm (navigating the obstacle) with ease.  Now he takes action, swivelling on his seat to fire his pistol up at the pursuing helicopter (rolling 7  +2 in pistol = 9, a miss).  The bullet bounces harmlessly off the canopy.</p>
<h3>Resolving and concluding the chase</h3>
<p>In the rules outlined below a chase is concluded when either, a fight ensues that forces the chase to stop, a barrier is encountered that prevents the chase from continuing, or the one or other of the parties involved in the chase reaches the end of the chase track.  If prevented from continuing in chase, the players will roleplay the consequences (perhaps switching to a fight or engaging in some other activity that is appropriate to the plot).  If one or the other of the participants reaches the end of the track, then whoever does so first resolves the chase in their favour (the pursued escape if they get there first or the pursuers captures the prey if they get there first).</p>
<h3>Chase rules</h3>
<p>These chase rules are intended, in an abstract way, to simulate the pace and excitement of a cinematic chase while creating a sense of competition between the pursuer and pursued.</p>
<p>They involve dealing with obstacles, taking action while on the run, and cinematic risk taking and reward.</p>
<h4>Set Up</h4>
<p>The chase requires a small board on which the relative progress of the chase is tracked.</p>
<p>Pursuers and pursued start at the beginning of the chase track.</p>
<p>It is easiest to abstract groups as single entities (though players can have a track each).</p>
<p>Speeds are determined as fast, medium, and slow. Before the chase determine the relative speeds. For example, a helicopter is fast, compared to a motorcycle (medium), and a person running on foot (slow).</p>
<p>These are relative determinations based on the slowest participant in a chase. A horse and cart might be considered fast compared with a bicycle (medium), compared with a rickshaw (slow).</p>
<p>Fast entities gain +2 to their increment</p>
<p>Medium entities gain + 1 to their increment</p>
<p>Slow entities gain no bonus to their increment (being a base increment of 1)</p>
<p>As well as modifying the increment in a chase the speed determines relative starting positions on the chase track (how much of a lead if any the pursued has over the pursuer).</p>
<p>Fast entities gain a 3 increment lead over all pursuers.</p>
<p>Medium entities gain a 2 increment lead over all pursuers.</p>
<p>Slow entities begin with a 1 increment lead over all pursuers.</p>
<p>The track is 10 increments long with three starting positions before increment number 1.</p>
<p>The pursued always begins on increment 1 while the pursuer is placed relative to them according to their relative speed.</p>
<p>Base increments are determined by speed.</p>
<p>Equivalent speed entities advance at 1 increment per round.</p>
<p>In a chase between a slow and a medium entity, or a medium entity and a fast entity, the faster travels at 2 increments per round while the slower travels at 1 increment per round.</p>
<p>In a chase between a slow entity and a fast entity, the faster travels at 3 increments per round while the slower travels at 1 increment per round.</p>
<p>Relative speed should be adjusted if, for example, someone on foot pursuing a target riding a bicycle grabs a bicycle in turn and continues the pursuit. Being equivalent the two participants in the chase now move at 1 increment each.</p>
<h4>Rounds</h4>
<p>A chase is conducted in rounds made up of two obstacle navigation phases and  two action phases.</p>
<p>There are only two broad actions which can be undertaken.</p>
<p>Players can elect to engage in standard actions or reckless actions for the duration of the round (unlike vehicular combat, a chase does not include a defensive option).</p>
<p>Standard actions involve manoeuvres which accrue no penalty and advance the player one space on the chase track if successful.  Actions conducted on the run always incur a minimum -1 penalty.</p>
<p>Reckless actions involve manoeuvres which accrue a -2 penalty but advance the player two spaces on the chase track if successful.  Actions conducted while reckless incur a -3 penalty but add +1 to any damage done to enemies (as a payoff for the extra risk involved).</p>
<h4>Navigating Obstacles</h4>
<p>Ground is gained or lost, not so much on the basis of speed (though it is a factor), as on the effectiveness of manoeuvres and stunts intended to navigate obstacles.</p>
<p>It is preferable to plan and custom design obstacles for your chase, but you can also use a random table (see appendix) if it suits your purpose.  If using a random table, the first obstacle is rolled up on a random obstacle table for the terrain in which the chase occurs. If the same obstacle is rolled in a subsequent round,, simply re-roll to find another (or choose one from the list).</p>
<p>As noted previously, it is usually preferable for the GM to have a pre-prepared list of obstacles for players to face.</p>
<p>At the beginning of the round all participants state how reckless they intend to be in their attempt to pursue or flee by choosing an action.  The action chosen modifies the target number needed to roll a success at navigating the obstacle. Where most actions require a 12 to succeed a reckless action would raise the target number to 14. By increasing the difficulty of a stunt or manoeuvre aimed at navigating the obstacle, success becomes harder to achieve but increases the number of increments you make on the chase chart.</p>
<p>Typically a player taking a reckless action might say &#8220;As the truck pulls out in front of me I recklessly leap up from the street onto a nearby balcony and from there to a roof (using my climb skill) in order to maintain my pursuit from the rooftops&#8221;. Descriptions must include one or more elements of the environment in order to earn the bonus due to recklessness.</p>
<p>A success indicates that the entity has navigated the obstacle successfully in a way that was designed to give them an advantage in the chase. This advantage is represented by the increment they have earned. The marker representing the entity is moved their standard increment plus any increments for the type of action that have been chosen.</p>
<p>The description must also allow for a consequence if failed (eg. &#8220;Leaping for the balcony you miss and fall heavily back into the street where you are forced to continue the pursuit by more conventional means as your target gains ground and gets further away&#8221;.</p>
<p>Failing will result in your opponent advancing on the chase track by 2 increments if you are taking a reckless action, or, if not being reckless, it will result in your staying still.</p>
<p>Failure implies that you are slow at navigating the obstacle rather than that the obstacle stops you. For example the failure of a swim roll does not place you in danger of drowning, it just means that you fail to gain ground as you muddle slowly through the water, and, if being reckless, that your opponent gains ground while you do so (though you may, if the GM thinks it appropriate,  take a point of damage as well).</p>
<h4>Actions</h4>
<p>If the pursuer is behind the pursued on the chase track then they cannot engage in melee actions and are considered to be ranged. If they are ahead or adjacent to the pursued they may engage in melee actions.</p>
<p>The pursued always encounters obstacles first but actions are performed first by whoever is ahead on the chase track (initiative in adjacent positions always being awarded to the pursued).</p>
<p>Action phases give entities the opportunity to engage in an attack or other action unrelated to navigating the obstacle (fire at their quarry or pursuer, toss the vital evidence down a nearby drain while no-one is watching, or add a new obstacle to the chase such as toppling a garbage can behind them or hurling a chain to entangle the pursued).</p>
<p>In order to undertake any action the entity must succeed at navigating the obstacle first. If they fail, they will not be able to take an action that round.</p>
<p>Actions are taken on the run. They cannot be targeted and are always made at a minimum of -1 (-3 if reckless) to the skill being employed to attempt them. Combat on the run does damage as normal (+1 point if reckless).</p>
<p>An action which aims to add a new obstacle to the chase (if successful) allows the acting participant to move forward one extra increment.</p>
<p>Villains who undertake actions always target the nearest player (the player who is furthest behind on the chase track if they are pursuing or the player who is furthest ahead on the chase track if being pursued).</p>
<p>Villain groups are generally treated as an abstract HP pool for the purpose of actions.</p>
<p>Eligible participants may only engage in one action per action phase.</p>
<p>In the case of a villain group they get one action against each player participating in the chase.</p>
<h4>Conclusion</h4>
<p>The chase ends when an entity reaches the end of the track. If it is the pursuer, the pursued is caught. If it is the pursued, then the pursuer has been lost.</p>
<h4>Variation : Non Sentient pursuit</h4>
<p>Sometimes the heroes are being pursued by something non-sentient (a lava flow from a volcanic eruption) or are pursuing something non-sentient (a pilotless boat that has drifted out into the current). In these situations the non-sentient participant is not required to navigate obstacles and cannot take actions. The position of the non-sentient participant on the chase chart is worked out in response to the players actions. The non-sentient participant is deemed to move forward along the track at their base increment (of one space) each round but can increase this where players fail their recklessness rolls.</p>
<p>NEXT TIME: An example of a chase scene in play.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright &lt;a href=&#8221;http://www.weirdworldstudios.com&#8221;&gt;weirdworldstudios.com&lt;/a&gt; and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chases &#8211; Chapter 6 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Combat &#8211; Chapter 5 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 04 Jan 2017 05:10:32 +0000</pubDate>
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		<category><![CDATA[RPG]]></category>
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		<category><![CDATA[healing wounds]]></category>
		<category><![CDATA[injury]]></category>
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					<description><![CDATA[<p>Vehicular combat (on land, on and under the sea, in the air, and in space) Maneuvering on a flat plane or in 3D space Vehicular combat can occur as specific combat or as part of a chase and is handled the same way whether it is being conducted in surface vehicles (like cars or boats), [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>Vehicular combat (on land, on and under the sea, in the air, and in space)</h3>
<h4>Maneuvering on a flat plane or in 3D space</h4>
<p>Vehicular combat can occur as specific combat or as part of a chase and is handled the same way whether it is being conducted in surface vehicles (like cars or boats), or in vehicles that are maneuvered in 3D space (such as submarines, jetpacks, spaceships, or aircraft).</p>
<h4>Armor</h4>
<p>Vehicular combat differs from standard combat in a couple of important particulars.</p>
<p>Vehicles have armor giving them their own wound ratings.</p>
<p>Vehicles of different types have different armor values.  If the armor value is reduced to zero the vehicle crashes and must be abandoned.</p>
<table>
<tbody>
<tr>
<td width="187"><strong>Armor type</strong></td>
<td width="79"><strong>Points</strong></td>
</tr>
<tr>
<td width="187"><strong>Bicycles, motorcycles, jet-skies, motorised sleds, etc.  </strong></td>
<td width="79">5 armor points.</td>
</tr>
<tr>
<td width="187"><strong>Cars, motor boats, vans, jeeps, etc.</strong></td>
<td width="79">10 armor points.</td>
</tr>
<tr>
<td width="187"><strong>Lorries, caravans, barges, tugboats, etc.    </strong></td>
<td width="79">15 armor points.</td>
</tr>
<tr>
<td width="187"><strong>Long haul trucks, tanks, military patrol boats etc.    </strong></p>
<p><strong> </strong></td>
<td width="79">20 armor points.</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>Vehicles can engage in ramming attacks and may also have built in weapons.  Weapons are of the same basic types as occur for characters (area, piercing, or clubbing).</p>
<p>Attaching a weapon to a vehicle reduces its maximum armor points by the weapon&#8217;s damage. This reduction is cumulative.</p>
<p>For example a machine gun mounted on a motorcycle does 3 points of piercing damage when used.  The maximum armor of the motorcycle is therefore 5 -3 points or 2.</p>
<p>Likewise a long haul truck which sports a cannon (4 points area damage) and a machine gun (2 points piercing damage) has a maximum armor of 20 &#8211; 6 or 14.</p>
<h4>Ramming</h4>
<p>A ramming attack does 3 damage to the opponent&#8217;s vehicle but also does 1 point of damage to the driver&#8217;s own vehicle.</p>
<h4>Drivers and passengers</h4>
<p>Participants are either drivers or passengers and it is important to determine who the drivers are first as this effects how well the passengers can perform actions during combat.</p>
<h4>Initiative</h4>
<p>Roll initiative as normal (settling ties between players and opponents in favor of the players and having players re-roll the dice if a tie occurs between themselves).</p>
<h4>Action Selection</h4>
<p>All drivers select their actions first.</p>
<p>There are two actions to choose from while driving;  a standard action and a reckless action.</p>
<p>Essentially a standard action is one using an unmodified drive or piloting skill (-0).  Ignore the second (yellow) modifier on the action strip for now (it only applies during chases).  Because of the difficulty of acting while driving all actions take a -1 penalty.</p>
<p>A reckless action is one where the driver/pilot elects to take more risks in order to get an advantage.  In this case the driver must take a -2 penalty to the use of their piloting skill (but gains +2 to the opposed roll &#8211; see opposed roll below &#8211; and + 1 to damage).  Actions however receive a -3 penalty.</p>
<p>Passenger actions are limited by the choices made by the driver (which is why drivers specify their actions first).</p>
<p>The passenger of a reckless driver can only engage in reckless passenger actions.</p>
<p>The passenger of a standard driver can only engage in standard passenger actions.</p>
<h4>Combat Rounds</h4>
<p>The phases of combat are a little different also.</p>
<p>There are still four phases to each round but the first and third phase are reserved for maneuvering vehicles (around obstacles and in order to secure a better attack position).</p>
<h4>Obstacles</h4>
<p>Firstly, the GM will determine whether an obstacle has been encountered and must be navigated (for example, the plane flies into a flock of birds, or a woman with a pram is slowly crossing the street in front of the car).  This can be determined randomly (1 or 2 on 1d6) or as the GM decides.  If using obstacles it is best to have them prepared ahead of time.  Drivers must navigate the obstacle successfully if one appears during the maneauver phase and cannot engage in ramming attacks while an obstacle is in play.  During this phase a driver/pilot can pull out any of their special &#8220;sub-skills&#8221; to try and gain an advantage.  Successful use of a subskill gives the player +1 to the opposed roll at the end of the maneuvering phase.</p>
<h4>The Maneuver Phases</h4>
<p>Phases 1 and three are reserved for maneuvering vehicles.</p>
<p>A successful skill roll is required to maneuver the vehicle around obstacles and jockey for position.  Failure results in a consequence roll. A roll of 1-5 on d6 results in a complication of some kind (determined by the GM) while a 6 results in a catastrophic failure (the plane goes into a dive and is going to crash, or the car swerves and crashes into a telegraph pole, etc.).</p>
<h4>Crashes</h4>
<p>Crashes result in area damage (4 points) for surface vehicles (boats, cars etc.) and death for air/space/and undersea vehicles.  In the case of air/space/and undersea vehicles, players can use the action phase to attempt to &#8220;bail-out&#8221; or otherwise escape the crash.</p>
<p>A crash always brings vehicular combat to an end.</p>
<h4>Position Roll</h4>
<p>At the end of the maneauvering phase (after the skill roll), assuming no crash has occurred, drivers make an opposed roll (the position roll) to determine who has the best relative position to undertake their actions.  This is equivalent to determining who has successfully lined up who to gain advantage in an attack. If a driver fails the maneauver roll (and the vehicle has not crashed) then they have an opposed score of zero and do not get to roll the dice.  The position roll uses 2d10 and is either unmodified (standard) or +2 (if reckless).</p>
<p>Participants in the position roll who roll higher than their opponents are deemed to have achieved a better relative combat position and gain a +1 bonus to any damage they inflict as a result of actions undertaken.  If opponents roll the same result then neither side gains an advantage.  Rolling less than an opponent means the player will take an extra point of damage as a result of any successful attacks from an opponent.</p>
<h4>The Action Phases</h4>
<p>Phases two and four are reserved for actions (such as shooting, ramming, etc.).  Passenger actions include anything that a passenger could do in a vehicle (from firing a gun out the window to climbing onto the roof and surfing to leaping from one vehicle to another).  Actions undertaken while driving or as a passenger attract a -1 penalty to the skill roll (when standard).  The penalty is -3 if you are a driver attempting a reckless action or -2 if a passenger in a vehicle where the driver is engaged in a reckless action.  Damage inflicted as a result of a successful action is increased by +1 if the actor is driving (or is a passenger in) a vehicle that won its opposed roll.</p>
<h4>Distributing Damage</h4>
<p>Damage is always distributed to the vehicle&#8217;s armor first, then to the passengers, and lastly to the driver.   When a vehicle&#8217;s armor is destroyed it crashes (distributing any overflow of damage to the passengers and driver as above).  A crash results in 4 points of damage to everyone in the vehicle (in the case of surface vehicles) as described above (see Crashes).</p>
<h4>Escaping Combat</h4>
<p>If you wish to escape combat you must engage in defensive driving for a round.  At the end of the round you must make a consequence roll (1-5, you escape the combat and your opponents do not pursue; 6, and the combat becomes a chase). Passengers cannot elect to escape combat, only the driver can do so.</p>
<h4>Procedure</h4>
<ol>
<li>Determine initiative</li>
<li>Determine actions</li>
<li>Determine obstacles</li>
<li>Resolve vehicle maneuvers</li>
<li>Determine relative advantage (opposed roll)</li>
<li>Resolve actions</li>
<li>Repeat steps 4 to 6 until the round is complete.</li>
<li>Repeat all steps until combat is resolved (or a chase ensues).</li>
</ol>
<h4>Example</h4>
<p>Jake Stead (7 wounds) and Dr Herbivore (6 wounds) have stolen a motorcycle and side car and are in combat with a group of Nazi motorcycle thugs with machine guns in their sidecars (3 bikes in total).  The Nazi bike teams are skilled (+2 to manoeuver and action rolls). Jake is driving while Dr Herbivore is positioned in Jake&#8217;s side car with a hand gun.  The Nazi thugs are represented by a pool of wounds (12 points).</p>
<p>Jake&#8217;s bike has 5 points of armour while the Nazi bikes also have 5.  The presence of the machine gun, however, reduces the maximum armour of the Nazi bikes to 2 each.</p>
<h4>Round 1</h4>
<h5>Initiative</h5>
<p>Initiative is rolled. Jake rolls a 2, Dr Herbivore rolls a 3, the Nazi motorcyclists roll a 3 while the men in the sidecar roll a 1.</p>
<h5>Action Specification</h5>
<p>Jake chooses a standard driving action while the Nazi drivers choose to be a little reckless.</p>
<p>Dr periodical is given a standard passenger action while the sidecar Nazi&#8217;s are given reckless passenger actions.</p>
<h5>Obstacles</h5>
<p>The GM rolls a 6 indicating no obstacles at this time.</p>
<h4>Maneouver Phase 1</h4>
<p><figure id="attachment_2845" aria-describedby="caption-attachment-2845" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2845" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2845" class="wp-caption-text">Vehicular Combat, Round 1, Phase 1</figcaption></figure></p>
<p>The nazi cyclists go first and roll 19+2 (-2 for being reckless)  = 19 (success) in applying their drive skills.  This sucess gives them +1 to any damage they inflict during the action phase.</p>
<p>Jake rolls 18 (+2 for his drive skill) unmodified (a success) and succeeds in keeping the bike on the road.</p>
<h5>Position roll</h5>
<p>The Nazi&#8217;s roll for position (10).  Jake rolls likewise  (16).</p>
<p>Jake&#8217;s roll places him in prime posiiton (giving him + 1 to any damage he and Dr Herbivore inflict during the action phase).</p>
<h4>Action Phase 2</h4>
<p><figure id="attachment_2840" aria-describedby="caption-attachment-2840" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2840" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2840" class="wp-caption-text">Vehicular Combat, Round 1, Phase 2</figcaption></figure></p>
<p>Dr Herbivore goes first.  He leans out of the sidecar and fires at one of the Nazi bikes. He rolls 11 (+2 pistol skill &#8211; 1 passenger) = 12 (success).  The shot does 4 damage to the Nazi vehicle causing it to crash (8 wounds deducted from the pool) +1 damage for being in prime position.</p>
<p>The two Nazi cyclists attempt to ram Jake&#8217;s vehicle and drive him off the road.  The first rolls 7 (+2 skilled -3 reckless) = 6 and fails.  The second rolls 11 (+2 skilled -3 reckless) = 10 and also fails to ram Jake&#8217;s rapidly dodging cycle.</p>
<p>Jake decides to use his wheelie manoeuvre to ram his front wheel into the driver of one of the bikes and drive it off the road.  He rolls a 6 (+3 manoeuvre -1 action) = 8 and fails.</p>
<p>The first Nazi Sidecar brings its machine gun to bear rolling an 8 (+2 skilled -2 reckless) = 8 and misses.  The remaining sidecar rolls 5 (+2 skilled &#8211; 2 reckless) = 5 and misses also.</p>
<h4>Maneouver Phase 3</h4>
<p><figure id="attachment_2841" aria-describedby="caption-attachment-2841" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2841" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2841" class="wp-caption-text">Vehicular Combat, Round 1, Phase 3</figcaption></figure></p>
<p>The Nazi cyclists go first and roll 17 +2 (skilled) -2 (for being reckless) = 17 (success).  This success gives them +1 to any damage they inflict during the action phase.</p>
<p>Jake rolls 13 (+2 drive) unmodified = 15 (a success).<br />
All participants in the combat remain on the road and unhindered.</p>
<h5>Position roll</h5>
<p>The Nazis roll for position (12).  Jake rolls as well (14).</p>
<p>Jake once more takes prime position (giving him +1 to any damage he and Dr Herbivore inflict during the action phase).</p>
<h4>Action Phase 4</h4>
<p><figure id="attachment_2842" aria-describedby="caption-attachment-2842" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2842" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2842" class="wp-caption-text">Vehicular Combat, Round 1, Phase 4</figcaption></figure></p>
<p>Dr Herbivore takes another shot (4 +2 pistol -1 passenger =  5 failure) and misses.</p>
<p>The first cyclist pulls out a grenade and attempts to hurl it at Jake and Dr Herbivore (12 +2 skilled -3 reckless).  The grenade misses and explodes harmlessly beside the road.  The second cyclist tries to ram them again (9 +2 skilled -3 reckless = 8) resulting in another miss.</p>
<p>Jake pulls out his pistol and fires it at one of the bikes (8 +3 pistol -1 action = 10, a miss).</p>
<p>The machine gunners take aim at Jake and the good doctor.  The first rolls 11 (+2 skilled -2 reckless) = 11, a miss.  The second rolls 8 (+2 skilled -2 reckless) = 8, another miss.</p>
<h5>Close of round 1</h5>
<p>At the end of the first round one of the Nazi bikes has been destroyed and the henchmen&#8217;s pool of wounds has been reduced by 9.  No other injuries to vehicle or passenger have occurred.</p>
<h4>Round 2</h4>
<h5>Initiative</h5>
<p>Initiative is rolled. Jake rolls a 4, Dr Herbivore rolls a 1, the Nazi motorcyclists roll a 4 while the men in the sidecar roll a 2.</p>
<h5>Action Specification</h5>
<p>Jake chooses a standard driving action while the Nazi drivers choose to be a little reckless.</p>
<p>Dr periodical is given a standard passenger action while the sidecar Nazi&#8217;s are given reckless passenger actions.</p>
<h5>Obstacles</h5>
<p>The GM rolls a 2 indicating an obstacle has arisen.  The GM decides there is a car accident ahead with people milling around.</p>
<h4>Maneouver Phase 1</h4>
<p><figure id="attachment_2843" aria-describedby="caption-attachment-2843" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2843" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=640%2C472" alt="Vehicular Combat, Round 2, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2843" class="wp-caption-text">Vehicular Combat, Round 2, Phase 1</figcaption></figure></p>
<p>Jake manoeuvres to avoid the crash first. They roll 17 +2 skilled -2 reckless = 17 success. Jake gains plus one to any damage he and Dr Herbivore inflict during the action phase.</p>
<p>The Nazi bikers maneouver next rolling a 12 +2 skilled (no bonuses) = 14 success.</p>
<h5>Position roll</h5>
<p>Jake rolls 10 +2 drive &#8211; 3 reckless = 9.</p>
<p>The Nazi bikers roll 10 +2 (no bonus) = 12.  The bikers have achieved prime position and gain a +1 to any damage they inflict on Jake and Dr Herbivore.</p>
<h4>Action Phase</h4>
<p><figure id="attachment_2844" aria-describedby="caption-attachment-2844" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2844" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=640%2C472" alt="Vehicular Combat, Round 2, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2844" class="wp-caption-text">Vehicular Combat, Round 2, Phase 2</figcaption></figure></p>
<p>Jake fires his pistol once more rolling 4 +3 pistol -3 reckless = 4 (a miss).</p>
<p>The first biker tries to ram Jakes bike rolling 9 +2 skilled  -1 standard = 10 (a miss).</p>
<p>The second biker tries to ram Jake&#8217;s bike as well rolling 6 + 2 skilled -1 standard = 7 (a miss).</p>
<p>The first sidecar machine gunner fires and rolls 4  + 2 skilled -1 standard = 5 (missing).</p>
<p>The second machine gun barks resulting in a roll of 15 +2 skilled -1 standard = 16 (hit). On 1d6 the Nazi rolls a 6 (indicating double damage).</p>
<p>The machine gun inflicts 6 damage +1 (position bonus) tearing through the armor around Jake&#8217;s bike like tissue paper and inflicting 1 point of damage on Dr Herbivore.  The vehicle crashes at the side of the road inflicting 2 wounds each to Jake and the Dr.</p>
<p>Vehicular combat now ends.</p>
<h4>At the end of combat&#8230;</h4>
<p>The Nazis remain on two bikes and have a wound pool of 5.</p>
<p>Dr Herbivore and Jake&#8217;s bike is destroyed.</p>
<p>Jake has received 4 wounds and Dr Herbivore 6.</p>
<h3>Injury and Recovery</h3>
<p>Wounds heal at a rate of one point per day unless they are piercing wounds (from blades or projectiles). Piercing wounds heal at a rate of one point per week.</p>
<h4>Example (Healing standard wounds)</h4>
<p>Veronica is mugged and receives five wounds from her assailants club.  Each day thereafter she heals one of the wounds. On the sixth day after the mugging she is fully recovered.</p>
<h4>Example (Healing piercing wounds)</h4>
<p>The Blue Wren has 9 wound points. In a fight she is stabbed twice and hit once causing her 7 ((2 x 3) + 1) wounds of damage before she escapes.</p>
<p>She adds a dot of piercing wounds for each time she is stabbed.</p>
<p>The Blue Wren will recover from 5 (7 standard wounds minus 2 piercing wounds) of the wounds she received in 5 days. The remaining two wounds (one for each dot of piercing wounds she received) will take a week to recover from each.</p>
<p>Rub out each standard wound dot as it is recovered daily first. Then rub out the remaining dots (with their corresponding piercing dots) as each is recovered with the passing of each subsequent week of game time.</p>
<p>Generally, it is safe to assume all wounds recover between adventures.</p>
<p>NEXT TIME: Chapter 6 &#8211; How to conduct an in-game chase scene.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</title>
		<link>https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/</link>
					<comments>https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 30 Dec 2016 21:02:54 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Tower of the Tentacle]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the hive]]></category>
		<category><![CDATA[tower of the tentacle]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2835</guid>

					<description><![CDATA[<p>Below we present the complete text of The Hive, episode 4 of The Tower of the Tentacle. This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone). If you would like to see these new stories advance from being drafts into polished [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Hive, episode 4 of The Tower of the Tentacle. This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone). If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles. Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2742" aria-describedby="caption-attachment-2742" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2742" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - GM005 - The Tower of the Tentacle" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2742" class="wp-caption-text">Pulp Adventure &#8211; GM005 &#8211; The Tower of the Tentacle</figcaption></figure></p>
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<h2>THE TOWER OF THE TENTACLE</h2>
<h3>EPISODE #4 – THE HIVE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
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<p><strong>Serial #5: The Tower of the Tentacle</strong></p>
<p>When Trent Stone is awakened in the middle of the night to find that his room is being ransacked he confronts the intruders only to see them vanish into thin air before his eyes. Finding some strange glasses the intruders left behind, he and Tess Carter set out following a trail of clues across the city where they encounter mysteriously cocooned people, stolen city infrastructure, and flying tentacled monstrosities. In order to get to the heart of this mystery, they need to employ the glasses to “see” into the reality behind reality and determine just what the objective of the strange otherworldly presence that has settled in Star City for the night is… before a world-destroying cataclysm results. Can they solve the mystery AND save the world? Tune in to “The Tower of the Tentacle” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE: </strong>Adventurer</p>
<p><strong>TESS CARTER: </strong>Reporter</p>
<p><strong>DR SAM JOHNSON: </strong>Former Physics Professor</p>
<p><strong>WALT: </strong>Cabbie</p>
<p><strong>FBI AGENT 1: </strong>FBI Agent Thomas</p>
<p><strong>FBI AGENT 2: </strong>FBI Agent (field agent)</p>
<p><strong>FBI AGENTS (GROUP): </strong>FBI Agents (field agents)</p>
<p><strong>ALIEN 1: </strong>Alien Member of the Hive (leader)</p>
<p><strong>ALIEN 2: </strong>Alien Member of the Hive (leader)</p>
<p><strong>ALIENS (GROUP): </strong>Alien Members of the Hive (drones)</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>Scene 11 INT &#8211; Outside the Tower (Characters &#8211; Trent Stone, Tess Carter, Dr Sam Johnson)</h3>
<p><span style="text-decoration: underline;">722. MUSIC: OPENING THEME – LET IT FINISH</span></p>
<p>723. NARRATOR: Having followed a trail of clues and cocooned bodies across Star City, Tess and Trent, accompanied by the increasingly unstable Dr Samuel Johnson, approach the, previously camouflaged, sky-scraper like stone hive that has been sitting undetected in the heart of the city.</p>
<p><span style="text-decoration: underline;">724. SOUND: CAR PULLS UP AND DOORS OPEN &#8211; LET IT FINISH.</span></p>
<p>725. TRENT: Thanks Walt. (BEAT) I can&#8217;t believe it. That stonework is ancient.</p>
<p>726. TESS: The whole city&#8217;s been built around it.</p>
<p>727. SAM: Up close it doesn&#8217;t actually look like a skyscraper. More like&#8230; a temple&#8230;</p>
<p>728. TRENT: Or a&#8230;</p>
<p>729. TESS: Hive? A giant rock hive.</p>
<p>730. TRENT: Yes. That&#8217;s it exactly.</p>
<p>731. SAM: Then this is definitely where they&#8217;ve come from. We&#8217;ve got to tell the authorities.</p>
<p>732. TESS: (IGNORING SAM) I still can&#8217;t believe no one&#8217;s ever noticed. Look at the size of this thing.</p>
<p>733. TRENT: It must have something to do with that glowing stone at the hive&#8217;s apex. It must cast some kind of hypnotic field across the city. That&#8217;s why that patch of ground has always looked like a vacant lot&#8230;</p>
<p>734. TESS: And why none of the homeless have tried to set up camp on it, despite colonising every other bit of vacant ground in town.</p>
<p>735. TRENT: I used to think it was just its proximity to the penitentiary that kept the homeless away.</p>
<p>736. TESS: Well, that probably helped&#8230;</p>
<p>737. SAM: Are you two even listening? We need to tell the authorities.</p>
<p>738. TRENT: (SIGHS) We heard you Doctor Johnson but we&#8217;ve already been over this. Given that the monsters, their cocooned victims, and even their massive hive like home is invisible to normal human detection, I doubt the authorities will take us seriously. At best we&#8217;ll be locked up as cranks.</p>
<p>739. TESS: And besides, the people in those cocoons just don&#8217;t have the time it would take us to convince the authorities to take an interest.</p>
<p>740. SAM: But you can&#8217;t be thinking of taking these monsters on alone. They&#8217;ll kill us.</p>
<p>741. TRENT: I&#8217;m not sure they are monsters at all, Doctor. It is clear they are highly intelligent, they have technology and tools well in advance of ours. And they haven&#8217;t actually hurt anyone yet.</p>
<p>742. SAM: Haven&#8217;t hurt anyone? People are in cocoons all over the city. They shot at you at the radio station and collapsed the building on you!</p>
<p>743. TRENT: Well the radio station may well have been an accident caused by fright. We did come upon them by surprise. And those cocoons look far more like protective measures than things designed to kill, though I don&#8217;t doubt that they will prove lethal if we don&#8217;t get to the bottom of tonight&#8217;s events.</p>
<p>744. SAM: But&#8230;</p>
<p>745. TRENT: Look at it logically, Doctor. These creatures have obviously been here for a very long time. All of a sudden, in a single night, they come out and engage in a series of targeted strikes in search of, what? Scrap metal and electronics?</p>
<p>746. TESS: And another thing, so far tonight we&#8217;ve been led around by the nose &#8211; the addresses, the glasses, the respirators &#8211; I&#8217;d even hazard a guess we could talk to them through the translator gizmos. Heck, it&#8217;s almost like we&#8217;re being invited.</p>
<p>747. TRENT: It is, isn&#8217;t it. And look, up those stairs at the front of the hive. Three large doors, and the left hand one&#8230;</p>
<p>748. TESS: Yes.</p>
<p>749. TRENT: Above each of those doors is a symbol carved in the stone. The one on the left looks like the same symbol as was glowing on the floor of the radio station just before it fell on us.</p>
<p>750. TESS: Well, maybe we should&#8230;</p>
<p><span style="text-decoration: underline;">751. SOUND: CARS SCREECHING TO A HALT &#8211; LET IT FINISH.</span></p>
<p>752. FBI AGENT 1: (THROUGH LOUD SPEAKER) &#8211; Trent Stone and Tess Carter, stand absolutely still. You are wanted for questioning in connection to your trespassing upon an active crime scene earlier this evening and regarding the removal of evidence from same.</p>
<p>753. TESS: Is that guy for real?</p>
<p>754. TRENT: So much for not being recognised at the station earlier. What are our options?</p>
<p>755. TESS: Well there&#8217;s only three carloads of them. We could try and get ourselves killed in a shootout with them.</p>
<p>756. TRENT: Failing that we could make a run for it and get ourselves shot trying to evade custody. Or&#8230;</p>
<p>757. TESS: Or?</p>
<p>758. TRENT: We could take a step or two backwards and hide inside the field that makes the hive appear to be an empty lot.</p>
<p>759. TESS: You think it&#8217;ll work?</p>
<p>760. TRENT: It&#8217;s worth a try. One, two, three&#8230; Now!</p>
<p>761. FBI AGENTS: Hey, where&#8217;d they go? What? Etc.</p>
<p>762. TRENT: Don&#8217;t forget the Doctor.</p>
<p>763. TESS: It&#8217;s okay, I&#8217;ve got him.</p>
<p>764. SAM: Hey! But this is our chance. We can tell them everything&#8230;</p>
<p>765. TESS: Doctor Johnson, you need to just shut up now.</p>
<p>766. FBI AGENTS: They just disappeared into thin air. Spread out. Look for them. Don&#8217;t let that cabbie get away. Etc.</p>
<p>767. TRENT: Damn. Looks like they&#8217;ve got Walt.</p>
<p>768. TESS: Well, they can&#8217;t see us. What now?</p>
<p>769. TRENT: I&#8217;m not sure we&#8217;ve got a lot of choices. I suggest we accept that invitation you alluded to earlier.</p>
<p>770. SAM: You don&#8217;t mean go inside the hive???</p>
<p>771. TRENT: That is exactly what I mean. We&#8217;ll use the entrance marked by that symbol we saw at the radio station.</p>
<p>772. SAM: But&#8230; no, the authorities are here&#8230; we don&#8217;t have to&#8230;</p>
<p>773. TESS: Come on doctor, it&#8217;ll be fine. Don&#8217;t force me to convince you.</p>
<p>774. SAM: Um&#8230; Right&#8230; this way then.</p>
<p><span style="text-decoration: underline;">775. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 12 INT &#8211; The Tower Maze (TRENT, TESS, SAM)</h3>
<p><span style="text-decoration: underline;">776. SOUND: (WALLA) ALIEN BACKGROUND HUM &#8211; ESTABLISH AND UNDER.</span></p>
<p>777. TRENT: Come on. Inside.</p>
<p>778. SAM: But&#8230; they&#8217;re the government.</p>
<p>779. TESS: And they were attempting to arrest us.</p>
<p><span style="text-decoration: underline;">780. SOUND: CREAK OPEN OF GIANT STONE DOORS &#8211; LET IT FINISH.</span></p>
<p>781. TESS: Will you look at that!</p>
<p>782. TRENT: I don&#8217;t believe it.</p>
<p>783. SAM: Hyperdimensional geometry. That corridor is far longer than the block of land this building rests upon. It’s so beautiful!</p>
<p>784. TESS: What are you saying? That it&#8217;s no optical illusion we&#8217;re seeing. That the building is actually larger on the inside.</p>
<p>785. SAM: Ahuh.</p>
<p>786. TESS: And the corridor&#8230; it splits and splits again. And&#8230; can you see that greenish haze?</p>
<p>787. TRENT: Yes. I don&#8217;t think that&#8217;s oxygen in there. It looks like some kind of green fog.</p>
<p>788. TESS: It&#8217;s a good thing we&#8217;ve got these breathers. Shall we put them on?</p>
<p>789. TRENT: I guess it&#8217;s time.</p>
<p>790. SAM: Are you insane. Look at that in there. It&#8217;s a maze. You have no idea how far that stretches. It could go on forever. We could be lost and die in there.</p>
<p>791. TRENT: While I bow to your expertise regarding the geometry of the place, Doctor, I think you&#8217;re being a little alarmist.</p>
<p>792. SAM: How do you propose we navigate then?</p>
<p>793. TRENT: See that symbol above the door? It appears over a number of the branching corridors. There&#8217;s a pattern to this maze and I think we&#8217;ll be able to navigate our way through. (PUTS ON BREATHER) We&#8217;ll just follow the symbols and see where we end up &#8211; we should have no trouble backtracking as long as we&#8217;re careful.</p>
<p>794. TESS: (INSIDE BREATHER) I gotta say, Trent, I don&#8217;t feel as confident about this as you sound.</p>
<p>795. TRENT: It&#8217;s a guess, true, but I&#8217;m trusting to your suggestion that none of this has been random, and that in many ways we are invited and expected.</p>
<p>796. TESS: Well, after you.</p>
<p>797. SOUND: BRIEF FOOTSTEPS &#8211; LET IT FINISH.</p>
<p>798. SOUND: GIANT STONE DOORS SLAM SHUT &#8211; LET IT FINISH.</p>
<p>799. SAM: (INSIDE BREATHER) No. We&#8217;re locked in. What will we do?</p>
<p>800. TRENT: The only thing we can do. Go forward.</p>
<p><span style="text-decoration: underline;">801. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 13 INT &#8211; The Tower Control Chamber (Trent Stone, Tess Carter, Dr Sam Johnson, Arun-Set #1)</h3>
<p><span style="text-decoration: underline;">802. SOUND: FOOTSTEPS &#8211; ESTABLISH AND FADE</span></p>
<p>803. SAM: I can&#8217;t believe you talked me into this. It&#8217;s all your fault. We&#8217;ve been walking around in here for hours&#8230; and we&#8217;re going to die in here&#8230; among these&#8230; these aliens.</p>
<p>804. TRENT: It&#8217;s only been fifteen minutes by my reckoning, and we&#8217;ve yet to see any &#8220;aliens&#8221; so I suggest you calm down a little doctor. You&#8217;re beginning to seem a little highly strung.</p>
<p>805. SAM: I&#8217;m not mad you know? Everyone thinks so, but I&#8217;ve been right all along. I can see into the reality of the world. The deeper mathematics of all things.</p>
<p>806. TESS: Yeah, you can, but being right doesn’t mean you’re not a complete fruitcake.</p>
<p>807. TRENT: (WARNING) Tess&#8230;</p>
<p>808. TESS: Sorry, Doctor. That was uncalled for. I&#8217;m just feeling a little nervous inside all this green fog myself.</p>
<p>809. SAM: (ATTEMPTING DIGNITY) That&#8217;s quite all right my dear. Those of us gifted with superior intellect must make allowances for those who are&#8230; more retarded in their outlook.</p>
<p>810. TRENT: (URGENTLY, TO TESS) Easy slugger. This is neither the time or place for this.</p>
<p>811. TESS: Yeah, and when do you think that time and place likely to arrive? I want to mark it on my calendar.</p>
<p>812. TRENT: (GROWING IMPATIENT) Just come on!</p>
<p>813. TESS: Hey Trent, it looks like these corridors are actually coming to an end. There&#8217;s some kind of opening ahead.</p>
<p>814. TRENT: So there is. Let&#8217;s have a look.</p>
<p>815. TESS: I don&#8217;t believe it.</p>
<p>816. TRENT: (WHISTLES IN AWE)</p>
<p>817. SAM: What&#8217;s there. I can&#8217;t see past you through the gap.</p>
<p>818. TESS: Sorry, Doc. It&#8217;s some kind of central chamber. It&#8217;s huge.</p>
<p>819. TRENT: It&#8217;s like the inside of an enormous hive. The dimensions are staggering.</p>
<p>820. TESS: And those things in the middle. Equally huge.</p>
<p>821. SAM: What things? What?</p>
<p>822. TRENT: A pair of&#8230; couches, or beds perhaps? They must be forty feet long if an inch, and there are two creatures resting on them. Giants. Vaguely humanoid with large claw-like hands and heads that look like an octopus, all eyes and tentacles.</p>
<p>823. TESS: Yeah, but that second one looks in a bad way. It&#8217;s not much more than a calcified skeleton. The other looks a lot more fresh. Asleep do you think?</p>
<p>824. TRENT: I don&#8217;t know&#8230; Those couches, or whatever they are, appear to be powered in some way, they&#8217;re covered in glowing symbols and gauges etc. And there are lots of wires connecting to the giants.</p>
<p>825. TESS: They don&#8217;t look very similar to those things we saw flying back here earlier do they.</p>
<p>826. TRENT: Speaking of those winged tentacle creatures, I believe there are two of them conferring at the base of the first bed.</p>
<p>827. SAM: A control centre! Just&#8230; Oh, shut up and let me see&#8230; I want to&#8230; (SCREAMS) Aaah. Monsters.</p>
<p>828. TESS: So much for the stealthy approach.</p>
<p>829. ALIEN 1: (DISTORTED) Ah, welcome humans. We have been expecting you.</p>
<p>830. ALIEN 2: Yes, welcome to the council chamber of the Arun-Set we are glad you have found your way here.</p>
<p>831. TESS: So you did leave us a trail to follow deliberately.</p>
<p>832. ALIEN 1: Yes, we&#8230;</p>
<p>833. SAM: It&#8217;s a trap. You won&#8217;t take me without a fight.</p>
<p><span style="text-decoration: underline;">834. SOUND: GUN READIED AND FIRED &#8211; LET IT FINISH.</span></p>
<p>835. TESS: No. You idiot. You&#8217;ve shot one of them.</p>
<p><span style="text-decoration: underline;">836. SOUND: ALARMS SOUND &#8211; PLAY UNDER.</span></p>
<p><span style="text-decoration: underline;">837. SOUND: SQUELCHING FOOTSTEPS AS MANY ALIENS EMERGE &#8211; PLAY UNDER.</span></p>
<p>838. ALIENS (OVERLAPPING) Get them. Stop them. Capture the interlopers. Destroy them. Tear them apart. Etc.</p>
<p><span style="text-decoration: underline;">839. SOUND: GUN HITS FLOOR &#8211; LET IT FINISH.</span></p>
<p>840. TESS: There, he&#8217;s disarmed.</p>
<p>841. SAM: (WHIMPERS IN FEAR). You fool, now we can&#8217;t defend ourselves!</p>
<p>842. TRENT: A pity I didn&#8217;t think to do that earlier.</p>
<p>843. TESS: They&#8217;re all around us. What do we do?</p>
<p>844. TRENT: I&#8217;ve tangled with them before. We&#8217;re no match for their strength.</p>
<p>845. TESS: And there&#8217;s nowhere to run to.</p>
<p>846. TRENT: I guess that gives us little choice. (TO THE ALIENS) We surrender.</p>
<p>847. ALIENS (OVERLAPPING) Get them. Stop them. Capture the interlopers. Destroy them. Tear them apart. Etc.</p>
<p>848. SAM: Get your tentacles off me you filthy monsters.</p>
<p>849. ALIEN 1: (IN PAIN BUT ALIVE) Stop! I still live and the puncture is easily repaired. We still need the humans&#8217; assistance.</p>
<p>850. ALIENS: (GRUMBLING SUBSIDES).</p>
<p>851. ALIEN 1: Please, we need your help&#8230; and you need ours. If we are to escape this place and avoid the death of your species then we must act quickly.</p>
<p>852. SAM: Are you threatening us, monster! We are going to destroy you&#8230; we are going to&#8230;</p>
<p><span style="text-decoration: underline;">853. SOUND: SHARP SMACK AND BODY DROP.</span></p>
<p>854. TESS: That should shut him up for a little while.</p>
<p>855. TRENT: Normally, I wouldn&#8217;t approve&#8230; but in this case&#8230;</p>
<p>856. TESS: (MATTER OF FACT) It was time&#8230; and I&#8217;ve been wanting to do that for most of the night.</p>
<p>857. ALIEN 1: Are you always so violent as a species?</p>
<p>858. TESS: Pretty much. You&#8217;ve been watching us, so you should know. One of us just shot you.</p>
<p>859. ALIEN 1: (SOUNDING NERVOUS) Yes. Well.</p>
<p>860. ALIEN 2: (URGENTLY) There is little time.</p>
<p>861. ALIEN 1: Yes. We have no choice. We need, as I said, your help.</p>
<p>862. TRENT: Perhaps you should start at the beginning. Why do you need our help and what is the threat to our species that you referred to?</p>
<p>863. ALIEN 1: We, the Arun-Set, are a race who have been enslaved for millennia by the Archons &#8211; creatures of great mental power and lust for conquest that could command our every action &#8211; but now, due to the death of the Second Archon, we are free. The hive was originally controlled by two Archons but one died in the time of the dinosaurs when the hive first crash-landed on earth. With the power of control effectively halved we were able to stalemate the remaining Archon. It could control us within the confines of the hive but could not use us to conquer the planet.</p>
<p>864. TRENT: By Archons, I take it you are referring to those creatures upon the couches.</p>
<p>865. ALIEN 1: Exactly. Now, we are free to depart, but only if we can get the hive to run again. It is imperative that we do so, since, the process of decay the Archon corpse undergoes after death results in the release of radiation that is massively inimical to terrestrial life and will, in all probability, result in an extinction event. The dinosaurs were wiped out in your long distant past as a result of the first Archon&#8217;s death.</p>
<p>866. TESS: Wait a minute. Radiation? Are we safe?</p>
<p>867. ALIEN 1: For the moment. The process has not yet begun, but it is only a matter of days before the chemical breakdown of the tissue begins &#8211; and we have no way of shielding you from it once the process starts.</p>
<p>868. TRENT: Exactly what is the extent of the effect you are expecting?</p>
<p>869. ALIEN 2: The initial burst is likely to be planetary in scope.</p>
<p>870. TESS: Planetary? That&#8217;s not possible.</p>
<p>871. ALIEN 1: I assure you that it is.</p>
<p>872. TESS: And your species is unaffected? That bullet seems to have done you some harm.</p>
<p>873. ALIEN 1: It is painful, yes. But only a flesh wound. Beyond our physical strength, which as you have gathered does not make us invulenerable, we have been&#8230; modified, by our masters. The burst will leave us unharmed. It would be possible to modify your biology to survive it as well, but there are so many humans and the process is so lengthy, we&#8217;d only be able to save a handful of you at most. And then there is the fact that you are so integrated into your eco-system that saving a handful of you would be of little value once the rest of the plant and animal life of your world dies. You would have no means left to you to sustain your species.</p>
<p>874. TESS: Charming.</p>
<p>875. TRENT: So, now we understand the threat, what is required to avert it?</p>
<p>876. ALIEN 1: We need to leave this world. We need to be outside your solar system by the time the burst occurs. Having used the resources of the city to affect the necessary repairs, all that remains for us to do is to secure a power source sufficient to energise the hive. Such a power source is, we believe, in your possession – a crystal containing Ephestrial Energy.</p>
<p>877. TESS: Ephestrial energy? You mean magical energy, correct?</p>
<p>878. ALIEN 1: Call it what you will. The crystal contains a huge concentration of Ephestrial energy. Enough, if properly harnessed, to power this ship for millennia. Retrieval of the crystal is all that stands between us and freedom – and all that may prevent the immanent extinction of the human race.</p>
<p>879. TESS: I&#8217;m sold. Trent?</p>
<p>880. TRENT: You&#8217;ve scrupulously avoided taking any lives so far, and I&#8217;m inclined to believe you, but what of the people you have cocooned around the city?</p>
<p>881. ALIEN 1: The cocoons, as you call them, will breakdown shortly, returning the people held by them to perfect health. We placed them in a state where their biological systems are suspended but maintained. They will come to no harm.</p>
<p>882. TESS: From our examination they will run out of air in only a few hours&#8230;</p>
<p>883. ALIEN 1: At which time the outer coating will fall away, revealing them to the world again, awakening them and releasing them once more.</p>
<p>884. TRENT: Alright. I assume that the ability to hide things from our sight is part of your technology, some kind of cloaking field of energy or something similar?</p>
<p>885. ALIEN 1: You surmise correctly human. It is how we have existed in the midst of your city since you humans came to settle here.</p>
<p>886. TRENT: It seems the risks are too high to allow us to withhold our aide. We&#8217;ll help you.</p>
<p>887. ALIEN 1: Alright. Retrieve the crystal from wherever you have hidden it at the hotel and some of us will meet you on the roof to take charge of it.</p>
<p>888. SAM: (GROANING) Ugh. What hit me?</p>
<p>889. TESS: That would be me, sunshine. Come on. Get on your feet. We&#8217;re getting out of here.</p>
<p>890. SAM: (SUSPICIOUS) They&#8217;re letting us go?</p>
<p>891. TRENT: That&#8217;s right. We&#8217;re leaving. No thanks to you.</p>
<p>892. SAM: But&#8230; (EVEN MORE SUSPICIOUS) What have you done? You made a deal with them didn&#8217;t you? You&#8217;ve betrayed us to them!</p>
<p>893. TESS: Do you want to go back to sleep, Doctor?</p>
<p>894. TRENT: It&#8217;s alright Tess, let&#8217;s just get out of here.</p>
<p>895. ALIEN 1: We shall see you on the hotel roof.</p>
<p>896. SAM: The hotel roof? What?</p>
<p>897. TRENT: Don&#8217;t worry Doctor, you won&#8217;t be coming to the hotel with us. It&#8217;s time for us to part company.</p>
<p>898. SAM: Are you going to (GULP) kill me.</p>
<p>899. TESS: Idiot.</p>
<p>900. TRENT: No Doctor, we&#8217;re going to drop you off a few blocks from here where you won&#8217;t be able to get into any further mischief.</p>
<p>901. TESS: You hope.</p>
<p><span style="text-decoration: underline;">902. MUSIC: SCENE ENDER &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">903. MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE: </strong>Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>DR SAM JOHNSON: </strong>I’m not mad I tell you. Those idiots at the university fired me, but I’m not mad. They were just too small minded to see my genius. The symmetry of the equations. The perfection of the numbers. I can SEE! See into the reality behind things. I can see past the numbers and unlock the way things really are. If you could just SEE the world the way I SEE it. Your mind would be unlocked too. You’d be free. Free, like me!</p>
<p><strong>WALT: </strong>I‘m your typical big city cabbie. I’ll get you where you’re going and throw in a bit of home-spun philosophy along the way. The way I figure it, people are always in a rush. They don’t take time for the little things. But me, I’m here to help. I’ll get you where you wanna be on time. But part of the fee is I get to give you some of the good advice I keep stored up. Something for every occasion.</p>
<h2>CASTING SHEETS – MINOR CHARACTERS</h2>
<p><strong>FBI AGENT 1: </strong>I’m part of Mr. Hoover’s FBI, A G-Man. I’m smart and arrogant, and here to protect my country from people like you, so don’t think for a minute you can put one over on me without getting a fat lip for your trouble. I don’t put up with any nonsense from anyone, and if you’re dirty, well, you’ll pay for whatever it is you’ve done. I’ll see to it. If you’re not, well, you’ll get a fair shake, eventually, but don’t expect me to make it easy for you in the meantime. That’s not part of my job description.</p>
<p><strong>FBI AGENT 2 (AND GROUP MEMBERS):</strong> I’m a G-Man too, but I’m just one of the guys on the ground. I don’t give orders, I just take ‘em. I do what I’m told and, when the bosses point me at a bad guy, well, I go after ‘em with everything I’ve got.</p>
<p><strong>ALIEN 1 and 2</strong>: I am a member of the hive. I am one of the elders, a leader of my people. I am thoughtful and wise, as well as clever and resourceful. But because I am also alien, I do not quite understand humans effectively. I believe we need their help, but I am unsure whether they can be trusted fully.</p>
<p><strong>ALIENS (GROUP MEMBER):</strong> I am a member of the hive. I have no emotions; no pity, no remorse. I have my assigned task and I carry it out. And I won’t let anything stand in my way.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_38"></a></p>
<h3>The Tower of the Tentacle</h3>
<ul>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; across Town</a></li>
<li><a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Combat &#8211; Chapter 5 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 28 Dec 2016 08:53:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat example]]></category>
		<category><![CDATA[magical combat]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2781</guid>

					<description><![CDATA[<p>Magical Combat Magical combat is a little different to standard hand to hand melee and ranged combat in that a magic user prepares the spell for use before applying it.  Further the effect of the spell can be maintained after its first application (but must apply for two phases each time) with additional successful rolls [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>Magical Combat</h3>
<p>Magical combat is a little different to standard hand to hand melee and ranged combat in that a magic user prepares the spell for use before applying it.  Further the effect of the spell can be maintained after its first application (but must apply for two phases each time) with additional successful rolls of the dice (and this includes maintaining a double damage critical success).</p>
<p>For example Malefice might choose to use a spell to attack an opponent. The first phase will be spent preparing the spell.  The second phase will involve casting the spell (rolling the dice) and calculating it&#8217;s effect.  Let&#8217;s assume the effect resulted in double damage (by rolling a 6 on a consequence test).  In the third and final phase of the round the dice are rolled to maintain the effect (as if being cast for the first time) and, assuming the rolls are successful, the double damage is maintained as well.  The player can elect to maintain the result of any consequence roll or roll again in subsequent phases.  Alternatively Malefice might choose to prepare a completely different spell for use in phases 3 and 4. Lastly, spell effects can be maintained across rounds.  When this occurs the spell must be maintained for the first two phases of the following round (two rolls of the dice).</p>
<h4>Example</h4>
<p>Malefice has an essence of 4.  This means she can apply a spell for four phases or can attack four targets simultaneously for a single phase.</p>
<p>She has 4 magical effects.  They are</p>
<ul>
<li>Emily Binford&#8217;s Spontaneous Conflagration (a spell that sets fire to a target; 4 damage).</li>
<li>Mordant&#8217;s Irresistable command (a spell that forces a target to perform one action).</li>
<li>Master Alaikhum&#8217;s  flying fist ( a spell that strikes a target for bashing damage;  2 damage).</li>
<li>Swami Sucravarti&#8217;s astounding snake summoning (a spell that summons poisonous snakes, in number equal to the character&#8217;s essence and having 1 wound point each, to fight on her behalf &#8211; damage 2 wounds per phase until cured or 4 phases pass).</li>
</ul>
<p>Her opponent, the evil vizier, Khumankhaten, has four essence, three magical effects, and two henchmen armed with knives.  The effects are</p>
<ul>
<li>The Grand Djinn&#8217;s weapon fortification (a spell that makes a weapon stronger (+1 damage)).</li>
<li>The Grand Djinn&#8217;s lightning redirection (a spell which strikes a target with a bolt of lightning (3 damage)</li>
<li>The Grand Djinn&#8217;s cloak of shadows (renders the attacker invisible &#8211; minus 4 to opponents attack rolls).</li>
</ul>
<p>Khumankhaten has 17 wound points.</p>
<p>His henchmen have a pool of 8 wound points.</p>
<p>Malefice has 8 wound points.</p>
<p>Malefice is facing her opponents in the sacrificial chamber of the Temple of Grond deep underneath the city of Cairo in Egypt.  The space is full of sarcophagi and canopic jars.</p>
<p>All magical attacks are treated as targeted (requiring one phase of preparation to perform).</p>
<h4>Round 1</h4>
<h5>Roll initiative</h5>
<p>Henchmen 3</p>
<p>Khumankhaten 4</p>
<p>Malefice 1</p>
<p>Khumankhaten is first and chooses to use a spell action.</p>
<p>Khumankhaten&#8217;s henchmen elect to engage in a standard action.</p>
<p>Malefice also chooses to use a spell action.</p>
<h4>Phase 1</h4>
<p><figure id="attachment_2782" aria-describedby="caption-attachment-2782" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2782" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2782" class="wp-caption-text">Magical Combat Round 1, Phase 1</figcaption></figure></p>
<p>Khumankhaten intends to use his magical abilities and selects a spell action.  He does not act this phase (as he is readying his first spell; fortifying his minions weapons).  He announces the spell he is readying and that it will target his minions.</p>
<p>The Henchmen elect to engage in a standard action for the round and attack rolling 8 each (+2 for skilled &#8211; they both miss).</p>
<p>Malefice (like Khumankhaten) is using magic and does not act this phase (as she is readying her first spell; summon snakes).  Malefice announces the spell she is readying and that it will target the henchmen.</p>
<p>At the end of the first phase no damage has been dealt.</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has 8 wounds.</p>
<p>The Henchmen have 8 wounds.</p>
<h4>Phase 2</h4>
<p><figure id="attachment_2783" aria-describedby="caption-attachment-2783" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2783" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2783" class="wp-caption-text">Magical Combat Round 1, Phase 2</figcaption></figure></p>
<p>In phase 2 Kumankhaten acts first.  He casts the prepared weapon fortification spell (rolling 13 +2 = 15 &#8211; success) on his henchmen.   He roles a consequence roll (3 on 1d6 &#8211; no adverse effect).</p>
<p>The Henchmen (now with fortified weapons) do not act this phase.</p>
<p>Malefice casts the previously prepared snake summoning and calls forth a swarm of snakes (13 +1 &#8211; success) to attack Khumankhaten&#8217;s henchmen.  She rolls a consequence roll (4 on 1d6 &#8211; no adverse effect).</p>
<p>The snake swarm is an area effect and does 4  points of damage.</p>
<p>The henchmen are reduced from 8 to 4 wounds.</p>
<p>At the end of the second phase</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has 8 wounds.</p>
<p>The henchmen have been reduced from 8 to 4 wounds.</p>
<h4>Phase 3</h4>
<p><figure id="attachment_2784" aria-describedby="caption-attachment-2784" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2784" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2784" class="wp-caption-text">Magical Combat Round 1, Phase 3</figcaption></figure></p>
<p>Khumankhaten elects to maintain his spell this phase (allowing the spell to continue to operate this phase and the next). He rolls (11 + 2 = 13 &#8211; success).  The spell is maintained.</p>
<p>The henchmen attack again with fortified weapons (+ 1 to damage) rolling 4 and 2 (+2 for skilled &#8211; they miss again).</p>
<p>Malefice does not act this phase, readying her irresistible command spell.  She announces the spell and that it is intended to effect Khumankhaten.</p>
<p>At the end of the third phase</p>
<p>Khumankhaten has 17 wounds.</p>
<p>The henchmen have 4 wounds.</p>
<p>Malefice remains unhurt.</p>
<h4>Phase 4</h4>
<p><figure id="attachment_2785" aria-describedby="caption-attachment-2785" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2785" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2785" class="wp-caption-text">Magical Combat Round 1, Phase 4</figcaption></figure></p>
<p>Khumankhaten must maintain his weapon fortification spell this phase.</p>
<p>The  henchmen do not act this phase.</p>
<p>Malefice casts her irresistible command spell.  She rolls 9 +1 =10 &#8211; a miss.  The spell fails (but not critically).  (This being the case she can begin readying a new spell at the beginning of the next round).  She rolls a consequence roll and gets a 2 on 1d6 &#8211; no adverse effect.</p>
<p>At the end of the fourth phase (and completion of the round)</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has 8 wounds.</p>
<p>The henchmen have 4 wounds.</p>
<h4>Round 2</h4>
<h5>Roll initiative</h5>
<p>Henchmen 5</p>
<p>Khumankhaten 4</p>
<p>Malefice 1</p>
<p>This time the Henchmen go first.  They elect to continue utilising a standard attack.</p>
<p><u>Khumankhaten and Malefice continue to take spell actions.</u></p>
<h4>Phase 1</h4>
<p><figure id="attachment_2786" aria-describedby="caption-attachment-2786" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2786" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2786" class="wp-caption-text">Magical Combat Round 2, Phase 1</figcaption></figure></p>
<p>The henchmen attack (rolling 8) +2 &#8211; a miss.</p>
<p>Khumankhaten  prepares a lightning spell and targets  Malefice.</p>
<p>Malefice prepares a conflagration spell and targets the henchmen.</p>
<p>At the end of the first phase&#8230;</p>
<p>Khumankhaten has 17 wounds.</p>
<p>The henchmen have 4 wounds</p>
<p>Malefice has 8 wounds.</p>
<h4>Phase 2</h4>
<p><figure id="attachment_2787" aria-describedby="caption-attachment-2787" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2787" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2787" class="wp-caption-text">Magical Combat Round 2, Phase 2</figcaption></figure></p>
<p>The henchmen do not act this phase.</p>
<p>Khumankhaten releases his spell. He rolls the dice (16 +2 = 18- success) doing 3 points of damage to Malefice.</p>
<p>Malefice rolls 13 (+1 = 14 &#8211; a hit) to cast her conflagration spell on her opponents.  She rolls 6 on a consequence roll against 1d6 &#8211; inflicting double damage. She applies the effect to the two henchmen .</p>
<p>The henchmen catch on fire and takes 8 damage. Their pool is reduced to -4.  The henchman die in the flames.</p>
<p>At the end of the second phase</p>
<p>The henchmen have been reduced to 0 wounds and lie dead.</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has been reduced from 8 to 5 wounds.</p>
<h4>Phase 3</h4>
<p><figure id="attachment_2788" aria-describedby="caption-attachment-2788" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2788" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2788" class="wp-caption-text">Magical Combat Round 2, Phase 3</figcaption></figure></p>
<p>The henchmen are dead and do not act this phase.</p>
<p>Khumankhaten maintains his spell (rolling 11+2 = 13- success) doing another 3 damage to Malefice reducing her to 2 wounds.  He rolls a 3 on a consequence test  (normal damage &#8211; no bonuses).</p>
<p>Malefice rolls 11 (+1 = 12 &#8211; a hit) to maintain her conflagration spell but now targets Khumankhaten.  Because of her successful consequence test last phase she can maintain the full portion of damage without needing to make another.  Khumankhaten is reduced by 8 points to 9 wounds.</p>
<p>At the end of the third phase</p>
<p>The henchmen lie dead.</p>
<p>Khumankhaten has been reduced from 17 to 9 wounds.</p>
<p>Malefice has been reduced from 5 to 2 wounds.</p>
<h4>Phase 4</h4>
<p><figure id="attachment_2789" aria-describedby="caption-attachment-2789" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2789" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2789" class="wp-caption-text">Magical Combat Round 2, Phase 4</figcaption></figure></p>
<p>The henchmen are dead and do not act this phase.</p>
<p>Khumankhaten maintains his spell rolling (10+2 = 12 -success) and doing another 3 points of damage to Malefice reducing her to -1 wound and killing her. We could roll to see if double damage occurs but there is no point.</p>
<p>Malefice is dead but has the opportunity to complete one last heroic action (without being required to roll any dice) before passing away.  She chooses to maintain her spell doing a further 8 points of damage to Khumankhaten and adding in any remaining hero points as damage (8 points + 2 hero points = 10 points of damage.  Khumankhaten is reduced from 9  to &#8211; 1 wound and dies.</p>
<p>Heroic final action:  &#8220;As the electricity from Khumankhaten arcs through her body, Malefice can feel death approaching and the rising glee of her opponent.</p>
<p>With a last heroic effort of will she locks her mind on the task of maintaining her conflagration spell.  &#8220;Die you animal&#8221;, she thinks forcing the last of her life&#8217;s power into the task.</p>
<p>Khumankhaten shrieks as awareness of his danger washes over him.  With grim satisfaction, Malefice watches as his shrieks of pain are swallowed by the horrific magical fire of her spell.</p>
<p>Khumankhaten topples over, nothing left but a smoking corpse, and Malefice, grateful to have rid the world of this menace at last, passes on to whatever destiny awaits her beyond this life.&#8221;</p>
<p>At the end of the third phase</p>
<p>The henchmen  lie dead.</p>
<p>Khumankhaten has been reduced from9 to -1 wound and lies dead.</p>
<p>Malefice has been reduced from 2 to -1 wounds and lies dead.</p>
<p>Malefice is dead but, because she was able to enact one final heroic action and take Khumankhaten with her, she has succeeded in freeing the world from his hideous presence forever.</p>
<p>NEXT TIME: An example of vehicular combat involving armored vehicles.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; Across Town</title>
		<link>https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/</link>
					<comments>https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 23 Dec 2016 21:01:21 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Tower of the Tentacle]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the end is... across town]]></category>
		<category><![CDATA[tower of the tentacle]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2776</guid>

					<description><![CDATA[<p>Below we present the complete text of The End is&#8230; Across Town, episode 3 of The Tower of the Tentacle.  This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone).  If you would like to see these new stories advance from being [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; Across Town</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The End is&#8230; Across Town, episode 3 of The Tower of the Tentacle.  This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone).  If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles.  Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2742" aria-describedby="caption-attachment-2742" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2742" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - GM005 - The Tower of the Tentacle" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2742" class="wp-caption-text">Pulp Adventure &#8211; GM005 &#8211; The Tower of the Tentacle</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>EPISODE #3 – THE END IS&#8230; ACROSS TOWN</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p><strong>Serial #5: The Tower of the Tentacle</strong></p>
<p>When Trent Stone is awakened in the middle of the night to find that his room is being ransacked he confronts the intruders only to see them vanish into thin air before his eyes. Finding some strange glasses the intruders left behind, he and Tess Carter set out following a trail of clues across the city where they encounter mysteriously cocooned people, stolen city infrastructure, and flying tentacled monstrosities. In order to get to the heart of this mystery, they need to employ the glasses to “see” into the reality behind reality and determine just what the objective of the strange otherworldly presence that has settled in Star City for the night is… before a world-destroying cataclysm results. Can they solve the mystery AND save the world? Tune in to “The Tower of the Tentacle” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE: </strong>Adventurer</p>
<p><strong>TESS CARTER: </strong>Reporter</p>
<p><strong>DR SAM JOHNSON: </strong>Former Physics Professor</p>
<p><strong>WALT: </strong>Cabbie</p>
<p><strong>ALIEN: </strong>Alien member of Hive (drone)</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>Scene 8 INT &#8211; On the Way to Star City Coal and Power (Trent Stone, Tess Carter, Dr. Sam Johnson, Walt)</h3>
<p><span style="text-decoration: underline;">463. MUSIC: OPENING THEME – LET IT FINISH</span></p>
<p>464. NARRATOR: Escaping the unwanted attention of the FBI Tess Carter and Trent Stone cross the city in pursuit of clues to why public utilities are being vandalized and a proportion of the population has been trapped inside strange, invisible, cocoons of slime.</p>
<p><span style="text-decoration: underline;">465. SOUND: INTERIOR OF MOVING CAR &#8211; ESTABLISH AND UNDER.</span></p>
<p>466. TESS: That was a pretty close call. Do you think we were recognized?</p>
<p>467. TRENT: I hope not. We don&#8217;t need to add being on the run from the FBI to our list of troubles.</p>
<p>468. WALT: So where to now?</p>
<p>469. TRENT: Star City Power and Coal is the next stop on our list.</p>
<p>470. WALT: What&#8217;s with your pal? He was talking non-stop last time he got in.</p>
<p>471. TESS: Something on your mind Doctor?</p>
<p>472. SAM: (SULLENLY) We should have talked to them.</p>
<p>473. TESS: Aw, Doc. They would have just locked us up for trespassing. We had to run.</p>
<p>474. SAM: They&#8217;re the government. They could have helped.</p>
<p>475. TRENT: Doctor Johnson, they can&#8217;t even see what we can see. While they&#8217;re doing their jobs, we&#8217;re going to do the things they can&#8217;t.</p>
<p>476. SAM: But if we handed over what we&#8217;ve found. Then they&#8217;d know as much as we do.</p>
<p>477. TESS: Knowing something isn&#8217;t the same as believing it, Doc. Those fellas are trained to look for the mundane. Which do you think is more likely, that they&#8217;ll believe in what? Invisible aliens? Or that they&#8217;ll choose to think it&#8217;s all some kind of elaborate anarchist plot?</p>
<p>478. SAM: We should have told them. We should have tried.</p>
<p>479. TRENT: Well the point is moot now&#8230; and no, we are not going back. Time is running out.</p>
<p>480. SAM: Hmpf. (MUTTERING) Twice pi multiplied by the square root of the angles of the&#8230; and calculating the integral with a differential of&#8230; (TRAILS OFF)</p>
<p>481. TESS: Well, you can&#8217;t say I didn&#8217;t try. Hey, is it just me or is it getting really dark out there?</p>
<p>482. TRENT: It&#8217;s not just you. It looks like a large section of the city has been blacked out.</p>
<p><span style="text-decoration: underline;">483. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 9 INT &#8211; At Star City Coal and Power (Characters &#8211; Trent Stone, Tess Carter, Dr. Sam Johnson)</h3>
<p><span style="text-decoration: underline;">484. SOUND: CAR PULLS TO A STOP</span></p>
<p>485. WALT: Here you are folks. Safe and sound at the center of a massive blackout. Are you sure you don&#8217;t want me to just turn us around and get out of here? If looting starts, things could get ugly quickly.</p>
<p>486. TRENT: Thanks for your concern Walt, but I think we&#8217;ll be fine. Fortunately, all this started with most of the populace fast asleep&#8230; and sunup is only a few hours away.</p>
<p>487. WALT: Actually, I was more worried about me. I&#8217;m not used to being in a neighborhood without streetlights. And by my calculation, your &#8220;few&#8221; hours is still two or three.</p>
<p>488. TESS: You&#8217;ll be fine. We&#8217;ll be back quickly. Are you coming, Dr. Johnson?</p>
<p>489. SAM: If you divide the coefficient of x by the cosine of&#8230; er&#8230; What? No no. I&#8217;m good. (BEAT) Adding the exponential function of theta within a range of&#8230; (TRAILS OFF)</p>
<p>490. WALT: (SARCASTIC) Oh, great. Yep. You hurry back, now.</p>
<p>491. TESS: Like I said, you&#8217;ll be fine. But as for you, Dr. J., I think you&#8217;d better come with us.</p>
<p>492. SAM: Hmpf. If you insist.</p>
<p><span style="text-decoration: underline;">493. SOUND: CAR DOORS OPEN AND CLOSE</span></p>
<p><span style="text-decoration: underline;">494. SOUND: ARCING ELECTRICITY, SPARKS, ETC.</span></p>
<p>495. TESS: (TO HERSELF) Yep, Walt&#8217;ll be fine. It&#8217;s us I&#8217;m worried about.</p>
<p>496. TRENT: Well this is interesting isn&#8217;t it?</p>
<p>497. TESS: (SARCASM) What? This? I don&#8217;t know what you mean. If you&#8217;ve seen one exploded electrical equipment shed surrounded by a dangerous electrified fence throwing off massive bolts of electricity like an angry Norse god, then you&#8217;ve seen them all.</p>
<p>498. TRENT: Funny. How do we get through?</p>
<p>499. SAM: Isn&#8217;t it obvious?</p>
<p>500. TESS: What? Is this a test? We can&#8217;t jump the fence or dig under it so we need to short it out somehow&#8230; or at least redirect the current around a section so we can cut our way through.</p>
<p>501. TRENT: Yes, either of those solutions might work. Let&#8217;s try and short it out to start with. At least the main generator building appears to still be intact. (MUSING) I wonder why the power&#8217;s out to everything except the fence, and why only the shed is destroyed?</p>
<p>502. TESS: You&#8217;re asking me? Why&#8217;d they only take the engines out of the trains? None of this makes any sense. (BEAT) Well, don&#8217;t just stand there. What&#8217;s your plan?</p>
<p>503. TRENT: That explosion has thrown a lot of equipment about, iron spikes and pitons, rolls of copper wire. I&#8217;ll go gather what we need from what&#8217;s available on this side of the fence. See if you can find some rubber insulation &#8211; Walt may have some in his cab.</p>
<p>504. TESS: Alright. I&#8217;ll go have a look.</p>
<p><span style="text-decoration: underline;">505. SOUND: FOOTSTEPS DEPARTING.</span></p>
<p>506. TRENT: And see if he keeps any water for the radiator on hand&#8230; and a hammer?</p>
<p>507. TESS: Gotcha.</p>
<p>508. TRENT: Now, let&#8217;s see. This iron spike will do&#8230; and I&#8217;m probably going to need about twenty feet of the thickest gauge wire I can find&#8230;</p>
<p><span style="text-decoration: underline;">509. MUSIC: TIME PASSING TRANSITION &#8211; LET IT FINISH.</span></p>
<p>510. TESS: Here you go. Walt has a toolkit in his trunk along with a jerry can full of fuel and one of water. He even had some rubber gloves.</p>
<p>511. TRENT: Well, we won&#8217;t need the fuel, but the rest is very welcome. Here, see if you can find some tin-snips in amongst his tools and clip off a piece of this wire about 20 feet long. I&#8217;m going to knock this spike into the ground.</p>
<p><span style="text-decoration: underline;">512. SOUND: SNIP OF WIRE.</span></p>
<p>513. TESS: Done. So what&#8217;s the plan.</p>
<p>514. TRENT: Well&#8230;</p>
<p><span style="text-decoration: underline;">515. SOUND: HAMMER ON METAL SPIKE</span></p>
<p>516. TRENT: What I propose is&#8230;</p>
<p><span style="text-decoration: underline;">517. SOUND: HAMMER ON METAL SPIKE</span></p>
<p>518. TRENT: That we knock this stake into the ground&#8230;</p>
<p><span style="text-decoration: underline;">519. SOUND: HAMMER ON METAL SPIKE</span></p>
<p>520. TRENT: Soak the earth surrounding it with water</p>
<p><span style="text-decoration: underline;">521. SOUND: HAMMER ON METAL SPIKE</span></p>
<p>522. TRENT: And run that copper wire to the fence. That should force the charge to ground itself out and short out the circuit.</p>
<p>523. TESS: You think?</p>
<p>524. TRENT: Well, it&#8217;s a theory. (BEAT) There I&#8217;ve attached the wire to the stake. Soak the ground, while I run this wire up to the fence.</p>
<p>525. TESS: Ok. You&#8217;re the boss.</p>
<p><span style="text-decoration: underline;">526. SOUND: SPLASHING OF WATER ONTO GROUND &#8211; LET IT FINISH.</span></p>
<p>527. TESS: (CALLING) There you go.</p>
<p>528. TRENT: (AT A DISTANCE) Ok. You&#8217;d better stand back. You too, Dr Johnson. Here (BEAT) goes&#8230;</p>
<p><span style="text-decoration: underline;">529. SOUND: ELECTRICAL CRACKLE, SPARKS, AND POWER DOWN SOUND.</span></p>
<p>530. TESS: Well I&#8217;ll be. It worked. The charge is flowing into the ground.</p>
<p>531. TRENT: Don&#8217;t sound so surprised. Bring those snips over here and I&#8217;ll cut a way through this fence. We&#8217;d better hurry. I&#8217;m not sure how much charge that copper wire can take before it burns out. We may not have a lot of time.</p>
<p><span style="text-decoration: underline;">532. MUSIC: TIME PASSING TRANSITION &#8211; LET IT FINISH.</span></p>
<p>533. TRENT: We&#8217;re through. Let&#8217;s take a look at that shed and see if we can figure out what caused the explosion.</p>
<p>534. SAM: The shed doesn&#8217;t matter. The generators are housed in the warehouse. That&#8217;s where we&#8217;ll find out the&#8230; the answer&#8230; to why the city is blacked out.</p>
<p>535. TRENT: Perhaps. But I want to be sure no-one has been hurt. Come on Tess.</p>
<p>536. TESS: You wait here, Doc. We&#8217;ll let you know when we think it&#8217;s safe.</p>
<p>537. SAM: Hmpf.</p>
<p><span style="text-decoration: underline;">538. SOUND: FOOTSTEPS ON GRAVEL AS TESS AND TRENT MOVE ON.</span></p>
<p>539. TRENT: (STAGE WHISPER) I&#8217;m beginning to wonder if we didn&#8217;t do the wrong thing bringing him along.</p>
<p>540. TESS: (SARCASM) You think? I&#8217;ll give you a nickel if we ditch him and go for ice-cream.</p>
<p>541. TRENT: He&#8217;s not the most congenial of companions I&#8217;ll grant you&#8230; still&#8230;</p>
<p>542. TESS: Yes.</p>
<p>543. TRENT: I can&#8217;t help feeling he may yet come in handy.</p>
<p>544. TESS: That, and you&#8217;re afraid of what he might do once he&#8217;s no longer where you can keep an eye on him.</p>
<p>545. TRENT: That too.</p>
<p>546. TESS: Well, will you look at that?</p>
<p>547. TRENT: Hmmm.</p>
<p>548. TESS: It looks like the floor of the shed has been blown out. Do you have a torch?</p>
<p>549. TRENT: Here, Walt had this in his tool kit.</p>
<p>550. TESS: Whew, that smells like gas.</p>
<p><span style="text-decoration: underline;">551. SOUND: CLICK OF TORCH BEING TURNED ON &#8211; LET IT FINISH.</span></p>
<p>552. TRENT: It is gas. It looks like the gas main has ruptured and (BEAT) is that a tunnel leading back under what’s left of the floor there.</p>
<p>553. TESS: If it is, it&#8217;s not like any tunnel I&#8217;ve ever seen. It&#8217;s walls are like glass. Almost like they&#8217;ve been melted.</p>
<p>554. TRENT: It doesn&#8217;t look like anyone was hurt in the explosion and the gas appears to be venting into the air. I think we&#8217;d best head back and take a look at the main warehouse.</p>
<p>555. TESS: After you&#8230; but do we have to pick up Dr Raincloud over there? He&#8217;s about as much fun as a tax audit.</p>
<p>556. TRENT: Yeah, I think we do. (BEAT) Dr Johnson, we need to look in the warehouse.</p>
<p>557. SAM: (AT A DISTANCE) About time.</p>
<p><span style="text-decoration: underline;">558. SOUND: FOOTSTEPS ON GRAVEL &#8211; JOINED BY JOHNSON.</span></p>
<p>559. TRENT: Big door.</p>
<p>560. TESS: Yes it is.</p>
<p>561. TRENT: Doesn&#8217;t look locked.</p>
<p>562. SAM: So why aren&#8217;t you opening it then.</p>
<p>563. TRENT: I&#8217;m not sure. It just feels a little off. The ground looks less than stable&#8230;</p>
<p>564. SAM: Rubbish. There&#8217;s nothing to it. Here, let me&#8230;</p>
<p><span style="text-decoration: underline;">565. SOUND: SCRAPING OF IRON WAREHOUSE DOOR &#8211; UNDER.</span></p>
<p>566. TESS: No wait!</p>
<p>567. ALL THREE: (FALLING INTO PIT) Aaaaah!</p>
<p><span style="text-decoration: underline;">568. SOUND: THREE SIMULTANEOUS BODY DROPS &#8211; LET IT FINISH.</span></p>
<p>569. TESS: (GROANS) Well, that could have gone a little better.</p>
<p>570. TRENT: (COUGHING) Looks like we&#8217;ve slid down and under the warehouse into some kind of underground cavern.</p>
<p>571. TESS: Shouldn&#8217;t the floor of the warehouse be above us?</p>
<p>572. TRENT: Yes, it should. Along with several tons of electrical generator.</p>
<p>573. TESS: I&#8217;m right in thinking that&#8217;s the warehouse ceiling up there, right?</p>
<p>574. TRENT: Ahuh.</p>
<p>575. TESS: So, what? They dug out the entire area below the warehouse, collapsed the floor, and stole the generators?</p>
<p>576. TRENT: Looks like. And before you ask, no, I have no idea why.</p>
<p>577. SAM: (INTERRUPTING) It&#8217;s amazing. It&#8217;s stupendous. Just look at it.</p>
<p>578. TRENT: Look at what Doctor?</p>
<p>579. SAM: These walls. They&#8217;re like glass. Can you imagine the energy required to do this? The heat required is almost beyond calculation.</p>
<p>580. TESS: Heat? But look at the size of this place? You&#8217;re not really suggesting they, what, burned their way in?.</p>
<p>581. SAM: (CHILDLIKE GLEE) Indeed I am. Is it any more unbelievable than those glasses you&#8217;re wearing, or those respirators you&#8217;re carrying?</p>
<p>582. TESS: Well, you&#8217;ve perked up. And I guess when I stop to think about it, it isn&#8217;t that crazy after all&#8230; comparatively.</p>
<p><span style="text-decoration: underline;">583. SOUND: METALLIC SCRAPING SOUND &#8211; LET IT FINISH.</span></p>
<p>584. TESS: That didn&#8217;t sound good.</p>
<p>585. TRENT: No, I think this excavation has put a lot of stress on the superstructure of the building.</p>
<p>586. TESS: Meaning?</p>
<p>587. TRENT: The building could collapse at any moment.</p>
<p>588. SAM: Well, don&#8217;t just stand there. Get us out of here.</p>
<p>589. TRENT: I&#8217;m working on it.</p>
<p><span style="text-decoration: underline;">590. SOUND: METALLIC SCRAPING SOUND &#8211; LET IT FINISH.</span></p>
<p>591. TESS: Um, Trent? Work harder.</p>
<p>592. TRENT: Well there&#8217;s no way to get back up there and out. The walls are too sheer and all the tools are up on the surface.</p>
<p>593. TESS: What about Walt? Do you think he could get us out?</p>
<p>594. TRENT: He could&#8230; with a rope I suppose. But he&#8217;s too far away. I doubt he&#8217;d hear us. (BEAT) So that really leaves us with only one option.</p>
<p>595. TESS: Ahuh.</p>
<p>596. TOGETHER: We follow the tunnel out.</p>
<p>597. SAM: Won&#8217;t that cost us our transportation?</p>
<p><span style="text-decoration: underline;">598. SOUND: METALLIC SCRAPING SOUND &#8211; LET IT FINISH.</span></p>
<p>599. TRENT: It might but (STARTING TO RUN) I don&#8217;t think we&#8217;ve got much choice.</p>
<p><span style="text-decoration: underline;">600. SOUND: RUNNING FOOTSTEPS DEPARTING &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">601. SOUND: STRAINING COLLAPSE OF WAREHOUSE &#8211; LET IT FINISH.</span></p>
<p>602. TRENT: (COUGHING) Another close call.</p>
<p>603. TESS: We&#8217;ve had a few of those tonight. (BEAT) Hey! Where&#8217;s the Doc?</p>
<p>604. SAM: (AT A DISTANCE) Incredible. I&#8217;ve never seen anything like this before.</p>
<p>605. TRENT: Looks like he&#8217;s okay.</p>
<p>606. SAM: It&#8217;s a machine &#8211; almost like a gun on a tripod &#8211; but organic. That looks like some kind of chemical energy supply. Amazing. I wonder what this trigger does.</p>
<p>607. TESS: Trent, get down!</p>
<p><span style="text-decoration: underline;">608. SOUND: POWERFUL ZAP AND MELTING SOUND &#8211; LET IT FINISH.</span></p>
<p>609. TRENT: (COUGHING AGAIN) I&#8217;m beginning to grow tired of all these close calls.</p>
<p>610. TESS: (COUGHING) Especially if they&#8217;re going to be caused by our own company.</p>
<p>611. SAM: (AT A DISTANCE) Er&#8230; Sorry. Um&#8230; I think I found their drill.</p>
<p>612. TESS: (MUTTERING) You think?</p>
<p>613. SAM: The mathematics involved is incredible.</p>
<p>614. TRENT: You keep saying that. It certainly generates a lot of heat. You&#8217;ve melted the remains of the warehouse.</p>
<p>615. TESS: Speaking of which, this tunnel isn&#8217;t downhill by any chance is it?</p>
<p>616. TRENT: It does appear to be sloping downwards slightly. Why?</p>
<p>617. TESS: That lake of molten metal back there looks like it&#8217;s starting to ooze towards us.</p>
<p>618. TRENT: Time to go. Tess, Doctor, time to run.</p>
<p>619. SAM: But the drill! We can&#8217;t leave it behind.</p>
<p>620. TRENT: Well, Doctor Johnson, you&#8217;ve got about ten seconds to figure out how to move something that large before the metal reaches it.</p>
<p>621. TESS: My advice &#8211; do like the man says and run.</p>
<p><span style="text-decoration: underline;">622. SOUND: RUNNING FEET &#8211; FADE UNDER.</span></p>
<p><span style="text-decoration: underline;">623. MUSIC: TIME PASSING TRANSITION &#8211; LET IT FINISH.</span></p>
<p>624. TESS: (PANTING) Well we&#8217;re our in the air again.</p>
<p>625. TRENT: (PANTING) I was starting to worry there for a minute. The flow was starting to build up some real momentum just before the tunnel started to angle up again.</p>
<p>626. TESS: I guess you&#8217;ll be a bit more cautious about pressing random buttons after this won&#8217;t you Doc?</p>
<p>627. SAM: (MISERABLE) It&#8217;s gone. The drill is lost. Do you have any idea of the scientific value of that invention? Any at all?</p>
<p>628. TRENT: I think I can guess. It&#8217;s certainly not from anywhere around here.</p>
<p>629. SAM: Of course it&#8217;s not. That was alien technology. Aliens, monsters from outer space, invaders. We have to warn&#8230; we have to warn&#8230; everybody! We have to warn everybody.</p>
<p>630. TESS: Whoops. There he goes. And for a moment there he was beginning to sound sane.</p>
<p>631. TRENT: Easy Tess. He&#8217;s had quite a shock. And while I&#8217;m not convinced they&#8217;re invaders, the idea that they are aliens does seem to fit the evidence.</p>
<p>632. TESS: Seriously? What do you think they are? Alien scrap metal merchants?</p>
<p>633. TRENT: Time will tell. Come on Doctor Johnson. We seem to have come out in a park a block or two over from the power station. We&#8217;ll get back to the cab and head on to our next stop.</p>
<p>634. TESS: And where would that be exactly?</p>
<p>635. TRENT: From what I can make out, I think its the WRZP Radio Broadcasting Station.</p>
<p><span style="text-decoration: underline;">636. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 10 EXT &#8211; WRZP Star City Radio Station (Trent Stone, Tess Carter, Dr Sam Johnson)</h3>
<p><span style="text-decoration: underline;">637. SOUND: INTERIOR CAR DRIVING ESTABLISH AND COME TO A STOP.</span></p>
<p>638. WALT: Here you go, the WRZP Broadcasting Station. You guys need to take it easy in there. When that warehouse came down I nearly had a heart attack.</p>
<p>639. TESS: Thanks for the concern, Walt, but we&#8217;ll be fine.</p>
<p>640. WALT: Yeah, yeah. You know what my mother used to say about that?</p>
<p>641. TESS: You don&#8217;t strike me as the type who even had a mother, Walt.</p>
<p>642. WALT: Very funny. Everyone&#8217;s got a mother, and mine knew plenty.</p>
<p>643. TESS: Okay, so what did she say already?</p>
<p>644. WALT: She used to say that everyone&#8217;s always fine until they&#8217;re not. Luck runs out, Miss Carter.</p>
<p>645. TESS: We&#8217;ll be fine, Walt&#8230; and when are you gonna start calling me Tess.</p>
<p>646. WALT: (LAUGHING) Probably about fifteen minutes after I&#8217;m pronounced dead. Now, get outta my cab and go do that hero stuff you&#8217;re always banging on about &#8211; only be careful, alright.</p>
<p><span style="text-decoration: underline;">647. SOUND: CAR DOORS OPEN AND CLOSE &#8211; LET IT FINISH.</span></p>
<p>648. TESS: Hey Trent. Head&#8217;s up.</p>
<p>649. TRENT: What in&#8230; Now that&#8217;s something you don&#8217;t see every day.</p>
<p>650. SAM: Aargh! Monsters. Kill them. Quickly, kill them.</p>
<p>651. TESS: Anyone&#8217;d think he&#8217;d never seen a flock of winged tentacle monsters flying away with a giant sack of machinery hung between them.</p>
<p>652. SAM: You&#8217;ve got to stop them. Kill them. Shoot them.</p>
<p>653. TRENT: I don&#8217;t suppose you&#8217;ve got a notion regarding how to stop them do you? They&#8217;re flying high and fast. Unless you&#8217;ve got a jetpack hidden under your coat, I think that all we can do right now is watch.</p>
<p><span style="text-decoration: underline;">654. SOUND: CRASH AND CLANK OF METAL &#8211; LET IT FINISH.</span></p>
<p>655. TESS: Did you hear that. I think some of them may still be here.</p>
<p>656. TRENT: Let&#8217;s hurry and get inside. This may be our last lead.</p>
<p>657. SAM: But&#8230; But&#8230;</p>
<p>658. TESS: (IMPATIENT) Just wait here while we have a look around.</p>
<p>659. TRENT: We need to be careful with the door going in. I don&#8217;t like the look of that wall. In fact, the whole building is looking pretty unstable.</p>
<p><span style="text-decoration: underline;">660. SOUND: DOOR CREAKING OPEN &#8211; LET IT FINISH.</span></p>
<p>661. TESS: Holy smoke! Would you look at that?</p>
<p>662. TRENT: No wonder the building looks unsteady. Most of the interior walls have been smashed flat&#8230; and look over there, surrounding that weird glowing symbol on the floor, I think that&#8217;s more of those flying things.</p>
<p>663. ALIEN: (ELECTRONICALLY FILTERED) Intruders&#8230; and they can see us. We must escape. I will use the sonic device on them.</p>
<p>664. TESS: Trent lookout, that weird flying squid thing is turning some kind of weapon on us.</p>
<p>665. TRENT: Duck. Under the table. Now!</p>
<p><span style="text-decoration: underline;">666. SOUND: ZAP OF SONIC WEAPON DISCHARGING &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">667. SOUND: BUILDING COLLAPSE &#8211; OVER SONIC WEAPON ABOVE &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">668. SOUND: (BEAT)SOUND OF SHIFTING RUBBLE &#8211; LET IT FINISH.</span></p>
<p>669. TESS: (BEAT) (COUGHING) Trent? Are you okay?</p>
<p>670. TRENT: (Ugh) I got clipped by some falling bricks when the wall came down &#8211; I&#8217;m gonna have a hell of a bruise or two &#8211; but everything seems to still be attached and none too dented. You?</p>
<p>671. TESS: Good as gold.</p>
<p>672. TRENT: Thank goodness for sturdy workmanship. This table saved our lives.</p>
<p>673. TESS: Yeah, sturdy workmanship and steel frames&#8230; Um&#8230; do you think you might&#8230; see your way clear to&#8230; shifting your elbow a little?</p>
<p>674. TRENT: What? Oh yes&#8230; right. It is a little cramped under here, isn&#8217;t it?</p>
<p>675. TESS: (COYLY) Are you blushing, Trent? That&#8217;s adorable. I guess we could take a moment to recover&#8230; you know&#8230; just you and me?</p>
<p>676. WALT: (CALLING FROM A DISTANCE) Is anyone alive under there? Miss Carter? Mr Stone?</p>
<p>677. SAM: The monsters. They killed them. They killed them.</p>
<p>678. TESS: (MOMENT GONE) Or not.</p>
<p>679. TRENT: (Grunts) As pleasant as that might have been, we really don&#8217;t have the time. (CALLING) We&#8217;re under here!</p>
<p><span style="text-decoration: underline;">680. SOUND: MORE SHIFTING MASONRY &#8211; LET IT FINISH.</span></p>
<p>681. WALT: There you are. Let me help you up. (GRUNTS) You&#8217;re Okay. Well, I&#8217;ll be&#8230;</p>
<p>682. TESS: Yeah, you probably will. (BEAT) Hey, don&#8217;t look at me like that.</p>
<p>683. WALT: I&#8217;m not saying a word.</p>
<p>684. TESS: Not with your mouth, no. But your eyes and face are saying plenty.</p>
<p>685. WALT: Well I did warn you to be careful.</p>
<p>686. TESS: And there it is.</p>
<p>687. WALT: What?</p>
<p>688. TESS: The &#8220;I told you so&#8221;.</p>
<p>689. SAM: (INTERRUPTING) So what are you going to do now that your last lead has come to nothing? When those monsters shot up out of this rubble I thought you were dead.</p>
<p>690. TRENT: I&#8217;m sorry to disappoint, Doctor. For the moment I suggest we look around. Did the&#8230; creatures&#8230; head back towards the city?</p>
<p>691. WALT: Did they fly off like the others? You bet. Though I was more concerned about you than about which way they was going.</p>
<p>692. TESS: (WHISTLES) With the walls all collapsed that&#8217;s one heck of a view you get from up here.</p>
<p>693. WALT: What? It&#8217;s just the city looking all blacked out?</p>
<p>694. SAM: It doesn&#8217;t look any different to me.</p>
<p>695. TRENT: Uh, Doctor, how long has that big building been there?</p>
<p>696. SAM: Which one?</p>
<p>697. TRENT: The really tall one. The one that&#8217;s twice as tall as any other building in town and seems to have a crimson coloured light emanating from the top. The one I&#8217;ve never seen before?</p>
<p>698. WALT: What? What building?</p>
<p>699. TESS: Here, try on these glasses and take a look.</p>
<p>700. WALT: (AMAZED) Sweet Sister Mary Frances! That wasn&#8217;t there a second ago.</p>
<p>701. SAM: Of course it was. That building&#8217;s always been there.</p>
<p>702. TRENT: Always?</p>
<p>703. SAM: At least since I solved that equation anyway.</p>
<p>704. TESS: And how long would that be?</p>
<p>705. SAM: Twenty years.</p>
<p>706. TESS: Twenty years! You know what that means Trent?</p>
<p>707. TRENT: I can only speculate, but it seems clear that tonight&#8217;s events have a far older origin than I thought. An origin that is tied to the existence of that previously unseen skyscraper.</p>
<p>708. TESS: So what do we do now?</p>
<p>709. SAM: We call the authorities and get them to destroy it, if it&#8217;s the home of those&#8230; those things.</p>
<p>710. WALT: Or we could leave well enough alone and get the heck out of here.</p>
<p>711. TRENT: No. There are all those people in the city trapped in those gelatinous cocoons. If we&#8217;re right they will begin running out of oxygen soon. Tess?</p>
<p>712. TESS: Do you even have to ask.</p>
<p>713. TRENT: Alright. Walt, I won&#8217;t ask you to take us there if you really&#8230;</p>
<p>714. WALT: Meh. I gripe a lot, but my cab&#8217;s still at your disposal. Besides&#8230; this is adding up to one hell of a fare.</p>
<p>715. TRENT: And you doctor?</p>
<p>716. SAM: Fifteen multiplied by the coefficient of x&#8230; multiplied by&#8230; hideous monsters&#8230; and the rounded down&#8230; is&#8230; is&#8230; pardon?</p>
<p>717. TESS: I don&#8217;t think we can really leave him behind.</p>
<p>718. TRENT: No. I guess not. (BEAT) Then it&#8217;s decided. We&#8217;re heading to that building in the city.</p>
<p>719. SAM: But the authorities&#8230; But&#8230;</p>
<p><span style="text-decoration: underline;">720. MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">721. MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE: </strong>Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>DR SAM JOHNSON: </strong>I’m not mad I tell you. Those idiots at the university fired me, but I’m not mad. They were just too small minded to see my genius. The symmetry of the equations. The perfection of the numbers. I can SEE! See into the reality behind things. I can see past the numbers and unlock the way things really are. If you could just SEE the world the way I SEE it. Your mind would be unlocked too. You’d be free. Free, like me!</p>
<p><strong>WALT: </strong>I‘m your typical big city cabbie. I’ll get you where you’re going and throw in a bit of home-spun philosophy along the way. The way I figure it, people are always in a rush. They don’t take time for the little things. But me, I’m here to help. I’ll get you where you wanna be on time. But part of the fee is I get to give you some of the good advice I keep stored up. Something for every occasion.</p>
<h2>CASTING SHEETS – MINOR PARTS</h2>
<p><strong>ALIEN:</strong> I am a member of the hive. I have no emotions; no pity, no remorse. I have my assigned task and I carry it out. And I won’t let anything stand in my way.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h3>The Tower of the Tentacle</h3>
<ul>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; across Town</a></li>
<li><a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; Across Town</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Combat &#8211; Chapter 5 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 21 Dec 2016 08:24:31 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat example]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2763</guid>

					<description><![CDATA[<p>Combat Example Location &#8211; The boiling pools of the Temple of Chardron. Heinrich&#8217;s men (about 11 of them) stand on pathways amidst boiling pools of superheated, sulphurous water that are spread around the temple floor leading to a vine covered stone bridge over a chasm upon which stands Heinrich himself (the Nazi servant of the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>Combat Example</h3>
<h4>Location &#8211; The boiling pools of the Temple of Chardron.</h4>
<p>Heinrich&#8217;s men (about 11 of them) stand on pathways amidst boiling pools of superheated, sulphurous water that are spread around the temple floor leading to a vine covered stone bridge over a chasm upon which stands Heinrich himself (the Nazi servant of the Outer gods). Behind Heinrich, sitting upon the dais in the temple sanctuary, is a huge, sanity shattering monster of twisted flesh &#8211; the current avatar of Heinrich&#8217;s masters.  The ceiling, up to the bridge, is covered in hanging gibbets (swinging on chains) containing the bones of the long dead. Many of them hang so low that they swing at approximately knee height.  The bridge is covered in vines, many of which hang down into the chasm that it spans.  Huge stone spears and swords ring the dais on which the monster pulses and undulates.</p>
<p>Our heroes include Jake Stead, Malefice (Mistress of the mystic arts), Dr Herbivore, and The Blue Wren (Masked Woman of Mystery).</p>
<h4>Villains</h4>
<p>Heinrich&#8217;s men (11 wound points pool – hence about 11 of them) (novice -2 to rolls)</p>
<p>Heinrich (22 wound points) (Skilled +2 to rolls)</p>
<p>The avatar of the outer Gods (17 wound points) – Its wound points are only this low because it gets four attacks per phase. (Elite + 5 to rolls)</p>
<h4>Protagonists</h4>
<p>Jake (10 wound points)</p>
<p>Malefice (8 wound points)</p>
<p>Dr Herbivore (8 wound points)</p>
<p>The Blue Wren (8 wound points)</p>
<h4>Round 1</h4>
<h5>1. Roll initiative</h5>
<p>The Blue Wren 1</p>
<p>Heinrich&#8217;s Men 3</p>
<p>Malefice 3</p>
<p>Dr Herbivore 4</p>
<p>Jake 5</p>
<p>The tie between Heinrich&#8217;s men and Malefice is resolved in Malefice&#8217;s favour.</p>
<h5>Phase 1 combat (Heinrich&#8217;s henchman come into play).</h5>
<p><figure id="attachment_2764" aria-describedby="caption-attachment-2764" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2764" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P1.png?resize=640%2C472" alt="Combat Round 1, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2764" class="wp-caption-text">Combat Round 1, Phase 1</figcaption></figure></p>
<h6>Jake&#8217;s action</h6>
<p>Three of Heinrich’s men are charging down a narrow path between boiling pools in order to attack Jake.</p>
<p>Jake elects a standard attack.<br />
He is using a gun (this gives him 3 damage and allows him to target 3 or less henchmen if he wishes).<br />
Jake describes his action; &#8220;I try to gun down one of the henchmen in order to crash him into two more taking them all into the boiling water where they die screaming.&#8221;<br />
Jake rolls 9 (+3) (+1 for using the environment in his description) = 13 a hit.</p>
<p>Jake rolls 4 on 1d6 indicating non critical damage.</p>
<p>Jake earns 2 action tokens (for description in standard combat).<br />
Henchmen pool is reduced from 11 to 8.</p>
<h6>Dr Herbivore&#8217;s Action</h6>
<p>Three other thugs take up a defensive position among the gibbets.</p>
<p>Dr Herbivore elects a targeted attack and holds his action for a phase.</p>
<h6>Malefice&#8217;s Action</h6>
<p>Three more thugs rush towards Malefice, quickly covering the unveven ground and will soon be in melee range.</p>
<p>Malefice has chosen a frenzied attack.<br />
She is using a revolver (which does 3 damage)</p>
<p>She describes her action; &#8220;leaping up onto one of the gibbets to get a clearer shot I open fire on the nearest of Heinrich&#8217;s men&#8221;.<br />
Malefice rolls 18 (-2 frenzied) (+4) (+1 for using the environment in her description) = 21 a hit.</p>
<p>Malefice rolls 5 on id6 indicating non-critical damage.</p>
<p>Malefice earns 1 action token (for description in frenzied combat).<br />
Henchmen pool is reduced from 8 to 5</p>
<h6>Henchmens&#8217;  action</h6>
<p>The henchmen regroup so that two are facing each Player character.</p>
<p>Heinrich&#8217;s men attack (pool 8) in standard fashion</p>
<p>Two will attack each character with pistols (doing damage 3).</p>
<p>Against Jake</p>
<p>The henchmen take cover behind the gibbets and fire at Jake.</p>
<p>Henchman #1 rolls 11 (-2 novice) = 9 a miss.</p>
<p>Henchman #2 rolls 13 (-2 novice) = 11 a miss.</p>
<p>Against Dr Herbivore</p>
<p>From their places behind the gibbets they open fire on Dr Herbivore.</p>
<p>Henchman #3 rolls 16 (-2 novice) = 14 a hit.</p>
<p>Dr Herbivore takes 3 damage.</p>
<p>Henchman #4 rolls 6 (-2 novice) = 4 a miss.</p>
<p>Against Malefice</p>
<p>The henchman charge in firing at Malefice.</p>
<p>Henchman #5 rolls 19 (-2 novice) = 17 a hit.</p>
<p>Malefice takes 3 points of piercing damage.</p>
<p>Henchman #6 rolls 7 (-2 novice) = 5 a miss.</p>
<p>Against the Blue Wren</p>
<p>Firing from behind the gibbets the henchmen attempt to circle around behind the Blue Wren.</p>
<p>Henchman #7 rolls 15 (-2 novice) = 13 a hit.</p>
<p>The Blue Wren rolls 11 (+1) for dodge = 12 a success (and takes only 1 point of piercing damage).</p>
<p>Henchman #8 rolls 8 (-2 novice) = 6 a miss.</p>
<h6>The Blue Wren&#8217;s Action</h6>
<p>Phase 1 is complete.</p>
<p>At the end of phase 1</p>
<p>Jake has 10 wound points and 2 action tokens</p>
<p>Dr Herbivore has 5 wound points</p>
<p>Malefice has 5 wound points and 1 action token</p>
<p>The Blue Wren has 5 wound points</p>
<p>Heinrch&#8217;s men have a pool of 8 wound points</p>
<h4></h4>
<h4>Phase 2 begins.</h4>
<p><figure id="attachment_2765" aria-describedby="caption-attachment-2765" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2765" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P2.png?resize=640%2C472" alt="Combat Round 1, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2765" class="wp-caption-text">Combat Round 1, Phase 2</figcaption></figure></p>
<h5>Jake&#8217;s action</h5>
<p>Jake is not acting this phase.</p>
<h5>Dr Herbivore&#8217;s action</h5>
<p>The attackers are difficult to see behind their cover but Dr Herbivore&#8217;s attack is targeted and he has been lining them up.</p>
<p>He brings his elephant gun to bear (which can do 3 damage).<br />
Dr Herbivore describes his action; &#8220;I aim up into the ceiling at a chain holding a gibbet over a cluster of our  enemies and fire in order to bring it down and crush them beneath it&#8221;.</p>
<p>Dr Herbivore rolls 10 (+3 ranged) (+2 targeted) (+ 1 for using the environment in the description) = 16 a hit.</p>
<p>Dr Herbivore rolls 6 on 1d6 (critical).</p>
<p>GM&#8217;s description &#8211; &#8220;The gibbet crashes down causeing a cascade that crushes three of Heinrich&#8217;s men but also collapses a path that tumbles three more into the boiling pools.&#8221;</p>
<p>Dr Herbivore earns 2 action tokens (for description in targeted combat).</p>
<p>The henchmen pool is reduced to 2.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice has chosen a frenzied attack.</p>
<p>She is using her revolver (which does 3 damage).</p>
<p>Malefice describes her action; &#8220;Leaping to another gibbet I fire off another shot on the move trying to keep the chains between me and my opponents&#8221;.</p>
<p>Malefice rolls 3 (+4 gun) (-2 frenzied) (+1 for description) = 6 a miss.</p>
<p>Malefice earns 1 action token (for description in frenzied combat).</p>
<h5>Henchmens&#8217; action</h5>
<p>Heinrich&#8217;s remaining men are not acting this phase.  They remain partially obscured by cover as they continue to circle the Blue Wren.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren&#8217;s attack is targeted.<br />
She brings her Lee Enfield to bear (which does 3 damage).</p>
<p>The Blue Wren describes her action; &#8220;I line up the last 2 of the soldiers and fire, aiming to hit them consecutively in the throat&#8221;.<br />
The Blue Wren rolls 15 (+3 rifle) (+2 targeted) no environment bonus = 20 a hit.</p>
<p>The Blue Wren rolls 4 on 1d6 normal damage.</p>
<p>The Blue Wren earns 2 action tokens (for description in targeted combat).</p>
<p>The henchmen pool is reduced to -1 (henchman are destroyed at 0).</p>
<h5>Phase 2 is complete</h5>
<p>At the end of phase 2</p>
<p>Jake has 10 wound points and 2 action tokens</p>
<p>Dr Herbivore has 5 wound points and 2 action tokens</p>
<p>Malefice has 5 wound points and 2 action tokens</p>
<p>The Blue Wren has 5 wound points and 2 action tokens</p>
<p>Heinrich&#8217;s men have been destroyed.</p>
<p>&nbsp;</p>
<h4>Phase 3 begins</h4>
<p>(Heinrich comes into play maintaining the villain&#8217;s initiative and completing the existing villain&#8217;s combat action)</p>
<p><figure id="attachment_2766" aria-describedby="caption-attachment-2766" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2766" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P3.png?resize=640%2C472" alt="Combat Round 1, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2766" class="wp-caption-text">Combat Round 1, Phase 3</figcaption></figure></p>
<p>The GM sets the scene.  &#8220;His men all too easily despatched, Heinrich, wearing the robes of a priest of the outer gods, stands at the entrance to the bridge barring the way with his sword at his belt and a pistol in his right hand.  He is preparing his first shot.</p>
<h5>Jake&#8217;s action</h5>
<p>Jake elects a standard attack.<br />
He is using a pistol (that does 3 damage).<br />
Jake describes his action; &#8220;Now the henchmen are out of the way I join Malefice atop the gibbets and run forward firing upon Heinrich himself&#8221;.<br />
Nick rolls 15 (+3 guns) (+1 for using the environment in his description) = 19 a hit.<br />
Nick rolls 2 on 1d6 indicating non critical damage.<br />
Nick earns 2 action tokens (for description in standard combat).<br />
Heinrich is reduced from 22 to 19 wound points.</p>
<h5>Dr Herbivore&#8217;s action</h5>
<p>Dr Herbivore elects a targeted attack and holds his action for a phase.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice has chosen a frenzied attack.<br />
She is using her revolver (which does 3 damage).</p>
<p>Malefice describes her action; &#8220;running along the gibbets with Nick I fire away at Heinrich&#8221;.<br />
Malefice rolls 13 (-2 frenzied) (+4 gun) (+1 for using the environment in his description) = 16 a hit.</p>
<p>Malefice rolls 1 on id6 indicating non-critical damage<br />
Malefice earns 1 action token (for description in frenzied combat).<br />
Heinrich is reduced from 19 to 15 wound points.</p>
<h5>Heinrich&#8217;s action</h5>
<p>Heinrich enters the combat.<br />
The GM describes his action; &#8220;Seeing the two heroes coming towards him over the gibbets he fires up at one of the chains hoping to drop Jake into a pool of boiling water&#8221;.</p>
<p>He is using his gun but the damage will be distributed by clubbing damage from the fall (2) and scalding damage (4) from the pool (total 6 points).</p>
<p>Heinrich rolls 3 (+2 as a skilled opponent) (+1 for using the environment in the description) = 6 a miss.</p>
<p>Heinrich earns 2 action tokens (for description in standard combat).</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren does not act this phase.</p>
<h5>Phase 3 is complete</h5>
<p>At the end of phase 3</p>
<p>Jake has 10 wound points and 4 action tokens</p>
<p>Dr Herbivore has 5 wound points and 2 action tokens</p>
<p>Malefice has 5 wound points and 3 action tokens</p>
<p>The Blue Wren has 5 wound points and 2 action tokens</p>
<p>Heinrich has 16 wound points and 2 action tokens</p>
<p>&nbsp;</p>
<h4>Phase 4 begins</h4>
<p><figure id="attachment_2767" aria-describedby="caption-attachment-2767" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2767" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P4.png?resize=640%2C472" alt="Combat Round 1, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2767" class="wp-caption-text">Combat Round 1, Phase 4</figcaption></figure></p>
<p><strong><em><u><br />
</u></em></strong></p>
<h5>Jake&#8217;s action</h5>
<p>Jake takes no action this phase</p>
<h5>Dr Herbivore&#8217;s action</h5>
<p>Heinrich’s attempt to bring down the gibbets and dump his friends in the boiling pools galvanizes Dr Herbivore into action.</p>
<p>Dr Herbivore&#8217;s attack is targeted.<br />
He brings his elephant gun to bear (3 damage).</p>
<p>Dr Herbivore describes his action; &#8220;Racing through the forest of chains and gibbets I place myself where I can take careful aim and disarm Heinrich&#8221;.</p>
<p>Dr Herbivore rolls 11 (+3 elephant gun) (+2 targeted) (+ 1 for using the environment in the description) = 17 a hit.</p>
<p>Dr Herbivore rolls 4 on 1d6 non critical.<br />
Heinrich attempts to dodge but his right hand is now useless (the gun dangling limply in his hand).</p>
<p>Dr Herbivore earns 2 action tokens (for description in targeted combat).</p>
<p>Heinrich is reduced from 16 to 12 wound points and draws his saber with his left hand.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice&#8217;s attack is frenzied.<br />
Now that Heinrich has been disarmed she will attempt to use her pistol as a club (2 damage).</p>
<p>Malefice describes her action; &#8220;I leap from the gibbets to the bridge and grabbing onto a vine to anchor myself I swing my gun, pistol-whip style, at Heinrich.<br />
Malefice rolls 9 (+1 melee) (-2 frenzied) (+1 using environment in the description) = 9 miss.</p>
<p>Malefice spends a hero point to re-roll.</p>
<p>Malefice rolls 14 (+1 melee) (-2 frenzied) (+1 using environment in description) = 14 hit.</p>
<p>Malefice rolls 6 on 1d6 = critical damage (4).</p>
<p>Malefice earns 1 action token (for description in frenzied combat).<br />
Heinrich is reduced from 12 to 8 wound points.</p>
<h5>Heinrich&#8217;s action</h5>
<p>Heinrich takes no action this phase but staggers from the punishment he has received thus far.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren&#8217;s attack is targeted.<br />
The Blue Wren switches to her bayonet (3 damage).</p>
<p>The Blue Wren describes her action; &#8220;Seeing that Heinrich is armed only with a sabre I fix a bayonet to my Enfield and leap up onto the bridge thrusting the blade forward to attack his right leg&#8221;.</p>
<p>The Blue Wren rolls 11 (+2 melee) (+2 targeted) (no environment bonus since it is not being used) = 15 a hit.</p>
<p>The Blue Wren rolls 2 on 1d6 for standard damage.</p>
<p>A successful consequence roll preserves his leg for use..</p>
<p>The Blue Wren earns 2 action tokens (for description in targeted action).</p>
<p>Heinrich is reduced from 8 to 6 wound points.</p>
<h5>Phase 4 is complete</h5>
<p>At the end of phase 4</p>
<p>Jake has 10 wound points and 4 action tokens</p>
<p>Dr Herbivore has 5 wound points and 4 action tokens</p>
<p>Malefice has 5 wound points and 4 action tokens</p>
<p>The Blue Wren has 5 wound points and 4 action tokens</p>
<p>Heinrich is reduced to 6 wound points, has two action tokens, and has lost the use of his right hand.</p>
<p>With phase 4 complete the current round is brought to an end.</p>
<p><strong><em><br />
</em></strong></p>
<h4>Round 2</h4>
<h5>Initiative</h5>
<p>Heinrich 6</p>
<p>Dr Herbivore 5 (roll off 4)</p>
<p>The Blue Wren  5 (roll off 2)</p>
<p>Jake 4 (roll off 4)</p>
<p>Malefice 4 (roll off 3)</p>
<p>Dr Herbivore and the Blue Wren rolled the same number (5) and rolled again to see which of them would go first.</p>
<p>Jake and Malefice both rolled a 4 and did likewise.</p>
<h4>Phase 1 begins</h4>
<p><figure id="attachment_2768" aria-describedby="caption-attachment-2768" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2768" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P1.png?resize=640%2C472" alt="Combat Round 2, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2768" class="wp-caption-text">Combat Round 2, Phase 1</figcaption></figure></p>
<h5><strong><em><u><br />
</u></em></strong> Heinrich&#8217;s action</h5>
<p>Heinrich appears seriously injured and holds his sabre clumsily.</p>
<p>Heinrich makes a targeted attack using his sabre (3 damage) against the Blue Wren.</p>
<p>The GM describes his action;. &#8220;Heinrich grasps one of the vines and swinging off the side of the bridge uses the momentum to bring himself back around in a sweeping attack at the Blue Wren&#8217;s  forward arm.&#8221;</p>
<p>Heinrich rolls 11 (+2 skilled) (+2 targeted) (+1 description bonus) = 16 a hit.</p>
<p>Heinrich rolls 5 on 1d6 (normal damage) and 6 on a 1d6 consequence roll = a critical hit on the targeted weapon..</p>
<p>The Blue Wren takes 1 point of damage and her rifle spins away into the abyss (landing precariously on a ledge some thirty feet away on the far wall) but her hand, while injured, can still be used.  (NB. When a character aims to disable and gets a critical hit the targeted character loses any weapon they are holding while retaining the use of the targeted limb etc.)</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore elects to use a targeted attack and does not act this phase.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren also elects to use a targeted attack and does not act this phase.</p>
<h5>Jake&#8217;s action</h5>
<p>Jake chooses to attack in a standard manner.</p>
<p>Jake is fighting hand to hand (and can do 1 point of damage).</p>
<p>Jake describes his action; &#8220;Running along the bridge&#8217;s guard rail I swing my boot at Heinrich.<br />
Jake rolls 13 (+1 melee) (+1 for description) = 15 hit.</p>
<p>Jake rolls 4 on 1d6 = normal damage.</p>
<p>Jake earns 2 action tokens.<br />
Heinrich is reduced from 7 to 6 wound points.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice chooses to attack in a frenzied manner.</p>
<p>Malefice wants to change his attack to allow her to employ bashing damage from a rock (2 points).</p>
<p>Malefice describes her action; &#8220;I grab a large (Fist-sized) rock from the rubble nearby and, tying a length of vine to it, swing it like a flail at Heinrich&#8221;.</p>
<p>Malefice rolls 13 (+1) (-2 frenzied) (+1 environment description) = 13 a hit.  She rolls 5 on 1d6 = normal damage.</p>
<p>Heinrich takes 2 points of damage and is reduced from 5 to 3 wound points.</p>
<p>. Malefice earns 1 action token (for description in frenzy).</p>
<h5>Phase 1 is complete</h5>
<p>At the end of phase 1</p>
<p>Jake has 10 wound points and 6 action tokens</p>
<p>Dr Herbivore has 5 wound points and 4 action tokens</p>
<p>Malefice has 5 wound points and 5 action tokens</p>
<p>The Blue Wren has 5 wound points and 4 action tokens</p>
<p>Heinrich has 3 wound points and 2 action tokens.</p>
<p>&nbsp;</p>
<h4>Phase 2 begins</h4>
<p><figure id="attachment_2769" aria-describedby="caption-attachment-2769" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2769" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P2.png?resize=640%2C472" alt="Combat Round 2, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2769" class="wp-caption-text">Combat Round 2, Phase 2</figcaption></figure></p>
<h5>Heinrich&#8217;s action</h5>
<p>No action this phase.</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore attacks.</p>
<p>He wishes to use the water in the boiling pool to attack (4 points scalding damage).</p>
<p>Doctor Herbivore describes his action; &#8220;Grabbing a helmet from one of the defeated henchmen I fill it with boiling water from a pool and run to the bridge hurling it at the face of Heinrich&#8221;.<br />
Doctor Herbivore rolls 6 (+2 ranged) (+2 targeted) (+1 environment bonus) = 11 a miss.</p>
<p>Doctor Herbivore earns 2 action tokens (for description in targeted).</p>
<p>Heinrich remains at 3 wound points.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren attacks.<br />
She draws her own sabre (3 damage).</p>
<p>The Blue Wren describes her action; &#8220;Taking up a traditional fighters stance I lunge forward along the bridge trying to disarm my opponent&#8221;.</p>
<p>The Blue Wren rolls 4 (+2 fencing) (+2 targeted) (no environment bonus) = 6 a hit.</p>
<p>The Blue Wren earns 2 action tokens.</p>
<p>Heinrich remains at 3 wound points.</p>
<h5>Jake&#8217;s action</h5>
<p>Jake has no attack this phase.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice attacks using her improvised flail (2 damage)</p>
<p>Malefice cashes in 5 tokens to do extra damage.</p>
<p>Malefice describes her action; &#8220;Swinging my improvised flail in a figure of eight I move in and try to entangle Heinrich&#8217;s legs.&#8221;</p>
<p>Malefice rolls 6 (+1) (-2 frenzied) (+1 environment bonus) = 5 miss.</p>
<p>Malefice chooses to spend a hero point to reroll.</p>
<p>Malefice rolls 14 (+1 melee) (-2 frenzied) (+1 environment bonus) = 14 a hit.</p>
<p>Heinrich is entangled.</p>
<p>Malefice earns 1 action token for description.</p>
<p>Double damage is applied for cashing in tokens.</p>
<p>Heinrich is reduced to -1 wound points from the extra damage and tumbles off the edge of the bridge into the abyss, his final wail &#8211; &#8220;I must protect my Master&#8230;.&#8221;.</p>
<h5>Phase 2 is complete</h5>
<p>At the end of phase 2</p>
<p>Jake has 10 wound points and 6 action tokens</p>
<p>Dr Herbivore has 5 wound points and 6 action tokens</p>
<p>Malefice has 5 wound points and 1 action token</p>
<p>The Blue Wren has 4 wound points and 6 action tokens</p>
<p>Heinrich is dead.</p>
<p>&nbsp;</p>
<h4>Phase 3 begins (The avatar of the outer gods comes into play)</h4>
<p><figure id="attachment_2770" aria-describedby="caption-attachment-2770" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2770" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P3.png?resize=640%2C472" alt="Combat Round 2, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2770" class="wp-caption-text">Combat Round 2, Phase 3</figcaption></figure></p>
<h5>Avatar&#8217;s action</h5>
<p>The monster goes first (it has four attacks with tentacles and huge stone swords (3 damage)).</p>
<p>The GM describes the Avatar&#8217;s action; &#8220;From high on the dais there is activity.  Seeing its high priest relegated to the abyss, the huge avatar of the outer gods rolls forward extruding a multitude of tentacles, gripping and drawing forth four huge stone swords from the dozens that are surrounding the dais.  It wields them by passing them from tentacle to tentacle in a spinning vortex of death.  It rises up hugely above you, hesitating at the edge of the bridge, and strikes.&#8221;</p>
<h6>Against Dr Herbivore</h6>
<p>Tentacle #1 rolls 8 (+5 elite) (+1 environment bonus) = hit.</p>
<p>Tentacle #1 rolls 3 on 1 d6 normal damage.</p>
<p>Dr Herbivore 3 points damage reducing him to 2 points.</p>
<h6>Against the Blue Wren</h6>
<p>Tentacle #2 rolls 16 (+5 elite) (+1 environment bonus) = hit.<br />
Tentacle #2 rolls 5 on 1d6 normal damage.</p>
<p>The Blue Wren takes 3 points of damage leaving her with 1 point.</p>
<h6>Against Jake</h6>
<p>Tentacle #3 rolls 13 (+5) (+1) = hit.</p>
<p>Tentacle #3 rolls 3 on 1d6 normal damage.</p>
<p>Jake takes 3 points of damage leaving him with 7.</p>
<h6>Against Malefice</h6>
<p>Tentacle #4 rolls 17 (+5) (=22) = hit.</p>
<p>Tentacle #4 rolls 3 on 1d6 normal damage.</p>
<p>Malefice takes 3 points of damage leaving her with 2 points.</p>
<p>The Avatar earns 2 action tokens.</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore has no action this phase</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren has no action this phase</p>
<h5>Jake&#8217;s action</h5>
<p>Jake withdraws from the bridge calling out &#8220;its too heavy to cross after us &#8211; we can pick it off at a distance&#8221;.</p>
<p>He attacks with his pistols (which do 3 damage).</p>
<p>Jake cashes in 5 action tokens to do extra damage.</p>
<p>Jake describes his action; &#8220;I pull back amongst the hanging gibbets and, using them for cover, open fire on the thing.&#8221;<br />
Jake rolls 10 (+3 guns) (+1 environment) = 14 hit.<br />
Jake rolls 1 on 1d6 normal damage.</p>
<p>Damage is doubled by the action tokens spent.</p>
<p>The Avatar is reduced from 17 to 11 wound points.</p>
<p>Jake earns 2 action tokens.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice withdraws across the bridge firing up at the beast (to do 3 damage).</p>
<p>Malefice describes her action; &#8220;I leap backwards, sliding down the bridge on my back and firing up at the beast as I roll away to reach a safe distance&#8221;.</p>
<p>Malefice rolls 10 (+4 guns) (-2 frenzied) (+1 environment bonus) = a hit.</p>
<p>Malefice rolls 4 on 1d6 normal damage.</p>
<p>The Avatar is reduced from 11 to 8 wound points.</p>
<p>Malefice earns 1 action token.</p>
<h5>Phase 3 is complete</h5>
<p>At the end of phase 3</p>
<p>Jake has 7 wound points and 3 action tokens.</p>
<p>Dr Herbivore has 2 wound points and 6 action tokens.</p>
<p>The Blue Wren has 1 wound points and 6 action tokens.</p>
<p>Malefice has 2 wound points and 1 action token.</p>
<p>The Avatar has 8 wound points and 2 action tokens. (NB- action tokens are not transferable between monsters).</p>
<p>&nbsp;</p>
<h4>Phase 4 begins</h4>
<p><figure id="attachment_2771" aria-describedby="caption-attachment-2771" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2771" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P4.png?resize=640%2C472" alt="Combat Round 2, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2771" class="wp-caption-text">Combat Round 2, Phase 4</figcaption></figure></p>
<h5>Avatar&#8217;s action</h5>
<p>The monster strikes again.</p>
<p>GM describes this action; &#8220;The creature, sensing the attempt to get out of range, drops two of the swords with a crash and starts ripping up the masonry of the dais to launch at the intruders&#8221;.</p>
<h6>Against Dr Herbivore</h6>
<p>Tentacle #1 (with sword 3 damage) rolls 3 (+5 elite) (+1 environment bonus) = 9 a miss.</p>
<h6>Against the Blue Wren</h6>
<p>Tentacle #2 (with sword 3 damage) rolls 9 (+5 elite) (+1 environment bonus) = 15 a hit.</p>
<p>Tentacle #2 rolls 6 on 1d6 and applies double damage.</p>
<p>The blow is lethal and gives the Blue Wren the chance for one final heroic action.</p>
<h6>Against Jake</h6>
<p>Tentacle #3 (with rock 2 damage) rolls 13 (+5 elite) (+1 environment bonus) = 19 hit.</p>
<p>Jake takes 2 damage reducing him to 5 points.</p>
<h6>Against Malefice</h6>
<p>Tentacle #3 (with rock 2 damage) rolls 5 (+5 elite) (+1 environment bonus) = 11 miss.</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore, using the elephant gun, attacks (3 damage).<br />
Dr Herbivore cashes in 5 action tokens to do extra damage.</p>
<p>Dr Herbivore describes his action; (&#8220;I aim carefully at one of the creature&#8217;s tentacles that are holding a sword.  I use the curve of the bridge for cover and fire&#8221;.<br />
Dr Periodical rolls 10 (+3 gun) (+2 targeted) (+1 environment bonus) = 16 a hit.</p>
<p>Dr Periodical rolls 1 on d6 &#8211; normal damage.</p>
<p>The creature drops its sword and takes double (6 pts) damage.<br />
The Avatar is reduced from 8 to 2 wound points and Dr Periodical earns 2 action tokens.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren (suffering from a lethal wound) undertakes her final heroic action.</p>
<p>GM description &#8220;The stone sword effectively pins you to the bridge and, knowing you are about to die, you have time for one last action&#8221;.</p>
<p>The Blue Wren describes her final heroic action; : &#8220;I reach for Dr Herbivore&#8217;s Elephant Gun.  &#8220;My mother&#8217;s rifle is in the ravine&#8230; see (cough) that it&#8217;s returned to her (cough cough).&#8221;  I aim up into the ceiling of the temple and fire, hoping to strike a weak point and bring the temple down on the creature&#8217;s head.&#8221;</p>
<p>The Blue Wren rolls 11 (+2 gun) (+2 targeted) (+1 description bonus) = 16 a hit.</p>
<p>GM Description (addressed to the Blue Wren) : &#8220;The roof comes crashing in on the creature burying it.  With satisfaction you note its last twitches before it lies still, green fluid bubbling from its ruined remains. Then, the last of your own life&#8217;s blood spent, you breathe once, and pass beyond this world.&#8221;</p>
<h5>Phase 4 ends and so does combat</h5>
<p>At the end of the combat</p>
<p>The Avatar, Heinrich, and his henchmen are dead.</p>
<p>Jake has 5 wound points and 3 action tokens</p>
<p>Dr Herbivore has 2 wound points and 3 action tokens.</p>
<p>The Blue Wren is dead, having brought an end to the threat within the Temple of Chadron.</p>
<p>Malefice has 2 wound points and 1 action token.</p>
<p>NEXT TIME: An example of magical combat involving special powers and abilities.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</title>
		<link>https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/</link>
					<comments>https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 16 Dec 2016 21:16:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Tower of the Tentacle]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[tower of the tentacle]]></category>
		<category><![CDATA[trains feds and scrap metal]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2760</guid>

					<description><![CDATA[<p>Below we present the complete text of Trains, Feds, and Scrap Metal, episode 2 of The Tower of the Tentacle.  This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone).  If you would like to see these new stories advance from being [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Trains, Feds, and Scrap Metal, episode 2 of The Tower of the Tentacle.  This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone).  If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles.  Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2742" aria-describedby="caption-attachment-2742" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2742" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - GM005 - The Tower of the Tentacle" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2742" class="wp-caption-text">Pulp Adventure &#8211; GM005 &#8211; The Tower of the Tentacle</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>EPISODE #2 – TRAINS, FEDS, AND SCRAP METAL</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #5: The Tower of the Tentacle</strong></p>
<p>When Trent Stone is awakened in the middle of the night to find that his room is being ransacked he confronts the intruders only to see them vanish into thin air before his eyes. Finding some strange glasses the intruders left behind, he and Tess Carter set out following a trail of clues across the city where they encounter mysteriously cocooned people, stolen city infrastructure, and flying tentacled monstrosities. In order to get to the heart of this mystery, they need to employ the glasses to “see” into the reality behind reality and determine just what the objective of the strange otherworldly presence that has settled in Star City for the night is… before a world-destroying cataclysm results. Can they solve the mystery AND save the world? Tune in to “The Tower of the Tentacle” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE: </strong>Adventurer</p>
<p><strong>TESS CARTER: </strong>Reporter</p>
<p><strong>DR SAM JOHNSON: </strong>Former Physics Professor</p>
<p><strong>WALT: </strong>Cabbie</p>
<p><strong>POLICEMAN: </strong>Constable</p>
<p><strong>AGENT: </strong>FBI Agent Thomas</p>
<p><strong>SFX :</strong> SFX Operator (1 required)</p>
<h2>Act 2</h2>
<h3>Scene 4 INT &#8211; OUTSIDE IN THE STREET (Trent Stone, Tess Carter, Dr. Sam Johnson, Dark Suited shadow)</h3>
<p><span style="text-decoration: underline;">207. MUSIC: OPENING THEME – LET IT FINISH</span></p>
<p>208. NARRATOR: Awakened by a pair of inhumanly strong intruders in his hotel room, Trent finds some strange glasses that let him see the invisible (including a member of the hotel staff cocooned in a strange viscous material and a list of addresses). He and Tess head out to see where the trail of addresses will lead.</p>
<p><span style="text-decoration: underline;">209. SOUND: BUZZ OF STREET LAMP OCCASIONAL CAR &#8211; ESTABLISH AND UNDER</span></p>
<p>210. TESS: How long before Walt gets here with the cab?</p>
<p>211. TRENT: It shouldn&#8217;t be too long, but I did wake him up.</p>
<p>212. TESS: I&#8217;ll bet that made his missus happy.</p>
<p>213. TRENT: She&#8217;ll get over it.</p>
<p>214. TESS: You&#8217;re all heart. (BEAT) Hey, take a look over yonder.</p>
<p>215. TRENT: Where?</p>
<p>216. TESS: Down the end of the street. On the corner. See it?</p>
<p>217. TRENT: Well I&#8217;ll be? Another person sealed up in goo.</p>
<p>218. TESS: What do you think? Have they been putting the whammy on anyone who crosses their path?</p>
<p>219. TRENT: Looks like it. (BEAT) But why not us?</p>
<p>220. TESS: Maybe it&#8217;s &#8217;cause we put up a fight.</p>
<p>221. TRENT: Maybe, but whatever that goo is, it seems to be pretty good at immobilizing people. I&#8217;d have thought it could neutralize the two of us pretty easily.</p>
<p>222. TESS: Who knows? Perhaps it takes a while to apply. Maybe they&#8217;ve got to catch you unawares for it to work. Could be a lot of reasons.</p>
<p>223. TRENT: True enough. (BEAT) Look, here comes Walt now.</p>
<p><span style="text-decoration: underline;">224. SOUND: CAR PULLS UP IN A HURRY &#8211; LET IT FINISH</span></p>
<p>225. WALT: You folks in need of a cab?</p>
<p>226. TRENT: Hey Walt. You got here fast.</p>
<p>227. WALT: You said you needed me in a hurry, so here I am. Besides, there ain&#8217;t a lot of traffic to deal with at two in the morning.</p>
<p>228. TESS: Fair enough. How&#8217;s the missus?</p>
<p>229. WALT: Meh. She&#8217;ll get over it.</p>
<p>230. TESS: (EXASPERATED) Men!</p>
<p>231. WALT: What? You wanted a cab, didn&#8217;t you?</p>
<p>232. TRENT: Yeah, yeah. We need to get to Star City Central at a gallop.</p>
<p>233. WALT: Well hop in Madame and Monsieur. Your carriage awaits.</p>
<p><span style="text-decoration: underline;">234. SOUND: DOORS OPENING AND CLOSING &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">235. SOUND: INSIDE CAR &#8211; ENGINE PULLS AWAY &#8211; ESTABLISH AND UNDER</span></p>
<p>236. TRENT: Thanks, Walt, we owe you.</p>
<p>237. WALT: Just the fare on the meter is fine. You folks managed to save my Gertie over at the university last month when you stopped those walking dead from tearing down her dormitory.</p>
<p>238. TESS: I didn&#8217;t know your daughter was studying at the university?</p>
<p>239. WALT: Yeah, I don&#8217;t talk about it much. The missus is really proud, but, I don&#8217;t know, Gertie wants to be a Chemist. Now is that any kind of job for a girl? I mean, she could be a seamstress or a secretary or something. That would settle her until she gets herself hitched. But no, she keeps going on about how she wants a career. It&#8217;s like to scare any future husband off.</p>
<p>240. TRENT: I&#8217;d just get out of the way if I were you Walt. She sounds determined.</p>
<p>241. WALT: (DEPRESSED) Yeah. She takes after her mother.</p>
<p>242. TESS: Aw Walt, it&#8217;s okay. Look at me, I&#8217;m a career girl.</p>
<p>243. WALT: But you ain&#8217;t married neither, miss Tess. No offence.</p>
<p>244. TESS: None taken&#8230; (UNDER HER BREATH) and not for lack of trying.</p>
<p>245. TRENT: What was that, Tess?</p>
<p>246. TESS: (LOUDLY) I said&#8230;</p>
<p>247. TRENT: Hey, look out!</p>
<p>248. WALT: What? Where?</p>
<p>249. TESS: Didn&#8217;t you see her? That woman in the middle of the street?</p>
<p>250. WALT: What woman?</p>
<p>251. TRENT: You swerved right around her? Surely, you saw her?</p>
<p>252. WALT: No wonder you&#8217;re seeing things. You&#8217;re wearing those sun glasses in my cab&#8230; at night.</p>
<p>253. TRENT: Of course. The glasses. I forgot.</p>
<p>254. TESS: That woman must have been&#8230; what&#8230; covered in goop?</p>
<p>255. TRENT: Let&#8217;s just say immobilized, for now. But that&#8217;s not as important as the fact that she remains hidden from view, in the middle of the street, while the traffic merely swerves around her.</p>
<p>256. WALT: Um&#8230; are you two gonna start making any kind of sense soon?</p>
<p>257. TRENT: Probably not&#8230; (BEAT) Whatever field is responsible for this, it must have an enormous range&#8230;</p>
<p>258. TESS: Hey. Stop the car. Walt, pull over.</p>
<p><span style="text-decoration: underline;">259. SOUND: CAR HURRIEDLY COMING TO A STOP &#8211; UNDER.</span></p>
<p>260. TRENT: What is it,Tess?</p>
<p>261. TESS: More immobilized people. But that isn&#8217;t what got my attention.</p>
<p>262. TRENT: Oh?</p>
<p>263. TESS: Over there. On the street corner. What do you see?</p>
<p>264. TRENT: Oh&#8230; Well spotted Tess.</p>
<p>265. WALT: What? That&#8217;s just some guy talking to himself, ain&#8217;t it?</p>
<p>266. TRENT: Hmmm? Oh, yes. Quite.</p>
<p>267. TESS: Wait for us a minute would you Walt?</p>
<p>268. WALT: Sure thing. I ain&#8217;t going anywhere.</p>
<p><span style="text-decoration: underline;">269. SOUND: DOORS OPEN &#8211; LET IT FINISH.</span></p>
<p>270. DR SAM JOHNSON: (FADE IN) (DISTRAUGHT AND CRAZY SOUNDING) A squared plus B squared equals C squared, the logarithm of x times y equals the logarithm of x added to the logarithm of y, the square of an imaginary number is negative, the speed of light squared when multiplied by mass gives us energy&#8230; What? What are you looking at? Stay back. I&#8217;m not crazy&#8230;</p>
<p><span style="text-decoration: underline;">271. SOUND: HANDGUN BEING COCKED &#8211; LET IT FINISH.</span></p>
<p>272. TESS: Whoah, take it easy there buster. And that last point&#8217;s kind of up for debate.</p>
<p>273. SAM: What!</p>
<p>274. TESS: Easy. We&#8217;re not going to hurt you. We just want to know what you are looking at? Can you see that woman?</p>
<p>275. SAM: Of course, yes of course&#8230; and pi equals three point one four one five nine two six five three five nine&#8230; wait, you can see her too?</p>
<p>276. TESS: You bet. Big as life. Green dress (or I think it&#8217;s green under that goop). Red-head maybe.</p>
<p>277. SAM: (ELATED) You can see her! You can see her! I&#8217;m not mad. I said I wasn&#8217;t.</p>
<p>278. TRENT: Easy, sir. Don&#8217;t get excited. At least not while you&#8217;re holding that cannon in your hands.</p>
<p>279. SAM: Yes. Sorry. I didn&#8217;t mean to&#8230; I&#8217;ll put it away. (BEAT) There. Who did you say you were?</p>
<p>280. TESS: We didn&#8217;t. I’m Tess Carter, and the big fellow is Trent Stone.</p>
<p>281. SAM: (IGNORING THE INTRODUCTION) And you can see this woman as well?</p>
<p>282. TRENT: Yes, but the introductions aren&#8217;t complete. You are?</p>
<p>283. SAM: (WITH AN ATTEMPT AT DIGNITY) I am Samuel Johnson&#8230; Doctor Samuel Johnson, formerly of the Star City University physics department.</p>
<p>284. TESS: Hey, I&#8217;ve heard of you. They say you went nuts.</p>
<p>285. TRENT: Tess!</p>
<p>286. SAM: (INDIGNANT) I am not &#8220;nuts&#8221;. I&#8230; I&#8230; I saw! Saw the universe. Saw&#8230; saw an equation. An equation so beautiful, so amazing it revealed&#8230; revealed&#8230;</p>
<p>287. TRENT: Yes?</p>
<p>288. SAM: Revealed the numbers in&#8230; in everything. I could see&#8230; can see&#8230; everything. It&#8217;s all in the numbers&#8230; (GROWING ANGRY) But those mental midgets at the university&#8230; they didn&#8217;t understand. They didn&#8217;t get it. Weren&#8217;t capable of getting it. But I&#8217;ll show them. I&#8217;ll&#8230;</p>
<p>289. TESS: Well, yep. I can see you&#8217;re as sane as the next man (UNDER BREATH) so long as the next man is barking nuts. (TO TRENT) I think it&#8217;s time we got on our way.</p>
<p>290. SAM: No, wait. You can see! You can see, too. You know I&#8217;m not mad.</p>
<p>291. TRENT: Yes that’s right. And it was nice to meet you, but we really need to be&#8230;</p>
<p>292. SAM: (ANGRY) I&#8217;m coming with you.</p>
<p>293. TESS: But&#8230;</p>
<p>294. SAM (ALMOST SHOUTING) I&#8217;m coming with you!</p>
<p>295. TESS: Alright. Alright. Take it easy. (PRIVATELY) Trent?</p>
<p>296. TRENT: I think Dr Johnson&#8217;s ability is very interesting Tess. It may be very useful to have him along.</p>
<p>297. TESS: Okay, but I&#8217;m going on record as saying this is a mistake. You know he&#8217;s still armed, right?</p>
<p>298. TRENT: Duly noted. (LOUDER) Okay, let&#8217;s go.</p>
<p><span style="text-decoration: underline;">299. SOUND: DOORS OPENING &#8211; LET IT FINISH.</span></p>
<p>300. WALT: Picked up an extra passenger have we? Whoo, he&#8217;s a whiffy one ain&#8217;t he?</p>
<p>301. TESS: He’s been living rough, Walt. Be nice.</p>
<p>302. SAM: (MUTTERING AND FADING) A squared plus B squared equals C squared, the logarithm of x times y equals the logarithm of x added to the logarithm of y, the square of an imaginary number is negative, the speed of light squared when multiplied by mass gives us energy</p>
<p><span style="text-decoration: underline;">303. SOUND: CAR ACCELERATES AWAY &#8211; ESTABLISH AND UNDER.</span></p>
<p>304. WALT: Hey, folks? You got some admirers?</p>
<p>305. TRENT: What&#8217;s that Walt?</p>
<p>306. WALT: It&#8217;s just I seem to have picked up a shadow and, what with it being night and all&#8230;</p>
<p>307. TRENT: I understand. Turn left up here and we&#8217;ll see if they follow.</p>
<p><span style="text-decoration: underline;">308. SOUND: CAR BRAKING AND TURNING &#8211; LET IT FINISH.</span></p>
<p>309. WALT: They’re still with us. Looks like a black sedan.</p>
<p>310. TESS: And two goons. Black hats, black suits. The works. (BEAT) What&#8217;s your plan?</p>
<p>311. TRENT: Do you think you can lose them?</p>
<p>312. WALT: Sure thing. (BEAT) Hang on to your hats.</p>
<p><span style="text-decoration: underline;">313. SOUND: CAR ACCELERATES &#8211; ESTABLISH AND FADE OUT.</span></p>
<p><span style="text-decoration: underline;">314. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 5 INT &#8211; Outside Star City Central Station (Characters &#8211; Trent Stone, Tess Carter, Dr. Sam Johnson)</h3>
<p><span style="text-decoration: underline;">315. SOUND: CAR ARRIVES AND STOPS &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">316. SOUND: (WALLA) CONFUSED MURMUR, EMERGENCY VEHICLES AND WORKERS, FLAMES (FADE IN) &#8211; ESTABLISH AND UNDER.</span></p>
<p>317. TESS: Good job, Walt. There’s no sign of our tail.</p>
<p>318. WALT: (INTERRUPTING) Holy Smokes. What&#8217;s happening here?</p>
<p>319. TRENT: It looks like Grand Central is the scene of a major disaster.</p>
<p>320. TESS: Look at all those cops&#8230; and all those people in cocoons.</p>
<p>321. TRENT: Cocoons? That&#8217;s a good term for it, Tess. They&#8217;re everywhere.</p>
<p>322. WALT: Cocoons? Are you guys talking in code again?</p>
<p>323. SAM: Don&#8217;t speak dolt! Imbeciles should simply hold their tongues rather than speak and reveal their ignorance.</p>
<p>324. TESS: Now you be nice, (THREATENING) or I&#8217;m going to take exception to your rudeness.</p>
<p>325. SAM: (MUTTERS) Yes ma&#8217;am.</p>
<p>326. TRENT: Come on. We need to find out what&#8217;s been happening here.</p>
<p>327. WALT: Do you want me to stick around?</p>
<p>328. TRENT: If it&#8217;s not too much to ask?</p>
<p>329. WALT: Is &#8220;he&#8221; coming back with you?</p>
<p>330. TRENT: (AHEM) Er. We&#8217;ll see.</p>
<p>331. WALT: Ah well. I guess you can&#8217;t have everything.</p>
<p><span style="text-decoration: underline;">332. SOUND: CAR DOORS OPEN AND CLOSE &#8211; LET IT FINISH.</span></p>
<p>333. TESS: It looks like they&#8217;ve got the place sealed off.</p>
<p>334. POLICEMAN: Sorry folks. You can&#8217;t stop here. The station&#8217;s closed.</p>
<p>335. TRENT: Yes. It would appear so. Can you tell us what&#8217;s happened?</p>
<p>336. POLICEMAN: Oh it&#8217;s you Mr. Stone. I didn&#8217;t recognize you in those dark glasses.</p>
<p>337. TESS: Yeah, we&#8217;re trying out a new look.</p>
<p>338. POLICEMAN: Like a disguise, huh? (BEAT) Well, nobody&#8217;s real sure what happened here. The station is empty and&#8230;</p>
<p>339. SAM: Hmph! You just can&#8217;t see them.</p>
<p>340. POLICEMAN: What?</p>
<p>341. TRENT: Don&#8217;t mind him. He&#8217;s assisting with an investigation we&#8217;re conducting.</p>
<p>342. POLICEMAN: (SCEPTICAL) Ahuh.(BEAT) Anyway, the station is empty and a bunch of the trains is missing their engines. I&#8217;d be able to tell you more only the Feds showed up and kicked all us regular cops out. Told us to set up a perimeter and keep everyone clear.</p>
<p>343. TRENT: Oh? And when was this?</p>
<p>344. POLICEMAN: About twenty minutes ago. They went inside.</p>
<p>345. TRENT: From the Bureau? How many of them were there?</p>
<p>346. POLICEMAN: Only six. Sorry if all this inconveniences you.</p>
<p>347. TESS: Oh, that&#8217;s quite all right, officer. We&#8217;re glad you&#8217;re on the job.</p>
<p>348. POLICEMAN: Thanks, Miss Carter&#8230; Um, I couldn&#8217;t get you to give me your autograph while you’re here? My daughter is a big fan.</p>
<p>349. TESS: Oh, how sweet. I&#8217;d be happy to.</p>
<p><span style="text-decoration: underline;">350. SOUND: PEN SCRATCHING ON PAPER &#8211; LET IT FINISH.</span></p>
<p>351. TESS: There.</p>
<p>352. POLICEMAN: Gee thanks. Have a good night.</p>
<p><span style="text-decoration: underline;">353. SOUND: POLICEMAN WALKS AWAY.</span></p>
<p>354. TESS: So. What do we do now?</p>
<p>355. SAM: You can&#8217;t let them stop us going in. Think of all we&#8217;d learn. These small minded insects and their petty rules can&#8217;t be allowed to&#8230;</p>
<p>356. TRENT: Dr. Johnson, we&#8217;ve allowed you to come with us thus far in the hope that you can shed some light on this mystery. Please don&#8217;t make me regret that decision.</p>
<p>357. SAM: But&#8230;</p>
<p>358. TRENT: But you’re right. We do need to get inside and take a look around.</p>
<p>359. TESS: Sure but how? They&#8217;ve got the place sealed up tighter than a drum.</p>
<p>360. TRENT: Not completely. They&#8217;ve only got men at the pedestrian entrances.</p>
<p>361. TESS: What do you mean?</p>
<p>362. TRENT: Simple. If we walk down the street aways and climb onto the tracks we should be able to walk straight inside.</p>
<p>363. TESS: Hot damn. Who says you&#8217;re just a pretty face?</p>
<p>364. TRENT: Don&#8217;t get too excited. We&#8217;ve still got to keep out of sight of those FBI men.</p>
<p>365. SAM: The FBI? Government men? But this is wonderful&#8230; the government will know exactly what to do.</p>
<p>366. TRENT: That remains to be seen. Come on.</p>
<p><span style="text-decoration: underline;">367. SOUND: FADE OUT EMERGENCY NOISES &#8211; FADE OUT</span></p>
<p><span style="text-decoration: underline;">368. MUSIC: NEUTRAL SCENE ENDER</span></p>
<h3>Scene 6 INT &#8211; Inside Star City Central Station (Trent Stone, Tess Carter, Dr Sam Johnson)</h3>
<p><span style="text-decoration: underline;">369. SOUND: DISTANT NOISE OF EMERGENCY VEHICLES &#8211; ESTABLISH AND UNDER</span></p>
<p>370. TRENT: Well, here we are. Do you need a hand up onto the platform?</p>
<p>371. TESS: What do you think I am some kind of invalid?</p>
<p>372. TRENT: I was actually talking to Dr Johnson.</p>
<p>373. TESS: Oh. (BEAT) Sorry.</p>
<p>374. SAM: I&#8217;m fine, thank you&#8230; the result of mass multiplied by the speed of light&#8230; energy&#8230; that&#8217;s it&#8230; energy!</p>
<p>375. TESS: Okay, Doc. We need you to focus for a minute. We&#8217;re not authorised to be here so, if you don&#8217;t want to get us arrested, you need to clam up. Got it?</p>
<p>376. SAM: Uh, yes. Of course (WHISPERING) Angles&#8230; if we modify the angles so that they are&#8230; and then we take pi and multiply it out&#8230; yes, yes beautiful symmetry.</p>
<p>377. TESS: Sheesh. Where to, Stone?</p>
<p>378. TRENT: Let&#8217;s start by taking a look at the trains.</p>
<p>379. TESS: Alright. While you do that, there&#8217;s something I want to check out on the platform.</p>
<p>380. TRENT: Okay. But be careful. We really don&#8217;t want any federal entanglements right now.</p>
<p>381. TESS: See you in a minute.</p>
<p><span style="text-decoration: underline;">382. SOUND: FEMALE FOOTSTEPS DEPART &#8211; FADE OUT</span></p>
<p>383. SAM: What about me?</p>
<p>384. TRENT: You better come with me. I want your opinion on what they may have been after.</p>
<p><span style="text-decoration: underline;">385. SOUND: TWO SETS OF FOOTSTEPS &#8211; LET IT FINISH.</span></p>
<p>386. TRENT: Well, that&#8217;s not a sight you see everyday.</p>
<p>387. SAM: They&#8217;ve&#8230; they&#8217;ve pulled the roof off over the engines.</p>
<p>388. TRENT: It&#8217;s been peeled back like the lid on a tin of sardines. And the engines? Are you seeing this?</p>
<p>389. SAM: Yes. Yes. Green slime everywhere. The engine housings have been torn out and the machinery is all gone. They&#8217;re&#8230; they&#8217;re monsters.</p>
<p>390. TRENT: Steady on.</p>
<p><span style="text-decoration: underline;">391. SOUND: TESS APPROACHING QUICKLY &#8211; UNDER</span></p>
<p>392. SAM: No. It&#8217;s an invasion&#8230; it&#8217;s the beginning of the&#8230; the end. It&#8217;s&#8230;</p>
<p>393. TESS: (HARSH STAGE WHISPER) Can&#8217;t you shut him up? He&#8217;ll have the feds on top of us in no time</p>
<p>394. TRENT: I&#8217;ll do it if you can tell me how?</p>
<p>395. TESS: We&#8217;ve got a problem.</p>
<p>396. TRENT: Besides the good Dr.?</p>
<p>397. TESS: Yes, besides him.</p>
<p>398. TRENT: Well, what is it?</p>
<p>399. TESS: See all those people in coccoons.</p>
<p>400. TRENT: Yes. It looks like the entire station was hit.</p>
<p>401. TESS: Yeah, it does. And they&#8217;re all still breathing inside that jelly that is covering them.</p>
<p>402. TRENT: Yeah, so? We already know this.</p>
<p>403. TESS: Well, you know how it seemed like they were still able to breathe through the goo?</p>
<p>404. TRENT: At the risk of sounding redundant. Yes, so?</p>
<p>405. TESS: Well, that&#8217;s not the case. The goo contains a supply of oxygen, but it&#8217;s being depleted.</p>
<p>406. TRENT: What leads you to that conclusion?</p>
<p>407. TESS: It&#8217;s discolouring slowly. The coccoons are becoming less transparent and more opaque. I think it&#8217;s because the air is being used up. We&#8217;ve only got a limited amount of time to figure this out, or the people who are trapped are going to begin dying.</p>
<p>408. SAM: I would have thought that was completely obvious, even to you.</p>
<p>409. TRENT: Dr Johnson?</p>
<p>410. SAM: The &#8220;goo&#8221;, as you call it, is some kind of highly oxygenated material. It&#8217;s clearly not porous so the only way anyone could breathe while inside it would be if it contained the oxygen they needed. Any idiot can see that.</p>
<p>411. TESS: And you&#8217;re living proof. (TO TRENT) There&#8217;s something else. Two platforms over there&#8217;s a crate lying below one of the openings in the roof. It looks like they may have dropped it.</p>
<p>412. TRENT: What makes you say that?</p>
<p>413. TESS: It&#8217;s broken open and some equipment has tipped out but&#8230;</p>
<p>414. TRENT: Yes, Tess?</p>
<p>415. TESS: Well, it&#8217;s invisible if you aren&#8217;t wearing these glasses.</p>
<p>416. TRENT: I guess that means we need to take a closer look.</p>
<p>417. TESS: Damned straight. Let&#8217;s go.</p>
<p><span style="text-decoration: underline;">418. SOUND: FOOTSTEPS (TWO MALE, ONE FEMALE) DEPARTING &#8211; FADE OUT.</span></p>
<p><span style="text-decoration: underline;">419. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH</span></p>
<h3>Scene 7 &#8211; INT &#8211; Inside Star City Central Station (Trent Stone, Tess Carter, Dr Sam Johnson, Federal agent)</h3>
<p><span style="text-decoration: underline;">420. SOUND: DISTANT NOISE OF EMERGENCY VEHICLES &#8211; ESTABLISH AND UNDER</span></p>
<p>421. TESS: Well, what do you think?</p>
<p>422. TRENT: I think these platforms could do with more regular visits from janitorial services.</p>
<p>423. TESS: Funny man. Take it up with the city council why don&#8217;t you? (BEAT) Hey Doc, I wouldn&#8217;t touch the crate if I were you.</p>
<p>424. SAM: (MUTTERING) If you take the cosine of 76 degrees and multiply it by pi then divide it by the ratio of mass over energy&#8230; Hmmm?</p>
<p>425. TESS: Let us see if it&#8217;s safe before you go poking around in it, ok?</p>
<p>426. SAM: Oh, assuredly. Yes, you should definitely see if it&#8217;s safe. No use putting any real intelligence at risk.</p>
<p>427. TESS: Hey!</p>
<p>428. TRENT: It&#8217;s alright Tess. I don&#8217;t think it&#8217;s a trap. The crate seems to be made out of some kind of plastic.</p>
<p>429. SAM: It&#8217;s a non-conductive polymer, you dolt. Thoroughly ingenious.</p>
<p>430. TRENT: I&#8217;ll thank you to to keep a civil tongue in your mouth Dr Johnson.</p>
<p>431. SAM: What? Why should I try to&#8230;</p>
<p>432. TESS: Be polite? Well, for one thing, you&#8217;re more likely to keep your teeth that way.</p>
<p>433. SAM: Well, I&#8230;</p>
<p>434. TESS: And for another, I reserve the right to treat people who think their great &#8220;intelligence&#8221; excuses extreme rudeness as if they are children in need of a short sharp smackdown. And I will continue to do so until such time as they choose to act their age.</p>
<p>435. SAM : (CLEARS THROAT) Yes. I see. You make a good point. Please, examine the crate, by all means.</p>
<p>436. TESS: (SWEETLY) Why, thankyou.(BEAT) Hmmm. These look like respirators of some kind. I&#8217;m guessing you put them over your face like this and&#8230;</p>
<p><span style="text-decoration: underline;">437. SOUND: GARBLED ELECTRONIC LANGUAGE.</span></p>
<p>438. TRENT: Tess, the respirator seems to have done something to your speech.</p>
<p>439. TESS: (BEAT) There, it&#8217;s off. Really, what happened?</p>
<p>440. TRENT: Well, it&#8217;s hard to say. It&#8217;s like you were speaking another language. You were obviously able to understand me okay while you had it on.</p>
<p>441. TESS: Hmm. The air tasted funny while I was breathing through it too. A little antiseptic. Here, you put this one on while I put mine back on and we&#8217;ll see what we sound like.</p>
<p>442. SOUND: GARBLED ELECTRONIC LANGUAGE &#8211; STOP ON CUE</p>
<p>443. TRENT: (CUE)(ECHOING FROM INSIDE FACEMASK AND DISTORTED AS THOUGH OVER A TELEPHONE) &#8230;like I&#8217;m speaking any differently to usual?</p>
<p>444. TESS: (ECHOING INSIDE FACEMASK AND DISTORTED AS THOUGH OVER A TELEPHONE) Well I can here you just fine. How do I sound?</p>
<p>445. TRENT: A little electronic, but otherwise normal. I&#8217;ll ask Dr Johnson what it sounded like. (BEAT) (NORMAL) Ugh, that thing&#8217;s uncomfortable. (BEAT) Doctor, were you able to understand what we were saying?</p>
<p>446. SAM: Of course. You both sounded perfectly normal to me, but perhaps that&#8217;s a function of my altered perceptions. To &#8220;normal&#8221; people your vocalizations might appear to be “translated” &#8211; it sounded distinctly as though there was some kind of language underneath it.</p>
<p>447. TRENT: Interesting. I think these might come in handy. We should all take one.</p>
<p>448. AGENT #1: Hey. Hey you. What are you doing in here? This area is off limits.</p>
<p>449. TESS: (NORMAL)Damn it. We&#8217;ve been spotted. I hate fighting the law if I don&#8217;t have to. I vote we get out of here.</p>
<p>450. TRENT: Well, the main entrance is still blocked. I suggest we head back the way we came.</p>
<p>451. SAM: But that&#8217;s a federal agent. Shouldn&#8217;t we&#8230;?</p>
<p>452. TRENT AND TESS: No.</p>
<p>453. TRENT: You can stay here if you like, but my suggestion is&#8230; run!</p>
<p><span style="text-decoration: underline;">454. SOUND: TRENT AND TESS START RUNNING &#8211; UNDER.</span></p>
<p>455. SAM: But&#8230;</p>
<p><span style="text-decoration: underline;">456. SOUND: (RICOCHETING) GUNSHOT FOLLOWED BY ANOTHER &#8211; LET IT FINISH.</span></p>
<p>457. SAM: Oh, my!</p>
<p><span style="text-decoration: underline;">458. SOUND: SAM&#8217;S FOOTSTEPS JOIN THE OTHERS &#8211; UNDER.</span></p>
<p>459. AGENT #1: (FADING) Stop. Don&#8217;t try to get away&#8230;</p>
<p><span style="text-decoration: underline;">460. SOUND: ONE LAST GUNSHOT &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">461. MUSIC: ACTION SCENE ENDER &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">462. MUSIC: CLOSING THEME AND CREDITS – LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE: </strong>Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>DR SAM JOHNSON: </strong>I’m not mad I tell you. Those idiots at the university fired me, but I’m not mad. They were just too small minded to see my genius. The symmetry of the equations. The perfection of the numbers. I can SEE! See into the reality behind things. I can see past the numbers and unlock the way things really are. If you could just SEE the world the way I SEE it. Your mind would be unlocked too. You’d be free. Free, like me!</p>
<p><strong>WALT: </strong>I‘m your typical big city cabbie. I’ll get you where you’re going and throw in a bit of home-spun philosophy along the way. The way I figure it, people are always in a rush. They don’t take time for the little things. But me, I’m here to help. I’ll get you where you wanna be on time. But part of the fee is I get to give you some of the good advice I keep stored up. Something for every occasion.</p>
<h2>CASTING SHEETS – MINOR CHARACTERS</h2>
<p><strong>POLICEMAN: </strong>Hey there, folks, and top of the morning to you. I love being a flat-foot. I normally walk a beat. I get to talk to the neighborhood gossips on their stoops, grab the occasional kid by the ear who’s been throwing stones through windows, and chase down the occasional shoplifter. It’s a pretty good life when you’ve got the know of it. On those occasions where something big happens I get re-deployed. Crowd control, usually. Making sure only the right people get in and out of a crime scene etc. I’m not a fan of these FBI boyos, though. They act like they own the world.</p>
<p><strong>FBI AGENT: </strong>I’m part of Mr. Hoover’s FBI, A G-Man. I’m smart and arrogant, and here to protect my country from people like you, so don’t think for a minute you can put one over on me without getting a fat lip for your trouble. I don’t put up with any nonsense from anyone, and if you’re dirty, well, you’ll pay for whatever it is you’ve done. I’ll see to it. If you’re not, well, you’ll get a fair shake, eventually, but don’t expect me to make it easy for you in the meantime. That’s not part of my job description.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>&nbsp;</p>
<h3>The Tower of the Tentacle</h3>
<ul>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; across Town</a></li>
<li><a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<title>Combat &#8211; Chapter 5 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 14 Dec 2016 10:30:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat board]]></category>
		<category><![CDATA[combat components]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2746</guid>

					<description><![CDATA[<p>A set of Print and Play components for tracking Combat during the game NEXT TIME: An example combat that will step you through the process of running combat in game. This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>A set of Print and Play components for tracking Combat during the game</h3>
<p><figure id="attachment_2747" aria-describedby="caption-attachment-2747" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2747" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=595%2C842" alt="Printable game board for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2747" class="wp-caption-text">Printable game board for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2748" aria-describedby="caption-attachment-2748" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2748" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2748" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2749" aria-describedby="caption-attachment-2749" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2749" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2749" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2750" aria-describedby="caption-attachment-2750" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2750" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2750" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2751" aria-describedby="caption-attachment-2751" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2751" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2751" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2752" aria-describedby="caption-attachment-2752" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2752" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2752" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2753" aria-describedby="caption-attachment-2753" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2753" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2753" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2754" aria-describedby="caption-attachment-2754" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2754" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2754" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2755" aria-describedby="caption-attachment-2755" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2755" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2755" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p><figure id="attachment_2756" aria-describedby="caption-attachment-2756" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2756" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2756" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure></p>
<p>NEXT TIME: An example combat that will step you through the process of running combat in game.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</title>
		<link>https://weirdworldstudios.com/tower-tentacle-episode-1-break/</link>
					<comments>https://weirdworldstudios.com/tower-tentacle-episode-1-break/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 09 Dec 2016 21:50:58 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Tower of the Tentacle]]></category>
		<category><![CDATA[break-in]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[tower of the tentacle]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2741</guid>

					<description><![CDATA[<p>Below we present the complete text of Break-in, episode 1 of The Tower of the Tentacle.  This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone).  If you would like to see these new stories advance from being drafts into polished publications [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Break-in, episode 1 of The Tower of the Tentacle.  This is a brand new (unpublished) series (and sees the return of two of our most popular characters (Tess Carter and Trent Stone).  If you would like to see these new stories advance from being drafts into polished publications then please consider supporting us by purchasing one or more of our previously published titles.  Every sale directly funds the production of new stories.</p>
<p><figure id="attachment_2742" aria-describedby="caption-attachment-2742" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2742" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - GM005 - The Tower of the Tentacle" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/035PulpAdventure5Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2742" class="wp-caption-text">Pulp Adventure &#8211; GM005 &#8211; The Tower of the Tentacle</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE TOWER OF THE TENTACLE</h2>
<h3>EPISODE #1 – BREAK-IN</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2016 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #5: The Tower of the Tentacle</strong></p>
<p>When Trent Stone is awakened in the middle of the night to find that his room is being ransacked he confronts the intruders only to see them vanish into thin air before his eyes. Finding some strange glasses the intruders left behind, he and Tess Carter set out following a trail of clues across the city where they encounter mysteriously cocooned people, stolen city infrastructure, and flying tentacled monstrosities. In order to get to the heart of this mystery, they need to employ the glasses to “see” into the reality behind reality and determine just what the objective of the strange otherworldly presence that has settled in Star City for the night is… before a world-destroying cataclysm results. Can they solve the mystery AND save the world? Tune in to “The Tower of the Tentacle” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE GIRL IN THE IVY GATE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TESS CARTER: </strong>Reporter</p>
<p><strong>TRENT STONE: </strong>Adventurer</p>
<p><strong>MESSENGER: </strong>Messenger</p>
<p><strong>MAN IN BLACK#1: </strong>Intruder</p>
<p><strong>MAN IN BLACK#2: </strong>Intruder</p>
<p><strong>MAID: </strong>Maid</p>
<p><strong>BELLBOY: </strong>Bellboy</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2><a id="PA4_17"></a>ACT 1</h2>
<h3>Scene 1 INT &#8211; Hotel Restaurant (Tess Carter, Trent Stone, Messenger)</h3>
<p><span style="text-decoration: underline;">1. MUSIC: OPENING THEME &#8211; LET IT FINISH</span></p>
<p>2. NARRATOR: In the hotel restaurant of the Regency in Star City, Trent Stone and Tess Carter sit enjoying a fine dinner and a well-deserved break&#8230;</p>
<p><span style="text-decoration: underline;">3. SOUND: RESTAURANT AMBIENCE &#8211; ESTABLISH AND UNDER</span></p>
<p>4. TESS CARTER: (ECHOING AS THOUGHTS) Let&#8217;s see if I can get it out of him tonight. We&#8217;ve been going out for a month now. He can&#8217;t hold out forever.(WHILE EATING) So, you&#8217;re looking restless, Trent.</p>
<p>5. TRENT STONE: (GRUMPY) Yeah. Let&#8217;s just say I&#8217;m a little tired of the civilized life.</p>
<p>6. TESS: (UPBEAT) Not me, bud. I could get used to this life. Toast of the town. Idolized. You know, I even had someone ask me for my autograph yesterday.</p>
<p>7. TRENT: (SULLEN AND DISTRACTED) No thanks.</p>
<p>8. TESS: Aw, come on. You aren&#8217;t really that upset at the city liking us for a change, are you? I figure, after everything we did, we&#8217;re entitled to enjoy a few perks.</p>
<p>9. TRENT: It makes us soft, Tess. I don&#8217;t like it.</p>
<p>10. TESS: (LAUGHS) Ha. You&#8217;re just missing the malaria&#8230; try some of this steak&#8230; some action will cheer you up.</p>
<p>11. TRENT: Maybe. But I&#8217;ll be glad when we&#8217;re back in&#8230; less civilized&#8230; surroundings.</p>
<p>12. TESS: All the more reason to enjoy it while it lasts. We&#8217;re not likely to have it so good again for some time. Hey, what did you do with the dingus, anyway?</p>
<p>13. TRENT: What?</p>
<p>14. TESS: That power crystal thingy we got off the Technomaster? You went to that appointment regarding its value this afternoon, didn&#8217;t you? What did they say? Did they give it back to you?</p>
<p>15. TRENT: Yeah, they gave it back all right. That&#8217;s another reason I can&#8217;t wait to be gone.</p>
<p>16. TESS: Why? What did they say?</p>
<p>17. TRENT: Apparently, it&#8217;s practically priceless. I&#8217;ve had it put in the hotel safe. The agency wanted to value it at around a million.</p>
<p>18. TESS: (EXCLAIMING) Dollars!!?</p>
<p>19. TRENT: No, bottle-caps. Of course dollars.</p>
<p>20. TESS: Holy smokes. I wasn&#8217;t expecting that.</p>
<p>21. TRENT: I don&#8217;t think the Technomaster realized it&#8217;s true value either&#8230; Or he&#8217;d never have needed to pull off that heist at the end.</p>
<p>22. TESS: I&#8217;m not sure the heist mattered nearly as much to him as he made out. He just wanted to have his revenge on the city.</p>
<p>23. TRENT: Maybe.</p>
<p>24. TESS: So, there&#8217;s at least one upside to it all.</p>
<p>25. TRENT: What&#8217;s that?</p>
<p>26. TESS: What, with us being independently wealthy now that we&#8217;ve got the use of that treasure from the City of the Gold Spider&#8230;</p>
<p>27. TRENT: (SUSPICIOUS)Yes&#8230;</p>
<p>28. TESS: and now with the crystal as well&#8230;</p>
<p>29. TRENT: (WAITING FOR IT) Ahuh?</p>
<p>30. TESS: Well, it occurred to me that you&#8217;ll easily be able to afford a ring, now. No more excuses.</p>
<p>31. TRENT: (ANNOYED) I didn&#8217;t get into this game to hunt for lost treasure or make my fortune, Tess.</p>
<p>32. TESS: Um.. . I think you&#8217;re missing my point there a little, sparky.</p>
<p>33. TRENT: What? I.. .</p>
<p>34. MESSENGER: Excuse me, Mr Stone?</p>
<p>35. TESS: Aw hell.</p>
<p>36. TRENT: (FLUSTERED) Uh.. . Yes?</p>
<p>37. MESSENGER: A telegram sir.</p>
<p>38. TRENT: Oh.. Uh.. Thankyou.</p>
<p>39. TESS: (BEAT) Come on, then. What&#8217;s it say?</p>
<p>40. TRENT: It&#8217;s from Miriam Ribbensberg.. .</p>
<p>41. TESS: Yeah, yeah. President of the League of Adventure Seekers and (sort of) our boss. Get to the point.</p>
<p>42. TRENT: (READING) New Vision from Maryanne. Stop. Focused on ocean shipping. Stop. Please stay in Star City a little longer. Stop. Miriam.</p>
<p>Aw Hell.</p>
<p>43. TESS: What?</p>
<p>44. TRENT: It looks like we&#8217;re not getting out of this city anytime soon, after all.</p>
<p>45. TESS: You make it sound like a prison sentence.</p>
<p>46. TRENT: I wanted to move on, Tess. We&#8217;ve been here long enough.</p>
<p>47. TESS: Take it easy, Trent. (BEAT) You know&#8230; we don&#8217;t actually have to follow these instructions if we don&#8217;t want to? We&#8217;re free agents and Miriam doesn&#8217;t own us.</p>
<p>48. TRENT: Thanks, Tess, I get it. But we both know that when Miriam&#8217;s sister has one of those visions it means real danger for the world.</p>
<p>49. TESS: Well, danger&#8217;s good, right?</p>
<p>50. TRENT: Some danger&#8217;d be welcome about now. But does it have to be here? (BEAT) (DEJECTED) I&#8217;m going up to my room, Tess. I&#8217;ll see you in the morning.</p>
<p>51. SOUND: TRENT DEPARTING &#8211; LET IT FINISH.</p>
<p>52. TESS: (BEAT)Aw Hell. (BEAT) Hell.</p>
<p><span style="text-decoration: underline;">53. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h2>Scene 2 INT &#8211; HOTEL ROOM (Two men in black suits, Trent Stone, Tess Carter)</h2>
<p><span style="text-decoration: underline;">54. SOUND: CLOCK TICKING &#8211; ESTABLISH AND UNDER.</span></p>
<p><span style="text-decoration: underline;">55. SOUND: TRENT ASLEEP &#8211; STEADY DEEP BREATHING &#8211; CONTINUE FOR A COUPLE OF SECONDS UNTIL TRENT WAKES (AT LINE 57).</span></p>
<p><span style="text-decoration: underline;">56. SOUND: RUMMAGING THROUGH DRAWERS &#8211; LET IT FINISH.</span></p>
<p>57. TRENT: (WAKING UP)Hmm? What?</p>
<p><span style="text-decoration: underline;">58. SOUND: SOMETHING DROPS ON FLOOR &#8211; LET IT FINISH.</span></p>
<p>59. TRENT: Who&#8217;s there? What?</p>
<p><span style="text-decoration: underline;">60. SOUND: CLICK OF LIGHT SWITCH &#8211; LET IT FINISH.</span></p>
<p>61. TRENT: (UNRUFFLED) Hmmm. You&#8217;re rather clumsy thieves.  What&#8217;s with the black suits and glasses? I suggest the two of you surrender now and tell me what&#8217;s going on.</p>
<p>62. MAN IN BLACK#1: (DISTORTED ELECTRONIC ALIEN VOICE) He sees us. We must escape.</p>
<p>63. MAN IN BLACK#2: (DISTORTED ELECTRONIC ALIEN VOICE) But we haven&#8217;t found it. Our mission is incomplete.</p>
<p>64. TRENT: Alright, I gave you fair warning.</p>
<p><span style="text-decoration: underline;">65. SOUND: FIGHT/STRUGGLE, BANGS, GRUNTS ETC.- ESTABLISH AND UNDER</span></p>
<p>66. TRENT: (DURING FIGHT) Damn. What&#8230; are you? Argh. My throat&#8230; Too&#8230; strong&#8230; (FALLS UNCONSCIOUS) Ugh.</p>
<p><span style="text-decoration: underline;">67. SOUND: BODY DROP &#8211; LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">68. SOUND: DOOR OPENING &#8211; LET IT FINISH</span></p>
<p>69. TESS: Trent? Is everything alright? It&#8217;s two in the morning&#8230; Oh no!</p>
<p>70. MAN IN BLACK#1: (DISTORTED ELECTRONIC ALIEN VOICE) More humans. We must leave.</p>
<p>71. MAN IN BLACK#2: (DISTORTED ELECTRONIC ALIEN VOICE) Yes. Engaging cloaking&#8230; now.</p>
<p>72. SOUND: ELECTRONIC HUM &#8211; FADE IMMEDIATELY,</p>
<p>73. TESS: They vanished. But how? (BEAT) Trent? Trent, are you alright?</p>
<p>74. TRENT: (MOANS) Ugh. Tess? Where are they? I think I passed out for a minute. They were too fast&#8230; and too strong.</p>
<p>75. TESS: Sure, big guy. It never occurred to you that taking on two at once might have been a bit much for you?</p>
<p>76. TRENT: Yeah, well, I never was that smart. Besides, there wasn&#8217;t time for anything else&#8230; and&#8230;</p>
<p>77. TESS: And?</p>
<p>78. TRENT: Tess, they were inhumanly strong. I didn&#8217;t stand a chance. The whole fight (short as it was) felt off.</p>
<p>79. TESS: How so?</p>
<p>80. TRENT: When he got his hand around my throat, it didn&#8217;t feel right&#8230; didn&#8217;t feel like a hand at all.</p>
<p>81. TESS: Are you sure you&#8217;re okay? Maybe they cut off more oxygen to your brain than you think.</p>
<p>82. TRENT: (THOUGHTFUL) Hmmm. (BEAT) How long was I out?</p>
<p>83. TESS: Only a second or two.</p>
<p>84. TRENT: (ALARMED) What? But they could still be nearby.</p>
<p>85. TESS: Easy, buster. If they are, we&#8217;ll never find them.</p>
<p>86. TRENT: (DIZZY) Ugh. I think I need to take it a little more slowly. (BEAT) So, what do you mean &#8220;we&#8217;ll never find them?&#8221;</p>
<p>87. TESS: They&#8217;ve got some kind of machine that does the whammy. They kind of faded out of view and were gone.</p>
<p>88. TRENT: What? Like magic.</p>
<p>89. TESS: Yeah. Or another one of the Technomaster&#8217;s gizmos.</p>
<p>90. TRENT: The Technomaster&#8217;s dead, Tess. He blew his brains out right in front of us.</p>
<p>91. TESS: True, but his machines are still out there. You&#8217;re forgetting that Madame Sofia stole all his notes. (BEAT) You don&#8217;t think this has something to do with Miriam&#8217;s Telegram do you?</p>
<p>92. TRENT: (THOUGHTFUL) I don&#8217;t know.(BEAT) Here, help me up.</p>
<p>93. TRENT AND TESS: (GRUNTS) Ugh.</p>
<p>94. TRENT: Thanks. They were looking for something. Let&#8217;s see what we can find.</p>
<p>95. TESS: You must be a heavier sleeper than I thought. They&#8217;ve tossed the room pretty thoroughly.</p>
<p>96. TRENT: I told you all this city living was making me soft.</p>
<p>97. TESS: Yeah. Yeah. Any ideas where to start.</p>
<p>98. TRENT: I&#8217;m a bit fuzzy, but they dropped something when I first woke up. Over there by the bureau.</p>
<p>99. TESS: Got it. (BEAT) Hey, this is strange.</p>
<p>100. TRENT: Well, don&#8217;t keep a fella waiting. What is it?</p>
<p>101. TESS: Just a cardboard box&#8230; but it feels weird, almost leathery&#8230; and one side has broken open.</p>
<p>102. TRENT: What&#8217;s in it?</p>
<p>103. TESS: Sunglasses.</p>
<p>104. TRENT: (MYSTIFIED) What?</p>
<p>105. TESS: I kid you not. Sunglasses. (BEAT) (JOKING) There&#8217;s not some lucrative new trade in black-market sunglasses that we don&#8217;t know about is there?</p>
<p>106. TRENT: Not that I&#8217;m aware of. Let me have a look.</p>
<p>107. TESS: Knock yourself out.</p>
<p>108. TRENT: Yep. Sunglasses. Though, they feel a bit odd too&#8230; rubbery almost.</p>
<p>109. TESS: Put em on. Let&#8217;s see how you look.</p>
<p><span style="text-decoration: underline;">110. SOUND: ELECTRONIC HUM &#8211; FADE IMMEDIATELY.</span></p>
<p>111. TRENT: Well I&#8217;ll be.</p>
<p>112. TESS: (DISTRACTED) Hmmm?</p>
<p>113. TRENT: Try a pair, Tess. I think you&#8217;ll find the view very interesting.</p>
<p>114. TESS: Okay?(BEAT) Holy smokes. Are you seeing this?</p>
<p>115. TRENT: Ahuh. And I&#8217;m willing to bet I can make some guesses, now, regarding our visitors.</p>
<p>116. TESS: Go ahead and impress me, tough guy.</p>
<p>117. TRENT: You said the men you saw had some kind of machine that let them disappear from sight.</p>
<p>118. TESS: You&#8217;re darn tooting.</p>
<p>119. TRENT: I think these glasses, like the glasses they were wearing, let them see through their own cloaking technology.</p>
<p>120. TESS: Cloaking technology, huh?</p>
<p>121. TRENT: Yeah. And I think I get why their grip felt so strange too. Look at that slime trail.</p>
<p>122. TESS: Wow. You can&#8217;t see it without the glasses.</p>
<p>123. TRENT: Right. I don&#8217;t think our visitors were human.</p>
<p>124. TESS: Now hold on a minute, they looked&#8230;</p>
<p>125. TRENT: They looked human to us&#8230; but I think they&#8217;d appear quite differently through these glasses.</p>
<p>126. TESS: So you think that slime trail&#8230;</p>
<p>127. TRENT: Will lead us straight to them, whatever they are? Yes.</p>
<p>128. TESS: So what are we waiting for?</p>
<p>129. TRENT: There&#8217;s one thing more. There&#8217;s some writing on the side of this box. Take a look.</p>
<p>130. TESS: Whoa. The symbols. They&#8217;re all moving about.</p>
<p>131. TRENT: Don&#8217;t stop. Keep looking.</p>
<p>132. TESS: Incredible their transforming, turning into words&#8230;</p>
<p>133. TRENT: I think these glasses are acting like some kind of perception filter, looking through to the heart of things and translating them in such a way that we can understand them.</p>
<p>134. TESS: And the text, those are addresses right.</p>
<p>135. TRENT: Yes, it looks like&#8230; the railway station, the power station, one of the city&#8217;s radio stations&#8230; and the last one is the address for this apartment.</p>
<p>136. TESS: Uh, Trent?</p>
<p>137. TRENT: Yes?</p>
<p>138. TESS: Have you looked at me while I&#8217;ve been wearing these glasses yet?</p>
<p>139. TRENT: No, I&#8217;ve been looking at&#8230; Great Scott!</p>
<p>140. TESS: You said it buster.</p>
<p>141. TRENT: The glasses&#8230;</p>
<p>142. TESS: Aren&#8217;t glasses at all. They&#8217;re some kind of organic mask.</p>
<p>143. TRENT: It&#8217;s hideous.</p>
<p>144. TESS: Well thanks. You&#8217;re not going to win any beauty contests either, you know?</p>
<p>145. TRENT: Sorry Tess. It just kind of took me by surprise.</p>
<p>146. TESS: (SARCASTIC) Ahuh. (BEAT) Are we going to follow this trail or what?</p>
<p>147. TRENT: I guess so. Whatever they were looking for here seems to have eluded them so, let&#8217;s go.</p>
<p>148. TESS: I&#8217;ll throw on some more appropriate gear&#8230; and you should probably do the same. See you in five minutes.</p>
<p><span style="text-decoration: underline;">149. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<h3>Scene 3 INT &#8211; OUTSIDE THE HOTEL ROOM (Trent Stone, Tess Carter, Maid, Bellboy)</h3>
<p><span style="text-decoration: underline;">150. SOUND: CONFUSED GABBLE OF VOICES &#8211; ESTABLISH AND UNDER</span></p>
<p>151. TESS: There you are. I thought it was just us girls who took their time getting dressed to go out.</p>
<p>152. TRENT: Funny. I&#8217;d have been quicker if the room hadn&#8217;t been turned upside down. It took me an age to find my socks. (BEAT) What&#8217;s happening here?</p>
<p>153. TESS: Not sure. Something&#8217;s got the hotel staff in an uproar. Excuse me, Miss? What&#8217;s going on?</p>
<p>154. MAID: Oh, it&#8217;s you miss Carter. I&#8217;m sorry if we bothered you.</p>
<p>155. TESS: No no. It&#8217;s not like that. We were already awake. Can you tell me what&#8217;s going on?</p>
<p>156. MAID: A number of rooms on this floor have been broken into and one of the staff is missing. We&#8217;re trying to conduct a search.</p>
<p>157. TRENT: Yes, my room as well.</p>
<p>158. MAID: Oh no. Another one. I&#8217;ll tell management.</p>
<p>159. TRENT: Thank you.</p>
<p>160. TESS: (BEAT) So what do you think? An inside job?</p>
<p>161. TRENT: Perhaps, but if one of the staff were involved I think there&#8217;d be more than just this pair of slime trails leading in and out of the rooms.</p>
<p>162. TESS: Maybe. Let&#8217;s follow the trail. It leads around that corner.</p>
<p>163. TRENT: Alright. After you.</p>
<p>164. SOUND: BRIEF FOOTSTEPS AND STOP &#8211; UNDER</p>
<p>165. TESS: I don&#8217;t know about you, but waking in the middle of the night always puts me in a mind for breakfast. You don&#8217;t think we could&#8230; crimeny!</p>
<p>166. TRENT: You said it, Tess. I think we&#8217;ve found that missing staff member. Quick take your glasses off and look again.</p>
<p>167. TESS: (BEAT) Yep. Totally invisible without the glasses.</p>
<p>168. TRENT: But with the glasses, she&#8217;s cocooned inside a translucent coating of slime.</p>
<p>169. TESS: And look at the rest of the staff. They&#8217;re just moving around her without even noticing &#8211; adjusting their path as they go.</p>
<p>170. BELLBOY: Ugh. Oh, excuse me, sir.</p>
<p>171. TRENT: It&#8217;s alright son. (BEAT) But whatever&#8217;s causing this clearly doesn&#8217;t prevent people from blundering into us.</p>
<p>172. TESS: Let&#8217;s take a closer look. What do you think it&#8217;s made of.</p>
<p>173. TRENT: I said slime at first, but I think that was wrong. It appears to be some kind of clear, rubbery, gelatinous substance. It has a certain amount of give to it. Here feel.</p>
<p>174. TESS: Yuk. It&#8217;s a little bit sticky.</p>
<p>175. TRENT: It looks to be about an inch thick and covers the whole of the body.</p>
<p>176. TESS: At least she appears to be breathing normally. Look, her chest is rising and falling.</p>
<p>177. TRENT: Amazing. Perhaps it has some kind of inbuilt oxygen component.</p>
<p>178. TESS: That&#8217;s a pretty big perhaps. Should we try to get her out of it?</p>
<p>179. TRENT: (MUSING) No&#8230; I don&#8217;t think so. We don&#8217;t know what effect interfering with the material might have. (BEAT) Besides, it feels incredibly strong. I&#8217;m not sure we&#8217;d be able to get her out.</p>
<p>180. TESS: What should we do then?</p>
<p>181. TRENT: Let&#8217;s finish following this trail. It looks like it&#8217;s starting to dry out and evaporate.</p>
<p>182. TESS: Gotcha. It leads over there to that open window.</p>
<p>183. TRENT: Damn. It looks like this is the end.</p>
<p>184. TESS: Maybe on the ledge outside. Nope. Nothing here.</p>
<p>185. TRENT: This gets stranger by the minute.</p>
<p>186. TESS: Well, they couldn&#8217;t have just flown away. Maybe we should back-track.</p>
<p>187. TRENT: No this is the end. And why couldn&#8217;t they just fly away? We know almost nothing about these creatures yet.</p>
<p>188. TESS: You&#8217;re still going with the not-human idea?</p>
<p>189. TRENT: It seems to fit.</p>
<p>190. TESS: Perhaps. But I don&#8217;t buy it. They could just be whack-jobs with access to some new kind of biologically based technology.</p>
<p>191. TRENT: Either way, we need to decide what to do next.</p>
<p>192. TESS: What about that list you found. There were three other places listed on it, besides the hotel. Maybe we can find out more at those sites.</p>
<p>193. TRENT: Perhaps. I&#8217;m loathe to leave that young woman trapped in&#8230; whatever that goo is.</p>
<p>194. TESS: You said it yourself; she&#8217;s breathing and perfectly safe for now. I think the fastest way to help her is to get to those who put her in that condition.</p>
<p>195. TRENT: Science isn&#8217;t my strong suit anyway. I&#8217;ll stop in the lobby and make a couple of quick calls, first to Catherine Filmore&#8230;</p>
<p>196. TESS: Ha. She&#8217;ll give you an earful, waking her up after two in the morning.</p>
<p>197. TRENT: She&#8217;ll get over it. Besides, I&#8217;m willing to bet she&#8217;ll still be in her lab and she won&#8217;t want to miss the chance of examining something like this.</p>
<p>198. TESS: You&#8217;ll have to leave some glasses for her at the front desk. I think we should keep the rest with us, though. (BEAT) And the other call?</p>
<p>199. TRENT: Walt Krogan. The cab driver.</p>
<p>200. TESS: (SARCASTIC) Oh, great.</p>
<p>201. TRENT: What? I thought you liked Walt.</p>
<p>202. TESS: I do. It&#8217;s just he could talk the leg off an iron stove. I&#8217;m not sure I&#8217;m up for it this early.</p>
<p>203. TRENT: (SARCASTIC) Oh, you poor thing! I&#8217;ll make it up to you later.</p>
<p>204. TESS: (BRIGHTENING) I&#8217;m gonna hold you to that.</p>
<p>205. TRENT: Come on. Let&#8217;s make tracks.</p>
<p><span style="text-decoration: underline;">206. MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</span></p>
<p><span style="text-decoration: underline;">207. MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE: </strong>Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MESSENGER: </strong>Hey don’t call me a kid. I’ll be sixteen next year. And I’ve got a good job. Steady hours, reliable. That’s more than a lot of people these days. The pay isn’t great, but the tips can be good.</p>
<p><strong>MEN IN BLACK: </strong>What is this thing? A recording device? It will not understand me. My voice is being filtered, as is my appearance. Yes, I guess you would say I sound robotic, electronic, but the technology we use is biological in nature and I am not as I appear or sound. You humans will not be able to keep me here for long. As soon as my cloaking device self-repairs, I will be able to &#8230;</p>
<p><strong>MAID: </strong>Is there anything I can do for you, buster? I provide turn-down service, collect the towels, and will even do some general light dusting in your room. But if you turn out to be one of those grabby types, I’ll break your jaw.</p>
<p><strong>THE BELLBOY: </strong>I’m another fresh-faced kid. All “gee whiz” and “can I have your autograph, please”? I love my job because of the people I get to meet. I’m chatty and friendly (and really irritating if you just want peace and quiet from a staff who are seen but not heard). I’m probably the second or third staff member you’ll meet (after the doorman and the concierge) so I always try to make a good and helpful impression.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h3>The Tower of the Tentacle</h3>
<ul>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a></li>
<li><a href="https:/www.weirdworldstudios.com/tower-tentacle-episode-2-trains-feds-scrap-metal/">The Tower of the Tentacle &#8211; Episode 2 &#8211; Trains, Feds, and Scrap Metal</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-3-end-across-town/">The Tower of the Tentacle &#8211; Episode 3 &#8211; The End is&#8230; across Town</a></li>
<li><a href="https://weirdworldstudios.com/the-tower-of-the-tentacle-episode-4-the-hive/">The Tower of the Tentacle &#8211; Episode 4 &#8211; The Hive</a></li>
<li><a href="https://weirdworldstudios.com/tower-tentacle-episode-5-holding-breath/">The Tower of the Tentacle &#8211; Episode 5 &#8211; Holding our Breath</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/tower-tentacle-episode-1-break/">The Tower of the Tentacle &#8211; Episode 1 &#8211; Break-in</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Combat &#8211; Chapter 5 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 07 Dec 2016 08:55:42 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat actions]]></category>
		<category><![CDATA[combat board]]></category>
		<category><![CDATA[combat turn]]></category>
		<category><![CDATA[initiative]]></category>
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					<description><![CDATA[<p>Chapter 5 &#8211; Combat The story so far (Under attack) Episode 3 The three shambling monstrosities clamber up out of the concrete floor and begin lurching towards our heroes.  Jake begins placing shot after carefully aimed shot into the lead creature&#8217;s chest.  Each bullet leaves a relatively large hole but seems to be doing little [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Chapter 5 &#8211; Combat</h2>
<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>The story so far (Under attack)</h3>
<h4>Episode 3</h4>
<p>The three shambling monstrosities clamber up out of the concrete floor and begin lurching towards our heroes.  Jake begins placing shot after carefully aimed shot into the lead creature&#8217;s chest.  Each bullet leaves a relatively large hole but seems to be doing little to slow the monsters down.</p>
<p>&#8220;They&#8217;re already dead&#8221; calls Malefice.  &#8220;If you have to shoot them, go for the head&#8221;.</p>
<p>Jake hurriedly reloads his handgun while Malefice mutters arcane words under her breath.  Dr Herbivore is assembling some kind of gadget behind them.  It is a long tube with a trigger at one end, perhaps a gun of some sort.</p>
<p>Malefice manages to release her first spell to great effect.  The head corpse begins to smoke and then to burn.  The shambling corpse of the missing mob boss, Falzetti, lets out a long moan and crumples to the ground.  In moments, nothing remains of the corpse except ashes.</p>
<p>The two remaining corpses, Falzetti&#8217;s missing lieutenants no doubt, do not seem phased by the loss of their boss.  One lurches toward Dr Herbivore who manages to get a shot off with his hastily assembled weapon.  It melts a football sized hole in the back wall of the warehouse but misses its target.  The monster swings an inhumanly strong fist at the diminutive little doctor, sending him sliding across the floor in a daze.</p>
<p>Jake makes his next two shots count, the bullets bursting the head of the nearest assailant like an overripe melon.  However, the remaining monster, having knocked Dr Herbivore to the ground,  closes in on Malefice and is trying to choke the life out of her. The creature is too close for Malefice to use a spell without being caught up in it herself.</p>
<p>&#8220;Jake&#8221;, she coughs. &#8220;Get it off me!&#8221;</p>
<p>Fortunately, Dr Herbivore has recovered slightly.  Lying prone on the floor he carefully raises his weapon and sights along its length.  There is a slight hiss as he pulls the trigger and the monster&#8217;s head melts away.</p>
<p>&#8220;Thanks!&#8221; whispers Malefice hoarsely.  She is still catching her breath when the sound of a skylight latch closing is heard followed by footsteps running across the roof.</p>
<p>&#8220;Someone&#8217;s up there&#8221; shouts Jake.</p>
<p>&#8220;Probably the sorcerer who raised the corpses&#8221; shouts Dr Herbivore, already running towards the rear of the warehouse where a series of ladders make their way to the roof.</p>
<p>The chase is on!</p>
<h3>Melee and Ranged Combat</h3>
<p>At various times in the game players may find themselves in a fight.</p>
<p>Fights are conducted in rounds of four phases each.</p>
<p>At the beginning of each round the players and their opponents (whose actions are determined by the GM) roll 1 six sided dice (1d6) each.</p>
<p>The order of action is determined by the dice roll from highest to lowest. Ties are settled in the players&#8217; favor.</p>
<p>Each non-player-character (NPC) has a combat skill based on whether they are a novice, standard, skilled, or elite fighter. This figure is added to their dice rolls during combat.</p>
<p>They also have a maximum number of wounds they can sustain before dying (see GMs Guide for detailed advice on determining the relative strength of opponents.</p>
<table>
<tbody>
<tr>
<td width="145"><strong>Novice</strong></td>
<td width="152">–2 modifier</td>
</tr>
<tr>
<td width="145"><strong>Standard</strong></td>
<td width="152">0 modifier</td>
</tr>
<tr>
<td width="145"><strong>Skilled</strong></td>
<td width="152">+2 modifier</td>
</tr>
<tr>
<td width="145"><strong>Expert</strong></td>
<td width="152">+5 modifier</td>
</tr>
</tbody>
</table>
<p>At the start of the round players and opponents specify their actions. There are five typical actions to choose from in standard combat and they govern when combat tests are required during the round. The actions are&#8230;</p>
<h4>1. Frenzied attack</h4>
<p>The player or opponent will make a combat test each phase but will do so with a minus 2 modifier.</p>
<h4>2. Standard attack</h4>
<p>The player or opponent will make a combat test on the first and third phases of the round with no modifier.</p>
<h4>3. Targeted attack</h4>
<p>The player or opponent takes careful aim and makes a combat test on the second and fourth phases of the round with a plus 2 modifier.</p>
<h4>4. Spell attack</h4>
<p>The player or opponent prepares or sustains a spell during the first and third phases, releasing its effect during the second and fourth phases.  A spell caster is committed to using magic for the entire round. (see magical combat for further details.</p>
<h4>5. Defensive action</h4>
<p>The player or opponent chooses to try to duck and dodge incoming attacks. A -4 modifier applies to the attacker in each phase. Damage is halved (rounded down to a minimum of 1).</p>
<p>Players may attempt to escape combat at the end of any round in which they engaged in a defensive action. A consequences roll must be successful (not a 6) in order to avoid pursuit.</p>
<p>A fail will keep the player in combat for another round.</p>
<p>The result of each phase is calculated (in initiative order) one phase at a time. Each success results in damage calculated on the basis of the weapon, gadget, or effect applied.</p>
<table>
<tbody>
<tr>
<td width="115"><strong>Hand to hand or equivalent</strong></td>
<td width="123">1 wound</td>
</tr>
<tr>
<td width="115"><strong>Rocks (thrown or fired) or equivalent</strong></td>
<td width="123"> 1 wound  (2 if skilled)</td>
</tr>
<tr>
<td width="115"><strong>Clubs  or equivalent</strong></td>
<td width="123">2 wounds</td>
</tr>
<tr>
<td width="115"><strong>Blades and projectiles or equivalent</strong></td>
<td width="123">3 wounds</td>
</tr>
<tr>
<td width="115"><strong>Area Weapon (flame thrower, grenade etc.) or equivalent</strong></td>
<td width="123">4 wounds</td>
</tr>
</tbody>
</table>
<p>A player who is stabbed or shot (by any kind of projectile or effect that pierces the players skin) should record a piercing wound.</p>
<p>A player or opponent becomes unconscious when wounds reach 0.  At minus 1 the player or opponent dies.</p>
<p>When the leader of a group of opponents falls the group members must each make a consequence check to stop from fleeing.</p>
<p>Combat tends to be short and brutal.</p>
<p>By referencing the terrain in the description of combat actions the player gets +1 to their attempt to hit a target.</p>
<p>Targeted actions can render targeted limbs/weapons etc. useless.</p>
<p>Providing descriptions of combat actions that make use of the terrain also earns 1 action token per phase (2 for standard and targeted actions, 1 each for frenzied actions).</p>
<p>Spending 5 action tokens earns a double damage attack.  A critical hit can also be doubled.<br />
As you fight you are assessing and weighing up your opponent&#8217;s weaknesses and the longer you fight the more you learn which in turn allows you to exploit those weaknesses with a particularly devastating blow.</p>
<p>There is no dodge skill in this game.</p>
<p>There are 3 types of opponents.</p>
<p>Henchmen – the waves of little guys that the good guys mow down in action movies (represented by a pool of wounds). You can dispense with as many of them as the damage points you inflict allow.</p>
<p>Minions – the middle management of any evil empire.  Tough enough to have their own statistics and they can earn special attack bonuses of their own, but they are not as tough as the villain.</p>
<p>Bosses – the big bad guys.  Tough hombre&#8217;s who are capable of wiping out a team of heroes all on their own.</p>
<p>Villainous NPCs with statistics (non-henchmen) can earn action tokens that can be spent on double damage attacks and get the same +1 bonus as players for utilising the environment in their descriptions of combat actions.</p>
<p>Combat can be tracked using a combat board and tokens like the ones below.</p>
<p>&nbsp;</p>
<p><figure id="attachment_2736" aria-describedby="caption-attachment-2736" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2736" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-Board.png?resize=640%2C472" alt="HYOOTRD RPG Combat Board" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2736" class="wp-caption-text">HYOOTRD RPG Combat Board</figcaption></figure></p>
<p>&nbsp;</p>
<p><figure id="attachment_2737" aria-describedby="caption-attachment-2737" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2737" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-Tokens.png?resize=640%2C472" alt="HYOOTRD RPG Combat Tokens" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2737" class="wp-caption-text">HYOOTRD RPG Combat Tokens</figcaption></figure></p>
<p>Place the combatants in initiative order from left (highest) to right (lowest) upon the colored squares.  Place their elected action types above them and then progress from left to right, top to bottom through the actions to complete a round of combat.</p>
<p>Re-roll initiative and reset the board for each following round.</p>
<h3>Combat Cheat Sheet</h3>
<h4>Step 1 &#8211; Determine initiative</h4>
<p>At the start of a round roll 1d6 initiative for each player character and for each NPC group involved in the conflict.</p>
<p>If there are several distinct groups of NPCs with different objectives then each group can be rolled for individually by the GM. (PCs always roll individually).</p>
<p>If there is a tie between players, roll again to decide who of them goes first).</p>
<p>If there is a tie between a player and the GM, the player always goes first.</p>
<p>Participants in the combat act in order from highest score first to lowest score last.</p>
<h4>Step 2 &#8211; Specify combat types</h4>
<p>Players and NPC groups choose one of five combat actions for the round (standard +0,  spell +1, targeted +2, frenzied -2, or defensive (-4 to enemies)).  These combat actions determine which phases participants act in.</p>
<h4>Step 3 &#8211; Repeat steps 4 to 6</h4>
<p>Repeat Steps 4 to 6 until the combat is concluded (there is no-one left to oppose the winning side) or until the current participant actions for this round have been resolved.</p>
<h4>Step 4 &#8211; Specify action</h4>
<p>At the start of a player-action (or NPC-group-action) in any given round, the acting participant must describe what they are doing.</p>
<p>If they incorporate an element of the environment into their description they get +1 to their chance to succeed in that action.</p>
<p>If they describe their action with more detail than &#8220;I shoot him&#8221; they earn 2 action tokens (standard or targeted actions) or 1 action token (frenzied and defensive actions).</p>
<p>If they choose to attack something then they must specify</p>
<ul>
<li>the weapon they are using (if any)</li>
<li>whether they are cashing in any action tokens to improve the damage they deal (minimum 5 tokens to increase damage x 2).</li>
<li>and who or what they are attacking</li>
</ul>
<h4>Step 5 &#8211; Determine the success of the action</h4>
<p>If the player has chosen a defensive action then skip this step.</p>
<p>The player must roll 2d10.</p>
<p>A skill bonus must be added to the result for the skill being employed (typically melee, ranged, brawl, or a specific weapon skill).</p>
<p>The player must add the bonus related to the current combat action they are engaged in as well (0 standard/spell, +2 targeted, -2 frenzied, or -4 if attacking a defensive target)</p>
<p>If the player incorporated an element of the environment into their description they add +1 to the result.</p>
<p>If the result is &gt; 11 a hit has been scored.</p>
<p>If a hit has been scored then the player must roll 1d6.</p>
<p>If the result is 6 then the damage is doubled.</p>
<p>If the player chooses to cash in 5 action tokens then the damage is doubled (this can stack with any previous damage).</p>
<h4>Step 6 &#8211; Apply Damage and note consequences</h4>
<p>If a targeted attack was used to try to disable an arm or leg etc. then a consequence roll on the part of the victim is called form.  If a 6 is rolled,  then any weapon held by that appendage is lost, but the appendage is still functional.</p>
<p>If a targeted attack succeeds (without a failed consequence roll) then the appendage is no longer operational and the victim must find another way to continue to fight.</p>
<p>Targeted head shots and heart shots are not allowed.  Alternatively they can be attempted at a -6 penalty (only with a piercing weapon) and automatically fail if the individual is wearing a helmet or armour.</p>
<p>If wounds &lt; 0 the NPC target has been killed.  Player characters are considered skilled enough to NOT kill their opponents if that is their aim (so long as they are not using weapons, such as explosives or rocket guns, that employ an area effect).  If they only intend to knock an opponent out then the NPC is rendered unconscious when their wound points &lt;0.</p>
<p>PCs fall unconscious at 0 but any successful hit thereafter kills them.</p>
<p>If a PC is dealt a lethal blow, then with their dying breath they may make one final heroic action upon their next action phase.</p>
<p>If all antagonists are dead or have escaped (or the PCs are dead or have escaped) then combat ends, otherwise the next player or NPC action takes place.</p>
<h4>Step 7 &#8211; Return to &#8220;Step 1”</h4>
<p>Determine Initiative (above) and repeat.</p>
<p>NEXT TIME: A set of print-and play components for tracking combat during the game.  While you don’t need to use them, we recommend them as a way of keeping track of the players and their opponents during a fight.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Getting things done &#8211; Chapter 4 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 30 Nov 2016 07:10:38 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[area effect]]></category>
		<category><![CDATA[consequence tests]]></category>
		<category><![CDATA[contests]]></category>
		<category><![CDATA[hero points]]></category>
		<category><![CDATA[line of sight]]></category>
		<category><![CDATA[perception]]></category>
		<category><![CDATA[range]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[skill advancement]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[special skills]]></category>
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					<description><![CDATA[<p>Consequence tests Sometimes a player&#8217;s actions have the ability to cause results the player did not expect. In such circumstances the GM may call for a consequence test. Consequence tests are conducted by rolling 1 six sided dice (1d6). On 1-5 nothing happens but a 6 will result in a negative consequence of some kind. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Getting things done &#8211; Chapter 4 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h4>Consequence tests</h4>
<p>Sometimes a player&#8217;s actions have the ability to cause results the player did not expect. In such circumstances the GM may call for a consequence test.<br />
Consequence tests are conducted by rolling 1 six sided dice (1d6). On 1-5 nothing happens but a 6 will result in a negative consequence of some kind.<br />
A consequence test is usually called for when a player fails an action but may also be required at other times as the GM chooses.</p>
<h5>Example (Weapon jam)</h5>
<p>Jake is trying to hit a soft drink can with his gun. The player rolls an 8 which, when his ranged skill (1 dot plus 1 default point = 2 points) is added, still results in a failure.<br />
Jake then rolls a 6 on a consequence roll.<br />
The GM concludes that not only did Jake miss the target, the gun jammed as well.</p>
<h5>Example (Raising an alarm)</h5>
<p>Although Jake was successful at shouldering the Principal&#8217;s office door open, the GM feels the noise may have attracted the attention of a security guard and asks for a consequence roll. The player rolls a 3. No guard hears the noise.</p>
<h4>Perception</h4>
<p>A successful perception test is almost always followed by a consequence roll. Perception governs whether a character notices what is going on around him or her. The extent to which such notice is taken is determined by a consequence roll.  The test itself is a default test unless the character has spent points on the perception skill.  If points have been spent on the skill it is a trained skill test.</p>
<table>
<tbody>
<tr>
<td width="291">A 1-2 means that minimal information is provided to the character.</td>
</tr>
<tr>
<td width="291">A 3-4 usually means the character gets most of the facts.</td>
</tr>
<tr>
<td width="291">A 5-6 indicates the character takes in all there is to know.</td>
</tr>
</tbody>
</table>
<p>While characters may use perception like any other skill, the game keeper has discretion over when a consequence roll will apply.</p>
<h5>Example (Detecting an ambush)</h5>
<p>A mugger and one of his friends is creeping up behind Jake. The GM asks for a perception test. Jake succeeds so the game keeper asks for a consequence roll.<br />
The GM determines that on a 1-2 Jake will only see the shadow of his attackers at the last minute. A 3-4 will mean that Jake hears his attackers approaching as well. A 5-6 means Jake will catch sight of them approaching from the corner of his eye.<br />
Jake rolls a 3 and so hears someone approaching him from behind.</p>
<h4>Contests</h4>
<p>Occasionally the action a character tries to undertake is opposed in some way. This is called a contest.  When trying to succeed in a contest (whether between characters or objects) the opponent should be assigned a challenge rating according to the chart below.</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td width="199"><strong><br />
</strong><strong>Poor</strong></td>
<td width="67">-2</td>
</tr>
<tr>
<td width="199"><strong>Standard</strong></td>
<td width="67">0</td>
</tr>
<tr>
<td width="199"><strong>Difficult</strong></td>
<td width="67">+2</td>
</tr>
<tr>
<td width="199"><strong>Very difficult</strong></td>
<td width="67">+4</td>
</tr>
<tr>
<td width="199"><strong>Extreme</strong></td>
<td width="67">+8</td>
</tr>
</tbody>
</table>
<p>The two contestants roll 2d10.  The player adds the required skill points to the result of the roll while the GM adds the challenge rating to the opponent&#8217;s roll.  Whichever result is higher determines the outcome of the contest.</p>
<h5>Example</h5>
<p>Jake is attempting to hold a door closed against two strong thugs.  The GM decides the contest is difficult (that is, Jake will find it difficult to keep the door closed against the pressure from his opponents) and rolls an 11 on 2d10 adding +2 (the difficulty modifier for a difficult contest) to the result giving 13 to the opponents.  Jake rolls a 14 and employs his base statistic of strength as a natural skill (adding 2 (3/2 rounded up) points to the roll).  This gives him 16.  Jake&#8217;s result (16) is higher than the GM&#8217;s result (13). Jake manages to bar the door comfortably.</p>
<h4>Special Skills</h4>
<h5>What the dots mean for ranged skills (magical and mundane)</h5>
<p>The following rules help define how ranged and magical skills can be applied.</p>
<h6>Line of sight rule</h6>
<p>Many times you need a clear line of sight to your target in order to employ a weapon or spell.  The extent to which this is true reduces with increased skill.</p>
<table>
<tbody>
<tr>
<td width="55"><strong>1 dot:</strong></td>
<td width="235">requires clear line of sight</td>
</tr>
<tr>
<td width="55"><strong>2 dots:</strong></td>
<td width="235">requires partial line of sight</td>
</tr>
<tr>
<td width="55"><strong>3 dots:</strong></td>
<td width="235">requires an accurate guess when no more than 50 meters away</td>
</tr>
<tr>
<td width="55"><strong>4 dots:</strong></td>
<td width="235">requires a fair guess when no more than 100 meters away</td>
</tr>
<tr>
<td width="55"><strong>5 dots:</strong></td>
<td width="235">line of sight not required within 200 meters</td>
</tr>
<tr>
<td width="55"><strong>8 dots:</strong></td>
<td width="235">line of sight not required within 5 kilometers</td>
</tr>
</tbody>
</table>
<h6>Range rule</h6>
<p>The general distance at which you can be effective is also determined by the number of dots in the skill you are using</p>
<table>
<tbody>
<tr>
<td width="71"><strong>1 dot:</strong></td>
<td width="220">the length of a table top</td>
</tr>
<tr>
<td width="71"><strong>2 dots:</strong></td>
<td width="220">the length of a room</td>
</tr>
<tr>
<td width="71"><strong>3 dots:</strong></td>
<td width="220">50 meters</td>
</tr>
<tr>
<td width="71"><strong>4 dots:</strong></td>
<td width="220">100 meters</td>
</tr>
<tr>
<td width="71"><strong>5 dots:</strong></td>
<td width="220">200 meters</td>
</tr>
<tr>
<td width="71"><strong>8 dots:</strong></td>
<td width="220">5 kilometres</td>
</tr>
</tbody>
</table>
<h6>Area effect rule</h6>
<p>Lastly, the area of effectiveness of area effect weapons and spells (such as explosive shells, or raining fire from heaven) is determined by the number of dots in the skill you are using.</p>
<table>
<tbody>
<tr>
<td width="80"><strong>1 dot:</strong></td>
<td width="209">2 square meters</td>
</tr>
<tr>
<td width="80"><strong>2 dots: </strong></td>
<td width="209">4 square meters</td>
</tr>
<tr>
<td width="80"><strong>3 dots: </strong></td>
<td width="209">8 square meters</td>
</tr>
<tr>
<td width="80"><strong>4 dots:</strong></td>
<td width="209">16 square meters</td>
</tr>
<tr>
<td width="80"><strong>5 dots:</strong></td>
<td width="209">32 square meters</td>
</tr>
<tr>
<td width="80"><strong>8 dots:</strong></td>
<td width="209">5 square kilometres</td>
</tr>
</tbody>
</table>
<p>Example (Using a mortar &#8211; a ranged area effect)</p>
<p>Gunnery Sergeant Jones (Gunny) has lots of weapons skills including 3 points in the use of mortars.   This allows him to make an accurate guess as to the location of his targets within 50 meters, be accurate over 50 meters of range, and affect an area of 8 square meters with the mortar attack.</p>
<p>Example (Malefice&#8217;s rain of lightning area effect spell)</p>
<p>Malefice has 2 dots in her rain of lightning spell &#8211; a spell she intends to use as an area effect.  In order for the spell to work she must have at least a partial view of her target, be fairly close (about a room&#8217;s length from her target), and the spell will affect 4 square meters.</p>
<h6>Duration and targets</h6>
<p>Mystic abilities and some area effect weapons can have their effects maintained over multiple phases at the cost of not being able to perform other simultaneous actions. All spells are treated as targeted actions. The effect is calculated every 2nd and fourth phase while a successful skill roll must be achieved to maintain the effect every first and third phase.  A new target(s) can specified on every second and fourth phase (see Combat for details).</p>
<p>Example</p>
<p>Malefice decides that, having attacked multiple targets with her rain of lightning spell for 2 standard phases she will maintain the attack switching targets to the group&#8217;s leader for two further phases. She makes a skill roll to maintain the spell.</p>
<h4>Gadgets</h4>
<p>A gadgeteer has the ability to create gadgets to accomplish tasks.  To use a gadget requires a skill roll in the same way that using any skill does and should be listed on the character sheet with any dots spent on the skill.</p>
<h5>Example</h5>
<p>Dr Herbivore has designed a combination chronometer, sextant, and compass that he wears on his wrist like a watch.  He has placed two points in the associated gadget skill and calls it his personal locator.  Using it he can determine his location (in terms of longitude and latitude) by making a personal locator roll.  He has managed to get lost in the Jungles of Borneo and decides to use the skill to determine where he is.  Consulting his personal locator he rolls 15 on 2d10 and adds 2 giving him 17 &#8211; a success.  He now knows where he is and can continue on his way to his destination.</p>
<h4>Weird Science</h4>
<p>A weird scientist has inventions and abilities that allow him or her to accomplish weird science effects (anything from raising the dead to travelling in time).  To use one of these inventions or skills, a skill roll is required just as if it were a normal skill or ability.  Such abilities must be listed on the character sheet along with any dots spent acquiring the skill.</p>
<h5>Example</h5>
<p>Dr Herbivore&#8217;s faithful Orangutan butler has died of old age.  Unable to conceive of life without a simian companion he purchases a new Orangutan and prepares the creature for surgery.  Herbivore has a weird science skill that allows him to shape the intelligence and character of a creature (or person) through surgically modifying the bumps on their heads.  He has two dots in this skill (which he calls transformational surgery).  He rolls a natural 20 on 2d10 and adds 2 points to the result giving him 22 &#8211; a big success.  His new butler, who he names Mycroft is now ready to assume his duties.</p>
<h4>Magic</h4>
<p>Magical spells, rituals, items, and abilities must be recorded on your character sheet along with any dots spent in acquiring them.  To use the spell, ability, or object you must make a successful skill roll.</p>
<h5>Example</h5>
<p>Malefice has a magical staff which can read a person&#8217;s thoughts.  Her team have captured one of the lieutenants belonging to a major crime family and she wishes to identify the individual giving the orders.  She employs the staff rolling a 10 on 2d10 and adding her Magical Staff of Mind Reading points of 3. A 13 is rolled (success) and she learns that this Lieutenant reports to Robert Gotti, currently number two in the Gotti crime family.</p>
<h4>Hero points</h4>
<p>Heroes in the radio serials of the past have always been lucky individuals.  Where an ordinary person would fall from a cliff to their deaths, a radio serial hero would succeed in grabbing a vine on the way down and somehow survive.  To mimic this tendancy towards good fortune this game employs hero points to improve the players odds.  When a dice roll doesn&#8217;t go your way you can spend a hero point (reducing the available number by one) to either re-roll the result or add one to a result already rolled.  You can only spend one hero point per dice roll (so if, after spending a hero point, the dice still don&#8217;t go your way you will have to live with the result).</p>
<h5>Example (Using Hero Points)</h5>
<p>Eg. Wild Bill tries to shoot the lever that controls the gate to the Hyena pen but only rolls a 4. His six gun skill is at 3 which raises it to a 7 (still not enough). He elects to spend 5 out of his total of 6 Hero points to make the shot a success leaving 1 Hero point available for the rest of the session.</p>
<p>Alternatively, Wild Bill might cash in a hero point to re-roll the first result (saving a few hero points in the process). However, the re-rolled result is final and cannot be added to by further hero points.</p>
<h4>Skill advancement</h4>
<p>Each &#8220;single-session&#8221; adventure that players successfully complete (survive) results in the player being awarded one &#8220;Radio Times&#8221; magazine cover detailing their exploits. These magazine covers can be traded for new abilities or skill levels.</p>
<p>A new ability costs 1 cover.</p>
<p>For each dot of skill a player already has it will cost 1 magazine cover to increase it. Eg. a 3 dot skill will cost 3 covers to increase to 4.</p>
<p>It is also possible to earn experience points throughout the game (awarded for accomplishing various objectives).  Every 10 experience points earns a Radio Times Magazine cover as well.</p>
<p>Experience points and Radio Times Covers are awarded at the discretion of the GM (though you should always receive at least one cover for completing/surviving an adventure).</p>
<p>Skill advancement can only occur between adventures.</p>
<h5>Example</h5>
<p>The jewels have been recovered and the bad guys are on the run.  Malefice figured out the meaning of the secret symbols on the map that led to the treasure being recovered so the GM awards her an extra 2 experience points.  Each of the players gains a Radio Times magazine cover recounting their adventures for radio listeners everywhere.  The cover is worth 10 points and with the 2 extra points she has earned, Malefice records 12 experience points on her character sheet.  She then decides to give herself a new starting skill (spending 10 of these points to give herself one dot in it) that she is calling intimidate.</p>
<h5>Example</h5>
<p>Jake Stead already has two dots in ranged weapon skill.  With the cover he has just earned he now has 3 magazine covers (or thirty experience points) available to spend on skill advancement.  To raise his ranged skill one more dot he must spend covers equal to the number of dots already present (2 or 20 points).  He adds a dot to his ranged weapon skill and reduces his experience points by 20 leaving 10 to be recorded on his character sheet.</p>
<p>NEXT TIME: Chapter 5 &#8211; Combat.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Getting things done &#8211; Chapter 4 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2663</post-id>	</item>
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		<title>Pustulating Baked Lemon Pudding (Serves 8)</title>
		<link>https://weirdworldstudios.com/pustulating-baked-lemon-pudding-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:11:32 +0000</pubDate>
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					<description><![CDATA[<p>For dessert — Pustulating Baked Lemon Pudding (Serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. Yolks of 4 eggs 4 oz (113 g) of pounded sugar 1 lemon ¼ lb (113 g) of butter puff-crust Method: Beat the egg yolks to a froth. Mix with [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/pustulating-baked-lemon-pudding-serves-8/">Pustulating Baked Lemon Pudding (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Pustulating Baked Lemon Pudding (Serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>Yolks of 4 eggs</li>
<li>4 oz (113 g) of pounded sugar</li>
<li>1 lemon</li>
<li>¼ lb (113 g) of butter</li>
<li>puff-crust</li>
</ul>
<p><strong>Method:</strong> Beat the egg yolks to a froth. Mix with them the sugar and warmed butter, stirring these ingredients well together, then add the grated rind and strained juice of the lemon. Line a shallow dish with puff pastry and pour in the mixture. Bake in a moderate oven for 40 minutes. Turn the pudding out of the dish, strew over it sifted sugar, and serve.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/pustulating-baked-lemon-pudding-serves-8/">Pustulating Baked Lemon Pudding (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2711</post-id>	</item>
		<item>
		<title>Ghoulish Baked Tomatoes (Serves 8)</title>
		<link>https://weirdworldstudios.com/ghoulish-baked-tomatoes-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:10:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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					<description><![CDATA[<p>As a side dish — Ghoulish Baked Tomatoes (Serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 8 or 10 tomatoes pepper and salt to taste 2 oz (57 g) of butter bread crumbs Method: Take off the stalks from the tomatoes; cut them into thick [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ghoulish-baked-tomatoes-serves-8/">Ghoulish Baked Tomatoes (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Ghoulish Baked Tomatoes (Serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>8 or 10 tomatoes</li>
<li>pepper and salt to taste</li>
<li>2 oz (57 g) of butter</li>
<li>bread crumbs</li>
</ul>
<p><strong>Method:</strong> Take off the stalks from the tomatoes; cut them into thick slices, and put them into a deep baking-dish. Add a plentiful seasoning of pepper and salt, and butter in the above proportion. Cover the whole with bread crumbs; drop over these a little clarified butter. Bake in a moderate oven from 20 minutes to ½ hour, and serve very hot. This vegetable, dressed as above, is an exceedingly nice accompaniment to all kinds of roast meat. The tomatoes, instead of being cut in slices, may be baked whole; but they will take rather longer time to cook.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/ghoulish-baked-tomatoes-serves-8/">Ghoulish Baked Tomatoes (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2710</post-id>	</item>
		<item>
		<title>Decomposing Beefsteak Pie (Serves 8)</title>
		<link>https://weirdworldstudios.com/decomposing-beefsteak-pie-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:08:19 +0000</pubDate>
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		<category><![CDATA[decomposing beefsteak pie]]></category>
		<category><![CDATA[dinner party]]></category>
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					<description><![CDATA[<p>For the main course — Decomposing Beefsteak Pie (Serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 3 lb (1.36 kg) of rump steak seasoning to taste of salt, cayenne, and black pepper crust water the yolk of an egg Method: Cut the steaks into pieces [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/decomposing-beefsteak-pie-serves-8/">Decomposing Beefsteak Pie (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Decomposing Beefsteak Pie (Serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>3 lb (1.36 kg) of rump steak</li>
<li>seasoning to taste of salt, cayenne, and black pepper</li>
<li>crust</li>
<li>water</li>
<li>the yolk of an egg</li>
</ul>
<p><strong>Method:</strong> Cut the steaks into pieces about 3 inches long and 2 inches wide, allowing a small piece of fat to each piece of lean, and arrange the meat in layers in a pie-dish. Between each layer sprinkle a seasoning of salt, pepper, and, when liked, a few grains of cayenne. Fill the dish sufficiently with meat to support the crust, and to give it a nice raised appearance when baked, and not to look flat and hollow. Pour in sufficient water to half fill the dish, and border it with pastry; brush it over with a little water, and put on the cover; slightly press down the edges with the thumb, and trim off close to the dish. Ornament the pie with leaves, or pieces of pastry cut in any shape that fancy may direct; brush the pie over with the beaten yolk of an egg; make a hole in the top of the crust, and bake in a hot oven for about 1½ hours.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/decomposing-beefsteak-pie-serves-8/">Decomposing Beefsteak Pie (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2709</post-id>	</item>
		<item>
		<title>Undead Chicken and Rice Croquettes (Serves 8)</title>
		<link>https://weirdworldstudios.com/undead-chicken-rice-croquettes-serves-8/</link>
					<comments>https://weirdworldstudios.com/undead-chicken-rice-croquettes-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:07:21 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[scarlet]]></category>
		<category><![CDATA[undead chicken and rice croquettes]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2708</guid>

					<description><![CDATA[<p>For the appetizer — Undead Chicken and Rice Croquettes (Serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. ¼ lb (113 g) of rice 1 quart (1.13 ltr) of stock or broth 3 oz (85 g) of butter minced chicken (see recipe below) egg (lightly beaten) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/undead-chicken-rice-croquettes-serves-8/">Undead Chicken and Rice Croquettes (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Undead Chicken and Rice Croquettes (Serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>¼ lb (113 g) of rice</li>
<li>1 quart (1.13 ltr) of stock or broth</li>
<li>3 oz (85 g) of butter</li>
<li>minced chicken (see recipe below)</li>
<li>egg (lightly beaten)</li>
<li>bread crumbs</li>
</ul>
<p><strong>Method:</strong> Put the rice into the above proportion of cold stock or broth, and let it boil very gently for 30 minutes; then add the butter, and simmer it till quite dry and soft. When cold, make it into balls, hollow out the inside, and fill with minced chicken made by the recipe below. The mince should be rather thick. Cover over with rice, dip the balls into egg, sprinkle them with bread crumbs, and fry a nice brown. Dish them and garnish with fresh parsley. White sauce, or a little cream, may be stirred into the rice before it cools.</p>
<p>Undead Minced Chicken (Stuffing for the Croquettes above)</p>
<ul>
<li>1 cold roast chicken</li>
<li>2 hard-boiled eggs</li>
<li>salt, cayenne, and pounded mace</li>
<li>1 onion</li>
<li>1 faggot of savory herbs</li>
<li>6 tablespoons of cream</li>
<li>1 oz (28 g) of butter</li>
<li>two teaspoons of all-purpose flour</li>
<li>½ teaspoon of finely minced lemon peel</li>
<li>1 tablespoon of lemon juice</li>
</ul>
<p><strong>Method:</strong> Cut out from the fowl all the white meat, and mince it finely without any skin or bone. Place the bones, skin, and trimmings into a stewpan with an onion, a bunch of savory herbs, a blade of mace, and approximately a pint of water.  Simmer for an hour, then strain the liquor. Chop the eggs small; mix them with the minced chicken; add salt, cayenne, and pounded mace. Bring mixture, stock and remaining ingredients to a gentle boil and simmer until quite thick.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/undead-chicken-rice-croquettes-serves-8/">Undead Chicken and Rice Croquettes (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2708</post-id>	</item>
		<item>
		<title>Baked Apple Were-Custard (Serves 8)</title>
		<link>https://weirdworldstudios.com/baked-apple-custard-serves-8/</link>
					<comments>https://weirdworldstudios.com/baked-apple-custard-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:04:26 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[baked apple were-custard]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[the speckled hide]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2707</guid>

					<description><![CDATA[<p>For dessert — Baked Apple Were-Custard (Serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 1 dozen large apples moist sugar (sugar mixed with a little molassis) to taste 1 small teacupful of cold water grated rind of one lemon 1 pint (568 ml) of milk [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/baked-apple-custard-serves-8/">Baked Apple Were-Custard (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Baked Apple Were-Custard (Serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>1 dozen large apples</li>
<li>moist sugar (sugar mixed with a little molassis) to taste</li>
<li>1 small teacupful of cold water</li>
<li>grated rind of one lemon</li>
<li>1 pint (568 ml) of milk</li>
<li>4 eggs</li>
<li>2 oz (56 g) of normal sugar</li>
</ul>
<p><strong>Method:</strong> Peel, cut, and core the apples. Put them into a lined saucepan with the cold water, and as they heat, bruise them to a pulp. Sweeten with moist sugar and add the grated lemon rind. When cold, put the fruit at the bottom of a pie dish, and pour over it a custard, made with the above proportion of milk, eggs, and sugar. Grate a little nutmeg over the top, place the dish in a moderate oven, and bake from 25 to 35 minutes. The above proportions will make rather a large dish.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/baked-apple-custard-serves-8/">Baked Apple Were-Custard (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2707</post-id>	</item>
		<item>
		<title>Baleful Moon Asparagus Pudding (serves 8)</title>
		<link>https://weirdworldstudios.com/baleful-moon-asparagus-pudding-serves-8/</link>
					<comments>https://weirdworldstudios.com/baleful-moon-asparagus-pudding-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:03:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[baleful moon asparagus pudding]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[side dish]]></category>
		<category><![CDATA[the speckled hide]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2706</guid>

					<description><![CDATA[<p>As a side dish — Baleful Moon Asparagus Pudding (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. A bunch or two of asparagus spears 4 eggs 2 tablespoons of all-purpose flour 1 tablespoonful of very finely minced ham 1 oz (28 g) of butter pepper [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/baleful-moon-asparagus-pudding-serves-8/">Baleful Moon Asparagus Pudding (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Baleful Moon Asparagus Pudding (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>A bunch or two of asparagus spears</li>
<li>4 eggs</li>
<li>2 tablespoons of all-purpose flour</li>
<li>1 tablespoonful of very finely minced ham</li>
<li>1 oz (28 g) of butter</li>
<li>pepper and salt to taste</li>
<li>milk</li>
</ul>
<p><strong>Method:</strong> Cut up the nice green tender parts of asparagus, about the size of peas. Put them into a basin with the eggs, which should be well beaten, and the flour, ham, butter (melted), pepper, and salt. Mix all these ingredients well together, and moisten with sufficient milk to make the pudding of the consistency of thick batter. Pour the mixture into a pint buttered mould, tie it down tightly with a floured cloth, place it in boiling water, and let it boil for 2 hours. Turn it out of the mould on to a hot dish, and pour plain melted butter round, but not over, the pudding.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/baleful-moon-asparagus-pudding-serves-8/">Baleful Moon Asparagus Pudding (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2706</post-id>	</item>
		<item>
		<title>Roast Leg of Were-Pig (serves 8)</title>
		<link>https://weirdworldstudios.com/roast-leg-of-were-pig-serves-8/</link>
					<comments>https://weirdworldstudios.com/roast-leg-of-were-pig-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:02:43 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[roast leg of were-pig]]></category>
		<category><![CDATA[the speckled hide]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2705</guid>

					<description><![CDATA[<p>For the main course — Roast Leg of Were-Pig (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 8 lbs (approx.3.5 kg) leg of pork, a little oil for stuffing (see recipe below) Method: Take the leg of pork and score the skin across in narrow [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/roast-leg-of-were-pig-serves-8/">Roast Leg of Were-Pig (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Roast Leg of Were-Pig (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>8 lbs (approx.3.5 kg) leg of pork,</li>
<li>a little oil for stuffing (see recipe below)</li>
</ul>
<p><strong>Method:</strong> Take the leg of pork and score the skin across in narrow strips, about 1/4 inch (6 mm) apart. Cut a slit in the knuckle, loosen the skin, and fill it with a sage-and-onion stuffing, made according to the recipe below. Preheat the oven to 420 degrees Fahrenheit (220 degrees Celcius) and brush the joint over with a little salad-oil/vegetable oil (this makes the crackling crisper and a better color).  Roast the pork for half an hour and then lower the heat to 350 degrees Fahrenheit (180 degrees Celcius) and continue roasting for one and a half hours before removing it. Baste it well, and serve with a little gravy made in the dripping-pan. Do not omit to send to table with it a tureen of well-made applesauce.</p>
<p>&nbsp;</p>
<p>Were-Sage-And-Onion Stuffing for Roast Leg of Were-Pig</p>
<ul>
<li>4 large onions</li>
<li>10 sage leaves</li>
<li>1/4 lb (113 g) of bread crumbs</li>
<li>1-1/2 oz (42 g) of butter</li>
<li>salt and pepper to taste</li>
<li>1 egg</li>
</ul>
<p><strong>Method:</strong> Peel the onions, put them into boiling water, let them simmer for 5 minutes or rather longer, and, just before they are taken out, put in the sage leaves for a minute or two to take off their rawness. Chop both these very fine, add the bread crumbs, seasoning, and butter, and work the whole together with the yolk of an egg, when the stuffing will be ready for use. It should be rather highly seasoned, and the sage leaves should be very finely chopped. Many cooks do not parboil the onions in the manner just stated, but merely use them raw. The stuffing then, however, is not nearly so mild, and, to many tastes, its strong flavor would be very objectionable.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/roast-leg-of-were-pig-serves-8/">Roast Leg of Were-Pig (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2705</post-id>	</item>
		<item>
		<title>Were-Chicken Cutlets (serves 8)</title>
		<link>https://weirdworldstudios.com/chicken-cutlets-serves-8/</link>
					<comments>https://weirdworldstudios.com/chicken-cutlets-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 22:02:04 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[the speckled hide]]></category>
		<category><![CDATA[were-chicken cutlets]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2704</guid>

					<description><![CDATA[<p>For the appetizer — Were-Chicken Cutlets (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 2 chickens seasoning to taste of salt, white pepper, and cayenne 2 blades of pounded mace egg and bread crumbs clarified butter 1 strip of lemon-rind 2 carrots 1 onion 2 [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chicken-cutlets-serves-8/">Were-Chicken Cutlets (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Were-Chicken Cutlets (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>2 chickens</li>
<li>seasoning to taste of salt, white pepper, and cayenne</li>
<li>2 blades of pounded mace</li>
<li>egg and bread crumbs</li>
<li>clarified butter</li>
<li>1 strip of lemon-rind</li>
<li>2 carrots</li>
<li>1 onion</li>
<li>2 tablespoonfuls of mushroom ketchup/mushroom sauce</li>
<li>thickening of butter and all-purpose flour</li>
<li>1 egg</li>
</ul>
<p><strong>Method:</strong> Remove the breast and leg bones of the chickens; cut the meat into neat pieces after having skinned it, and season the cutlets with pepper, salt, pounded mace, and cayenne. Put the remaining bones, trimmings, etc., into a large saucepan with 1 pint (473 mls) of water, adding carrots, onions, and lemon-peel in the above proportions. Simmer gently for 1 1/2 hours, and strain the gravy. well beaten. Stir it over the heat, and bring it to a simmer, but do not allow it to boil.<br />
If this is a little too much bother then pick up some chicken breast and chicken stock instead. Thicken the stock with butter and flour, add the ketchup/sauce and 1 egg.<br />
Cut the chicken into neat pieces and season with the pepper, salt, mace, and cayenne as above.<br />
Egg and bread-crumb the cutlets, and give them a few drops of clarified butter. Fry them a delicate brown, occasionally turning them. Arrange them pyramidically on the dish, and pour over them the sauce.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/chicken-cutlets-serves-8/">Were-Chicken Cutlets (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2704</post-id>	</item>
		<item>
		<title>Ghostly Compote of Apples (serves 8)</title>
		<link>https://weirdworldstudios.com/ghostly-compote-apples-serves-8/</link>
					<comments>https://weirdworldstudios.com/ghostly-compote-apples-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:10:38 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[ghostly compote of apples]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[the ritual]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2690</guid>

					<description><![CDATA[<p>For dessert — Ghostly Compote of Apples (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 8 medium ripe apples 1 lemon 1/2 lb (226 g) of lump sugar 3/4 pint (426 ml) of water Method: Select apples of a moderate size, peel them, cut them [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ghostly-compote-apples-serves-8/">Ghostly Compote of Apples (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Ghostly Compote of Apples (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>8 medium ripe apples</li>
<li>1 lemon</li>
<li>1/2 lb (226 g) of lump sugar</li>
<li>3/4 pint (426 ml) of water</li>
</ul>
<p><strong>Method:</strong> Select apples of a moderate size, peel them, cut them in halves, remove the cores, and rub each piece over with a little lemon. Put the sugar and water together into a lined saucepan, and let them boil until forming a thickish syrup. Then lay in the apples with the rind of the lemon cut thinly, and the juice of the same. Let the apples simmer till tender; then take them out very carefully, drain them on a sieve, and reduce the syrup by boiling it quickly for a few minutes. When both are cold, arrange the apples neatly on a glass dish, pour over the syrup.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/ghostly-compote-apples-serves-8/">Ghostly Compote of Apples (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2690</post-id>	</item>
		<item>
		<title>Ghastly Hot Potato Salad (serves 8)</title>
		<link>https://weirdworldstudios.com/ghastly-hot-potato-salad-serves-8/</link>
					<comments>https://weirdworldstudios.com/ghastly-hot-potato-salad-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:09:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[ghastly hot potato salad]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[side dish]]></category>
		<category><![CDATA[the ritual]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2689</guid>

					<description><![CDATA[<p>As a side dish — Ghastly Hot Potato Salad (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 8 washed potatoes 1 bunch of chives salt and pepper to taste vinegar Method: Boil the potatoes; when done peel them carefully and slice while hot into a [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ghastly-hot-potato-salad-serves-8/">Ghastly Hot Potato Salad (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Ghastly Hot Potato Salad (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>8 washed potatoes</li>
<li>1 bunch of chives</li>
<li>salt and pepper to taste</li>
<li>vinegar</li>
</ul>
<p><strong>Method:</strong> Boil the potatoes; when done peel them carefully and slice while hot into a deep dish; chop the chives into very small pieces and mix them among the slices. Add a little pepper and salt to taste; pour vinegar over the whole and serve hot.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/ghastly-hot-potato-salad-serves-8/">Ghastly Hot Potato Salad (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2689</post-id>	</item>
		<item>
		<title>Spirited Chicken Baked in Rice (serves 8)</title>
		<link>https://weirdworldstudios.com/spirited-chicken-baked-rice-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:07:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[spirited chicken baked in rice]]></category>
		<category><![CDATA[the ritual]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2688</guid>

					<description><![CDATA[<p>For the main course — Spirited Chicken Baked in Rice (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 4 chicken breasts salt and pepper to taste 16 slices ham or bacon 2 pints (1 liter 365 ml) gravy 2 finely minced onions 4 cups boiled [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/spirited-chicken-baked-rice-serves-8/">Spirited Chicken Baked in Rice (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Spirited Chicken Baked in Rice (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>4 chicken breasts</li>
<li>salt and pepper to taste</li>
<li>16 slices ham or bacon</li>
<li>2 pints (1 liter 365 ml) gravy</li>
<li>2 finely minced onions</li>
<li>4 cups boiled rice</li>
</ul>
<p><strong>Method:</strong> Quarter the chicken breasts, season well with pepper and salt, lay the pieces in a pair of pudding dishes lined with slices of ham or bacon, add 1 pint of gravy to each along with a finely minced onion each. Fill the dishes with boiled rice, well pressed and piled high as the dishes will hold; cover with regular pot-pie pastry (see below) and bake one hour in a slow oven.</p>
<p>Pot-pie pastry</p>
<ul>
<li>4 1/2 cups all-purpose flour</li>
<li>4 tsp salt</li>
<li>4 tsp butter</li>
<li>1/2 cup water</li>
<li>4 eggs</li>
</ul>
<p><strong>Method:</strong> Mix well and roll on a floured surface.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/spirited-chicken-baked-rice-serves-8/">Spirited Chicken Baked in Rice (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2688</post-id>	</item>
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		<title>Spooky Cayenne Cheeses (serves 8)</title>
		<link>https://weirdworldstudios.com/spooky-cayenne-cheeses-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:06:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[spooky cayenne cheeses]]></category>
		<category><![CDATA[the ritual]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2687</guid>

					<description><![CDATA[<p>For the appetizer — Spooky Cayenne Cheeses (serves 8) These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s. 1/2 lb (226 g) of butter 1/2 lb (226 g) of all-purpose flour 1/2 lb (226 g) of grated cheese 1/3 teaspoonful of cayenne pepper 1/3 teaspoonful of salt water [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/spooky-cayenne-cheeses-serves-8/">Spooky Cayenne Cheeses (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Spooky Cayenne Cheeses (serves 8)</p>
<p>These themed recipes are for dishes cooked in England and Continental Europe during the late 1800s.</p>
<ul>
<li>1/2 lb (226 g) of butter</li>
<li>1/2 lb (226 g) of all-purpose flour</li>
<li>1/2 lb (226 g) of grated cheese</li>
<li>1/3 teaspoonful of cayenne pepper</li>
<li>1/3 teaspoonful of salt</li>
<li>water</li>
</ul>
<p><strong>Method:</strong> Rub the butter into the flour; add the grated cheese, cayenne, and salt; and mix these ingredients well together. Moisten with sufficient water to make the whole into a paste; roll out, and cut into fingers about 4 inches in length. Bake them in a moderate oven until a very light color, and serve very hot.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/spooky-cayenne-cheeses-serves-8/">Spooky Cayenne Cheeses (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2687</post-id>	</item>
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		<title>Ghostly Buttered Bread and Apple Charlotte (serves 8)</title>
		<link>https://weirdworldstudios.com/ghostly-buttered-bread-and-apple-charlotte-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:04:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dessert. the visitor from the gloria scott]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[ghostly buttered bread and apple charlotte]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2681</guid>

					<description><![CDATA[<p>For dessert — Ghostly Buttered Bread and Apple Charlotte (serves 8) This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s. Two pounds (900g) of apples About four ounces (112g) of sugar Butter Four cloves Stale white bread Four tablespoons of water Method: Peel, core, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ghostly-buttered-bread-and-apple-charlotte-serves-8/">Ghostly Buttered Bread and Apple Charlotte (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Ghostly Buttered Bread and Apple Charlotte (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s.</p>
<ul>
<li>Two pounds (900g) of apples</li>
<li>About four ounces (112g) of sugar</li>
<li>Butter</li>
<li>Four cloves</li>
<li>Stale white bread</li>
<li>Four tablespoons of water</li>
</ul>
<p><strong>Method:</strong> Peel, core, and mince or finely chop the apples, put in a saucepan with sugar, cloves, and water, simmer until quite tender. Butter some small (single-serve sized) moulds or soufflé dishes. These must not be too large or deep; cut a sufficient number of thin slices of close-grained stale bread (about the width of two fingers and as long as the height of the mould). Dip these one at a time in melted butter and line the sides of the mould, allowing their edges to overlap well and so form a serviceable wall. Cover the bottom of the mould with slices of bread, which may be cut into fancy shapes and dipped in butter before placing in the mould. Puree the apples or push them through a sieve and place them in the prepared moulds. Cover with a slice of bread buttered on the outside, bake in a moderate oven for forty minutes. At the end of this time the bread should be thoroughly baked and be a nice brown.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/ghostly-buttered-bread-and-apple-charlotte-serves-8/">Ghostly Buttered Bread and Apple Charlotte (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2681</post-id>	</item>
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		<title>Elementary Glazed Carrots (serves 8)</title>
		<link>https://weirdworldstudios.com/elementary-glazed-carrots-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:03:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[elementary glazed carrots]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[side dish]]></category>
		<category><![CDATA[the visitor from the gloria scott]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2680</guid>

					<description><![CDATA[<p>As a side dish — Elementary Glazed Carrots (serves 8) This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s. Two dozen young (baby) carrots One ounce (28g) of glaze (see below) Two tablespoons of gravy Two tablespoonful of sugar Salt and pepper Method: Trim [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/elementary-glazed-carrots-serves-8/">Elementary Glazed Carrots (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Elementary Glazed Carrots (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s.</p>
<ul>
<li>Two dozen young (baby) carrots</li>
<li>One ounce (28g) of glaze (see below)</li>
<li>Two tablespoons of gravy</li>
<li>Two tablespoonful of sugar</li>
<li>Salt and pepper</li>
</ul>
<p><strong>Method:</strong> Trim the carrots, scrape them, and keep in cold water until ready for use. Put them into a pan of boiling water containing a teaspoonful of salt to each quart of water together with the sugar; boil until tender. Add glaze, gravy, and seasoning; toss about over the heat until the glaze has melted and serve.</p>
<p>If old carrots, divide and cook longer.</p>
<p>Honey glaze</p>
<ul>
<li>2 tablespoons clear honey</li>
<li>2 tablespoons soy sauce</li>
<li>2 table spoons red wine vinegar</li>
</ul>
<p><strong>Method:</strong> Stir the ingredients together until smooth and thoroughly mixed.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/elementary-glazed-carrots-serves-8/">Elementary Glazed Carrots (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2680</post-id>	</item>
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		<title>Detective’s Minced Beef with Egg Garnish (serves 8)</title>
		<link>https://weirdworldstudios.com/detectives-minced-beef-with-egg-garnish-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:02:03 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[detective's minced beef with egg garnish]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[the visitor from the gloria scott]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2679</guid>

					<description><![CDATA[<p>For the main course — Detective’s Minced Beef with Egg Garnish (serves 8) This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s. Two pounds (900g) of minced steak One small onion Eight hard-boiled eggs Six or eight minced or finely chopped mushrooms One glass [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/detectives-minced-beef-with-egg-garnish-serves-8/">Detective’s Minced Beef with Egg Garnish (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Detective’s Minced Beef with Egg Garnish (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s.</p>
<ul>
<li>Two pounds (900g) of minced steak</li>
<li>One small onion</li>
<li>Eight hard-boiled eggs</li>
<li>Six or eight minced or finely chopped mushrooms</li>
<li>One glass of port wine</li>
<li>A half pint (240ml) of stock</li>
<li>Two ounces (56g) of flour</li>
<li>Two ounces (56g) of butter</li>
<li>A little minced parsley</li>
<li>One teaspoonful of grated orange rind</li>
<li>Bread crumbs</li>
</ul>
<p><strong>Method:</strong> Heat the butter in a pan and then brown the finely chopped onions. Add the flour and when brown add the wine and stock. Boil for two or three minutes, then add the orange rind, steak and mushrooms, lemon juice and seasoning to taste; simmer for a further three quarters of an hour. Press the yolk of the eggs through a fine wire sieve. Pile the cooked mince together in the centre of a dish and cover with the powdered yolk. Place some rounds or diamonds of toasted bread which have been buttered around the outer base of the dish and cover with finely chopped eggs. Place the dish into an oven to heat through. Just before the dish is served sprinkle with chopped parsley.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/detectives-minced-beef-with-egg-garnish-serves-8/">Detective’s Minced Beef with Egg Garnish (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2679</post-id>	</item>
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		<title>Mutineer’s Brandy Snaps a la Crème (serves 8)</title>
		<link>https://weirdworldstudios.com/mutineers-brandy-snaps-a-la-creme-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 26 Nov 2016 00:17:09 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[mutineer's brandy snaps a la creme]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[the visitor from the gloria scott]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2678</guid>

					<description><![CDATA[<p>For the appetizer — Mutineer’s Brandy Snaps a la Crème (serves 8) This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s. Buy some rolled Brandy Snaps from the supermarket and follow the instructions below regarding the cream for the filling, or — if you [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mutineers-brandy-snaps-a-la-creme-serves-8/">Mutineer’s Brandy Snaps a la Crème (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Mutineer’s Brandy Snaps a la Crème (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the United Kingdom during Victorian era of the late 1800s.</p>
<p>Buy some rolled Brandy Snaps from the supermarket and follow the instructions below regarding the cream for the filling, or — if you feel adventurous — you can try making the Brandy Snaps from scratch (also below).</p>
<ul>
<li>Four ounces (112g) of flour</li>
<li>Four ounces (112g) of butter</li>
<li>Four ounces (112g) sugar</li>
<li>Four ounces (120ml) golden syrup</li>
<li>One pint (480ml) of cream</li>
<li>One teaspoonful of ginger</li>
<li>One teaspoonful of lemon juice</li>
<li>One teaspoonful of vanilla</li>
</ul>
<p><strong>Method:</strong> Put the butter, syrup, ginger, and sugar into a saucepan and heat gently until the butter is melted. Sift in the flour and add the lemon juice. Wax or grease a baking pan and pour one teaspoonful of the mixture into rounds kept well separated. Bake in a slow oven until a deep golden brown; lift off with a knife and quickly place around a cone-shaped “slipper” or “cornet” mould (or alternatively a rolling pin or cannelloni shells), with rough side out; when set remove the mould.</p>
<p>Whip up the cream and add a little sugar and the vanilla. Fill some of the cases with white cream. The remainder may be colored pink. Refrigerate the result and fill the brandy snaps just before serving.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/mutineers-brandy-snaps-a-la-creme-serves-8/">Mutineer’s Brandy Snaps a la Crème (serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2678</post-id>	</item>
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		<title>Getting Things Done &#8211; Chapter 4 &#8211; (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 23 Nov 2016 04:51:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[general skills]]></category>
		<category><![CDATA[getting things done]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[signature moves]]></category>
		<category><![CDATA[subskills and maneauvers]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2658</guid>

					<description><![CDATA[<p>Chapter 4 &#8211; Getting things done The story so far (An obstacle overcome) Episode 2 &#8220;Something&#8217;s wrong here&#8221; muttered Dr Herbivore. &#8220;You think?&#8221; noted Jake Stead, sarcastically. The little group were staring up at the lurid five pointed star painted on the main door of Franco Gionelli&#8217;s dock-side warehouse.  The slight coppery smell made it [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Getting Things Done &#8211; Chapter 4 &#8211; (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h2>Chapter 4 &#8211; Getting things done</h2>
<h3>The story so far (An obstacle overcome)</h3>
<h4>Episode 2</h4>
<p>&#8220;Something&#8217;s wrong here&#8221; muttered Dr Herbivore.</p>
<p>&#8220;You think?&#8221; noted Jake Stead, sarcastically.</p>
<p>The little group were staring up at the lurid five pointed star painted on the main door of Franco Gionelli&#8217;s dock-side warehouse.  The slight coppery smell made it clear that the sign had been recently painted in blood.</p>
<p>Malefice felt her stomach sink as she stared at the hideous emblem.  &#8220;I think we&#8217;d better hold on a moment.  If magic is involved we&#8217;ll need to be especially careful.&#8221;</p>
<p>&#8220;Do you have any mojo we can use to check if it&#8217;s safe to head on in?&#8221; asked Jake.</p>
<p>&#8220;Sure&#8221;, Malefice replied.  &#8220;Jo-jo should do the trick.&#8221;</p>
<p>&#8220;Jo-jo?&#8221; asked Herbivore, raising a quizical eyebrow in Malefice&#8217;s direction.</p>
<p>&#8220;Yeah, Jo-jo!  He&#8217;s a little nature spirit I&#8217;ve got bound to my dagger.  He&#8217;ll run errands for me and do little things like that.  He can go in and take a look around to see if there&#8217;s anything particularly nasty and supernatural waiting for us.&#8221;</p>
<p>Quickly, and with minimal fuss, Malefice drew the dagger and called up the spirit.  After taking a moment to explain what she wanted she released the spirit into the warehouse.  It came back only a few moments later.</p>
<p>&#8220;All clear&#8221; she shrugged.  &#8220;It looks like the painting is just here for effect.&#8221;</p>
<p>&#8220;Some effect!&#8221; muttered Herbivore.</p>
<p>&#8220;Well, I&#8217;ll take care of the lock and we&#8217;ll be inside&#8221; said Jake, getting to one knee and pulling out some lock picks.</p>
<p>It only took a moment and the door creaked open revealing a dark, cavernous space beyond.</p>
<p>&#8220;What&#8217;s that in the center of the room?&#8221; asked Malefice.</p>
<p>&#8220;It&#8217;s a drum, sealed tight&#8221; answered Dr Herbivore.  &#8220;I&#8217;m willing to bet that&#8217;s our pathogen&#8221;.</p>
<p>&#8220;Our what now?&#8221; called Jake.</p>
<p>&#8220;Pathogen.  You know?  The infection that Gionelli is supposed to be smuggling into the city&#8221; answered Dr Herbivore.</p>
<p>&#8220;Are you certain?&#8221; asked Malefice.</p>
<p>&#8220;Not yet&#8221; came the reply as the little man strode forward into the dark warehouse interior.  &#8220;But once I attach my chemical scanner I should have a fairly good idea&#8221;.</p>
<p>It was the work of but a moment to hook the scanner up to the large barrel.</p>
<p>&#8220;It&#8217;s definitely biological&#8221; said the little doctor, looking up from his gauges.  &#8220;And given how carefully the barrel&#8217;s been sealed I&#8217;d say it&#8217;s highly toxic.&#8221;</p>
<p>&#8220;Then we&#8217;ve found our target&#8221; said Jake.  &#8220;But I&#8217;m surprised it&#8217;s not actually guarded more carefully.&#8221;</p>
<p>At that moment the floor in three separate places around the warehouse began to buckle and burst upwards.  Three hideous, partially decomposed corpses began pulling themselves out of the concrete.</p>
<p>&#8220;I thought you said the area was clear of supernatural nasties&#8221; wailed Herbivore, accusingly.</p>
<p>&#8220;I thought it was&#8221; answered Malefice.  &#8220;I didn&#8217;t think to ask Jo-jo to check <u>under</u> the floor&#8221;.</p>
<p>&#8220;At least this tells us what happened to Falzetti and his two lieutenants after they tried to double cross Franco Gionelli&#8221; Jake noted, pulling out his gun and getting ready for a fight.</p>
<p>(to be continued&#8230;)</p>
<h3>A note on adjudication (or the Care and feeding of your GM)</h3>
<p>Because of the unavoidable complexity and improvisational nature of role playing games there will be times when you are unhappy with the way the GM calls a skill check or adjudicates the outcome of an attempted action.  All rules are simply guidelines aimed at facilitating play and there are as many ways of adjudicating the outcome of a complex action as there are complex actions to attempt.  Your GM will try to apply the &#8220;rules&#8221; in as reasonable and consistent manner as possible given his or her knowledge of the players, non-player characters and situations being faced.</p>
<p>For example, imagine a situation in which two heroes are trying to infiltrate an upper class social affair.  Madeleine Wister is in fact a member of high society (being the heiress to an oil fortune) but her companion is a notorious gentleman thief named Dan Danby.  The two of them decide to try and pass Dan off as Madeleine&#8217;s distant cousin Bartleby.</p>
<p>The GM has an almost infinite number of choices available to him or her for resolving the success of this attempted deception.  The GM can ask Madeleine (who tends to intimidate her peers and behave very imperiously) to make an intimidation check to see if anyone would dare question her word.  Dan might be asked to make a successful bluff check to pull off the impersonation.  The hostess of the party might make a perception check to see if she notices anything amiss. Etc.  These rolls might be used singly or in combination and the GM might interpret the consequences of a failure as anything from raising a suspicious murmur in the room, to engendering an outrageous rumour regarding Dan&#8217;s identity, to having the hostess ask the event&#8217;s security to keep a careful watch on the couple, to complete exposure, ejection from the venue, and scandalous damage to Madeleine&#8217;s reputation.</p>
<p>Because of this potential variety and complexity, the GMs word regarding the means and outcome of event resolution should be treated as law.  It&#8217;s true that a better method might have produced a better result, but nothing sucks the fun out of a game faster than a half hour argument about the rules raised by a disgruntled player.  If you become the victim of what you believe is a bad ruling, let it go.  In all likelihood you&#8217;ll receive the <u>benefit</u> of another equally bad ruling at another time.  Don&#8217;t be the player that brings the game to a screeching halt and leaves everyone with a bad taste in their mouths by crying foul.  See the circumstance as adding a new wrinkle to the plot and keep on going.</p>
<p>But what happens when a GM is being consistently unfair or appears to be scapegoating a particular player?  In life clashes of personality, while unfortunate, do happen.  If you can respectfully confront the behaviour, then do so.  If it looks like the GM is unwilling or unable to modify consistently unfair behaviour then it is probably time to find another gaming group.  Life is too short to persist in gaming if you are no longer having fun.</p>
<h3>General skill use</h3>
<p>Character actions are made during the game by applying skill tests. A skill test is considered successful if a player rolls a 12 or higher on 2 ten sided dice (2d10) – after adjusting for modifiers.<br />
The player&#8217;s roll is modified by adding the number of dots available in the skill most relevant to the action attempted.</p>
<p>Players should feel free to experiment with their skills (subject to game keeper approval).<br />
The skills have been defined very loosely so that they can be applied in novel and new ways according to the circumstances faced by the players.</p>
<h4>Skill Types</h4>
<p>There are five kinds of skill available to players in this game.</p>
<p>Generally it is up to the GM to decide for him or herself which of the categories the attempted skill falls into and apply modifiers accordingly.</p>
<p>1) <strong>Trained</strong> skills are those skills the player has spent points obtaining (anything which has a dot added to it).</p>
<h5>Example (Using a dagger &#8211; trained)</h5>
<p>Malefice has a dagger skill with two dots in it.  She attempts to throw the dagger at a rope holding up a chandelier in order to bring it down on her enemies.  She rolls 11 2d10 and adds her dagger skill of 2 giving a result of 13 &#8211; a success.  The chandelier comes down  on her enemies doing 3 points of damage to each and (added bonus) the GM decides it entangles them for a round.</p>
<p>2) A <strong>Default</strong> skill is one that can be employed without necessarily requiring the spending of points (for example Hide, and Search).  Most default skills are listed on your character sheet and have a minimum of one point available to them already (marked by an x).</p>
<h5>Example (Hiding in the shadows &#8211; default)</h5>
<p>Dr Herbivore prefers to get out of the way rather than fight.  Hearing some guards coming along the corridor he chooses to hide.  He has not spent any points on this skill but can use it because it is a default skill (one that anyone can use).  It only gives him a one point bonus to his dice roll.  He rolls a 3 on 2d10 and adds one to the result.  The guards are clearly going to see him.</p>
<p>3) A <strong>Natural</strong> skill is a special kind of skill attempt that uses one of the base statistics (Strength or Willpower) in place of a related skill that the character does not have (and the skill must be related to the statistic to be allowed) adding two points if derived from the strongest attribute, 1 point for the lowest attribute, or 1 point if the two attributes are equal.</p>
<h5>Example (Breaking into a room &#8211; natural)</h5>
<p>Jake Stead is trying to break into the Principal&#8217;s office. He makes a skill test using his pick lock skill. Rolling 2 ten sided dice he gets a 7.<br />
By adding his pick lock skill of 3 (2 dots plus the default of 1) he gets 10. He needed a 12 or better to succeed and therefore failed.<br />
Frustrated, Jake then tries to force the door with his shoulder. He doesn&#8217;t have a specific strength skill so the GM determines that the door is rather flimsy (-1 to attempts to break)and allows Jake to use his base strength skill at half it&#8217;s value (rounded up). Jake rolls a 17 and adds 3 (his strength)/2 (rounded up) &#8211; a total of 2, and subtracts 1 (the penalty modifier).  This is a result of 17 +2 -1 = 18. The door gives way easily (if noisily).</p>
<p>4) A <strong>Difficult</strong> skill is a skill one does not have but might be able to employ (at the GM&#8217;s discretion) depending on the character&#8217;s specialty and archetype (basic electronics, simple cryptography etc) and requires a -2 to any attempted use.</p>
<h5>Example (Fixing a lamp &#8211; difficult)</h5>
<p>Jake is trying to fix his desk lamp. He does not have a skill in electronics but the problem is only a loose wire so the game master allows him to make a Difficult test (minus 2 to the player&#8217;s roll). The player rolls 2 ten sided dice and gets a 14. After subtracting 2 (the penalty modifier) from the roll the score is 12. Jake is successful but only just.</p>
<p>5) An <strong>Untrained</strong> skill is one that you could reasonably employ in ignorance but would never be good at without appropriate training. An untrained ability differs from a difficult skill (where you take a minus 2 penalty) in that it is a more or less natural ability you use on the spur of the moment.  There are only a few of these abilities and they are marked on your character sheet (Brawl, Jump, Melee Weapon, Ranged Weapon, Ride). An example might be where you&#8217;ve not been trained in the use of melee weapons but you take up an axe-handle to attempt to beat up a foe or where you&#8217;ve never ridden a horse but you need to try and stay on one while it gallops away.  Untrained skills are employed where you do not have specific expertise but still have a chance of successfully attempting the task.  An untrained person could fire a gun and kill an opponent, but probably could not defuse a time bomb or shut down a nuclear reactor.  Untrained skills allow you one dot and no more.  To be used at a higher level they must have points allocated to them.  If you allocate points to them they are no longer untrained.  The difference between someone untrained and someone trained in horse riding, for example, is that the untrained rider has a chance to hang on when the horse bolts, while the trained rider has a chance to bring the animal back under control and direct its energy.</p>
<h5>Example (Using a gun &#8211; untrained)</h5>
<p>Malefice has no gun skill but sees a gun lying on the desk during her fight with the Prison Wardens.  She grabs it and fires at the nearest target.  She employs her untrained ranged weapon skill (which can never be higher than one point unless she seeks out training) and rolls 9 on 2d10.  She adds one to the result getting a 10, insufficient to succeed.  Her bullet goes astray.</p>
<h5>Example (Leaping a pit &#8211; untrained)</h5>
<p>Jake is no acrobat, but the dead body of Marcel the thief is cradling the stolen treasure just on the other side of the pit which has opened up in front of him.  Jake decides to jump the pit.  He did not elect to spend points on a jump skill and so uses the untrained skill to leap across the chasm.  Jake rolls a 10 on 2d10 and adds 1 point for the untrained skill.  It is insufficient for him to get across.  The GM decides a consequence check is in order.  Jake rolls the dreaded six.  The GM decides he tumbles to the bottom of the pit taking 4 wounds worth of falling damage on the way.</p>
<p>When no relevant skill exists the attempt is usually <strong>impossible</strong>.</p>
<h5>Example (Fixing a computer &#8211; impossible)</h5>
<p>Jake finds a computer that is broken and wishes to fix it. The game keeper feels this is well outside Jake&#8217;s expertise and chooses not to allow the test.</p>
<p><strong><em>Signature Moves, Subskills and manoeuvres</em></strong></p>
<p>These are special skills that are purchased by the permanent spending of a hero point.  They must be related to a specific master skill but, otherwise, are used like any other skill.</p>
<h4>Skill ranks</h4>
<p>There are 10 levels of skills (roughly equating to each dot of skill applied to it).</p>
<table>
<tbody>
<tr>
<td width="168"><strong>Average</strong></td>
<td width="372">Skills employed to effect an outcome within the capacity of an average human being. For example an average strong man might break down a locked wooden door or carry two people to safety from a burning building.</td>
</tr>
<tr>
<td width="168"><strong>Advanced</strong></td>
<td width="372">Skills employed to effect an outcome slightly above the average. For example an advanced strong man might lift a heavy fallen tree branch out of the way or drag an iron girder to one side.</td>
</tr>
<tr>
<td width="168"><strong>Superior</strong></td>
<td width="372">Skills employed at the height of human capacity. For example a superior strong man may bend an iron bar or break a chain with effort but still be a normal human being.</td>
</tr>
<tr>
<td width="168"><strong>Heroic (level 1-3)</strong></p>
<p><strong> &#8211; </strong></td>
<td width="372">Skills employed just beyond what a normal human being could achieve. For example a heroic strong man may lift a small car above his head.</td>
</tr>
<tr>
<td width="168"><strong>Super-human (level 1-3)</strong></p>
<p><strong> &#8211;</strong></td>
<td width="372">Skills employed well in advance of human capacity. For example a superhuman strong man may lift a truck over his head or drag a train from its tracks.</td>
</tr>
<tr>
<td width="168"><strong>Titanic</strong></td>
<td width="372">Skills that are absurdly beyond the ability of normal humans. For example a titanic strong man can lift a small building, uproot a tree, or juggle and throw large boulders across wide distances.</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>You may find it helpful to consult the following table when trying to determine what kind of challenges can be tackled by your level of skill.</p>
<table>
<tbody>
<tr>
<td width="55"><strong>1 dot:</strong></td>
<td width="548">all standard physical or mental challenges (outrunning pursuit, solving a logic puzzle)</td>
</tr>
<tr>
<td width="55"><strong>2 dots:</strong></td>
<td width="548">all difficult physical or mental challenges (winning a championship sprint, beating a chess champion)</td>
</tr>
<tr>
<td width="55"><strong>3 dots:</strong></td>
<td width="548">some very difficult physical or mental challenges (placing in an Olympic sprint, achieving grand master rank in chess)</td>
</tr>
<tr>
<td width="55"><strong>4 dots:</strong></td>
<td width="548">all very difficult physical or mental challenges (winning an Olympic sprint, beating the world champion at chess)</td>
</tr>
<tr>
<td width="55"><strong>5 dots:</strong></td>
<td width="548">some extreme physical or mental challenges (winning an Olympic sprint by half the length of the field, beating the world champion at chess in the minimum possible moves while blindfolded).</td>
</tr>
<tr>
<td width="55"><strong>8 dots: </strong></td>
<td width="548">all extreme physical or mental challenges (outrunning (on foot) a car full of tommy-gun-wielding gangsters while snatching bullets out of the air with your bare hands, beating 5 grand masters at chess while blindfolded and at the same time deciphering an alien language)</td>
</tr>
</tbody>
</table>
<p><strong><em><br />
</em></strong></p>
<p><strong><em>Signature Moves, Subskills and manoeuvres</em></strong></p>
<p>These are special skills that are purchased by the permanent spending of a hero point.  They must be related to a specific master skill but, otherwise, are used like any other skill.</p>
<p><strong><em> </em></strong></p>
<h4>Skill ranks</h4>
<p>There are 10 levels of skills (roughly equating to each dot of skill applied to it).</p>
<table>
<tbody>
<tr>
<td width="168"><strong>Average</strong></td>
<td width="372">Skills employed to effect an outcome within the capacity of an average human being. For example an average strong man might break down a locked wooden door or carry two people to safety from a burning building.</td>
</tr>
<tr>
<td width="168"><strong>Advanced</strong></td>
<td width="372">Skills employed to effect an outcome slightly above the average. For example an advanced strong man might lift a heavy fallen tree branch out of the way or drag an iron girder to one side.</td>
</tr>
<tr>
<td width="168"><strong>Superior</strong></td>
<td width="372">Skills employed at the height of human capacity. For example a superior strong man may bend an iron bar or break a chain with effort but still be a normal human being.</td>
</tr>
<tr>
<td width="168"><strong>Heroic (level 1-3)</strong></p>
<p><strong> &#8211; </strong></td>
<td width="372">Skills employed just beyond what a normal human being could achieve. For example a heroic strong man may lift a small car above his head.</td>
</tr>
<tr>
<td width="168"><strong>Super-human (level 1-3)</strong></p>
<p><strong> &#8211;</strong></td>
<td width="372">Skills employed well in advance of human capacity. For example a superhuman strong man may lift a truck over his head or drag a train from its tracks.</td>
</tr>
<tr>
<td width="168"><strong>Titanic</strong></td>
<td width="372">Skills that are absurdly beyond the ability of normal humans. For example a titanic strong man can lift a small building, uproot a tree, or juggle and throw large boulders across wide distances.</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>You may find it helpful to consult the following table when trying to determine what kind of challenges can be tackled by your level of skill.</p>
<table>
<tbody>
<tr>
<td width="55"><strong>1 dot:</strong></td>
<td width="548">all standard physical or mental challenges (outrunning pursuit, solving a logic puzzle)</td>
</tr>
<tr>
<td width="55"><strong>2 dots:</strong></td>
<td width="548">all difficult physical or mental challenges (winning a championship sprint, beating a chess champion)</td>
</tr>
<tr>
<td width="55"><strong>3 dots:</strong></td>
<td width="548">some very difficult physical or mental challenges (placing in an Olympic sprint, achieving grand master rank in chess)</td>
</tr>
<tr>
<td width="55"><strong>4 dots:</strong></td>
<td width="548">all very difficult physical or mental challenges (winning an Olympic sprint, beating the world champion at chess)</td>
</tr>
<tr>
<td width="55"><strong>5 dots:</strong></td>
<td width="548">some extreme physical or mental challenges (winning an Olympic sprint by half the length of the field, beating the world champion at chess in the minimum possible moves while blindfolded).</td>
</tr>
<tr>
<td width="55"><strong>8 dots: </strong></td>
<td width="548">all extreme physical or mental challenges (outrunning (on foot) a car full of tommy-gun-wielding gangsters while snatching bullets out of the air with your bare hands, beating 5 grand masters at chess while blindfolded and at the same time deciphering an alien language)</td>
</tr>
</tbody>
</table>
<p><strong><em> </em></strong></p>
<p>NEXT TIME: Chapter 4 (Part 2) – Getting things done &#8211; consequence tests, perception, using special skills, and skill advancement.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<p>&nbsp;</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Getting Things Done &#8211; Chapter 4 &#8211; (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2658</post-id>	</item>
		<item>
		<title>Amy and Maynard &#8211; An Old Fashioned Tale of Young Love</title>
		<link>https://weirdworldstudios.com/amy-maynard-old-fashioned-tale-young-love/</link>
					<comments>https://weirdworldstudios.com/amy-maynard-old-fashioned-tale-young-love/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Nov 2016 21:09:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[amy and maynard]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[romance]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2668</guid>

					<description><![CDATA[<p>Below we present the complete text of Amy and Maynard &#8211; An Old Fashioned Tale of Young Love; episode 2  of Experimental Plays. EXPERIMENTAL PLAYS EPISODE #2 – AMY AND MAYNARD &#8211; AN OLD FASHIONED TALE OF YOUNG LOVE by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/amy-maynard-old-fashioned-tale-young-love/">Amy and Maynard &#8211; An Old Fashioned Tale of Young Love</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Amy and Maynard &#8211; An Old Fashioned Tale of Young Love; episode 2  of Experimental Plays.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2.png?resize=250%2C300&#038;ssl=1" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &copy; 2015</figcaption></figure></p>
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<h2>EXPERIMENTAL PLAYS</h2>
<h3>EPISODE #2 – AMY AND MAYNARD &#8211; AN OLD FASHIONED TALE OF YOUNG LOVE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 2: Amy and Maynard &#8211; An Old Fashioned Tale of Young Love</h3>
<p>Amy, Maynard, and Pam have been friends since they were small children, but this year Pam returns from her holiday abroad with a new determination &#8211; to keep Maynard for herself.  Can Amy weather her best friends ruthless determination and emerge triumphant?</p>
<h2>EXPERIMENTAL TALES</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>NICKI:</strong> Maynard&#8217;s sister</p>
<p><strong>AMY:</strong> Our heroine, deeply in love with Maynard.</p>
<p><strong>PAM:</strong> Our antagonist, ready to steal Maynard away.</p>
<p><strong>MAYNARD:</strong> Clueless local boy.</p>
<p><strong>SFX ARTIST: </strong>Minimum one required</p>
<h2>ACT 1</h2>
<h3>SCENE 1 :    EXT &#8211; CRICKET GROUND – LATE AFTERNOON (NICKI, AMY)</h3>
<ol>
<li><span style="text-decoration: underline;">SOUND: RAIN AND WIND, AND THE MURMUR OF A SMALL CROWD WATCHING CRICKET – ESTABLISH AND UNDER.</span></li>
<li>NICKI: It’s horribly wet out here, Amy.</li>
<li>AMY: (GOOD NATURED) No one asked you to come, you little blister.</li>
<li>NICKI: I had to see it for myself.</li>
<li>AMY: See what?</li>
<li>NICKI: See you&#8230; here&#8230; in the rain&#8230; and the mud.</li>
<li>AMY: Seriously, Nicki?</li>
<li>NICKI:   When I heard you were coming out in this dreadful weather to watch Maynard play cricket I couldn’t believe it.</li>
<li>AMY: So you’re standing out here in the same weather because&#8230; why?</li>
<li>NICKI: Basically, because I’m insufferably nosey&#8230; and because he’s my big brother&#8230; so I’ve got a right.</li>
<li><span style="text-decoration: underline;">SOUND: CROWD CHEERS – LET IT FINISH?</span></li>
<li>NICKI:   What just happened?</li>
<li>AMY: I’ve no idea.</li>
<li>NICKI: (BEAT) Weird game isn’t it? I’ve got no idea why people are so mad about it.</li>
<li>AMY: Me either.</li>
<li>NICKI: So, why did you come?</li>
<li>AMY: It’s 1953.  I can vote and hold a job and I’m allowed to stand in the rain and watch people play an incomprehensible sport if I want to.</li>
<li>NICKI: (MATTER OF FACT) You’re in love with him.</li>
<li>AMY: What???</li>
<li>NICKI: It’s alright.  I won’t tell anyone if you don’t want anyone to know.  But you’ve always been in love with him.  And I’ve always known.  But that’s not the reason you’re here.  (BEAT) Well it is, of course, but it’s not the only reason.  I want to know the rest of it as well.</li>
<li>AMY: You’re not going to leave me alone are you?</li>
<li>NICKI: We’re standing in the mud and rain in the heart of England’s rural middle class watching a game neither of us enjoys or understands.  You don’t honestly think I intend to brave the elements like this and then go home empty handed? I’m not leaving until I get what I came for.</li>
<li>AMY: And that is?</li>
<li>NICKI: The story of course.  Maynard came home with a bloodied nose after your trip out this morning.  You’ve got to admit, that’s fairly curious.  And then he rushes off and I find out you’ve agreed to come watch him play cricket.  (BEAT)  There’s a story here, I said to myself&#8230; and I want to get to the bottom of it.</li>
<li>AMY: Alright you wretched little busy-body&#8230; You know that Pam was coming back from the hols today and that Maynard and I went to wait for her at the train station this morning, right?  And you know how we’ve always spent our holidays together, since the three of us were little, yes?</li>
<li>NICKI: (SULLENLY) Yeah, and I also know you never let me tag along.</li>
<li>AMY: Oh, don’t be so bitter.  You were always a lot younger than the rest of us.</li>
<li>NICKI: Only by four years&#8230;</li>
<li>AMY: (CHANGING SUBJECT) Anyway&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2:     (EXT) THE TRAIN STATION – MORNING<br />
(NICKI, AMY)</h3>
<ol start="31">
<li><span style="text-decoration: underline;">SOUND: (WALLA) STEAM TRAIN SHUNTING TO A STOP – BUSTLING CROWD – ESTABLISH AND UNDER.</span></li>
<li>AMY: (EXCITED) Can you see her, Maynard?</li>
<li>MAYNARD: Keep your hair on. The train’s only just stopped.   What’s got you so wound up?.  It’s only been two weeks, hasn’t it?</li>
<li>AMY: I know, but Pam’s been hinting that she’s going to school abroad next term and this may be the last chance we’ll have to be together, all of us I mean, for a long time.  Besides, it’s only been two weeks for me, but you haven’t seen Pam for most of the year.</li>
<li>MAYNARD: Well, they’d hardly let the two of you come up and visit me at Swinton’s, would they? It’s a boys’ school after all.  Anyway, it’s not like I’m not happy to see her again&#8230; so long as the two of you don’t get too soppy on me.  I want to show you my new duck call down by the pond.</li>
<li>AMY: There she is!  Wow, look at her Maynard, she’s gorgeous&#8230; Maynard?</li>
<li>MAYNARD:   (ASTONISHED) When did she start dressing up like that?</li>
<li>PAM: (IGNORING AMY AND USING A COME HITHER VOICE) Hi Maynard.  It’s good to see you again.  My, but you’ve grown up, haven’t you?</li>
<li>AMY: (UNCERTAIN) Uh&#8230; hi Pam, you look beautiful in that dress.  And I love the new hairstyle.</li>
<li>PAM: (AS IF NOTICING HER FOR THE FIRST TIME) Oh, Amy?    It’s the latest thing. Cost scads of money, but daddy wanted to spoil me a little.  You’re looking&#8230; lovely&#8230; as ever.  Those are very nice&#8230; um&#8230; boots.</li>
<li>AMY: I’m so glad you’re here.  I thought we could all walk across the fields this morning&#8230; visit some of our old haunts?  And Maynard wants to visit the old pond.</li>
<li>PAM: That sounds wonderful.  But Maynard, dear, don’t you think it would be nice to have ourselves a little picnic.  I’ve brought some sandwiches.</li>
<li>MAYNARD: .. sure&#8230;that sounds great, doesn’t it Amy?</li>
<li>PAM: Hmm?  Oh yes. I suppose Amy can come too.  (BEAT) But let’s be off, I’ve so much to tell you about my holiday (FADE OUT)</li>
</ol>
<h3>SCENE 3:     (EXT) CRICKET GROUND AGAIN – LATE AFTERNOON<br />
(NICKI, AMY)</h3>
<ol start="45">
<li><span style="text-decoration: underline;">SOUND: RAIN, MURMUR OF CRICKET CROWD IN BACKGROUND – ESTABLISH AND UNDER.</span></li>
<li>NICKI: What a cow!  I hope you scratched her eyes out!</li>
<li>AMY: Mostly I was just&#8230; shocked.  Pam always acts a bit superior around me, but never like this.  It was like she’d suddenly declared a silent war between us.</li>
<li>NICKI: Then what happened?</li>
<li>AMY: Well I tagged along after them and we headed towards the lower fields&#8230;</li>
<li>NICKI: Down beyond the creek? Did you  take the bridge or the stones?</li>
<li>AMY: We went down to the stepping stones&#8230;</li>
</ol>
<h3>SCENE 4:     (EXT) A FIELD NEAR A BROOK – MID MORNING<br />
(PAM, MAYNARD, AMY)</h3>
<ol start="52">
<li><span style="text-decoration: underline;">SOUND: BREEZE, OCCASIONAL BIRDS, PERHAPS A COW – FADE IN, ESTABLISH AND UNDER.</span></li>
<li>PAM: (FADE UP)  &#8230; then dad went haring after them swinging his cane through the air like a sword.  I don’t think they knew quite how to react&#8230; besides running away of course.</li>
<li>MAYNARD: (LAUGHING) Oh, I wish I could have been there. That would have been a riot to see first hand. Don’t you think Amy?</li>
<li>PAM: Oh, I’m sure Amy would have found it all a bit too&#8230; energetic&#8230; for her tastes.</li>
<li><span style="text-decoration: underline;">SOUND: BROOK (FADE IN ESTABLISH AND UNDER)</span></li>
<li>PAM: Isn’t that the stream, Maynard?</li>
<li>MAYNARD: .. and there are the stones.</li>
<li>PAM: Be a dear, Maynard, and help me get across.  I’d hate to slip in these shoes.</li>
<li>MAYNARD: Yes, of course, Pam.</li>
<li>AMY: Hold on a moment and I’ll just get my boots off.</li>
<li>MAYNARD: Sure, we’ll&#8230;</li>
<li>PAM:     Oh, you’ll catch up, won’t you Amy?  Come on, Maynard.</li>
<li>MAYNARD: .. sure&#8230; um.</li>
<li>PAM: This way.</li>
<li>MAYNARD: You’re sure you don’t need any help, Amy?</li>
<li>AMY: I’m fine. (UNDER BREATH) Like I’m going to pretend to be some helpless little doe&#8230;  oh, look at her!  How does she do it?  She manages to look helpless and inhumanly graceful all at the same time. (GRUNTS) Ugh.  That’s one boot.  Now for the other. (GRUNTS AGAIN) Urk! (PANTS A LITTLE). There.</li>
<li><span style="text-decoration: underline;">SOUND: SOUND OF BROOK SWELLS – UP AND UNDER.</span></li>
<li>AMY: Oh no!  Whoah!  Whoah! (SCREAMS) Aaah!</li>
<li><span style="text-decoration: underline;">SOUND: LOUD SPLASH – LET IT FINISH.</span></li>
<li>PAM AND MAYNARD : (LAUGHTER – GOOD NATURED FROM MAYNARD, CRUEL FROM PAM) Hahahaha (FADE OUT).</li>
</ol>
<h3>SCENE 5:     (EXT) AT THE CRICKET AGAIN – LATE AFTERNOON<br />
(NICKI, AMY)</h3>
<ol start="72">
<li><span style="text-decoration: underline;">SOUND: RAIN, MURMUR OF CRICKET CROWD IN BACKGROUND – ESTABLISH AND UNDER.</span></li>
<li>NICKI: (EXCITED) You fell in!</li>
<li>AMY: You don’t have to sound so happy about it!</li>
<li>NICKI: Sorry, but it is a little funny.  What happened?</li>
<li>AMY: I slipped on some moss as I was using the stones.  I was so angry, and in such a hurry to catch up to them that I just wasn’t paying enough attention.  I climbed out of the water all covered in duckweed and algae.</li>
<li>NICKI: (REVOLTED) Ugh.  You must have looked and smelled dreadful.</li>
<li>AMY: You’re just like Maynard, no help at all.</li>
</ol>
<h3>SCENE 6:     (EXT) AT THE BROOK – MID MORNING<br />
(AMY, MAYNARD, PAM)</h3>
<ol start="79">
<li><span style="text-decoration: underline;">SOUND: FADE IN BROOK – ESTABLISH AND UNDER</span></li>
<li>AMY: (SOBBING) Oh no!  My dress.</li>
<li><u>SOUND: SLOSHING AS SHE CLIMBS UP BANK – LET IT FINISH.</u></li>
<li>MAYNARD: (LAUGHING) Oh, come on Amy, it’s funny! You should see yourself.</li>
<li>PAM: (REVOLTED) Ugh, Amy, you smell terrible.  I think you’d better go home and change.</li>
<li>MAYNARD: (GENTLY) Never mind, Amy. We’ll be fine without you for a bit.</li>
<li><u>SOUND: PUNCH AND BODY DROP – LET IT FINISH.</u></li>
<li>AMY: You frightful little brute, Maynard. I might as well be invisible for all the attention you two have paid me today.  And I was so looking forward to today&#8230; and my dress is ruined.</li>
<li>PAM: (IRRITATED AND VICTORIOUS) Don’t be so dramatic, Amy.  You’ve gone and knocked Maynard down.  It’s not his fault you fell in.  Come  on, Maynard.  Let me help you up.  Are you hurt, darling?</li>
<li>AMY: (SOB) Oh!</li>
<li><span style="text-decoration: underline;">SOUND: AMY RUNS AWAY &#8211;  FADE OUT.</span></li>
</ol>
<h3>SCENE 7:     (EXT) AT THE CRICKET AGAIN – LATE AFTERNOON<br />
(NICKI, AMY)</h3>
<ol start="90">
<li><span style="text-decoration: underline;">SOUND: RAIN, MURMUR OF CRICKET CROWD IN BACKGROUND – ESTABLISH AND UNDER.</span></li>
<li>NICKI: What? You punched him in the nose and ran off?</li>
<li>AMY: (ASHAMED) Yes.</li>
<li>NICKI: Don’t be embarrassed.  If I flattened Maynard with one punch I’d be overjoyed.</li>
<li>AMY: Why am I not surprised?</li>
<li>NICKI: (BEAT) So&#8230;?</li>
<li>AMY: So? That’s it.  Story over.</li>
<li>NICKI: No it’s not.  It still doesn’t explain what you’re doing here.  Come on&#8230; spill!  What time was it when you clocked him?</li>
<li>AMY: I don’t know&#8230; about eleven thirty I should think.</li>
<li>NICKI:   Well he obviously didn’t end up going on the picnic.</li>
<li>AMY: Really?</li>
<li>NICKI: He came home with blood running down his face from where you hit him, grabbed a sandwich and disappeared into his room.  He wouldn’t tell me anything.  And then he left.  It was your mum who said you were heading off to watch him play Cricket.</li>
<li>AMY: You spoke to my mum?</li>
<li>NICKI: Yes, I telephoned. I told you I was nosey.</li>
<li>AMY: Good grief!</li>
<li><u>SOUND: A CHEER – LET IT FINISH.</u></li>
<li>NICKI: I think someone did something important again.</li>
<li>AMY: Looks like someone hit the ball.</li>
<li>NICKI: Does this game make any sense at all?</li>
<li>AMY: Probably, but not to me.</li>
<li>NICKI: Me either.  ..?  How did you end up here?</li>
<li>AMY: I was in my room crying like a dope.  I honestly thought our friendship was over&#8230; but Maynard came to the front door&#8230;</li>
</ol>
<h3>SCENE 8:     (EXT) AT AMY’S HOUSE – EARLY AFTERNOON<br />
(AMY, MAYNARD)</h3>
<ol start="112">
<li><span style="text-decoration: underline;">SOUND: KNOCKING ON DOOR – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS – LET IT FINISH.</span></li>
<li>AMY: Oh, it’s you.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR STARTS TO CLOSE &#8211; LET IT FINISH.</span></li>
<li>MAYNARD: No, wait&#8230; I just want to talk.</li>
<li>AMY: (COLDLY) Alright.</li>
<li>MAYNARD: The weather’s clouding over. I think it might be wet at the Cricket this afternoon.</li>
<li>AMY: What?  That’s all you want to say?</li>
<li>MAYNARD: No, it’s just&#8230;</li>
<li>AMY: (COLDLY) Did I hurt you?</li>
<li>MAYNARD: Huh? No, just my pride&#8230; (EXCITED) But it was a darn good shot&#8230; (SHEEPISH) I mean&#8230; um&#8230; (LONG BEAT) Pam’s leaving. (LONG SILENCE THEN RUSHING ON) I tried to tell her about being selected for the cricket but she said she couldn&#8217;t abide the sport. (FULL OF HURT) Can you imagine that? Someone being unable to abide cricket?</li>
<li>AMY: (UNDER BREATH) All to easily.</li>
<li>MAYNARD: Pardon?</li>
<li>AMY: What do you want Maynard?</li>
<li>MAYNARD: .. well, anyway&#8230; she’s leaving tomorrow, going away to school abroad. (PREGNANT PAUSE MET WITH STONY SILENCE).</li>
<li>MAYNARD: Anyway, I’m sorry. I know we were being brutes.  It’s just she was so&#8230; I don’t know&#8230; different.  If it’s any consolation, I think she probably did it on purpose.</li>
<li>AMY: (SURPRISED) What?</li>
<li>MAYNARD: She&#8217;s always been smart and a little conceited, but I never realised before today that she could be cruel. I think she knew she was going away and didn&#8217;t want to be the only one missing out. I think she did it just to see if she could separate us all&#8230; almost like an experiment&#8230;. and I walked right into it like an idiot.  I&#8217;m sorry&#8230; well, I’m sorry.  That&#8217;s all.</li>
<li>AMY: (QUIETLY, ALMOST TO SELF) Pam was right you know, you really have grown up. (DEEP BREATH) Alright.  We&#8217;re still friends.</li>
<li>MAYNARD: (WITH RELIEF) I&#8217;m glad. (EMBARRASSED) Because, um&#8230;</li>
<li>AMY: What?</li>
<li>MAYNARD: Well, I was wondering&#8230;?</li>
<li>AMY: Yes</li>
<li>MAYNARD: I was wondering&#8230;</li>
<li>AMY: Uh-huh?</li>
<li>MAYNARD: (BLURTING IT OUT) I was wondering if you&#8217;d like to come and watch me play cricket this afternoon?</li>
<li><span style="text-decoration: underline;">SOUND: THUNDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9:     (EXT) – AT THE CRICKET AGAIN – LATE AFTERNOON<br />
(NICKI, AMY)</h3>
<ol start="139">
<li><span style="text-decoration: underline;">SOUND: RAIN, MURMUR OF CRICKET CROWD IN BACKGROUND – ESTABLISH AND UNDER.</span></li>
<li>NICKI:  You’re kidding?</li>
<li>AMY: What?</li>
<li>NICKI: He didn’t kiss you?</li>
<li>AMY: (SHOCKED) Nicki!</li>
<li>NICKI: Oh, don’t give me that.  You look like you’d find all heaven in a kiss.</li>
<li>AMY: (CONFUSED) Uh&#8230;</li>
<li>NICKI: What an idiot my brother is!  And you?  Here you are standing in the rain and you didn’t even get a kiss.</li>
<li>AMY: Well, what about you?  You’re standing here with me.  Besides, I don’t even know if he likes me that way.</li>
<li>NICKI:   Oh Amy, you’ve got nothing to worry about.  An invitation to the cricket from Maynard is like being offered half his kingdom.</li>
<li>AMY: (HESITANT) Really?</li>
<li>NICKI:   (BEAT) How long do we have to stand here for anyway?</li>
<li>AMY: I’ve no idea&#8230; but suddenly it feels like the sun is out again.</li>
<li>NICKI: Oh, please!</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>NICKI:</strong> Everyone thinks of me as &#8220;Maynard&#8217;s kid sister&#8221;. They all ignore me, but I sometimes wonder if they have half a brain between them. I mean, I may not be as old as they are, but at least I can see what&#8217;s directly in front of my face. &#8220;You wouldn&#8217;t understand&#8221;, they say. Who are they kidding. I understand better than any of them.</p>
<p><strong>AMY:</strong> I&#8217;m too nice. That&#8217;s what Pam is always telling me. If I want something, I should set out to take it. Maybe there are people in the world that can really live life that way. Pam seems to be one. But I&#8217;m not one of them. One day he&#8217;ll see me. If I&#8217;m patient. That&#8217;s what I really want. For him to see me the way that I&#8217;ve always seen him.</p>
<p><strong>PAM:</strong> I hate coming home to this boring village with its boring people and boring ambitions. I mean really, two bake sales and a new stained glass window is hardly earth-shattering news. Amy&#8217;s a dear, but I can&#8217;t see us being friends for much longer. She&#8217;s just so&#8230; wet. No, I think it&#8217;s time I began cutting ties with this place once and for all. It won&#8217;t be long now, and I&#8217;ll never have to come back again.</p>
<p><strong>MAYNARD:</strong> A blue sky, a packed lunch, and some cricket. That&#8217;s my definition of heaven. I&#8217;ve been selected for the village eleven this summer. It&#8217;s great. I&#8217;ve been practicing my bowling every day. My spin is getting good and I can bowl a passable googly and yorker at need. I can&#8217;t bat to save myself of course, but I still make four or five runs before I&#8217;m out. This is going to be the best summer ever!</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/amy-maynard-old-fashioned-tale-young-love/">Amy and Maynard &#8211; An Old Fashioned Tale of Young Love</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Creating a Character &#8211; Chapter 3 (Part 6) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 16 Nov 2016 08:08:26 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[insanity]]></category>
		<category><![CDATA[mechanization]]></category>
		<category><![CDATA[mutation]]></category>
		<category><![CDATA[players guide]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[special conditions]]></category>
		<category><![CDATA[undeath]]></category>
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					<description><![CDATA[<p>Step 8. Modify the character to accommodate any special conditions encountered during play (as required) These rules only apply if your character is a subject to illness, injury, a disability (which can be identified at character creation to allow a gain of two more hero points) or if your character has been the victim of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 6) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
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<h4>Step 8. Modify the character to accommodate any special conditions encountered during play (as required)</h4>
<p>These rules only apply if your character is a subject to illness, injury, a disability (which can be identified at character creation to allow a gain of two more hero points) or if your character has been the victim of a transformative event (the bite of a werewolf, loss of a limb, scientific experimentation, or physical re-engineering etc.).  If these rules do not apply to your character at this point in time then your character is complete.</p>
<h5>Illness and injury</h5>
<p>Wounds heal at a rate of one point per day unless they are piercing wounds (from blades or projectiles). Piercing wounds heal at a rate of one point per week.</p>
<h6>Example (Healing standard wounds)</h6>
<p>Jake Stead</p>
<p>Jake was beaten severely and received five standard wounds. He  heals one of his wounds each day. On the sixth day after the fight, Jake is fully recovered.</p>
<h6>Example (Healing piercing wounds)</h6>
<p>Malefice, Mistress of the Mystic Arts)</p>
<p>Malefice has 6 wound points. In a fight she is stabbed twice rendering her unconscious. She takes all 6 points of damage before her friends rescue her.</p>
<p>She adds a dot of piercing wounds for each time she was stabbed and records the remaining four wounds as standard wounds.</p>
<p>Malefice will recover from the 4 (6 standard wounds minus 2 piercing wounds) standard wounds she received in 4 days. The remaining two piercing wounds (one for each dot of piercing wounds she received) will take a further week to recover from each.</p>
<p>Rub out each standard wound dot as it is recovered daily first. Then rub out the remaining dots (with their corresponding piercing dots) as each is recovered with the passing of each subsequent week of game time.</p>
<p>If subject to an illness the player&#8217;s character will generally recover after one to five days of rest.  Roll 1d6 for the number of days.  A 6 indicates that the player will not recover without treatment during that five day period.  Where treatment is required, the player rolls 1d6 to determine its effectiveness. A roll of 1 to 5 indicates the treatment works.  A 6 indicates that a permanent weakness has resulted. If the character fails to find treatment within the five days they die from the illness.</p>
<p>A permanent weakness might include a limp, partial paralysis, a recurring fever, loss of memory or any of a number of other disabilities that your GM might invent.</p>
<h5>Insanity</h5>
<p>Insanity may or may not be a feature of the stories your characters participate in.  Sanity is  represented by your character&#8217;s essence score.  Serious shocks can reduce your sanity and leave your character suffering from phobias of various sorts.  Some shocks (or the cumulative effect of a series of shocks) can be so great as to drive the character over the edge into suicide, psychopathy, sociopathy, or other forms of serious madness.</p>
<p>When characters encounter a shock sufficient to require a sanity roll they roll 2d10 + their essence.  If the result is higher than or equal to 12 they survive the shock intact.  If they fail they now roll 1d6 to determine the strength of the shock.  A 1-5 results in a phobia while a 6 results in a severe problem.  Hero points cannot be used to adjust sanity rolls.  Roll on the Phobia table to determine a phobia or use the Psychopathology table if a more severe problem is called for.  Re-roll identical results. If three phobias have been collected the player must roll for a severe condition and replace the oldest phobia with it.</p>
<table>
<tbody>
<tr>
<td width="64"><strong>2d10</strong></td>
<td width="202"><strong>Phobia</strong></td>
</tr>
<tr>
<td width="64"><strong>2</strong></td>
<td width="202">Ophidiophobia – The fear of snakes.</td>
</tr>
<tr>
<td width="64"><strong>3</strong></td>
<td width="202">Acrophobia – The fear of heights.</td>
</tr>
<tr>
<td width="64"><strong>4</strong></td>
<td width="202">Agoraphobia – The fear of open or crowded spaces.</td>
</tr>
<tr>
<td width="64"><strong>5</strong></td>
<td width="202">Cynophobia – The fear of dogs.</td>
</tr>
<tr>
<td width="64"><strong>6</strong></td>
<td width="202">Astraphobia – The fear of thunder/lightning</td>
</tr>
<tr>
<td width="64"><strong>7</strong></td>
<td width="202">Claustrophobia – The fear of small spaces</td>
</tr>
<tr>
<td width="64"><strong>8</strong></td>
<td width="202">Mysophobia – The fear of germs.</td>
</tr>
<tr>
<td width="64"><strong>9</strong></td>
<td width="202">Aerophobia – The fear of flying.</td>
</tr>
<tr>
<td width="64"><strong>10</strong></td>
<td width="202">Trypophobia – The fear of holes</td>
</tr>
<tr>
<td width="64"><strong>11</strong></td>
<td width="202">Carcinophobia – The fear of cancer.</td>
</tr>
<tr>
<td width="64"><strong>12</strong></td>
<td width="202">Thanatophobia – The fear of death.</td>
</tr>
<tr>
<td width="64"><strong>13</strong></td>
<td width="202">Glossophobia – The fear of public speaking.</td>
</tr>
<tr>
<td width="64"><strong>14</strong></td>
<td width="202">Monophobia – The fear of being alone.</td>
</tr>
<tr>
<td width="64"><strong>15</strong></td>
<td width="202">Atychiphobia – The fear of failure.</td>
</tr>
<tr>
<td width="64"><strong>16</strong></td>
<td width="202">Ornithophobia – The fear of birds.</td>
</tr>
<tr>
<td width="64"><strong>17</strong></td>
<td width="202">Alektorophobia – The fear of chickens..</td>
</tr>
<tr>
<td width="64"><strong>18</strong></td>
<td width="202">Enochlophobia – The fear of crowds</td>
</tr>
<tr>
<td width="64"><strong>19</strong></td>
<td width="202">Aphenphosmphobia – The fear of intimacy.</td>
</tr>
<tr>
<td width="64"><strong>20</strong></td>
<td width="202">Trypanophobia – The fear of needles.</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td width="64"><strong>1d10</strong></td>
<td width="202"><strong>Psychopathology</strong></td>
</tr>
<tr>
<td width="64"><strong>1</strong></td>
<td width="202">Alcoholism</td>
</tr>
<tr>
<td width="64"><strong>2</strong></td>
<td width="202">Anxiety/Panic attacks</td>
</tr>
<tr>
<td width="64"><strong>3</strong></td>
<td width="202">Depression</td>
</tr>
<tr>
<td width="64"><strong>4</strong></td>
<td width="202">Bipolar disorder (Mood swings between manic and depressive epsiodes)</td>
</tr>
<tr>
<td width="64"><strong>5</strong></td>
<td width="202">Obsessive compulsive disorder</td>
</tr>
<tr>
<td width="64"><strong>6</strong></td>
<td width="202">Delusions</td>
</tr>
<tr>
<td width="64"><strong>7</strong></td>
<td width="202">Psychopathy (mistreatment of others for pleasure)</td>
</tr>
<tr>
<td width="64"><strong>8</strong></td>
<td width="202">Sociopathy (mistreatment of others due to lack of empathy)</td>
</tr>
<tr>
<td width="64"><strong>9</strong></td>
<td width="202">Multiple personality disorder</td>
</tr>
<tr>
<td width="64"><strong>10</strong></td>
<td width="202">Eating disorder (starvation or binging)</td>
</tr>
</tbody>
</table>
<p>Players may choose, at character creation, to sacrifice essence (taking on a phobia for each point sacrificed) in order to gain extra hero points (2 hero points for every point of essence sacrificed).</p>
<p>A player reduced to zero essence is incurably insane (and probably catatonic).  Such a character will be transferred to a mental institution and will no longer be available for play.</p>
<p>Phobias and serious mental illnesses are invented by the GM as required and usually relate to the conditions surrounding the shock that applied to the character (eg. A shock that occurred in a dark tunnel might result in a phobia regarding enclosed spaces or a fear of the dark etc.).  Serious mental conditions arise as means of escaping the triggering condition. Suicide, Multiple personality disorder where a protective personality is developed, memory loss/amnesia, and even catatonia are examples of conditions that might arise.</p>
<h6>Examples (Sanity Loss)</h6>
<p>Jake Stead</p>
<p>Jake Stead is afraid of small spaces after an experience in the great war.  He pays a point of essence to gain a two hero-point benefit from this phobia but must role play the effects of this phobia whenever faced with small enclosed spaces (spaces in which he is required to stoop or turn sideways to fit into etc.).</p>
<p>James Mitchell</p>
<p>Investigative reporter, James Mitchell, returns to his family home to find all his family members have been torn apart.  In the center of the ruin is a tentacled beast covered in hooks and beaks feeding on the remains.  The shock is immense and James rolls his sanity (2d10 + essence).  He fails and loses 1 essence point.  The GM decides the shock is severe and asks for a d6 consequence roll.  James rolls a 5 (saving him from a severe condition).  The GM decides he now has an uncontrollable fear of tentacles.  James runs screaming into the night.</p>
<p>The Blue Wren</p>
<p>An Occult Librarian, known only as the Blue Wren, is present during a ritual of summoning that calls forth a monstrous entity from another dimension.  This being is so alien that it drives many of the participants insane.  She rolls her sanity (2d10 + essence) and fails.  Due to a number of previous encounters she only had one essence point left which she has now lost.  She rolls a 6 on a consequence roll indicating a resulting severe condition.  The GM decides she has gone suicidally insane and she hands her character sheet over.</p>
<h5>Bad Things (transforming events)</h5>
<p>Bad things can happen to your character; things far worse than injury and illness (though they happen as well).  These bad things include, but are not limited to, being mutated by a mad scientist, turned into a vampire or zombie, bitten by a werewolf, killed and raised as a spectre, transformed into a ghoul, changeling, or promethean , or rebuilt as a cyborg.   Bad things don&#8217;t necessarily mean the end of your character, however.  If you want, you can continue on and try to maintain what remains of your humanity.  Who knows there may even be a cure out there somewhere that can help reverse the effects your character suffers?</p>
<p>Such events have results that share two characteristics in common; they require the maintenance of an animating principle and imply a potential loss of humanity.  The strength of the animating principle makes it possible for the character to continue in the transformed state without breaking down and is measured by Essence.  The strength of the capacity of the character to retain his or her humanity/essential personality in the transformed state is measured by Resistance.</p>
<h6>Advantages</h6>
<p>Transformed characters gain new skills (in keeping with their condition) that have as many dots in them as the character has in initial essence or resistance points (whichever is higher).  The player may invent any skills they wish to add these points to so long as they conform to the nature of the transformation. For example, if the player is mutated and develops gills it would be appropriate for the player to develop the ability to breath under water, or filter poison gases out of the atmosphere.  More traditional transformations may, but do not have to, embrace more traditional powers (such as a vampire&#8217;s ability to turn into a bat).  Claws and teeth may grant new attacks during combat etc.  A cyborg may gain the ability to lift heavy objects or do extra damage.</p>
<h6>Disadvantages</h6>
<p>Transformations have a generally negative effect on how the world sees a character (either in terms of trust or attractiveness) and the character must accept a -2 penalty to their persuasion skill.</p>
<p>Essence and Resistance can be lost.  Each month (or individual adventure whichever comes soonest) the player must make an essence AND resistance roll (2d10 + (the stat/2 rounded up)).</p>
<p>A successful essence roll indicates that the animating principle (keeping the character mobile) has not faded.  A failure reduces essence by one (along with any mental skills the player may have) and indicates they are beginning to fade &#8211; their ectoplasm is running out, or the electrical bonds holding them together are starting to break down, or the virus that infects and animates them is starting to break down.</p>
<p>Each point of essence or resistance that is lost is recorded under penalty points on your character sheet.  These should be deducted from every skill roll made thereafter.</p>
<p>If essence reaches zero the character is unable to continue play having faded, fallen into torpor, or physically disintegrated.</p>
<p>A successful resistance roll indicates that the character does not lose possession of their faculties and personality as a result of the transformation.  A failure reduces resistance by one (along with any manual skills employed by the character) and indicates the character is beginning to lose touch with their underlying humanity.  A failure indicates that the character runs amok for 24 hours.  During this time the character is unaware of what they have been doing (though the GM knows).</p>
<p>If resistance reaches zero the character is no more than a beast, unable to assert any control over their base drives.</p>
<h6>Dealing with injury</h6>
<p>The nature of the transformation alters the way players recover from injury.  Living creatures recover as normal.</p>
<p>Mechanical beings are repaired rather than healed.  Assuming the presence of sufficient tools and time, ordinary bashing damage is repaired at 1 point per hour while piercing damage is repaired at 1 point per four hours spent.</p>
<p>Mechanical beings have no magical skill.  Any previously held magic ceases to operate. The points spent on magical abilities are returned to the character to be spent on non-mystical skills and they are thereafter considered to belong to the adventurer or academic speciality.</p>
<p>Mechanical and undead beings are immune to illness.</p>
<p>Creatures which are dead must spend essence to heal.  A point of essence returns an undead character to full wounds.  However, the essence cost is permanent.</p>
<h6>Mutation (mutant)</h6>
<p>A character can be turned into a mutant (by being captured and experimented on by a Mad Scientist or through exposure to dangerous radiation etc.)  If this happens they will be subject to a number of (usually random) physical alterations. A character may have up to 3 mutations (made up by the GM or picked from a list such as the one below).</p>
<table>
<tbody>
<tr>
<td width="176">Gills</p>
<p>Webbed feet or hands</p>
<p>Fur</p>
<p>Fangs</p>
<p>Mandibles</p>
<p>Claws</p>
<p>Pincers</p>
<p>Horns</td>
<td width="184">Tusks</p>
<p>Amorphous</p>
<p>Shrunken</p>
<p>Enlarged</p>
<p>Hooves</p>
<p>Multiple eyes</p>
<p>Feelers</p>
<p>Eyes on stalks</td>
<td width="180">Snout</p>
<p>Tail</p>
<p>Extra limbs</p>
<p>Tentacles</p>
<p>Wings</p>
<p>Carapace</p>
<p>Scales</p>
<p>Spikes</td>
</tr>
</tbody>
</table>
<p>Example</p>
<p>James Mitchell</p>
<p>James Mitchell is captured by a mad scientist and subjected to a mutating energy beam.  The GM rolls 1d6 getting a 5 and dividing the result by 2 rounding up to determine how many mutations James is subject to (in this case 3).  He decides James develops multiple eyes on his face and body, a set of gills, and (1d6/2 rounded up or 3) tentacles which grow out of his back.  His freakish appearance gives him a -2 penalty to any attempts at persuasion or social interaction.</p>
<p>Rather than lose the character at this point, James decides to play on.  He has four points of essence and invents the following skills in line with his new condition. He adds a tentacle attack skill at one dot and can now add an extra (clubbing) tentacle attack to a combat phase.  He adds a breathe underwater skill at one dot also.  Finally he adds a two dot bonus to perception (for his multiple eyes).</p>
<h6>Mechanization (cyborg)</h6>
<p>A character may (either through capture by an insane gadgeteer or simply because they have been damaged beyond normal endurance) be subject to mechanization.  Mechanical parts are grafted onto the body as functional replacement parts etc.  It is even possible that the entire body (apart from the brain) may be replaced. Mechanization is always physically intrusive (making the character appear less human).  Generally speaking a human body can handle three significant simultaneous modifications at most.  Where the character seeks out a replacement limb (etc) they can control what replacements occur.  However, if they are captured and altered by an outside agency the changes are up to the GM.  Elements of mechanisation might include&#8230;</p>
<table>
<tbody>
<tr>
<td width="197">Replacement arms</p>
<p>Full body replacement (excluding brain)</p>
<p>Replacement legs</td>
<td width="204">Extra legs</p>
<p>Replacement organs (excluding brain)</p>
<p>Replacement torso</td>
<td width="204">Extra arms</p>
<p>Replacement senses (optical scanners for eyes etc)</p>
<p>Replacement skull (excluding brain)</td>
</tr>
</tbody>
</table>
<p>It is possible to add extra arms and extra legs to a full body replacement if so desired (so that it still technically adds up to three changes).</p>
<p>Example</p>
<p>Beth-Nalain</p>
<p>The mystic Beth-Nalain is captured by an insane clockmaker who succeeds in turning her into a clockwork cyborg.  The GM randomly determines that she will undergo three modifications.  When Beth-Nalain wakes up after the surgery she no longer has any mystical abilities, her legs have been replaced with clockwork as has her skull and both her heart and lungs.  Her appearance is now very frightening.  She has 4 essence points chooses to give herself the following new skills; frightening visage (which, after discussion with the GM, freezes opponents in place for a round and on a critical success consequence roll causes them to break and run away) enhanced speed, immunity to poison, and extra processing (which after discussion with the GM allows a second roll whenever an academic skill is required &#8211; she can choose the best of the two results).</p>
<h6>Undeath</h6>
<p>Disembodiment (ghost)</p>
<p>Having been killed it is sometimes possible to bring a character back as a ghost.  Ghosts are usually raised for a purpose.  It takes a successful resistance roll to defy that purpose or stay behind once the purpose has been accomplished.</p>
<p>Ghosts are generally visible as a glowing translucent memory of their original form.  Movement is achieved by gliding.  Ghosts are unable to touch, taste, smell, or otherwise handle real world objects.</p>
<p>Example</p>
<p>Elias Fergusson</p>
<p>Elias was trying to prevent the evil Mordric from raising an evil King to recover a lost treasure.  He succeeded in thwarting the plot but died in the process. Mordric, having survived, and, being a vindictive sort, decides to raise and enslave Elias as a ghost.  Elias has 4 essence points and invents the following skills for himself in ghostly form; pass through solid objects (one dot), turn invisible (one dot), possess living entity (one dot), and drain life (one dot, which on discussion with his GM allows him to drain 3 wounds of life each attack phase).  The possess living entity skill suggests Mordric may get more than he bargained for by raising Elias.</p>
<p>Reanimation (zombie)</p>
<p>A character may find themselves brought back from the dead to inhabit their own corpse.  This may be the result of mad science, voodoo rituals, or a zombie virus etc.  Generally, zombies are raised for a purpose.  Viral zombies may exist only to kill and eat, but the traditional zombie is a slave.   To assert a zombie&#8217;s independence over its primal urges (or its master&#8217;s orders) it must make a successful resistance roll at creation.  Zombies are subject to putrefaction up to the point at which they are raised (after which they do not decompose) but retain any physical wounds  (not wound points) and scars received prior to and at the time of death.  They do not need to eat, breathe, or sleep.  They do not get tired or bleed.  New wounds received, however, will not heal either (except at the cost of essence &#8211; see above).</p>
<p>Example</p>
<p>Samantha Hughes</p>
<p>Samantha was shot three times in the chest by her enemies before the vodoun found her and raised her to her new zombie state.  She has 4 resistance points and decides to invent 4 zombie skills for herself; hide in shadows (one dot), enhanced strength (one dot, which after consultation with the GM adds one point to all bashing damage), induce fear (one dot, which causes opponents to freeze in terror or run away on a failed consequence roll), and read death and decay (one dot, which allows the zombie to &#8220;see&#8221; the events associated with a place of death or decay).  The bullet wounds in her chest remain after her resurrection but are easily hidden beneath her clothing).  She was raised quickly so, while a little green in pallor, does not appear too rotted.</p>
<p>Reanimation (promethean)</p>
<p>Promethean Reanimation (typified by Frankenstein&#8217;s monster) occurs where the character has been turned into a recombined and animated corpse (the brain having been preserved while a number of body parts have been stitched together from a variety of sources, possibly with some mechanisation thrown in for good measure).  Changes wrought at reconstruction might include minor mechanical combined with major biological replacement parts such as&#8230;</p>
<table>
<tbody>
<tr>
<td width="197">Replacement arms</p>
<p>Full body replacement (excluding brain)</p>
<p>Replacement legs</td>
<td width="204">Extra legs</p>
<p>Replacement organs (excluding brain)</p>
<p>Replacement torso</td>
<td width="204">Extra arms</p>
<p>Replacement senses (optical scanners for eyes etc)</p>
<p>Replacement skull (excluding brain)</td>
</tr>
</tbody>
</table>
<p>Example</p>
<p>Andrew Steele</p>
<p>After being captured by the Technomaster, Andrew Steele awakes naked upon an operating table, energy surging through his body.  Looking down at himself he sees scars, stitches, and unfamiliar musculature.  This isn&#8217;t his body anymore.  In fact it appears to be an amalgam of body parts taken from diverse owners.  His left hand doesn&#8217;t even look human&#8230; perhaps clockwork.</p>
<p>Andrew&#8217;s player adjusts his character to fit the new reality in which he finds himself.  He has four essence points and invents some new abilities to use in his promethean state; enhanced strength, channel lightning (an area effect doing 4 points of damage, but only available for use 3 times a day), feline sight (he decides the Technomaster gave him cat&#8217;s eyes), and sense living creatures.</p>
<p>Andrew immediately tries to break free of his constraints.  He wishes to be revenged upon the monster who did this to him!</p>
<p>Vampirism (vampire)</p>
<p>Characters who have been subject to a vampire bite or turning may or may not have all the features of traditional vampires.  Regardless, vampires have a hunger that can only be met by feeding on the living. The GM will decide whether  or not this is a traditional blood thirst (who knows, the hunger may alternatively be for life force or mental energy?), how sparkly or otherwise they are, and whether they can handle sunlight etc.</p>
<p>Example</p>
<p>Richard Renfrew</p>
<p>While on a midnight mission in London, super spy Richard Renfrew, was set upon in an alley by thugs and left to die.  When he awoke he had a wound in his throat and an aversion to daylight.  After three days with a high fever he awakes to find himself suffering from an almost unbearable thirst for blood.  He is a vampire.</p>
<p>Richard&#8217;s player adjusts his character sheet accordingly and with four resistance points to spend takes exsanguination and turn/sire new vampire as skills, while also taking summon/control rats and wall crawling (one dot in each).</p>
<p>Lycanthropy (werewolf)</p>
<p>Lycanthropes transform into predatory bipedal animals (wolves, bears, foxes, mountain lions etc) at the full moon.  While the details of the Lycanthrope&#8217;s condition is left to the GM, some things are typical. They gain fur, teeth, claws, and a tail.  They are usually vulnerable to silver (which acts as a poison).  Wounds from normal weapons do damage but are regenerated during the day.  A  Lycanthrope cannot be killed in their transformed body unless by silver.  A transformed lycanthrope can only be killed by silver but turns back into an unconscious human when damaged (by normal weapons) to the full wounds points available.  If the human form is killed the Lycanthrope is permanently dead.</p>
<p>Example</p>
<p>Sarah (Six-gun Sarah) Henley</p>
<p>It had almost been a month since Six-gun Sarah Henley had fought off the wolves outside Duke Von Hohendorf&#8217;s chateau.  She had only received a small bite, but today the old wound is hurting a good deal and she feels very tired.  As the moon rises above her the pain in the wound begins to spread forcing her to her knees.  She can feel the change coming on even as she tries to resist it.  Fur sprouts, she falls to all fours, her jaw elongates and her joints reform themselves.  Before she fully realises what is happening to her, the change ias complete.  Sarah is a werewolf.</p>
<p>Sarah&#8217;s player adjusts her character sheet to reflect her new condition and records “Infectious Bite” as one of her skills.  She has three points remaining to spend and buys night vision, tracking/stalking and silent movement.</p>
<p>Necrophagy (ghoul)</p>
<p>Characters infected with Necrophagy (by having been fed dead human meat) undergo a number of physical changes.  They become gaunt and wasted with pointed ears, sharp teeth, and an inability to eat anything that isn&#8217;t carrion.  They are particularly drawn to dead human bodies as sustenance.  If essence reaches zero the character loses what remains of his/her humanity, hands their character sheet over to the GM, and becomes a monster dwelling in one of the ghoul colonies to be found beneath cemeteries.</p>
<p>Example</p>
<p>Angela Astbury</p>
<p>Socialite, Angela Astbury thinks there was something terribly wrong with the meal served at Lance Scarborough&#8217;s dinner table last night.  She has been feeling extremely unwell all day.  When she looks in the mirror her face appears withered, her hair is falling out, and she appears to be wasting away even as she watches.  She was fed infected, dead, human meat and has been turned into a  ghoul.</p>
<p>Angela&#8217;s player takes a few moments to adjust her character sheet and buy some new skills (in this case, enhanced strength, claws, night vision, and tunnelling) before deciding what her next move will be.</p>
<p>NEXT TIME: Chapter 4 (Part 1) – Getting things done &#8211; character actions and playing the game, especially general actions and skill ranks.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 6) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2641</post-id>	</item>
		<item>
		<title>Another Day in the Jungle &#8211; A tale of suspense</title>
		<link>https://weirdworldstudios.com/another-day-jungle-tale-suspense/</link>
					<comments>https://weirdworldstudios.com/another-day-jungle-tale-suspense/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 11 Nov 2016 19:51:21 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[another day in the jungle]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[suspense]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Another Day in the Jungle; episode 1  of Experimental Plays. EXPERIMENTAL TALES EPISODE #1 – ANOTHER DAY IN THE JUNGLE &#8211; A TALE OF SUSPENSE by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-day-jungle-tale-suspense/">Another Day in the Jungle &#8211; A tale of suspense</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Another Day in the Jungle; episode 1  of Experimental Plays.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2.png?resize=250%2C300&#038;ssl=1" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &copy; 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>EXPERIMENTAL TALES</h2>
<h3>EPISODE #1 – ANOTHER DAY IN THE JUNGLE &#8211; A TALE OF SUSPENSE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 2: Another Day in the Jungle &#8211; A Tale of Suspense</h3>
<p>Unwatched explosives, curious monkeys, and laughing children are an explosive combination.  Can Paul and Jake manage the situation without anyone ending up dead?</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>PAUL:</strong> Military intelligence officer</p>
<p><strong>JAKE:</strong> Soldier recuperating from a recent injury.</p>
<p><strong>CORPORAL:</strong> Corporal &#8211; unloading a truck of explosives</p>
<p><strong>BOY 1:</strong> Village boy &#8211; hanging around in the hope of doing odd jobs for the soldiers</p>
<p><strong>BOY 2:</strong> Village boy &#8211; hanging around in the hope of doing odd jobs for the soldiers</p>
<p><strong>BOY 3: </strong>Village boy &#8211; hanging around in the hope of doing odd jobs for the soldiers</p>
<p><strong>JEEP DRIVER:</strong> Mail delivery driver</p>
<p><strong>REBEL:</strong> Participant in local civil war</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h2>ACT 1</h2>
<h3>SCENE 1 :    (EXT) MILITARY BASE – MID AFTERNOON<br />
(PAUL, JAKE, CORPORAL, BOY #1, BOY #2, BOY #3, JEEP DRIVER)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: (WALLA) DISTANT JUNGLE NOISES, BOYS KICKING A BALL AROUND – ESTABLISH AND UNDER.</span></li>
<li>PAUL: It’s too damned hot Jake.</li>
<li>JAKE: Aw, stop your whining.  Your supposed to be an intelligence officer.</li>
<li>PAUL: Yeah, but I’m no James Bond.  I just read reports at a desk for a living… preferably at a desk with air-conditioning.</li>
<li>JAKE:</li>
<li>PAUL: Hey, it’s not everyone that’s cut out to be a hero.  What will it be this time, anyway?  Your third purple heart?  And how’s your arm coming along?</li>
<li>JAKE: The arm’ll heal eventually.  This African humidity’s the worst.  An infection here is lethal.  As for the rest.  I don’t want the medals.</li>
<li>PAUL: C’mon.  You’ve earned them.</li>
<li>JAKE: I did what I’m paid to do.  I killed a bunch of men.  Killing is killing.  I don’t want a pat on the head.</li>
<li>PAUL: But you saved a bunch of our guys too, when you took out that nest.</li>
<li>JAKE: Look, just leave it, okay.  If you’re gonna keep yapping at me like this I’ll go wait for the mail jeep somewhere else.</li>
<li>PAUL: Sure Jake, don’t get sore.</li>
<li>JAKE: (DISTRACTED) Aw, will you look at that!</li>
<li>PAUL: What?</li>
<li>JAKE: Over by the armory.  That corporal’s not supposed to be unloading the shipment alone.</li>
<li>PAUL: Yeah, the lieutenant came by earlier and pulled his partner off the detail.  Are those boxes of grenades he’s got stacked out in the open?</li>
<li>JAKE: Yeah… the idiot.</li>
<li>PAUL: The corporal or the lieutenant?</li>
<li>JAKE: You decide!</li>
<li>PAUL: Don’t be too hard on the Corporal.  He’s actually a good guy, if a little wet behind the ears.  And it’s not like the grenades are going to cook off, even in this heat.</li>
<li>JAKE: You really haven’t spent much time in the field have you? Who’d you tick off to get posted to a U.S base in the middle of an African Civil War anyway?</li>
<li>PAUL: Hey, no need to get personal.</li>
<li>JAKE: Look, it’s not the heat I’m concerned about.  See those kids by the gate, the ones from the village who keep hanging about hoping to get an odd job or two from the soldiers on base?</li>
<li>PAUL: Sure, I see ‘em.  The eldest is called M’kenga.  He’s got half a dozen brothers and sisters at home that he helps support by doing these “odd jobs”. But I don’t think they’ll be getting any work today. Too hot.</li>
<li>JAKE: Yeah, and way too close to the truck. If the boredom gets to them and they wander over while the corporal’s inside the armory… and those grenades are unattended…</li>
<li>PAUL: Ok, I see your point.</li>
<li><span style="text-decoration: underline;">SOUND: DISTANT DOOR CLOSING – LET IT FINISH.</span></li>
<li>JAKE: Aw hell, he’s gone inside with a crate of ammo and left the grenades just sitting there. (WEARY AND RESIGNED) Come on.</li>
<li>PAUL: Yeah, yeah.  Let me weight this paperwork down so it doesn’t blow away.</li>
<li>JAKE: You even do paperwork when you grabbing a smoke?  Sheesh!</li>
<li><span style="text-decoration: underline;">SOUND: BOOTS WALKING AWAY.</span></li>
<li>PAUL: Here I come.</li>
<li><span style="text-decoration: underline;">SOUND: BOOTS AGAIN – FADE UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: CURIOUS MONKEY CHATTER – LET IT FINISH.</span></li>
<li>JAKE: Hang on… don’t come any closer.</li>
<li>PAUL: What?</li>
<li>JAKE: (VOICE EVEN) A chimp’s come in from the perimeter.  It’s sitting on the grenade box.</li>
<li>PAUL: Oh hell. (BEAT) Jake, can you back away.  It’s picked up a grenade.</li>
<li>JAKE: It’s already pulled the pin.  The only thing stopping it from going off is the chimp’s grip on the safety lever.  Hang on, I’ll try to move toward you.</li>
<li><span style="text-decoration: underline;">SOUND: AGITATED MONKEY CHATTER – LET IT FINISH.</span></li>
<li>JAKE: Nope, I don’t think it likes that.</li>
<li>PAUL: You’re way too close.  If that goes off, you’ll be caught in the blast.</li>
<li>JAKE:    If the grenade goes off while the chimp’s sitting on top of a crate of explosives like that there isn’t going to be enough left of me to care.  You, on other hand, are pretty safe where you are.  Just don&#8217;t come any closer.</li>
<li><span style="text-decoration: underline;">SOUND: MONKEY CALLING TO IT’S COMPANIONS – LET IT FINISH.</span></li>
<li>JAKE: Oh no.  Here come some more.</li>
<li><span style="text-decoration: underline;">SOUND: CHATTERING MONKEYS – LET IT FINISH.</span></li>
<li>PAUL: I count three, no four of them.  Three have picked up grenades and…</li>
<li><span style="text-decoration: underline;">SOUND: MONKEY SCREECH – LET IT FINISH.</span></li>
<li>PAUL: …two of them have pulled out the pins.</li>
<li>JAKE: Yeah, I can see that.  Now tell me something I don’t know.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: MONKEYS SCREECH – LET IT FINISH.</span></li>
<li>CORPORAL: Oh, excuse me sir, I&#8230;</li>
<li>JAKE: Corporal, go back inside&#8230; (URGENTLY) quietly.</li>
<li>CORPORAL: (WHISPERING) Yes, sir. (HESITATES) Sir? The armoury is full of explosives?</li>
<li>JAKE: I can see that soldier.</li>
<li>CORPORAL: Yes, sir.</li>
<li><span style="text-decoration: underline;">SOUND: DOOR CLOSES (QUIETLY)</span></li>
<li>PAUL: Okay, what now?</li>
<li>JAKE: What do you mean?</li>
<li>PAUL: I mean&#8230; what’s your plan?</li>
<li>JAKE: Stay very still and try not to get blown up.</li>
<li>PAUL: You’re kidding?</li>
<li>JAKE: You got a better one?</li>
<li>PAUL: .. no.</li>
<li>BOY #1: Hey, look at the monkeys.</li>
<li>JAKE: Oh, no no no no!</li>
<li>PAUL: (WHISPER YELLING) Boys, stay where you are.</li>
<li>BOY #2: Ha ha, look at them?</li>
<li>BOY #3: It’s monkeys! (Ad lib excited chatter).</li>
<li>JAKE: No, boys! Stop!</li>
<li><span style="text-decoration: underline;">SOUND: MONKEY’S SHRIEK THREATENINGLY &#8211; LET IT FINISH.</span></li>
<li>BOY #1: Hey, they’ve got bombs.</li>
<li>JAKE: Don’t any of you make a sound.</li>
<li>BOY #1: But Mister&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: MONKEY SHRIEK – LET IT FINISH.</span></li>
<li>JAKE: Not&#8230; one&#8230; sound.</li>
<li>BOY #2: (STARTS WHIMPERING) I’m scared&#8230;</li>
<li>JAKE: (LOW AND CALM) I’m going to make my way over to you, alright.  Just don’t panic.</li>
<li><span style="text-decoration: underline;">SOUND: MONKEY’S OOKING QUIETLY &#8211; UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: FOOT STEP CRUNCH – LET IT FINISH.</span></li>
<li>JAKE: One&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEP CRUNCH – LET IT FINISH.</span></li>
<li>Jake: Two&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: JEEP APPROACHING FROM DISTANCE – FADE IN.</span></li>
<li>PAUL : Jake, don’t do anything stupid&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEP CRUNCH – LET IT FINISH.</span></li>
<li>JAKE: (TO PAUL) The grenades will rip those boys to pieces if I can’t get between them and the chimps.</li>
<li><span style="text-decoration: underline;">SOUND: FOOTSTEP CRUNCH – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: MONKEY GETTING MORE AGITATED – UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: LOUD HONK OF HORN AS MAIL JEEP ARRIVES – UNDER.</span></li>
<li>PAUL: It’s the mail jeep!</li>
<li>JAKE : Boy’s get down.</li>
<li><span style="text-decoration: underline;">SOUND: BOYS ARE TACKLED TO THE GROUND – UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: MONKEY’S SQUEAL IN FRIGHT AND CHITTER OFF INTO THE DISTANCE – FADE OUT.</span></li>
<li>PAUL: Oh, thank God.  They’ve gone.  (BEAT) Jake, are you okay.</li>
<li>JAKE: Okay boys.  We can get up. (GRUNTS) Now get out of here.</li>
<li>BOYS: (OVERLAPPING) Thank you mister.  Yes, thankyou. Thanks. Etc.</li>
<li><span style="text-decoration: underline;">SOUND: BOYS RUN OFF – FADE AWAY.</span></li>
<li>PAUL: What about the monkeys?  They ran off towards the jungle but&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: BOOM OF GRENADE FOLLOWED CLOSELY BY THREE OTHERS ALMOST ON TOP OF EACH OTHER – LET IT FINISH.</span></li>
<li>JAKE: I think that takes care of them.</li>
<li>PAUL: (ALMOST ACCUSING) You threw yourself on top of those boys to protect them.</li>
<li>JAKE: Huh?</li>
<li>PAUL: I’m just saying.  I don’t think you just do what you do ‘cause you’re paid to.</li>
<li>JAKE: Just drop it, will ya.</li>
<li><span style="text-decoration: underline;">SOUND: JAKE WALKS AWAY – LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS – LET IT FINISH.</span></li>
<li>CORPORAL: The monkeys.  Are they gone?</li>
<li>PAUL: Yes, corporal&#8230; they’re gone.</li>
<li>JEEP DRIVER: (AT A DISTANCE) Hey! Hey, does anybody want this mail?</li>
<li><span style="text-decoration: underline;">MUSIC: SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2:     (EXT) SOUND TRAVELLING THROUGH THE ETHER – SOME FUTURE DATE<br />
(REBEL)</h3>
<ol start="114">
<li><span style="text-decoration: underline;">SOUND: MORSE CODE BEEPING – FADE IN UNDER</span></li>
<li>REBEL: Be particularly vigilent approaching American bases of operation.  Our enemies are training monkeys to help patrol and guard their camps.</li>
<li><span style="text-decoration: underline;">SOUND: MORSE CODE BEEPING – FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME – LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>PAUL:</strong> I ticked someone off big time to get sent here.  I&#8217;m from Olympia (not all that far from Vancouver) so believe me when I tell you, we don&#8217;t do hot where I come from.  I like my comforts.  When I signed up as an analyst, I didn&#8217;t expect to be stuck out in the field in the middle of the heat of an African war zone.  Yep.  I ticked someone off big time.</p>
<p><strong>JAKE:</strong> The wound&#8217;s not bad and I&#8217;m happy to talk with you over a beer.  Just lay off that hero stuff will you.  Heroes are nothing more than survivors who did what they had to do in order to walk out on two legs.  There&#8217;s nothing special about &#8217;em. And there&#8217;s nothing special about me.  So don&#8217;t get it into your head that I&#8217;m going to be the source of some exciting yarn you can share with your friends.  If that&#8217;s what you&#8217;re after you can drink alone.</p>
<p><strong>CORPORAL:</strong> Hurry up and wait. That&#8217;s the army way.  And if the job I had help with is made twice as hard because the other guy is ordered away by the Lieutenant then that&#8217;s just the way it is.  I could grip about it, but it wouldn&#8217;t change anything.  But it&#8217;s against regulations to unload explosives this way.  If anyone cares, I&#8217;ll be the one on report.  Not the lieutenant.  Damn, I&#8217;ll be glad when my tour is over.</p>
<p><strong>BOY 1-3:</strong> We&#8217;re from the village.  We play soccer (and marbles if we can trade some off the soldiers).  We hang around the army camp for money.  The soldiers send us on jobs.  &#8220;Get us beer&#8221;.  &#8220;Get us cigarettes&#8221;.  That kind of thing.  They give us money, so they don&#8217;t have to do it themselves.  They are very lazy, but we don&#8217;t mind.  We give the money to our families.</p>
<p>&nbsp;</p>
<p><strong>JEEP DRIVER:</strong> It&#8217;s hot and dusty work, but at least it&#8217;s appreciated.  Everyone wants news from home and I get to bring it.  Mostly it&#8217;s good news.  Sometimes it&#8217;s not.  The only thing I&#8217;ve really got to worry about is running into the occasional rebel patrol.  They don&#8217;t like us very much on account of them thinking we provide intelligence to the government.  They&#8217;re right of course, and I kind of understand it.  There&#8217;s not a lot of difference between the thugs in power and the thugs who want to be in power.  But Uncle Sam likes peace and quiet, so he&#8217;s siding with the current government&#8230; which means I need to keep my head down and my sidearm handy.</p>
<p><strong>REBEL:</strong> I&#8217;m a signalman.  I transmit messages for my commander.  Sometimes those messages are ordinary.  Sometimes they are coded.  Sometimes, however, they are just plain weird.  I transmit them anyway because that is my job.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-day-jungle-tale-suspense/">Another Day in the Jungle &#8211; A tale of suspense</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 8 &#8211; The Coffin</title>
		<link>https://weirdworldstudios.com/another-twist-tale-episode-8-coffin/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 03:36:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[another twist of the tale]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the coffin]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Coffin; episode 8  of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #8 – The Coffin by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition . This play [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-8-coffin/">Another Twist of the Tale &#8211; Episode 8 &#8211; The Coffin</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Coffin; episode 8  of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #8 – The Coffin</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 8: The Coffin</h3>
<p>A toothache turns terrifying when the dentist chooses to enact his revenge upon the drunk driver responsible for his daughter&#8217;s death.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JOHN DOYLE:</strong> Detective</p>
<p><strong>JAKE PORTEUS:</strong> Detective and business partner to John Doyle</p>
<p><strong>WAITRESS:</strong> Waitress</p>
<p><strong>COP 1:</strong> Police Officer</p>
<p><strong>COP 2: </strong>Police  Officer</p>
<p><strong>BAR TENDER:</strong> Bar Tender</p>
<p><strong>IVY CRYSTAL:</strong> Murder Victim</p>
<p><strong>COP 3:</strong> Police Officer</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h2>Act 1</h2>
<h3>SCENE 1 : INT – THE COFFIN – QUARTER AFTER MIDNIGHT (JOHN DOYLE)</h3>
<ol>
<li>NARRATOR: Weirdworldstudios presents “Things you see from the Inside of a Coffin” by Philip Craig Robotham</li>
<li><u>MUSIC: OPENING THEME-LET IT FINISH.</u></li>
<li>JOHN DOYLE: (GROANS AS HE WAKES) Ugh. (BEAT) Where? Where am I? It’s pitch black. That was one major wallop to the back of my head. (GROANS) Ugh. Hang on… things are starting to come back to me. I’m Doyle&#8230; John Doyle, private detective and part time souse; solver of mysteries and provider of college funding for the kids of a half dozen bar-tenders around town. Well, at least I know that much. It’s time I figured out where I am as well… Let me feel around… ugh…</li>
<li>Someone’s here. Hello? Are you awake? You feel… cold. (BEAT) No movement. Must be out cold.</li>
<li><u>SOUND: TAP TAP. TAP TAP. TAP TAP &#8211; LET IT FINISH.</u></li>
<li>JOHN: I’m in some kind of&#8230; box. It’s wooden.</li>
<li><u>SOUND: SOMETHING ROLLS &#8211; LET IT FINISH.</u></li>
<li>JOHN: What was that. A torch. If I can reach it… I can&#8230;</li>
<li><u>SOUND: TORCH SWITCHES ON &#8211; LET IT FINISH.</u></li>
<li>JOHN: Oh no. I’m in a coffin… and by the sound, already in the ground… nothing beyond these walls but dirt… and I’m not alone. Hey. Hey, lady. Are you…?</li>
<li>Oh Damn… I’m in here with a corpse. Ivy! Oh, Ivy, I’m so sorry. I’m sorry I never got to you in time. I’m sorry someone put a bullet in your brain. But, mostly, right now, I’m sorry I’m stuck inside this coffin with you.</li>
<li>(STRAINING) Ugh. Nope. That’s not gonna work. There’s probably six feet of earth above me. Best to preserve the oxygen, what little of it there is. Jake’s still out there somewhere. He’ll know I missed our meeting, so he’ll be looking. As partners go he’s the best… always has my back. He just needs to find the clues… if there are any to be found. I need to… I need to think back.</li>
<li><u><strong>M</strong>USIC: TRANSITION SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 2 – INT – DINER – 11:45 PM (JOHN DOYLE, JAKE PORTEUS, WAITRESS)</h3>
<ol start="14">
<li><u>SOUND: (WALLA) DINER INTERIOR, MURMOR, PLATES CUTTLERY, WAITRESSES – ESTABLISH AND UNDER</u></li>
<li><u>SOUND: JINGLE OF BELL OVER DOOR – DOOR CLOSES</u></li>
<li>JOHN: Does this diner have a phone?</li>
<li>WAITRESS: Sure hon. There’s one over on the back wall. But you better be quick. We’re closing in a few minutes. It’s nearly midnight.</li>
<li>JOHN : Thanks.</li>
<li><u>SOUND: FOOTSTEPS – LET IT FINISH</u></li>
<li><u>SOUND: DIALING – RINGING THROUGH PHONE – LET IT FINISH</u></li>
<li>JAKE PORTEUS: (WAKING UP – FILTERED THROUGH PHONE LINE) Yeah. Hello?</li>
<li>JOHN: You’re home. Great. It’s me, Doyle. I thought you might still be out following our client’s wife.</li>
<li>JAKE: Hey, Doyle, what’s up? Mrs B went home early for once, so I was getting some shut-eye. Unless I’ve slept through to tomorrow?</li>
<li>JOHN: No, it’s still today&#8230; at least for another 15 minutes or so. Sorry buddy, but I’m in trouble. Big trouble.</li>
<li>JAKE: Yeah, what’s happening?</li>
<li>JOHN: I’m on the run. The cops think I killed a woman – name of Ivy Crystal. I ran but they’ll be knocking on your door soon with a whole lot of questions and very few answers.</li>
<li>JAKE: You didn’t kill her did you?</li>
<li>JOHN: Of course not. But that won’t stop ‘em sending me to the gas chamber for it just the same. I found her body over at the Olive Grove &#8211; it’s a long story and there isn’t time for it all right now. Suffice to say I found the body and was leaning over her when I spotted a gun lying on the floor. It was probably the murder weapon, and, like a chump, I picked it up. That was when the cops burst in.</li>
<li>JAKE: Geez, Doyle! How many times have I told you not to disturb the evidence at a scene?</li>
<li>JOHN: Yeah, yeah. Do you really think this is the time for a lecture?</li>
<li>JAKE: Fair enough. (BEAT) Look, if it’s all like you say, the cops’ll be swarming all over me too, shortly. I can handle ‘em okay, but It’d be better if I just plain wasn’t here when they came calling.</li>
<li>JOHN: I need to lie low for a bit, too. Someone took a shot at me outside our office. I need to stay under the radar. I can’t go back to my place and I’ve got no money.</li>
<li>JAKE: Alright, I’ll grab some cash and meet you at the old fair ground, got it?</li>
<li>JOHN: Yeah, thanks Jake.</li>
<li>JAKE: What’re partners for? Just keep your head down long enough for me to meet you and help keep it from getting blown completely off.</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 3 – EXT – FAIRGROUND – MIDNIGHT (JOHN DOYLE)</h3>
<ol start="37">
<li><u>SOUND: (WALLA) NIGHT AMBIENCE – WIND, CRICKETS ETC. – ESTABLISH AND UNDER</u></li>
<li><u>SOUND: FOOTSTEPS ON GRAVEL – LET IT FINISH.</u></li>
<li>JOHN: (BLOWING ON HANDS) Dang, but it’s cold at midnight. I hope Jake isn’t too much longer. It was smart him suggesting we meet here. He’s always been clever like that. The fairground won’t be on the cops’ radar. Not yet, anyway. Creepy place all the same. I’ll be glad of the chance to hide out in one of Low Town’s flea-bag pay-by-the-night’s.</li>
<li><u>SOUND: SNAPPING TWIG – LET IT FINISH.</u></li>
<li>JOHN: Who’s there. Jake is that you?</li>
<li><u>SOUND: GUN BEING COCKED – LET IT FINISH.</u></li>
<li>JOHN: Look buddy, I can’t see you but I’m armed, I’ve been shot at once today already, and I’m in no mood for games so if you’re not Jake you need to&#8230;</li>
<li><u>SOUND: METAL CLANG OF SHOVEL STRIKING HEAD – LET IT FINISH.</u></li>
<li>JOHN: Ugh.</li>
<li><u>SOUND: BODY DROP – LET IT FINISH.</u></li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 4 – INT – COFFIN – HALF PAST MIDNIGHT (JOHN DOYLE)</h3>
<ol start="48">
<li>JOHN: That bang on the head hurt. Jake wouldn’t have been far away when I got jumped. And&#8230; ugh&#8230; given the amount of blood that crack on the skull cost me, I’m betting it won’t be hard for him to figure out what happened. If whoever did this had Ivy’s body with him, he wouldn’t have gone far, either. I’m probably buried somewhere inside the fairground. If I can just hold out long enough, then Jake’ll figure it out&#8230; maybe&#8230; Best not to think about what happens if he doesn’t. I’ll think about what got me here instead. Back before I called him. Back at the Olive Grove. I’d arrived about eleven o’clock, looking for Ivy. The place’d been locked up so I let myself in.</li>
<li><u>MUSIC : TRANSITION SCENE ENDER &#8211; LET IT FINISH</u></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 5 – INT – THE OLIVE GROVE – 11 PM (JOHN DOYLE, COP 1, COP 2)</h3>
<ol start="50">
<li><u>SOUND: BREAKING GLASS – LET IT FINISH.</u></li>
<li>JOHN: Whoops. Jake wouldn’t approve of that. He’s always saying I’m too much of a blunt instrument for the “subtleties” of the detective business.</li>
<li><u>SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</u></li>
<li>JOHN: Still, whatever gets the job done, right? I’ve managed to get inside after all.</li>
<li><u>SOUND: FOOTSTEPS THEN STUMBLE OVER CHAIR – LET IT FINISH</u></li>
<li>JOHN: Ouch. This might be a swank restaurant during the day, but in the dark it’s a hazard. Where’s the light switch?</li>
<li><u>SOUND: CLICK OF LIGHT SWITCH – LET IT FINISH.</u></li>
<li>JOHN: Now, that’s better. A guy can see to&#8230; Aw Hell. (BEAT) Miss Ivy Crystal, I presume.</li>
<li><u>SOUND: FOOTSTEPS AND STOP – LET IT FINISH</u></li>
<li>JOHN: Well, I guess you can’t tell me too much about what happened with a bullet between your eyes can you? (BEAT) Still warm. I guess this happened pretty recently, and, what’s that? A gun. And the barrel’s still hot&#8230;</li>
<li>COP 1: (AT A DISTANCE) I’m telling you I heard something.</li>
<li>COP 2: And I’m telling you, it was probably a cat.</li>
<li>COP 1: Does a cat know how to turn on the lights? The place is supposed to be closed up.</li>
<li><u>SOUND: DOOR OPENS – LET IT FINISH.</u></li>
<li>COP 2: Alright you’ve sold me. I just don’t like getting&#8230; Hey! Hey you! Hold it right there!</li>
<li>JOHN: Uh oh. Time to go</li>
<li><u>SOUND: GUNSHOT SMASHING LIGHTBULB – LET IT FINISH.</u></li>
<li>COP 1: He’s shot out the light. Get after him.</li>
<li>COP 2: Don’t let him get away.</li>
<li><u>SOUND: STUMBLING PURSUIT – FADE</u></li>
<li><u>MUSIC: SCENE ENDER</u></li>
</ol>
<h3>SCENE 6 – EXT – OFFICE – 11:10 PM (JOHN DOYLE)</h3>
<ol start="71">
<li><u>SOUND: (WALLA) NIGHT NOISES CITY – ESTABLISH AND UNDER</u></li>
<li><u>SOUND: FOOTSTEPS TO STOP</u></li>
<li>JOHN: There’s the office. And I’ve lost those cops. But what the hell is going on? Ivy’s dead and they think I did it. And the murderer…?</li>
<li><u>SOUND: BULLET RICOCHET – LET IT FINISH.</u></li>
<li><u>SOUND: RUNNING FEET – FADE.</u></li>
<li>JOHN: Damn. Where’d that come from? I need to get somewhere safe. Somewhere I can think and call Jake. He’ll know what to do. Not the office, though. Not now. Someone’s sure to have called the cops after that gunshot. So… the diner! I’ll go there. But that shot? It means I was followed. And if I was followed that means Ivy’s killer saw me at the scene. He must have still been there when I arrived.</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 7 – INT – COFFIN – FORTY PAST MIDNIGHT (JOHN DOYLE)</h3>
<ol start="78">
<li>JOHN: Yeah, he was there alright. Or how else would I be in this box with you now, Ivy? He was probably only feet away. When the cops took off after me it gave him the perfect opportunity to move your body. But if he took the time to shift your body (and that must have confused the cops some when they came back) then how was he able to trail me back to my office? Something’s missing. Something doesn’t make sense. Did he know who I was? Did he know I’d head for the office after I gave the cops the slip? Easy, John, don’t get worked up. Jake’ll find you soon. Just keep focused. Don’t use up the air too quick. You need to dig back further. Back to when you visited her apartment. About ten forty-five or thereabouts.</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 8 – INT – IVY CRYSTAL’S APARTMENT – 10:20 PM (JOHN DOYLE)</h3>
<ol start="80">
<li><u>SOUND: KNOCKING ON DOOR – LET IT FINISH.</u></li>
<li>JOHN: Miss Crystal? Ivy? Are you there?</li>
<li><u>SOUND: DOOR SWINGS OPEN A LITTLE – LET IT FINISH.</u></li>
<li>JOHN: (OBSERVING) That ain’t good.</li>
<li><u>SOUND: DOOR SWINGS OPEN WIDE, JOHN ENTERS, DOOR CLOSES– LET IT FINISH.</u></li>
<li>JOHN: Miss Crystal? Your door’s open, so I’m coming in. Don’t shoot me or anything, okay? (TO SELF) Now that’d just take the cake. Jake’d have a field day if I got myself shot trying to figure out if that phone-call really came from a damsel in distress or not. For all I know, this isn’t even the right place. The bartender could just have sent me on a wild goose chase. (BEAT) Hello? (TO SELF) Where’s the light?</li>
<li><u>SOUND: CLICK OF LIGHT – LET IT FINISH.</u></li>
<li>JOHN: That’s better. Not much of a house keeper, are you Miss Crystal? Hmm, what’s this?</li>
<li>(READING) Ivy, Meet me at the Olive Grove at 10:45. Don’t make me come and get you. – J.</li>
<li>JOHN: Who’s J? A boyfriend, maybe? The guy in the white hat? This note sounds vaguely threatening. What’s the time? 10:45. The meeting’s happening now. Here’s hoping I can get over there fast.</li>
<li><u>SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</u></li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 9 – INT – COFFIN – FIFTY PAST MIDNIGHT (JOHN DOYLE)</h3>
<ol start="92">
<li>JOHN: (SIGHS) It’s getting stuffy. C’mon Jake. Don’t drag your heels. I could really use your help right now. Just gotta breathe shallow, keep the panic at bay, think about the case some more.</li>
<li>I got to the meeting alright. But I was too late. She was dead already. (BEAT) “J” the note said. Not much help there. There are a lot of J’s in this world. My partner’s name is Jake. My own name’s John. For crying out loud, there could be a hundred “J”s living inside a ten block radius. For all I know it could mean Jack the Ripper. No, not much help there. Maybe I need to go back even further. Back to the bar. The first place I tried to find Ivy. Playing a hunch. What time was that? About ten twenty-five?</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 10 – INT – THE ROCCOCO CLUB – 10:25 PM (JOHN DOYLE, BARTENDER)</h3>
<ol start="95">
<li><u>SOUND : GIRL FROM IPANEMA PLAYS ON GRAMOPHONE – ESTABLISH AND UNDER</u></li>
<li><u>SOUND : (WALLA) MURMUR OF DRINKING PATRONS – ESTABLISH AND UNDER</u></li>
<li><u>SOUND: FOOTSTEPS ON WOODEN FLOOR – LET IT FINISH.</u></li>
<li>JOHN: Is this the Roccocco Club?</li>
<li>BARTENDER: Sure, buddy. What’ll you have?</li>
<li>JOHN Got some Rye?</li>
<li>BARTENDER: Ahuh.</li>
<li><u>SOUND: CLINK OF GLASSES, POURING DRINK, SLIDE ACROSS COUNTER &#8211; LET IT FINISH.</u></li>
<li>JOHN: Thanks. (DRINKS) Would it kill you to put up a sign? A fella could get lost trying to find this place.</li>
<li>BARTENDER: You from out of town? This used to be a speak-easy. Everyone knows where it is, so what’d be the point of a sign?</li>
<li>JOHN: I thought I knew most of the watering holes in this town, but fair enough. What’s life without a bit of mystery? (BEAT) I’m looking for Ivy Crystal. You know her?</li>
<li>BARTENDER: Sure I know her. She works here. You just missed her.</li>
<li>JOHN: Really? When’d she leave?</li>
<li>BARTENDER: Maybe ten minutes ago, why? You a friend of hers?</li>
<li>JOHN: Ten minutes ago. That’d put it around ten fifteen. Funny time for a shift change.</li>
<li>BARTENDER: Look buddy, she works here, but she wasn’t working tonight. Tonight was social.</li>
<li>JOHN: She leave with someone?</li>
<li>BARTENDER: You ask a lot of questions. You a cop?</li>
<li>JOHN: Private Detective. I got a call from her and it sounded like she was in trouble.</li>
<li>BARTENDER: I wouldn’t know about that. But, come to think of it, she did seem kind of jumpy earlier. I figured she just needed some juice.</li>
<li>JOHN: How so?</li>
<li>BARTENDER: Well, I won’t say the lady’s a lush – she tends bar here, so she couldn’t be, right?</li>
<li>JOHN: Right&#8230;</li>
<li>BARTENDER: But she does like a drink in her off hours and sometimes&#8230;</li>
<li>JOHN: Yeah?</li>
<li>BARTENDER: Well, sometimes, she looks like she needs one, if you know what I mean.</li>
<li>JOHN: And she looked like she needed one tonight?</li>
<li>BARTENDER: Yeah, I guess.</li>
<li>JOHN: So, did you see her leave with anyone?</li>
<li>BARTENDER: Yeah, she left with some guy in a white hat. He had her by the arm and hustled her out fast. She didn’t look real happy about it.</li>
<li>JOHN: And you didn’t think to do something?</li>
<li>BARTENDER: Hey, I don’t get between a man and a woman, even if I do know one of ‘em. You don’t do that kind of thing if you like your nose the shape it is.</li>
<li>JOHN: So you think he was Ivy’s steady?</li>
<li>BARTENDER: I suppose. None of my business, really. I hadn’t seen her with anyone recently. But things like that can change pretty quick.</li>
<li>JOHN: Yeah, okay. Did you happen to overhear where they were going?</li>
<li>BARTENDER: Nah. They weren’t talking and I didn’t ask.</li>
<li>JOHN: Damn. That puts me pretty much at a dead end.</li>
<li>BARTENDER: Well, Ivy’s got an apartment not too far from here. I could give you the address if you think she’s in some kind of trouble.</li>
<li>JOHN: Thanks buddy. And here’s a little something for your time.</li>
<li><u>MUSIC: SCENE ENDER – LET IT FINISH.</u></li>
</ol>
<h3>SCENE 11 – INT – COFFIN – 12:50 AM (JOHN DOYLE)</h3>
<ol start="135">
<li>JOHN: (COUGHS) The air’s getting pretty stale. I guess I’m running out of time. Come on Jake, buddy. You’ve never let me down. Don’t let this time be the first. And you, Ivy, what am I missing? I bet you’d be able to clear this up in a minute if it weren’t for the bullet that’s shredded your brain. Who’s the guy in the white hat? I’m guessing he’s your killer. Our killer if nothing changes. What’s he to you? And why were you afraid? (COUGHS) Damn. I’ve got to hang on. Got to think. Remember. Back in the office about an hour before closing.</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 12 – INT – DETECTIVE’S OFFICE – 4:00 PM (JOHN DOYLE, JAKE PORTEUS)</h3>
<ol start="137">
<li><u>SOUND: (WALLA) ELECTRIC FAN – UNDER.</u></li>
<li>JAKE: (YAWNS) Aw hell, it’s four o’clock already. I’ve gotta head out and start tailing Mrs Burton again. I’m getting too old for this kind of work… too tired after last night’s stake out. You able to hold things together here at the office?</li>
<li>JOHN: I don’t know, Jake. Seeing as how I’m run off my feet because of all the clients we’ve got lined up round the block.</li>
<li>JAKE: Well, I’ve still got a buyer on the line if you ever get sick of all this glamor and industry. We could sell up the partnership and retire to Bermuda or something. Last chance?</li>
<li>JOHN: Like we don’t both already know the only way I’m leaving this job is in a pine box.</li>
<li>JAKE: Heh. Yeah, I guess I know you too well. Okay. See you later, Doyle.</li>
<li><u>SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</u></li>
<li>JOHN: Yeah, sure Jake. See you later.</li>
<li><u>SOUND: PHONE RINGS – LET IT FINISH.</u></li>
<li><u>MUSIC : TIME PASSES TRANSITION – LET IT FINISH.</u></li>
<li>JOHN: Porteus and Doyle Detectives, John Doyle speaking.</li>
<li>IVY CRYSTAL: (GIRL FROM IPANEMA PLAYS ON GRAMAPHONE IN BACKGROUND &#8211; ESTABLISH UNDER)(BEAT) Hello? Mr Doyle? My name is Ivy Crystal. I’m in danger, please help me. I’m being followed by a man in a white hat. Please… I’m at the…</li>
<li><u>SOUND: LINE GOES DEAD &#8211; UNDER.</u></li>
<li>JOHN: Miss Crystal? Are you there? Miss Crystal? I need your location. Miss? (BEAT) Damnit. She’s gone. I can’t help her if I can’t figure out where she is. Wait a minute. The music in the background. It’s the Roccocco club. She’s there. I need to call a cab.</li>
<li><u>SOUND: PHONE BEING DIALED &#8211; FADE</u></li>
<li><u>MUSIC : SCENE ENDER</u></li>
</ol>
<h3>SCENE 13 – INT- COFFIN – 1:00 AM (JOHN DOYLE)</h3>
<ol start="153">
<li>JOHN: (COUGHS) It took me hours to find the club. One of the city’s best kept secrets I guess. It’s getting hard to stay… awake… to think straight. I’m so close. There’s something. If only I could… but how’d I know what music played at the Roccocco club? I’d never been there before. Something Jake said earlier… something…</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 14 – INT – DETECTIVE’S OFFICE – 2:00 PM (JOHN DOYLE, JAKE PORTEUS)</h3>
<ol start="155">
<li><u>SOUND: (WALLA) ELECTRIC FAN – UNDER.</u></li>
<li><u>SOUND: DOOR OPENS AND CLOSES – LET IT FINISH.</u></li>
<li>JOHN: Two o’clock in the afternoon, Jake? What time do you call this to be getting to work?</li>
<li>JAKE: Give me a break, Doyle. I was on the Burton stakeout all night.</li>
<li>JOHN: Yeah, I ain’t forgotten. I was just bustin’ your chops. Things have been quiet as the proverbial grave here all day.</li>
<li>JAKE: Well, I still got that offer on the table from Eckersley for you to consider.</li>
<li>JOHN: You really want to give up all this personal freedom and sell out to a mob like the Eckersley Detective Agency? That’ll be the day.</li>
<li>JAKE: We’ve been getting some good press lately. Enough so Eckersley sees us as a threat to his business. I don’t reckon we’ll get a better offer.</li>
<li>JOHN: Aw, who cares? I ain’t interested in selling and he won’t buy unless we’re both in.</li>
<li>JAKE: Meh. It was worth a try.</li>
<li>JOHN: How’d the stakeout go?</li>
<li>JAKE: Dull as dishwater. I sat in an obscure little gin joint called the Roccocco club all night watching Mrs Burton nurse a single malt scotch on the rocks. She’s a sad and lonely woman, but I don’t think she’s stepping out on Mr Burton.</li>
<li>JOHN: All to the good. It means we can probably score some more scratch following her around for another couple of days. The expense account’s looking a little thin just now.</li>
<li>JAKE: Yeah, well, I hope she picks a different watering hole tonight. The only thing that passes for entertainment over there is an old gramaphone playing the Girl from Ipanema over and over.</li>
<li>JOHN: Speaking of which. It kind of suits you.</li>
<li>JAKE: What?</li>
<li>JOHN: That new hat of yours. The Panama. (BEAT) Ipanema? Panama? The one made me think of the other.</li>
<li>JAKE: Oh, sure. You always have been good at connecting the dots. I got it this morning. You like?</li>
<li>JOHN: White’s not really your color.</li>
<li>JAKE: Heh. Everyone’s a critic.</li>
<li>JOHN: You know me Jake. I call things as I see ‘em.</li>
<li>JAKE: Yeah, I guess I do know you at that. Look, I gotta get these case notes written up for Mr Burton before I go back on the clock following the Mrs. around some more.</li>
<li>JOHN: Yeah, no problem.</li>
<li><u>MUSIC: SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h2>ACT 3</h2>
<h3>SCENE 15 – INT – THE COFFIN &#8211; 1:10 AM (JOHN DOYLE)</h3>
<ol start="179">
<li>JOHN: (COUGHS) (CROAKING) Yeah, that was it, Jake was how I knew where she was. He’d been staking out the club. Tired, Joking about how we should sell the business and go spend some time in the sun, griping about how the Roccocco club only played Girl from Ipanema over and over on its old gramophone, sporting that new white hat. That’s where the hunch had come from – I heard the song from Ivy’s end of the phone conversation and connected the dots. It was a hunch, but I thought I’d check it out. Took me hours to find the place but Jake had given me the clue. Good old Jake. Jake and his brains and his new white hat… that hat!</li>
<li>(BEAT) (REALIZING) Aw,hell. Jake’s not coming… (GASPING THROUGHOUT) Jake’s not coming because he was already here. Like he said, I’m good at joining the dots. He wanted to sell the business, but I was against it, so he paid Ivy to call me. She rang just after he left so I wouldn’t get suspicious. Yeah, that’s it. Then he killed her and set the cops after me. It was him who shot at me at the office. And then he rushed home. He knew where I’d be and what I’d do. And like a predictable sap I called him for help. He got me to come out to the fair ground where he got the drop on me. Jake’s not gonna get me out of this… He put me in here. He left me a torch and a corpse, and enough air to work it all out. He’s playing with me&#8230; and if I can’t get out of here myself, I’m going to die.</li>
<li><u>SOUND: KICKING COFFIN LID FROM INSIDE &#8211; LET IT FINISH.</u></li>
<li>JOHN: (WHEEZING) Let me out damnit. Let me out&#8230; I’m going to… going to&#8230; ungh! (PASSES OUT).</li>
<li><u>MUSIC: SCENE ENDER.</u></li>
</ol>
<h3>SCENE 16 – EXT – THE FAIR GROUND – 9.00 AM (JAKE PORTEUS, COP 3)</h3>
<ol start="184">
<li><u>SOUND: (WALLA) BIRDSONG, TRAFFIC IN DISTANCE &#8211; ESTABLISH AND UNDER.</u></li>
<li><u>SOUND: DIGGING IN DIRT UNTIL HITTING SOMETHING SOLID &#8211; LET IT FINISH.</u></li>
<li>COP 3: I think we’ve got something, Jake.</li>
<li><u>SOUND: BANGING OF SHOVEL ON BOX &#8211; TAP TAP &#8211; LET IT FINISH.</u></li>
<li>COP 3: Looks like it’s big enough.</li>
<li>JAKE: Aw, hell. You’d better call it in, constable.</li>
<li>COP 3: You don’t think he might still be&#8230;</li>
<li>JAKE: Alive? Naw. He’s been there all night. There’s no chance the air would have lasted. If he’s in there, and I’m pretty sure he is, then Doyle’s dead.</li>
<li>COP 3: Damn. How’d you figure he’d be here anyways?</li>
<li>JAKE: He called me last night. Said he was coming out to the fair ground. I came out to give him some backup, but, you know Doyle? He didn’t wait for me. I found some blood back there where we came in. I knew something was up, but I didn’t find this turned earth ‘til I called you guys this morning.</li>
<li>COP 3: Damn shame. Word is he made a good private eye.</li>
<li>JAKE: Yeah, he was a good partner to have. I always had his back&#8230; well, nearly always.</li>
<li>COP 3: What’ll you do now?</li>
<li>JAKE: I don’t know. Something like this makes you re-evaluate things. Maybe it’s time I got out of this business.</li>
<li>COP 3: Yeah?</li>
<li>JAKE: I hear Eckersley’s in the market for a new branch Detective Agency right now. Maybe I’ll give him a call.</li>
<li>COP 3: Who’d blame you Jake, after something like this?</li>
<li>JAKE: Yeah. Who’d blame me?</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>JOHN DOYLE:</strong> I love my job.  Not the thousand grimey days when I&#8217;m desperate for a client, or the other thousand days where I&#8217;m being asked to snap &#8220;proof of infidelity&#8221; pictures for the poor betrayed palookas that cross my threshold.  I love my job for that one day in a thousand when a genuine, bonafied mystery crosses my desk.  On those days all the others are suddenly worth it and I&#8217;m reminded, again, that I love my job.</p>
<p><strong>JAKE PORTEUS:</strong> I work with John, but I&#8217;ve had enough.  We&#8217;ve got a good offer on the table for the business but I can&#8217;t sell up just my share.  They want the whole thing.  Johnny doesn&#8217;t get it.  I&#8217;m too old for this&#8230; and I never loved it the way he does.  But maybe there&#8217;s a way to change his mind&#8230;</p>
<p><strong>WAITRESS:</strong> I&#8217;m bored.  This isn&#8217;t the life I dreamed of when I was a kid.  Sure, I&#8217;ll smile and be polite, but we&#8217;ve all got our problems and, frankly, mine is getting paid today.  So, let me get  back to my job and I&#8217;ll let you do&#8230; well, whatever.  I&#8217;m really not all that interested.</p>
<p><strong>COPS 1-3:</strong> We&#8217;ve mostly seen it all.  I mean, every once in a while there&#8217;s a weird one.  But when you&#8217;ve seen one body while doing homicide, you&#8217;ve pretty much seen &#8217;em all.  It&#8217;s not that I&#8217;m jaded or nothing.  It&#8217;s just that you develop a pretty thick skin after a while.  And if you don&#8217;t, you don&#8217;t last long in this job.</p>
<p><strong>BAR TENDER:</strong> Hey pal, how&#8217;s it going?  Nah, I couldn&#8217;t say.  Confidentiality of the bar.  Lawyers, priests, and what not.  Hey you gonna buy a drink or what?</p>
<p><strong>IVY CRYSTAL:</strong> Buy a girl a drink, pal?  Sure, I like a good time, same as any girl.  But, uh, did you hear what I said about that drink?  What?  Thanks, pal.  You&#8217;re a prince.  Oh, I needed that.  Why, thankyou.  You know, my ma used to tell me I had the prettiest eyes too.  Oops.  Looks like my drink&#8217;s all gone.  Any chance of another.  You know, you&#8217;re kind of cute.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-8-coffin/">Another Twist of the Tale &#8211; Episode 8 &#8211; The Coffin</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 7 &#8211; The House</title>
		<link>https://weirdworldstudios.com/twist-tale-episode-7-house/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 03:15:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[a twist of the tale]]></category>
		<category><![CDATA[marion thauer brown scriptwriting competition]]></category>
		<category><![CDATA[runner up]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the house]]></category>
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					<description><![CDATA[<p>To celebrate coming Runner Up in the 2016 Marion Thauer Brown Script Writing Competition we present the complete text of our award winning play &#8216;The House&#8217; from our &#8216;Another Twist of the Tale&#8217; series of short plays. Below we present the complete text of The House; episode 7&#160; of Another Twist of the Tale. ANOTHER [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/twist-tale-episode-7-house/">Another Twist of the Tale &#8211; Episode 7 &#8211; The House</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>To celebrate coming Runner Up in <a href="http://mtbscriptcompetition.com/">the 2016 Marion Thauer Brown Script Writing Competition</a> we present the complete text of our award winning play &#8216;The House&#8217; from our &#8216;Another Twist of the Tale&#8217; series of short plays.</p>
<p>Below we present the complete text of The House; episode 7&nbsp; of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300"><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #7 – The&nbsp;House</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30"><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 7:&nbsp;The&nbsp;House</h3>
<p>An ageing recluse is being forced to sell some of the most valuable land in town as a result of health concerns and a local real-estate agent thinks all his Christmases have come at once. &nbsp;But not all is as it seems.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> &nbsp;The Narrator</p>
<p><strong>JEREMY HANCOCK:</strong> Real Estate Agent</p>
<p><strong>MR WILCOX:</strong> Customer</p>
<p><strong>MRS WILCOX:</strong> Customer</p>
<p><strong>HEATHER:</strong> Secretary</p>
<p><strong>MRS SUNIL SINGH:</strong> Lawyer and Real Estate Developer</p>
<p><strong>LUKAS DOOR:</strong> Wealthy Home Owner</p>
<h2>Act 1</h2>
<h3>SCENE 1: INT – OFFICE OF JEREMY HANCOCK, REAL ESTATE AGENT (JEREMY, MR WILCOX, MRS WILCOX)</h3>
<ol>
<li><u>MUSIC: OPENING THEME</u></li>
<li>NARRATOR: (SPOOKY VOICE) Let’s face it, nobody likes a real-estate agent. To the tenants and buyers the agent is out to maximise commission. To the investor and owner the agent is out to minimize costs. In the circles of hell there is a special place reserved just for middle men&#8230; and after listening in on this conversation I’m sure you’ll understand why&#8230;</li>
<li><u>SOUND: SHUFFLING PAPERS &#8211; LET IT FINISH.</u></li>
<li>JEREMY HANCOCK: I’m so sorry. I know you had hopes for better but I just don’t think the market will support the price you are seeking at the moment.</li>
<li>MR WILCOX: But Mr Hancock&#8230; You assured us we could expect $170,000 for the property. The sunset on our contract to buy the Wickham house expired yesterday. We only signed that contract because you told us we’d have no trouble raising the money from the sale of our old home to cover it.</li>
<li>JEREMY: You’ll still be able to make the purchase. Your mortgage will be a little higher&#8230;</li>
<li>MRS WILCOX: A little higher. You’re talking about $60,000 dollars. Our entire savings will be swallowed by this and we’ll be left in debt.</li>
<li>JEREMY: Look, you’ll manage. And you’re not going to get a better offer than the one that’s on the table now. We’ve had dozens of buyers through the house and they’re just not willing to pay what you’re asking.</li>
<li>MR WILCOX: But you never told us. Every time we asked, you said you were completely confident you could get the price we needed to support the new home purchase.</li>
<li>JEREMY: What can I say? It just didn’t work out. I really don’t think you’ve got a choice at this point. The peak sale period is coming to an end and the market is cooling down for the winter.</li>
<li>MRS WILCOX: (COLD ANGER) You’ve got us right where you want us, haven’t you? You’ve cheated us out of $60,000 and there’s nothing we can do about it now. We’ll sign. But I promise you this. If it is ever in my power to damage your reputation and business&#8230; If by act or omission it is ever possible for me to do you harm. I won’t hesitate.</li>
<li>JEREMY: Now, look, I know this isn’t what you wanted, but it’s a fair offer and&#8230;</li>
<li>MRS WILCOX: Shut up! Just shut up!</li>
<li>SOUND: SCRATCHING OF PEN &#8211; LET IT FINISH.</li>
<li>MR WILCOX: Max?</li>
<li>MR WILCOX: Alright.</li>
<li><u>SOUND: SCRATCHING OF PEN &#8211; LET IT FINISH.</u></li>
<li>MR WILCOX: There. No. Don’t get up. We’ll see ourselves out. If I never see your face again it’ll be too soon.</li>
<li><u>SOUND: FOOTSTEPS OF COUPLE LEAVING. DOOR OPENS AND SLAMS LOUDLY &#8211; LET IT FINISH.</u></li>
<li>JEREMY: (HALF LAUGHING UNDER HIS BREATH) And don’t let the door hit you on your way out.</li>
<li><u>SOUND: INTERCOM BUZZER &#8211; LET IT FINISH.</u></li>
<li>JEREMY: (CHEERFUL) Heather, get me Sunil Singh on the line, will you?</li>
<li>HEATHER: (TINNY, LIKE OVER A PHONE) Sure boss. You sound happy.</li>
<li>JEREMY: We just made a killing. This’ll be the best commission we get this year.</li>
<li>HEATHER: (TINNY, LIKE OVER A PHONE) Great. I’ll put the call through. Also, Lukas Door just made an appointment.</li>
<li>JEREMY: Seriously? Lukas Door?</li>
<li>HEATHER: (TINNY, LIKE OVER A PHONE) Ahuh. He wants to see you in half an hour.</li>
<li>JEREMY: I wonder if he’s planning to put that old place of his on the market at last. That would be a massive coup if we could snag that commission.</li>
<li>HEATHER: (TINNY, LIKE OVER A PHONE) Well, I guess you’ll find out shortly.</li>
<li>JEREMY: I guess so. (BEAT) Let me know as soon as you’ve got Mrs Singh on the line.</li>
<li>HEATHER: (TINNY, LIKE OVER A PHONE) Sure boss.</li>
<li><u>SOUND: BUZZ SIGNALLING END OF INTERCOM CONVERSATION &#8211; LET IT FINISH</u></li>
<li>JEREMY: The old Door house has to be worth a couple of million. Now, wouldn’t that be something? We’d make a year’s commission from just one sale.</li>
<li><u>SOUND: INTERCOM BUZZ &#8211; LET IT FINISH</u></li>
<li>HEATHER: Boss, I’ve got Mrs Singh on Line two.</li>
<li>JEREMY: Great, I’ll take it here.</li>
<li>HEATHER: Sure thing.</li>
<li><u>SOUND: INTERCOM BUZZ &#8211; LET IT FINISH</u></li>
<li>JEREMY: Sunil, great to hear you.</li>
<li>SUNIL SINGH: You too Jeremy. How’d you go with the Wilcox couple?</li>
<li>JEREMY: It’s signed and sealed, just like I promised. I told you I’d be able to deliver the place at the price you were after.</li>
<li>SUNIL: Well done. I’m pleased. We’ll be able to redevelop that property of theirs and put at least three dwellings on it. I’ll triple my money.</li>
<li>JEREMY: They don’t call you one of the sharpest lawyers in town for nothing&#8230; but I just want to remind you about our little deal?</li>
<li>SUNIL: Yes, yes. You have nothing to worry about. You’ll get your commission from me&#8230; and I assume from the Wilcox’ couple as well. You’re pretty sharp yourself, Mr Hancock.</li>
<li>JEREMY: Good. Because I think I may have something else you’d be interested in.</li>
<li>SUNIL: Oh? Do tell?</li>
<li>JEREMY: You won’t believe it, but I swear it’s true. Lukas Door is coming to see me this afternoon.</li>
<li>SUNIL: You’re joking. He never leaves that old place of his.</li>
<li>JEREMY: So everyone says. But he’s coming here this afternoon. Are you interested?</li>
<li>SUNIL: Absolutely. His property is a developer’s dream. It’s worth millions, and redeveloped, it’s worth tens of millions. How low do you think you can get him to go?</li>
<li>JEREMY: Let me see what I can do. Assuming you’re willing to kick in with an appropriate gratuity&#8230; to compensate me for any loss in commission at this end.</li>
<li>SUNIL: How does your standard fee sound?</li>
<li>JEREMY: No good. At least not for this one. For this one, I’ll want a percentage.</li>
<li>SUNIL: (PAUSE) A percentage of the profit? No deal. I’ll double the commission you’d normally get on the value of the property if you can squeeze him down to a third below market. How does that sound?</li>
<li>JEREMY: Consider it done. Assuming that’s why he’s coming to see me.</li>
<li>SUNIL: It’s a pleasure doing business with you.</li>
<li>JEREMY: You too.</li>
<li><u>SOUND: CLICK OF PHONE AND LINE GOING TO DIAL TONE &#8211; ESTABLISH AND FADE OUT.</u></li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 2 &#8211; (INT) HANCOCK’S OFFICE (LATER) HEATHER, JEREMY, LUKAS</h3>
<ol start="60">
<li><u>SOUND: KNOCK ON DOOR THEN DOOR OPENS &#8211; LET IT FINISH.</u></li>
<li>HEATHER: Mr Hancock? Mr Door is here to see you.</li>
<li>JEREMY: Wonderful. Send him in Heather.</li>
<li>HEATHER: Mr Door? Mr Hancock can see you now.</li>
<li>LUKAS DOOR: Mr Hancock, thank you for seeing me at such short notice. I imagine you have guessed why I’m here?</li>
<li>JEREMY: Please, take a seat. (PAUSE)</li>
<li><u>SOUND: SEAT SCRAPING &#8211; LET IT FINISH.</u></li>
<li>JEREMY: Since you’ve come to see me at my office, I can only assume that it has something to do with your property?</li>
<li>LUKAS: Full marks, sir.</li>
<li>JEREMY: And if I might hazard a guess&#8230; thankyou Heather.</li>
<li>HEATHER: Yes Sir.</li>
<li><u>SOUND: DOOR CLOSES &#8211; LET IT FINISH.</u></li>
<li>JEREMY: Yes, if I might hazard a guess, I imagine there is a certain urgency about the issue. I can’t imagine what would entice you to come out in public, but it has to be singificant.</li>
<li>LUKAS: Yes, I’m afraid so.</li>
<li>JEREMY: Well, I’m here to help. What can I do for you?</li>
<li>LUKAS: As it happens I’ve received some very bad news. I’m dying, Mr Hancock.</li>
<li>JEREMY: Um&#8230; I’m sorry to hear that&#8230; how long have you known?</li>
<li>LUKAS: I found out this morning. Oh, don’t look so stricken Mr Hancock. I’m old, far older than I look, and I’ve had a good run. The doctor tells me, however, that I am going to require a substantial amount of care and in no short order. Because of this I am going to need to achieve a quick sale, one which will afford me the ability to get the care I need while the disease takes its course.</li>
<li>JEREMY: I see. Well, naturally, we would be honoured to handle your property&#8230; but&#8230;</li>
<li>LUKAS: But why you?</li>
<li>JEREMY: I don’t wish to look a gift horse in the mouth, but yes? Why us?</li>
<li>LUKAS: You have a reputation as someone who can achieve a quick sale&#8230; and I’m afraid this sale will need to be very quick if I am to get the care I need in time for it to do any good. My information has it that you have a fairly close relationship with a number of property developers around town who would be interested in the sale. That makes you my best option right now.</li>
<li>JEREMY: Of course, and I’d be very pleased to assist you. I think I know someone who would be interested. But I have to warn you, Mr Lukas, your eagerness to sell will make it very difficult for you to realise the full value of your property.</li>
<li>LUKAS: I’m an old man with no close family for whom I need to preserve the balance of my estate. Beyond what it will cost to get adequate care I have little interest in haggling.</li>
<li>JEREMY: Alright. I’ll get the paperwork drawn up. How do you want to go about this?</li>
<li>LUKAS: I assume you’ll want to inspect the property and do a valuation?</li>
<li>JEREMY: That would be our usual procedure.</li>
<li>LUKAS: It’s been a long time since anyone came inside my house.</li>
<li>JEREMY: Yes, and anyone who does go in keeps their mouths shut tight. I wasn’t even aware you were seeing a doctor&#8230; and very little escapes my attention that is going on in town.</li>
<li>LUKAS: Yes, my people are loyal to a fault.</li>
<li>JEREMY: Well, is there a time that would suit you?</li>
<li>LUKAS: I’ll tell you what. Why don’t you come to dinner? Bring your potential buyer with you. You can tour the house and we can thrash out a deal on the spot.</li>
<li>JEREMY: Um, that’s a little irregular isn’t it?</li>
<li>LUKAS: Like I said, Mr Hancock. I simply don’t have time for the usual approach. I’d rather kill as many birds as possible with a single stone. Tomorrow night? Will that give you enough time to find a buyer from among your contacts?</li>
<li>JEREMY: Um&#8230;</li>
<li>LUKAS: Good. I’ll see you promptly at 7.00.</li>
<li>JEREMY: Uh&#8230; Ok. Can I..?</li>
<li>LUKAS: Don’t bother yourself. I’ll see myself out. Be sure to bring all the necessary paperwork with you. (BEAT) Good day.</li>
<li><u>SOUND: CHAIR SCRAPING &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: AGED FOOTSTEPS, DOOR OPENING THEN CLOSEING &#8211; LET IT FINISH.</u></li>
<li>JEREMY: (TRIUMPHANT LAUGH) Ha Ha! Well I’ll be! This is going to be easier than I thought.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 3: (INT) THE DOOR HOUSE &#8211; EARLY EVENING LUKAS, JEREMY, SUNIL</h3>
<ol start="103">
<li><u>SOUND: KNOCKING ON DOOR &#8211; LET IT FINISH</u></li>
<li>LUKAS: Hold on. I’m coming. I’m coming.</li>
<li><u>SOUND: DOOR OPENS &#8211; LET IT FINISH.</u></li>
<li>LUKAS: Ah there you are Mr Hancock&#8230; and you Mrs Singh. I’m pleased you were able to attend.</li>
<li>SUNIL: Er&#8230;</li>
<li>LUKAS: Oh, don’t look so surprised. I recognized you on sight. You’ve appeared in the papers numerous times, opening new housing estates and so on.</li>
<li>SUNIL: I’m flattered.</li>
<li><u>SOUND: DOOR CLOSES &#8211; LET IT FINISH.</u></li>
<li>LUKAS: Hang up your coats and come through to the dining room. We’ll eat before we talk business.</li>
<li>JEREMY: Thank you.</li>
<li><u>SOUND: FOOTSTEPS &#8211; UNDER UNTIL END OF 123</u></li>
<li>LUKAS: Think nothing of it dear boy. It’s a pleasure to have guests after the house has been empty for so long.</li>
<li>JEREMY: It’s in beautiful condition, Mr Door.</li>
<li>LUKAS: Yes. Yes, it is.</li>
<li>SUNIL: And so large. I had no idea it was so big. A person could get lost in here very easily.</li>
<li>LUKAS: Oh, I suppose so. It’s a very special house. Designed by Albrecht Gottring, you know?</li>
<li>JEREMY: I’m afraid I didn’t know that.</li>
<li>LUKAS: And you a real-estate agent. For shame, Mr Hancock. Gottring was quite mad you know&#8230; but a total genius. He gave this house a life of its own.</li>
<li>SUNIL: Yes, I can see that. Are those stairs redwood?</li>
<li>LUKAS: Yes, they are. Beautiful, aren’t they?</li>
<li>SUNIL: Superb. And through there, that gallery looks immense. Surely the house isn’t as big as it appears?</li>
<li>LUKAS: (AT A DISTANCE AND FADING) Oh that’s just a simple trick of perspective. Now if you’ll just make your way&#8230;</li>
<li>SUNIL: (AT A DISTANCE AND FADING) Mr Door? Mr Door? Where are you? I can’t see&#8230;</li>
<li>JEREMY: (AT A DISTANCE) Mr Door? Mrs Singh? I seem to have made a wrong turn somewhere. Hello?</li>
<li>LUKAS: It’s fine, dear guests. As I was saying, Mr Gottring imbued this house with a life of its own. One might even say an appetite if one was so inclined. But you didn’t know that, did you? No, all you have been interested in is the money you are going to make. Or at least, that was all you were interested in. I’m willing to bet that right now, however, you have more important things on your mind. Did you ever really imagine you might one day find yourself thinking about something more important than money? Ironic really? Because right now, I’m as certain as I can be, that you are thinking about survival.<br />
This house is very much alive you know? Alive and hungry. And right now it is eating you. Can you feel it? You are being devoured by the house. By me really. Since I’m just an extension of this house, a way inside. And you aren’t just being eaten. You’re being erased. As I feast on your stunted little souls, I am removing you from reality. It will be as though you never existed. Your entire worthless little lives are being are being blotted out of history. Devoured to keep me sated. Your offices will lie empty. Your wealth will be gone, in the hands of others. No one will remember you or notice your absence. But that spark of life, that consciousness that is you, that thing you are so desperately trying to hang on to? That will be gone. Soon. So very soon.<br />
And then someone else will come along. In a month, maybe three, some enterprising fool will notice this town “needs” a real-estate agent. They’ll wonder how the town has managed to get by for so long without one and they’ll set up shop&#8230; and I’ll get to feed again. Another stunted little real-estate agent’s soul just like yours (often moving into the same office space). And so it will go on&#8230; and on&#8230; and on&#8230;as the years go by.(BEAT)</li>
<li>JEREMY: (TERRIFIED PAIN FILLED SCREAM) Aaaaarghhh!</li>
<li>SUNIL: (SLIGHTLY OVELAPPING TERRIFIED PAIN FILLED SCREAM) Aaaaarghhh!</li>
<li>LUKAS: Oh&#8230; and there we have it. You’re gone!</li>
<li>(LOUD BURP).</li>
<li>NARRATOR: (SPOOKY VOICE) And there we have it, indeed. A house devouring those who wish to possess it, over and over, until the end of time. A house that sends middle-men to the oblivion they deserve. Mwahahahaha.</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p>&nbsp;</p>
<p><strong>JEREMY HANCOCK:</strong>&nbsp;I know how to make a buck. &nbsp;Buyer beware is the old saying, and I live by it. &nbsp;Is it my fault that in a small town there aren&#8217;t that many options for people. &nbsp;I didn&#8217;t get into business to stay poor, so they can just like it or lump it.</p>
<p><strong>MR WILCOX:</strong>&nbsp;We&#8217;ve been cheated. &nbsp;There&#8217;s nothing we can do about it, but we&#8217;ve been cheated. &nbsp;$60,000 may not seem like a lot to Hancock and his ilk, but it&#8217;s a fortune to us. &nbsp;And the law won&#8217;t help us. Everything was perfectly legal.</p>
<p><strong>MRS WILCOX:</strong>&nbsp;I feel so&#8230; beaten. &nbsp;We couldn&#8217;t defend ourselves. &nbsp;We just couldn&#8217;t. &nbsp;All because we trusted Hancock. &nbsp;We&#8217;ll no better next time&#8230; but when are we ever going to sell a house again. &nbsp;I&#8217;d kill him if I could. &nbsp;At the very least I&#8217;ll never miss and opportunity to do him harm.</p>
<p><strong>HEATHER:</strong>&nbsp;My boss is a pig. &nbsp;He pays (barely), but he&#8217;s a pig. &nbsp;Every day I come to work. &nbsp;I smile. And I get paid. &nbsp;Then I go home and take a shower.</p>
<p><strong>MRS SUNIL SINGH:</strong>&nbsp;I&#8217;m a lawyer and I know every loophole. &nbsp;The law isn&#8217;t about justice. &nbsp;It&#8217;s about what you can and what you can&#8217;t do. &nbsp;It&#8217;s a tool. &nbsp;And if you know how to use it, the law can make you rich. &nbsp;I&#8217;ve proved it.</p>
<p><strong>LUKAS DOOR:</strong>&nbsp;My name&#8217;s Lucas Door. &nbsp;Most of you have never seen me. &nbsp;But all of you have heard of me. &nbsp;I&#8217;m that old man who lives in the house up on the hill and never seems to come out. &nbsp;The most valuable land in the whole region, from what I&#8217;m told.<br />
The thing is, though, I don&#8217;t like people. &nbsp;I don&#8217;t want company and I have a well deserved reputation for being hostile to those who try to enter my house uninvited. &nbsp;Only necessity makes me leave the place, and today&#8230; today, necessity is upon me.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/twist-tale-episode-7-house/">Another Twist of the Tale &#8211; Episode 7 &#8211; The House</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 6 &#8211; Just Business</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 03:00:03 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[another twist of the tale]]></category>
		<category><![CDATA[just business]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Just Business; episode 6  of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #6 – Just Business by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition . This play [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-6-just-business/">Another Twist of the Tale &#8211; Episode 6 &#8211; Just Business</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Just Business; episode 6  of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #6 – Just Business</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 6: Just Business</h3>
<p>Wall Street shark, Tom Charlton, believes he&#8217;s found the woman of his dreams.  Her name is Chelsea Reynolds and she&#8217;s smart, ruthless, and has killer business instincts.  But will her sudden illness ruin their happiness?  It appears there&#8217;s more than one type of predator in this world.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>PHIL:</strong> Friend of Tom</p>
<p><strong>TOM CHARLTON:</strong> Successful business man</p>
<p><strong>DOCTOR:</strong> Doctor</p>
<p><strong>CHELSEA REYNOLDS:</strong> Widow of Industrialist</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h3>Act 1</h3>
<h3>SCENE 1: INT &#8211; A DULL BUSINESS PARTY (NARRATOR, TOM, PHIL)</h3>
<ol>
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: (WALLA) RADIO BEING TUNED IN &#8211; UNDER.</u></li>
<li>NARRATOR: Ah, “love”; the back and forth of finding one’s life’s partner. It’s never easy now, is it? But still, the chase is worth it in the end. Or does tragedy mar that special connection?</li>
<li><u>SOUND: (WALLA) BACKGROUND LAUGHTER, POLITE CONVERSATION, DRINKS ETC. &#8211; ESTABLISH AND UNDER.</u></li>
<li>PHIL: How’s your latest acquisition, Tom.</li>
<li>TOM: (BORED) Oh, you know how it goes. We borrow in order to buy. That profitable organisation we acquire is suddenly saddled with debt. The previous owners make out like bandits, as do we, and we sell it all off for parts while the employees are rewarded for their hard work with layoffs, and sell-offs.</li>
<li>PHIL: You make it sound like you’re a pirate, not a business man.</li>
<li>TOM: Hey, it’s nothing personal, and if you don’t have the stomach for it, then you shouldn’t be in this game. Besides, maybe I like being a pirate?</li>
<li>PHIL: Fair enough. Here’s to piracy… within the strict meaning of the law of course.</li>
<li>TOM: Ha ha. Of course. Hey, who’s that?</li>
<li>PHIL: Who?</li>
<li>TOM: What, are you blind? The woman over there in the corner.</li>
<li>PHIL: Oh, her. I don’t think you really want to meet her.</li>
<li>TOM: Well, now you’ve really got me curious. Who is she?</li>
<li>PHIL: That’s Chelsea Reynolds. She’s the widow of Arthur Reynolds, the shipping magnate.</li>
<li>TOM: Wait, what? She’s late twenties, early thirties? Reynolds died in his 80’s!</li>
<li>PHIL: Uh-huh.</li>
<li>TOM: Gold digger?</li>
<li>PHIL: You’d think so, but it doesn’t look like it. I did a bit of digging and Reynolds chased her for a year while she wouldn’t have a bar of him. In the end he wore her down. They’d only been married 6 months when he developed the illness that killed him.</li>
<li>TOM: So what’s the problem? He’s been gone two years at least.</li>
<li>PHIL: I don’t know. There’s something just a little off about her. The way she looks at you. It feels like she’s looking to see what sauce you’d taste best with.</li>
<li>TOM: Oh, Phil, seriously? A shark like you getting all in a knot over a dame?</li>
<li>PHIL: Shut up, Tom. I can be a predator, sure, but I’ve got the good sense to recognise when I’m staring a monster in the face.</li>
<li>TOM: It sounds like she’s just my type. I think I’ll go say hi.</li>
<li>PHIL: It’s your funeral, Tom.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH</u></li>
</ol>
<h3>SCENE 2: INT &#8211; THE SAME DULL BUSINESS PARTY (TOM, CHELSEA)</h3>
<ol start="27">
<li><u>SOUND: (WALLA) BACKGROUND LAUGHTER, POLITE CONVERSATION, DRINKS ETC. &#8211; ESTABLISH AND UNDER.</u></li>
<li>TOM: Hi.</li>
<li>CHELSEA: Hello</li>
<li>TOM: I couldn’t help noticing you were all alone over here.</li>
<li>CHELSEA: Pity.</li>
<li>TOM: Pity? Why?</li>
<li>CHELSEA: I think I preferred it when all you were doing was noticing.</li>
<li>TOM: Don’t be like that, I’m Tom Charlton.</li>
<li>CHELSEA: Chelsea Reynolds.</li>
<li>TOM: Thanks, I know who you are.</li>
<li>CHELSEA: And I you, Mr Charlton. Congratulations on buying up Wheaton Exports.</li>
<li>TOM: Why thank you. I take it you have an interest in the markets?</li>
<li>CHELSEA: Remember when you were looking to buy Essex Processing and Logistics last year?</li>
<li>TOM: Yeah, we got drubbed over that one. Pycon Electronics swooped in and snapped it up just when we thought we had everything sorted.</li>
<li>CHELSEA: I own Pycon.</li>
<li>TOM: Well I’ll be. Hey, maybe we could have lunch some time.</li>
<li>CHELSEA: I don’t think so, Mr Charlton.</li>
<li>TOM: No, really. I think we could do some business. I have a feeling that some of our interests are aligned.</li>
<li>CHELSEA: Just business, Mr Charlton?</li>
<li>TOM: Just business.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 3: INT &#8211; QUIET RESTAURANT (CHELSEA, TOM)</h3>
<ol start="48">
<li><u>SOUND: (WALLA) RESTAURANT NOISES, CUTLERY PLATES ETC. &#8211; ESTABLISH AND UNDER.</u></li>
<li>CHELSEA: Well, Mr Charlton, I think I like your proposal a good deal.</li>
<li>TOM: Thank you, Mrs Reynolds…</li>
<li>CHELSEA: Chelsea, please. (knocks glass over). Oh, how clumsy of me.</li>
<li>TOM: It’s all right… Chelsea. Easy to mop up. I think we’ll double our money in eighteen months.</li>
<li>CHELSEA: How’d you get them to sell to you? I would have thought they’d have baulked at doing business with someone of your reputation.</li>
<li>TOM: I set up a shell company and had one of my people pretend to be its independent head. He was instructed to assure them that, under his leadership, their company would be preserved and grown.</li>
<li>CHELSEA: Lies of course.</li>
<li>TOM: Sure. We’ll just break the company up and sell off the pieces. It’s not like they’ll be able to do anything to stop us once the paperwork is signed.</li>
<li>CHELSEA: (LAUGHS) You’re a ruthless man, Tom Charlton.</li>
<li>TOM: Is that bad.</li>
<li>CHELSEA: On the contrary, I like ruthless men.</li>
<li>TOM: How about dinner?</li>
<li>CHELSEA: (AMUSED) I thought you said this was just business.</li>
<li>TOM: Yeah, and this will just be dinner.</li>
<li>CHELSEA: Just dinner?</li>
<li>TOM: Just dinner.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IF FINISH.</u></li>
</ol>
<h3>SCENE 4: EXT &#8211; OUTSIDE A CHURCH (TOM, CHELSEA)</h3>
<ol start="66">
<li><u>SOUND: (WALLA) WEDDING BELLS, GUESTS THROWING RICE AND CHEERING &#8211; ESTABLISH AND UNDER</u></li>
<li>TOM: Well Mrs Charlton, that’s that.</li>
<li>CHELSEA: That’s that Mr Charlton. I still can’t believe you convinced me to marry you.</li>
<li>TOM: You won’t regret it. (JOKING) After all it’s just marriage.</li>
<li>CHELSEA: (laughs) Yes, it’s just… ugh.</li>
<li>TOM: Chelsea, are you okay?</li>
<li>CHELSEA: Sure, I’m fine. Just a little overwhelmed by the day, I think. It’s just marriage, like you said.</li>
<li>TOM: Yeah, sure. Here, let me help you to the car.</li>
<li>CHELSEA: You are a dear.</li>
<li>TOM: You don’t mind that we’ve had to put off the honeymoon for a bit do you?</li>
<li>CHELSEA: Of course not, darling. The Patterson acquisition is too good an opportunity to pass up.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 5: INT &#8211; DOCTOR’S OFFICE (DOCTOR, TOM)</h3>
<ol start="78">
<li><u>SOUND: WHOOSH OF RESPIRATOR AND BEEPING OF HEART MONITOR &#8211; ESTABLISH AND UNDER</u></li>
<li>DOCTOR: Mr Charlton, your wife’s condition is deteriorating quite rapidly. I suspect she will not be able to last the next six months.</li>
<li>TOM: Is there anything that can be done?</li>
<li>DOCTOR: Nothing. We can only try to make her as comfortable as possible. She’s asking to see you.</li>
<li>TOM: Yes, of course.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 6 INT &#8211; HOSPITAL ROOM (TOM, CHELSEA)</h3>
<ol start="84">
<li><u>SOUND: WHOOSH OF RESPIRATOR AND BEEPING OF HEART MONITOR &#8211; ESTABLISH AND UNDER</u></li>
<li>TOM: Chelsea, how are you? (BEAT) Sorry, stupid question.</li>
<li>CHELSEA: (COUGHS) Better for seeing you darling.</li>
<li>TOM: I’m so sorry. I wish I could take your place, go through this for you?</li>
<li>CHELSEA: Oh, do you Tom, really? I don’t think I’d wish this on anyone. Don’t worry Tom, it’s just life after all.</li>
<li>TOM: (HALF-HEARTED LAUGH) Just life? Yes, I guess it is. Still I want to make things better for you if I can.</li>
<li>CHELSEA: You can, Tom. There’s only one thing I want.</li>
<li>TOM: What’s that?</li>
<li>CHELSEA: (WEAKLY &#8211; COUGHING OCCASIONALLY) Back at the house&#8230; there’s a drawer by the bed. In it is a box containing a signet ring. It matches the one on my hand. Bring it to me, please? It’s important.</li>
<li>TOM: Alright, Chelsea. I’ll bring it.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h3>SCENE 7 INT &#8211; HOSPITAL ROOM &#8211; LATER (TOM, CHELSEA)</h3>
<ol start="95">
<li><u>SOUND: WHOOSH OF RESPIRATOR AND BEEPING OF HEART MONITOR &#8211; ESTABLISH AND UNDER (WALLA)</u></li>
<li><u>SOUND: DOOR OPENS &#8211; LET IT FINISH.</u></li>
<li>TOM: Chelsea, are you awake?</li>
<li>CHELSEA: (Wheezing breath) Tom, I didn’t think you’d get back in time.</li>
<li>TOM: I’m here.</li>
<li>CHELSEA: (Wheezing) Did you find the ring?</li>
<li>TOM: Yes. It’s here. Why is it so important.</li>
<li>CHELSEA: Just put it on for me darling. That’s all I want.</li>
<li>TOM: Alright&#8230; There. It’s even the right size. It’s&#8230;</li>
<li>SOUND: MAGICAL CHIMES &#8211; LET IT FINISH.</li>
<li>TOM: Wait. I feel so strange. I feel like I’m&#8230; (TOM AND CHELSEA EXCHANGE BODIES)</li>
<li>CHELSEA: (Wheezing) dying&#8230; like I’m&#8230; wait. What’s happening?</li>
<li>TOM: Oh, Tom darling. Thank you so much. I’m so glad you were willing to take my place. That body just didn’t suit me at all.</li>
<li>CHELSEA: (Wheezing) What? I don’t understand. How’d I get in this bed? Chelsea, where are you?</li>
<li>TOM: I’m right here. It’s the rings, darling. They’re magic. Not that you’d believe in magic, would you? I do like this sceptical age. No-one ever suspects what is happening. And no-one ever believes anyone who tries to expose me. It makes things so much easier.</li>
<li><u>SOUND: WHOOSH OF RESPIRATOR AND BEEPING OF HEART MONITOR &#8211; FADE IN UNDER AND CONTINUE UNTIL 115.</u></li>
<li>CHELSEA: (Wheezing) No, please. Change us back.</li>
<li>TOM: Now why would I want to do that? You said you wanted to be able to take my place after all. I’ve been swapping bodies for centuries. There’s always someone else to provide me with a new vessel. (BEAT) I have to say, I do prefer being a man, though. The world is largely made for men. And the pack leaders? Well, they have it all, don’t they? Yes, I think I’m going to enjoy living your life,Tom.</li>
<li>CHELSEA: (Wheezing) But&#8230; but&#8230;</li>
<li>TOM: I’m going to turn off your respirator now, darling. It’s nothing personal. Really&#8230; it’s just business.</li>
<li><u>SOUND: RESPIRATOR AND HEART MONITOR SHUT DOWN &#8211; LET IT FINISH.</u></li>
<li>CHELSEA: (EVER MORE WEAKLY) No&#8230; no&#8230; please&#8230; no. (FINAL DYING SIGH).</li>
<li><u>SOUND: LONG BEEP OF HEART MONITOR &#8211; LET IT FINISH.</u></li>
<li>TOM: Now, I’ll just take the signet on your finger back. There. It wouldn’t do to leave it behind. After all you can never tell how quickly a body will wear out&#8230; and you never know quite when you’ll need a new one.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINISH.</u></li>
<li>NARRATOR: Well, love, and trust can have their downsides now, can’t they? But all’s fair in love and war? There are winners and losers. And when the thrill of the chase is over, the hunter may find himself meat for the hunted. Mwahahaha.</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>PHIL:</strong> I&#8217;m a business man, though corporate raider is closer to the truth.  And I&#8217;m not in Tom&#8217;s league, though I make out all right.  I know what I am and what I do and I don&#8217;t let it cost me any sleep.  If I wasn&#8217;t doing this, there&#8217;s another nine guys waiting in line behind me to do it.  It&#8217;s just business.</p>
<p><strong>TOM CHARLTON:</strong> I&#8217;m the best there is at this.  Mergers and acquisitions, corporate raiding, wheeling and dealing.  I live for the adrenaline buzz.  Hell, I don&#8217;t even care about the money that much.  Most of the fun is in the kill.  Everything&#8217;s about conquest after all &#8211; even matters of the heart.</p>
<p><strong>DOCTOR:</strong> I&#8217;m a consumate professional; comforting, skilled, professional.  But giving people bad news never gets any easier.  I just do it and try not to think about the look in their eyes when it&#8217;s been done.</p>
<p><strong>CHELSEA REYNOLDS:</strong> They all want me.  For my looks.  For my money.  I&#8217;m a challenge to them, but I always come out on top.  Life&#8217;s about taking what you can and leaving nothing behind.  I&#8217;m very good at it.  Most men freeze up when they realize just how effective I&#8217;ve been at business.  None of them have proved worthy&#8230; so far.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-6-just-business/">Another Twist of the Tale &#8211; Episode 6 &#8211; Just Business</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 5 &#8211; The Bunker</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 02:32:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[dramatic reversals]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the bunker]]></category>
		<category><![CDATA[twists]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Bunker; episode 5  of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #5 – The Bunker by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition . This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-5-bunker/">Another Twist of the Tale &#8211; Episode 5 &#8211; The Bunker</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Bunker; episode 5  of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #5 – The Bunker</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 5: The Bunker</h3>
<p>A toothache turns terrifying when the dentist chooses to enact his revenge upon the drunk driver responsible for his daughter&#8217;s death.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>BILL:</strong> The Survivalist</p>
<p><strong>JEAN:</strong> Bill’s Wife</p>
<p><strong>NEWS READER:</strong> Radio News Reader</p>
<p><strong>ELSIE WHARTEN:</strong> Journalist</p>
<p><strong>VICE ADMIRAL STANLEY WAITCHEK: </strong>Pentagon Spokesman</p>
<p><strong>VOICE:</strong> Messenger</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h2>Act 1</h2>
<h3>SCENE 1: INT &#8211; BILL AND JEAN’S KITCHEN &#8211; AFTERNOON  (JEAN, BILL, NEWS READER, ELSIE WHARTEN)</h3>
<ol>
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: (WALLA) RADIO BEING TUNED IN &#8211; UNDER.</u></li>
<li>NARRATOR: (SPOOKY VOICE) “Be prepared”. That’s a great principle to live by. The cold war is gone, but it could come back. And there’s no point taking any chances. How prepared are you for the day when fiery death rains from the sky? In this story we visit with a couple who have made being prepared into something of their own personal creed.</li>
<li>JEAN: Bill, what are you doing? Bill?</li>
<li>BILL: (AT A DISTANCE) I’m in the nursery, assembling my new mini-gun.</li>
<li>JEAN: Bill, I really wish you wouldn’t call it the nursery. It’s your shed.</li>
<li>BILL: (AT A DISTANCE) Well, Jean, I didn’t nickname it that. Your sister did.</li>
<li>JEAN: Yes I know. She made that joke one time, fifteen years ago. Just because she said I was married to a toddler you’ve never let her back in the house.</li>
<li>BILL: (AT A DISTANCE) Darn straight. A pinko, commo, leftie like that doesn’t deserve to keep company with decent people like us.</li>
<li>JEAN: She’s the president of her chapter of the libertarian society.</li>
<li>BILL: (AT A DISTANCE) Yeah, well&#8230; that’s only a couple of letters short of being a liberal and I won’t have one in this house.</li>
<li>JEAN: (SIGHS) I don’t want to argue with you right now. Come and listen to this. Things seem to be hotting up in the pacific.</li>
<li>BILL: (AT A DISTANCE) Well hot darn! That’s great news.</li>
<li>JEAN: (SHOCKED) Bill!</li>
<li><u>SOUND: DOOR OPENS. &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: FOOTSTEPS APPROACH &#8211; UNDER DIALOG</u></li>
<li>BILL: (APPROACHING) You know what I mean. We’ve gotta stand up to those Reds. First it’s those islands in the pacific, then they’ll be marching down Pennsylvania Avenue.</li>
<li>JEAN: Well, things are starting to sound serious, listen.</li>
<li>NEWS READER: We interrupt our usual musical presentation to bring you breaking news that talks between Washington and China over the disputed Pinnacle Islands have broken down. We cross now live to our Washington Correspondent, Elsie Wharten. Are you there Elsie? What’s happening on the ground?</li>
<li>ELSIE WHARTEN: Well Chuck, the Pentagon’s spokesman Vice Admiral Stanley Waitchek, has just informed the press corps that approximately one hour ago, Chinese officials walked out of talks with Washington negotiators.</li>
<li>Under normal circumstances this would not raise a great deal of concern. Walking out of negotiations has been a standard bargaining chip employed by Chinese diplomats over many years.</li>
<li>READER: So what’s different this time?</li>
<li>ELSIE: The Vice Admiral went on to explain that, without notifying anyone, the Chinese negotiators departed Washington and have been in the air, returning home to China, for some forty five minutes.</li>
<li>READER: That would be unprecedented wouldn’t it?</li>
<li>ELSIE: Yes, Chuck. Nothing like this has happened before and seems to mark a new low in Sino-U.S relations.</li>
<li>READER: And what is the Pentagon making of it?</li>
<li>ELSIE: Officially, Vice Admiral Waitcheck is confidently passing this off as a new form of negotiating tactic designed to delay a settlement regarding the islands, but sources of my own within the Pentagon are telling me that there are a lot of furrowed brows engaging in a lot of flurried diplomatic activity.</li>
<li>READER: Thanks Elsie. (BEAT) That was Elsie Wharten reporting live from the Pentagon Press room on the latest developments in the fraught negotiations with China over the disputed Pinnacle Islands.</li>
<li><u>SOUND: CLICK RADIO OFF &#8211; LET IT FINISH.</u></li>
<li>JEAN: Well, what do you think?</li>
<li>BILL: I think things are definitely heating up. We’d best check that we have everything in the bunker and make sure all the services are working; water filtration, air filtration, fuel and generators, etc. I’ll check we’ve got adequate food, guns and ammo.</li>
<li>JEAN: You really think it might come to that?</li>
<li>BILL: It’s better to be safe than sorry. And while we’ve got one of those lilly-livered limp-wristed bleeding heart liberals in the White House I reckon anything’s possible. Why, in my daddy’s day&#8230;</li>
<li>JEAN: Alright, alright. We don’t have time for another one of your rants. I’ve got the checklist right here. (BEAT) Do you think I should call my mother?</li>
<li>BILL: Heck no. No use scaring people. Besides, she’s on a pension.</li>
<li>JEAN: What’s that got to do with it?</li>
<li>BILL: So, I’m just saying she’s one of them lazy scroungers &#8211; if she’d planned for retirement when she was younger, if she’d been prepared&#8230;</li>
<li>JEAN: She worked her fingers to the bone her whole life, and always voted Republican. I’m not going to stand here and listen to you call her some kind of lazy “liberal” just because she’s collecting an entitlement.</li>
<li>BILL: (MUTTERING) Hmpf&#8230; (BEAT) It’s still an “entitlement”.</li>
<li>JEAN: What was that?</li>
<li>BILL: I said “turn the radio back on”.</li>
<li>JEAN: Sure.</li>
<li><u>SOUND: CLICK &#8211; LET IT FINISH</u></li>
<li>NEWS READER: And in further news, we’ve just received confirmation that a Chinese’ diplomatic aircraft, returning home from tense negotiations in Washington regarding the sovereignty of the Pinnacle Islands, has accidentally been shot down after straying into the no-fly zone created by the U.S. blockade around the islands themselves. The Pentagon has confirmed that the small passenger plane was destroyed by an F-14 Tomcat fighter after it repeatedly failed to respond to attempts to hail it and redirect its course.</li>
<li>JEAN: Oh goodness.</li>
<li>NEWS READER: Any moment now we expect Vice Admiral Waitcheck to address the press room about the Chinese response to this international incident. We cross now live to Elsie Wharten at the Pentagon for this report.</li>
<li><u>SOUND: (WALLA) EXCITED BACKGROUND CHATTER &#8211; ESTABLISH AND UNDER</u></li>
<li>ELSIE: Thanks Chuck. Behind me, Vice Admiral Stanley Waitcheck is about to address the gathered press corp. You can tell by the noise that numbers have swollen to the point where they can barely be contained by the venue.</li>
<li><u>SOUND: TAPPING ON MICROPHONE &#8211; LET IT FINISH.</u></li>
<li>VICE ADMIRAL WAITCHECK: (AHEM) Ladies and gentlemen. We are currently endeavouring to re-establish contact with the government of mainland China. As yet we have received no word on their response. We hope very shortly to bring you&#8230; (BEAT) Ladies and gentleman, I have just received word that&#8230; is this right?</li>
<li>VOICE: Yes sir.</li>
<li>WAITCHECK: And it’s been cleared for release?</li>
<li>VOICE: Yes sir.</li>
<li>WAITCHECK: (AHEM) I have just received word that mainland China has responded with a massive military mobilisation and launch of missiles. We can confirm that some hundreds of missiles are heading towards the continental United States even as we speak&#8230; they were launched&#8230; ago&#8230;this threat&#8230; response&#8230; forces deployed&#8230;</li>
<li><u>SOUND: STATIC AND STOP &#8211; LET IT FINISH.</u></li>
<li>BILL: (PANICKED) What? What just happened?</li>
<li>JEAN: Oh no, Bill. The batteries died in the radio. What’ll we do?</li>
<li>BILL: (ANGRY) Darn it Jean, how many times have I told you? You’ve got to be prepared. The batteries should be replaced after every 12 hours of continuous use.</li>
<li>JEAN: Oh, who can keep track of it all? I think there are some more in the cupboard&#8230; no wait, I think we ran out last week.</li>
<li>BILL: (ANGRIER) I can’t believe you sometimes. But there’s no time for that now. Grab the radio and let’s get down to the bunker.</li>
<li>JEAN: But surely if they’ve just launched we have time to&#8230;</li>
<li>BILL: No, we may have no time at all. The radio cut out just as they were telling us how long those birds have been in the air.</li>
<li>JEAN: What about the neighbours?</li>
<li>BILL: There’s no time. They’ll just have to fend for themselves.</li>
<li>JEAN: But&#8230;</li>
<li>BILL: There’s no time. They should have been prepared.</li>
<li><u>MUSIC: DRAMATIC SCENE ENDER &#8211; LET IT FINISH.</u></li>
</ol>
<h2>SCENE 2: INT &#8211; THE BUNKER &#8211; LATER (BILL, JEAN, NEW READER)</h2>
<ol start="68">
<li><u>SOUND: TWO SETS OF FEET HURRIEDLY DESCENDING METAL STAIRS &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: HEAVY METAL DOOR CLOSING &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: SWITCH BEING THROWN AND HUM OF ELECTRICITY &#8211; ESTABLISH AND UNER.</u></li>
<li>BILL: (OUT OF BREATH) There, we’re in the bunker. The batteries for the radio are on the shelf.</li>
<li>JEAN: Got them. What’s that big button you’ve added to the door.</li>
<li>BILL: Something new. It’s a magnetic time lock. Once we know the bombs are falling we can seal ourselves in here for the next twenty five years. No-one will be able to get in or out until the surface is safe again.</li>
<li>JEAN: Isn’t that a bit drastic? Oh wait&#8230; here’s the news.</li>
<li>NEWS READER &#8211; (NEAR TEARS) &#8230; and we can confirm we’ve lost Washington, Seattle, Chicago, and New York. At least one, possibly more missiles will strike us here in the next five minutes. Now is the time to gather with your loved ones and&#8230;</li>
<li>BILL: That’s it. I’m sealing us in.</li>
<li><u>SOUND: BEEP AND HISS OF COMPRESSION – UNDER.</u></li>
<li>BILL: There.</li>
<li>NEWSREADER: (UNDER BILL ABOVE (LINES 409-411)) &#8230;say your goodbyes. There is no time for evacuation and all the major highways are jammed. I’m sorry, this is the end&#8230; this is the&#8230;</li>
<li><u>SOUND: STATIC (UNDER)</u></li>
<li>JEAN: (CRYING) Oh no. Bill&#8230;</li>
<li>BILL: (CONFUSED) But there’s no boom. There should have been an earth shattering boom&#8230;</li>
<li>NEWSREADER: And so dear listeners we come to the end of this week’s modern dramatic adaptation of that famous end-of-the-world story by Neville Shute, “On the Beach”. Be sure to tune in next week for our next exciting episode.</li>
<li><u>MUSIC: TINNY RADIO SHOW THEME MUSIC &#8211; FADE OUT.</u></li>
<li>NARRATOR: I guess anyone can make a mistake, can’t they? But a twenty five year time-lock is going to take some getting used to. Ah well, we can only hope Bill and Jean enjoy each other’s company. Mwahahahahaha.</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>BILL:</strong> I know you think I&#8217;m nuts, but there are threats everywhere and I ain&#8217;t gonna be caught napping like them folks sitting around waiting for the &#8220;gummint&#8221; to give &#8217;em their next welfare check.  I worked hard for what I got, and I ain&#8217;t afraid to protect it.  But if you think I&#8217;m gonna give you a helping hand when the time comes, you got another thing comin&#8217;.  I&#8217;m prepared.  I know better&#8217;n to think our enemies are gonna beat their guns into plowshares just &#8217;cause lazy folks wants to make believe the world is full of hugs &#8216;n puppies.</p>
<p><strong>JEAN:</strong> I&#8217;m tired of being scared all the tie, but I don&#8217;t think I know any other way.  Bill tells me we gotta be prepared.  Prepared to fight the commies.  Prepared to fend off our neighbours.  Prepared to protect what&#8217;s ours.  If I&#8217;m honest, I&#8217;m not sure people are as bad as he thinks.   Not everyone&#8217;s a communist in waiting, are they?  And most of my neighbours are pretty nice when I meet them down the street.  Liz&#8217;s boy at number 12 helped me get the sugar down off a high shelf at the grocery store last week and didn&#8217;t seem so bad&#8230; even if does have an ear-ring and wear those &#8220;death metal&#8221; t-shirts.  But if a war is declared, then I guess all this preparation will show that Bill&#8217;s been right all along.</p>
<p><strong>NEWS READER:</strong> I&#8217;m the calm, thoughtful, reassuring voice of the daily news.  No matter how bad things get, I&#8217;m here to keep everyone calm and informed.</p>
<p><strong>ELSIE WHARTEN:</strong> I&#8217;m a responsible journalist.  It&#8217;s my job to ferret out the news and follow a story to it&#8217;s finish.  It&#8217;s my job to make sure people know the truth.  Though, if I&#8217;ve got to bend the rules a little to get at the truth, then I&#8217;ll do that as well.  My job takes courage, but you&#8217;ve got to &#8220;speak truth to power&#8221; if the news is going to serve the public interest.</p>
<p><strong>VICE ADMIRAL STANLEY WAITCHEK: </strong>I&#8217;m career military.  I did my time serving on some of the finest ships, and with some of the finest men an women on earth.  Now I&#8217;m stuck behind a desk, working in the white house.  Well, I do my duty wherever it leads ,and if that means fronting for mealy mouthed politicians, that&#8217;s what I do.  They still represent the people I swore to protect.</p>
<p><strong>VOICE:</strong> I just deliver messages.  But now they&#8217;ve got me interrupting press-conferences.  All those cameras and recorders!  I just hope I don&#8217;t throw up all over my shoes.</p>
<p>&nbsp;</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
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<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-5-bunker/">Another Twist of the Tale &#8211; Episode 5 &#8211; The Bunker</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 4 &#8211; By Apointment</title>
		<link>https://weirdworldstudios.com/another-twist-tale-episode-4-apointment/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 01:45:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[by appointment]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[dramatic reversals]]></category>
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		<category><![CDATA[twists]]></category>
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					<description><![CDATA[<p>Below we present the complete text of By Appointment; episode 4  of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #4 – By Appointment by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition . This play [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-4-apointment/">Another Twist of the Tale &#8211; Episode 4 &#8211; By Apointment</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of By Appointment; episode 4  of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #4 – By Appointment</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 4: By Appointment</h3>
<p>A toothache turns terrifying when the dentist chooses to enact his revenge upon the drunk driver responsible for his daughter&#8217;s death.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>DENTIST:</strong> Mr Summerville</p>
<p><strong>PATIENT:</strong> Dental Patient</p>
<p><strong>ASSISTANT:</strong> Dental Assistant</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h2>Act 1</h2>
<h3>SCENE 1: INT &#8211; DENTIST’S OFFICE (DENTIST, ASSISTANT, PATIENT)</h3>
<ol>
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: BUZZ OF DENTAL DRILL &#8211; LET IT FINISH</u></li>
<li>NARRATOR: (SPOOKY VOICE) Many of us experience a shudder when we hear the buzz of the dentist’s drill &#8211; a visceral and, dare I say it, primal surge of terror. I suppose it has something to do with the antiseptic surrounds, the smell, the bitter tang on the tongue and the helpless feeling while under the influence of the anaesthetic. Of course it may just be the noise itself; the vibration against the teeth. But mostly, I suspect, it’s the pain or its promise. Having once felt the touch of a nerve within a tooth, there are few who will ever again relish a trip to (BEAT) the Dentist.</li>
<li><u>SOUND: DRAMATIC CHORD &#8211; LET IT FINISH.</u></li>
<li>ASSISTANT: Mr Summerville, your 2:30 appointment is here.</li>
<li>DENTIST: Ah, thank you Miss Matchessky, I’ll take it from here.</li>
<li>ASSISTANT: But Mr Summerville, don’t you want me to assist?</li>
<li>DENTIST: No, no. That’s fine my dear. We’ve had patients right through your usual lunch break. Go and get a bite to eat. I’ll be fine.</li>
<li>ASSISTANT: Oh, thank you sir.</li>
<li>DENTIST: Not at all. (TO PATIENT) Now, you’re my 2:30 appointment, yes?</li>
<li>PATIENT: Yes, I’m&#8230;</li>
<li>DENTIST: Yes, yes. I know who you are. Come and take a seat in the chair and let’s get a look at your teeth.</li>
<li>PATIENT: Alright.</li>
<li>DENTIST: Comfortable?</li>
<li>PATIENT: Ahuh.</li>
<li>DENTIST: I’ll just adjust these straps over your wrists.</li>
<li>PATIENT: Um&#8230; is that necessary?</li>
<li><u>SOUND: STRAPS BEING TIGHTENED &#8211; UNDER.</u></li>
<li>DENTIST: It’s just a precaution. Some patient’s reflexes are such that probing areas of decay is quite risky to the practitioner. I once got a black eye that lasted two weeks from one of my patients. The poor man was terribly apologetic afterwards, but these days I prefer to take precautions.</li>
<li>PATIENT: Understandable of course, but&#8230;</li>
<li>DENTIST: Now tip your jaw back and let me have a look.</li>
<li>PATIENT: (MUFFLED &#8211; INDISTINCT) How’s that?</li>
<li>DENTIST: There we go. Now these braces will help keep your mouth open while we work. Let me know if they start to feel uncomfortable at all.</li>
<li>PATIENT: (MUFFLED &#8211; INDISTINCT) All right.</li>
<li><u>SOUND: PLINK OF PROBE PICKING AT TEETH &#8211; LET IT FINISH.</u></li>
<li>DENTIST: Oh dear. This doesn’t look good. I can see why you made the appointment.</li>
<li>PATIENT: (MUFFLED &#8211; INDISTINCT) Yeah.</li>
<li>DENTIST: I need to probe the tooth a moment&#8230; and it may hurt a bit. Ready?</li>
<li>PATIENT: (MUFFLED SHRIEK)</li>
<li>DENTIST: Yes, that’s a lot of decay. I’m going to have to give you a filling. Possibly more than one. But don’t worry the worst is over, for now.</li>
<li>PATIENT: (MUFFLED &#8211; INDISTINCT) For now?</li>
<li>DENTIST: I’ll give you some anaesthetic. You’ll be perfectly comfortable. Here comes the needle.</li>
<li>PATIENT: (MUFFLED &#8211; INDISTINCT) Whoah.</li>
<li>DENTIST: There you go. How does that feel?</li>
<li>PATIENT: (MUFFLED &#8211; INDISTINCT AND SLURRING) Okay.</li>
<li>DENTIST: Good. You know, dentists have to be careful about using anaesthetic on our clients, one slight slip with the needle and we could kill a nerve, or leave the face totally paralysed.</li>
<li>PATIENT: (MUFFLED &#8211; FRIGHTENED) What??</li>
<li>DENTIST: Oh, you needn’t be alarmed. Ending up paralysed is the least of your worries.</li>
<li>PATIENT: (MUFFLED &#8211; FRIGHTENED) But???</li>
<li>DENTIST: I’ve given you a larger dose than usual. It will keep the pain to a minimum. Better than what they did to my daughter.</li>
<li>PATIENT: (MUFFLED, SLURRING &#8211; CONFUSED) Your daughter?</li>
<li>DENTIST: Yes. She was in a car accident recently. A drunk driver ran a red light.</li>
<li>PATIENT: (MUFFLED, SLURRING &#8211; SYMPATHETIC) I’m sorry.</li>
<li>DENTIST: No. Don’t try to speak. (BEAT) Oh dear. I think this tooth is a little far gone. I’m going to have to take it out.</li>
<li>PATIENT: (MUFFLED &#8211; OBJECTING) No, I don’t&#8230;</li>
<li>DENTIST: I’m sorry. Hold still. (GRUNTS) Umph.</li>
<li>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</li>
<li>DENTIST: There we are. Hmmm. Your tongue is getting in the way a little. Let me just shift it a bit.</li>
<li><u>SOUND: SLICING SOUND &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: SLAP OF SOMETHING WET LANDING IN TRAY.</u></li>
<li>PATIENT: (GURGLING SOUND) Arghle.</li>
<li>DENTIST: There that gives me a bit more room. Yes, as I was saying, my daughter was hit by a drunk driver. You may have heard of her, Jennifer McArdle? (BEAT) Yes, I know. McArdle is her married name. I’m not surprised you didn’t realise she was my daughter.</li>
<li>PATIENT: (GURGLING SOUND) Arghle. Ack.</li>
<li>DENTIST: It looks like you’ve got another couple of teeth that need removal, Mr Jefferies. Hold still. (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>PATIENT: (PANICKED GURGLE) Argh. Aaaargh.</li>
<li>DENTIST: There. She died very slowly Mr Jefferies. Very painfully. They couldn’t even give her anaesthetic. (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>PATIENT: (PLEADING WHIMPER)</li>
<li>DENTIST: It’s interesting that you have the same last name as the driver, don’t you think? (BEAT) I should probably tell you about him. He’s a very wealthy man. Expensive car. Expensive house. (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>PATIENT: (PLEADING WHIMPER)</li>
<li>DENTIST: He could pay for a very good lawyer. Walked away with just a fine. (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>PATIENT: (PLEADING WHIMPER)</li>
<li>DENTIST: (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>DENTIST: (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>DENTIST: You can imagine how angry that made me feel, can’t you Mr Jefferies?</li>
<li>PATIENT: (SHRIEK OF TERROR &#8211; MUFFLED)</li>
<li>DENTIST: Oh dear, it looks like your lips are getting in the way.</li>
<li>PATIENT: (SHRIEK OF TERROR &#8211; MUFFLED)</li>
<li><u>SOUND: BRIEF FRANTIC STRAINING AT STRAPS &#8211; LET IT FINISH.</u></li>
<li>DENTIST: Now, now. Mr Jeffries you don’t want to strain so hard. You’ll do yourself an injury. Now hold still while I cut away&#8230;</li>
<li>PATIENT: (SHRIEKS &#8211; MUFFLED)</li>
<li><u>SOUND: SLICING SOUND &#8211; UNDER SHRIEK &#8211; LET IT FINISH.</u></li>
<li>PATIENT: (SHRIEKS AGAIN &#8211; MUFFLED)</li>
<li><u>SOUND: SLICING SOUND &#8211; UNDER SHRIEK &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: TWO SPLATS IN TRAY &#8211; LET THEM FINISH.</u></li>
<li>DENTIST: Dear, dear. You are something of a bleeder, aren’t you Mr Jeffries? I’ll just apply some suction.</li>
<li><u>SOUND: DENTAL SUCTION BEING APPLIED &#8211; LET IT FINISH.</u></li>
<li>DENTIST: Ah that’s better. I can see your remaining teeth much more clearly now.</li>
<li>PATIENT: (BRIEF WET COUGHING)</li>
<li>DENTIST: Looks like there’s still a bit of blood in your throat. A bit more suction’s needed I think.</li>
<li>PATIENT: (CHOKING AS SUCTION APPLIED)</li>
<li><u>SOUND: SUCTION &#8211; UNDER CHOKING.</u></li>
<li>DENTIST: There, I’d hate for you to die in my chair.</li>
<li>PATIENT: (TERRIFIED WHIMPER)</li>
<li>DENTIST: You see&#8230; (GRUNTS) Ungh&#8230;</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>DENTIST: (GRUNTS) Ungh&#8230;</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>DENTIST: I want you to live a long life, Mr Jefferies, disfigured, and a horror to everyone who sees you. (BEAT) The time I spend in jail (GRUNTS) Ungh&#8230;</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>DENTIST: Will be more than compensated for by the knowledge you will never speak again, never chew solid food, and never present people with a smile. (GRUNTS) Ungh.</li>
<li><u>SOUND: TINK OF TOOTH GOING INTO TRAY &#8211; LET IT FINISH.</u></li>
<li>DENTIST: A fitting revenge upon my daughter’s killer, don’t you think?</li>
<li><u>SOUND: (FROM A DISTANCE) DOOR OPENS AND CLOSES &#8211; LET IT FINISH.</u></li>
<li>ASSISTANT: (FROM A DISTANCE) Mr Summerville, I’m back.</li>
<li><u>SOUND: MISC. ARRIVAL SOUNDS FROM NEXT ROOM</u></li>
<li>ASSISTANT: I forgot to mention this earlier. Mr Jefferies rescheduled his appointment for tomorrow, but I managed to give the appointment to Mr Wentworth. (APPROACHING) It was a lucky thing he called for an emergency&#8230; Oh my&#8230; (SCREAMS) Aaargh.</li>
<li><u>MUSIC: DRAMATIC CHORD &#8211; LET IT FINISH.</u></li>
<li>NARRATOR: (SPOOKY VOICE) And so our story ends&#8230; but don’t let our creepy little fiction frighten you too much. The Dentist is there for your health, not your horror, however helpless you may feel in the chair. In fact you may have need of him very soon or was that twinge in your teeth simply a figment of your imagination? Mwahahahahaha&#8230;</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>DENTIST:</strong> I’m your friendly family dentist.  I am warm and caring, careful to help the kids relax, fully aware of how awful a trip to the dentist can be.  But I want you to come back and protect your teeth, so I try to make it as lacking in trauma as possible.  Sadly, I recently lost my daughter to a drunk driver.   We&#8217;re recovering, but what I wouldn&#8217;t like to do to the person responsible!</p>
<p><strong>PATIENT:</strong> I&#8217;m in pain.  I have a terrible toothache and I&#8217;m just so happy that this emergency appointment came up.  I just hope the dentist isn&#8217;t the talkative type.  I hate trying to answer questions with someone fingers in my mouth.</p>
<p><strong>ASSISTANT:</strong> I&#8217;m a little forgetful and always in a bit of a rush.  I&#8217;ve got a good boss though, and he happily overlooks it when a detail or two regarding our patients happens to slip my mind.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-4-apointment/">Another Twist of the Tale &#8211; Episode 4 &#8211; By Apointment</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 3 &#8211; Eye of the Beholder</title>
		<link>https://weirdworldstudios.com/another-twist-tale-episode-3-eye-beholder/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 01:03:42 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[dramatic reversals]]></category>
		<category><![CDATA[eye of the beholder]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Eye of the Beholder; episode 3&#160; of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #3 –&#160;Eye of the Beholder by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-3-eye-beholder/">Another Twist of the Tale &#8211; Episode 3 &#8211; Eye of the Beholder</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Eye of the Beholder; episode 3&nbsp; of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300"><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #3 –&nbsp;Eye of the Beholder</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30"><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 3:&nbsp;Eye of the Beholder</h3>
<p>Peter, a man struggling to cope with reality, visits his psychiatrist, blissfully unaware of the reality that is being kept hidden from him by these trusted health professionals.</p>
<p><div class="su-audio" data-id="su_audio_player_6a5f04ad5c5fa" data-audio="https://www.weirdworldstudios.com/wp-content/uploads/2021/02/EyeOfTheBeholder.mp3" data-swf="https://weirdworldstudios.com/wp-content/plugins/shortcodes-ultimate/vendor/jplayer/jplayer.swf" data-autoplay="no" data-loop="no" style=""><div id="su_audio_player_6a5f04ad5c5fa" class="jp-jplayer"></div><div id="su_audio_player_6a5f04ad5c5fa_container" class="jp-audio"><div class="jp-type-single"><div class="jp-gui jp-interface"><div class="jp-controls"><span class="jp-play"></span><span class="jp-pause"></span><span class="jp-stop"></span><span class="jp-mute"></span><span class="jp-unmute"></span><span class="jp-volume-max"></span></div><div class="jp-progress"><div class="jp-seek-bar"><div class="jp-play-bar"></div></div></div><div class="jp-volume-bar"><div class="jp-volume-bar-value"></div></div><div class="jp-current-time"></div><div class="jp-duration"></div></div><div class="jp-title"></div></div></div></div></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>PETER:</strong>&nbsp;A man struggling to cope with reality</p>
<p><strong>DR HARVESTER:</strong>&nbsp;A psychiatrist</p>
<p><strong>DR SLAUGHTER: </strong>Dr Harvester&#8217;s supervisor</p>
<p><b>SFX ARTIST:&nbsp;</b>Minimum one required</p>
<h2>Act 1</h2>
<h3>SCENE 1: INT &#8211; DR HARVESTER’S OFFICE (PETER, DR HARVESTER)</h3>
<ol>
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: SOFT CLASSICAL MUSIC &#8211; ESTABLISH AND UNDER.</u></li>
<li>NARRATOR: (SPOOKY VOICE) The brain is an amazing organ. It contains untold millions of cells making millions of connections, constantly renewing itself and interpreting the world for us. But the line between sanity and madness is very thin and even the healthiest brain sometimes has reason to question its experiences&#8230;</li>
<li>PETER: Hi, Dr Harvester. Thanks for seeing me at such short notice.</li>
<li>DR. HARVESTER: Not at all Peter. Come in. Please sit on the couch.</li>
<li><u>SOUND: FOOTSTEPS. CREAK OF COUCH &#8211; LET IT FINISH.</u></li>
<li>DR HARVESTER: What can I do for you today, Peter?</li>
<li>PETER: Well, it’s going to sound a little strange.</li>
<li>DR HARVESTER: I’m a psychiatrist, Peter. I promise you that there is nothing you can say that will seem strange.</li>
<li>PETER: Well, it’s like this. It’s a feeling that’s been growing on my mind. A sense that the world is vaguely wrong. As if nothing in it is real except me. I keep expecting to turn around and find everything has disappeared. As if the world only exists while I’m looking at it.</li>
<li>DR HARVESTER: Oh, Peter, you have nothing to worry about. Everybody feels like this from time to time. Usually at times of high stress.</li>
<li>PETER: So I’m not going mad?</li>
<li>DR HARVESTER: No, I don’t think so. Let me ask you a few questions. How are you sleeping at the moment?</li>
<li>PETER: I’ve had a few restless nights, why?</li>
<li>DR HARVESTER: Any major deadlines at work?</li>
<li>PETER: Of course. We’ve been very busy with the Sallinger Account. The new software is almost ready to go into production.</li>
<li>DR HARVESTER: And I’m guessing you’re working a lot of late nights?</li>
<li>PETER: Yes.</li>
<li>DR HARVESTER: Which would also mean you’ve been tempted to skip meals, eat at odd hours, and miss out on your usual amount of exercise?</li>
<li>PETER: Well, when you put it like that&#8230;</li>
<li>DR HARVESTER: Don’t be embarrassed Peter, it’s a perfectly normal reaction to stress during a busy time.</li>
<li>PETER: But&#8230; it feels so strange &#8211; as if I’m disconnected from things.</li>
<li>DR HARVESTER: How’s your imagination, Peter?</li>
<li>PETER: I’m sorry?</li>
<li>DR HARVESTER: Your imagination? How is it?</li>
<li>PETER: It’s fine, obviously, but what’s that got to do with&#8230;?</li>
<li>DR HARVESTER: Peter, you are obviously concerned that you are going mad. Some people think that imagination is the heart of delusion, but I am personally of the opinion that a healthy imagination is a key indicator of sanity.</li>
<li>PETER: How so?</li>
<li>DR HARVESTER: Imagination lets you see beyond yourself. The healthy person can put themselves into the shoes of others by exercising their imaginative faculties. They can see possibilities beyond themselves. The sick individual draws a narrow circle of possibilities around themselves and locks him or herself within it.</li>
<li>PETER: I’m not sure I understand your point.</li>
<li>DR HARVESTER: Let me give you an example. Take, for instance, the man who thinks he is persecuted. It does no good to try and persuade him that you are not his enemy. After all, that would be just the kind of thing a real enemy might say in order to get past one’s guard. Do you see what I mean?</li>
<li>PETER: Ummm?</li>
<li>DR HARVESTER: Alright, let me put it this way&#8230; The sick person is chained up by certainty. For example, the paranoid man is convinced people are out to get him, every conclusion he reaches is perfectly logical within the assumptions he allows himself. But he is trapped. Trapped by his inability to imagine a broader world. One in which everyone he meets is not his enemy.</li>
<li>PETER: Ah. I think I start to see it.</li>
<li>DR HARVESTER: Your concerns arise out of uncertainty. If you were mad, you would be certain the world around you is not real. Instead of opening yourself to wider possibilities you would close the door on a healthy understanding of reality. Do you see?</li>
<li>PETER: Why yes, Dr. I think I do.</li>
<li>DR HARVESTER: So, Peter. Are you feeling a bit happier about things?</li>
<li>PETER: Yes, Dr. Harvester. It’s a weight off my mind.</li>
<li>DR HARVESTER: I’m glad to hear it. How much longer will your current work situation last?</li>
<li>PETER: I’m not sure. The deadline for the Sallinger account is next week. After that, I’m not sure how the next project will look.</li>
<li>DR HARVESTER: Then, Peter, I suggest you give yourself a little rest. Go for a run. Get some sleep. Take a short break. It will do you a world of good.</li>
<li>PETER: Yes, Dr. That’s good advice. You’ve been a real help.</li>
<li>DR HARVESTER: Think nothing of it. Be sure to see my secretary on your way out to set another appointment.</li>
<li><u>MUSIC: NEUTRAL SCENE TRANSITION &#8211; LET IT FINISH</u></li>
</ol>
<h3>SCENE 2 &#8211; INT &#8211; CONFERENCE ROOM (DR HARVESTER, DR SLAUGHTER)</h3>
<ol start="45">
<li><u>SOUND: HOSPITAL HUM &#8211; ESTABLISH AND UNDER</u></li>
<li><u>SOUND: DOOR SLIDES OPEN AND SKITTERING FOOTSTEPS ENTER &#8211; LET IT FINISH.</u></li>
<li>DR SLAUGHTER: (CHITTERING ALIEN VOICE) Ah, Dr Harvester. How did it go?</li>
<li>DR HARVESTER: (CHITTERING ALIEN VOICE) Good evening Dr Slaughter. I think it went very well thank you. Peter no longer believes the world we have constructed for him is artificial. I would suggest we reduce the level of adrenaline we are feeding into his body though.</li>
<li>DR SLAUGHTER: Was that the reason he nearly woke up?</li>
<li>DR HARVESTER: Yes. The fantasy world we created for him was starting to fracture under the strain we were placing on his body. I think a slightly lower dose will reduce the risk of him coming out of the coma while keeping his body in the condition we need it to remain.</li>
<li>DR SLAUGHTER: Agreed. (BEAT) It never ceases to amaze me how well adapted to our purposes these humans are.</li>
<li>DR HARVESTER: Yes, I know. All their senses are mediated through their brains. Create a signal in their brains and they believe it is reality. Of all the races we’ve invaded, these have been the easiest to conquer. They are so easy to breed and they make such perfect hosts. It’s almost as if they were custom made to serve us.</li>
<li>DR SLAUGHTER: Speaking of which, how is Patient XV37’s batch of eggs?</li>
<li>DR HARVESTER: You don’t like the designation “Peter”?</li>
<li>DR SLAUGHTER: I find it easier to use the numbers. It minimises the chance that I will form any unnecessary attachments to them.</li>
<li>DR HARVESTER: I quite understand. The eggs we implanted in his comatose body are growing well. We should get a crop of some one hundred hatchlings from him.</li>
<li>DR SLAUGHTER: And the humans make such a fine source of food for each new brood. It’s such a pity they all wake up during the hatching.</li>
<li>DR HARVESTER: Why is that?</li>
<li>DR SLAUGHTER: Oh, don’t get me wrong. I’m not concerned for their pain. It’s just that the rush of chemicals that results when they wake up and realise what is happening to them has a tendency to spoil the flavour of the meat.</li>
<li>DR HARVESTER: Really? I rather like the taste myself.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER &#8211; LET IT FINSIH.</u></li>
<li>NARRATOR: (SPOOKY VOICE) Ah well. Poor Peter. Trapped in a dream until the hatching when he at last, however briefly, will awake from the perfectly crafted world in which he currently slumbers. Take comfort, dear listener in the certainty that you, at least, know what is real. There is no chance that the things you hear, and feel, and see, smell, and taste, are just the result of the signals passing through your brain. Is there? Mwahahahaha.</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>PETER:</strong> I&nbsp;just can&#8217;t shake this feeling that there&#8217;s something wrong with the world. &nbsp;Maybe it&#8217;s just natural paranoia, but I can&#8217;t quite shake it. &nbsp;It&#8217;s a good thing I&#8217;ve got Dr Harvester to turn to. &nbsp;He&#8217;s always been so supportive and able to talk me through things when I start feeling like this.</p>
<p><strong>DR HARVESTER:</strong>&nbsp;I&#8217;m cold and analytical (sociopathic even, at least by human standards) but I can fake warmth when dealing with my &#8220;clients&#8221;. &nbsp;It&#8217;s my job to keep the calm, happy (docile even). &nbsp;They must never be allowed to suspect the truth.</p>
<p><strong>DR SLAUGHTER:</strong> I&#8217;m also cold and analytical (and just as alien as Dr Harvester). &nbsp;It&#8217;s my job to surpervise Dr Havester&#8217;s work and make sure everything is going to schedule. &nbsp;I never have to fake any warmth, so I don&#8217;t.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-3-eye-beholder/">Another Twist of the Tale &#8211; Episode 3 &#8211; Eye of the Beholder</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3544</post-id>	</item>
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		<title>Another Twist of the Tale &#8211; Episode 2 &#8211; The Elixir</title>
		<link>https://weirdworldstudios.com/another-twist-tale-episode-2-elixir/</link>
					<comments>https://weirdworldstudios.com/another-twist-tale-episode-2-elixir/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 13 Aug 2017 00:40:12 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[dramatic reversals]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the elixir]]></category>
		<category><![CDATA[twists]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=3540</guid>

					<description><![CDATA[<p>Below we present the complete text of The Elixir; episode 2  of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #2 – The Elixir by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition . This play [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-2-elixir/">Another Twist of the Tale &#8211; Episode 2 &#8211; The Elixir</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Elixir; episode 2  of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #2 – The Elixir</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 2: The Elixir</h3>
<p>Young gun, Jimmy Saturn, has heard of Dr Lemuel, the old man camped just outside of town who has, among his wares, a special elixir to sell.  He&#8217;s heard it can make you the fastest gun in the west and intends to make a name for himself by going up against Kid Marvin, the current holder of that title.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>DR LEMUEL:</strong> A snake oil salesman with a dark secret</p>
<p><strong>JIMMY SATURN:</strong> A young sociopath looking to make a name for himself as a gunfighter.</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h2>ACT 1</h2>
<h3>SCENE 1: EXT &#8211; DR LEMUEL’S CAMP BESIDE HIS ALL-PURPOSE ELIXIR AND HEALTH TONIC WAGON &#8211; NIGHT (NARRATOR, DR LEMUEL, JIMMY SATURN)</h3>
<ol>
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li>NARRATOR: (SPOOKY VOICE) In the Old West of the 1890s a hard breed of man developed. These men called themselves shootists, though today we’d call them gunslingers. They were men for whom life was cheap and the skills that mattered most were quickness on the draw and a steady aim. They were killers for hire and they became legends. Their stories, however, were often embroidered and far more fanciful than reality would allow. This story begins at a campfire a mile or two outside Prospect Gulch.</li>
<li><u>SOUND: (BACKGROUND) CRICKETS, CAMPFIRE, OCCASIONAL OWL &#8211; ESTABLISH AND UNDER</u></li>
<li>JIMMY SATURN: Hey Mister? Hey, are you Dr Lemuel, the travelling health tonic salesman?</li>
<li>DR LEMUEL: That’s me. You sound kinda young, son. Maybe you should come into the firelight where I can see you and we can talk.</li>
<li>JIMMY: Uh, yes sir. Sorry Mister.</li>
<li><u>SOUND: JIMMY APPROACHES &#8211; LET IT FINISH.</u></li>
<li>DR LEMUEL: Now, what can I do for you son?</li>
<li>JIMMY: I saw your wagon roll into town this morning and I was down at the saloon when I overheard some folks say you had some elixir to sell.</li>
<li>DR LEMUEL: That’s right son, I do; Dr Lemuel’s all-purpose elixir and health tonic.</li>
<li>JIMMY: Well actually&#8230; well&#8230;</li>
<li>DR LEMUEL: Spit it out son.</li>
<li>JIMMY : Well sir, you see&#8230; I heard that&#8230;</li>
<li>DR LEMUEL: Yes&#8230;</li>
<li>JIMMY: I heard that you had something else in your wagon. Something special.</li>
<li>DR LEMUEL: I see.</li>
<li>JIMMY: Yes sir.</li>
<li>DR LEMUEL: You heard Kid Marvin was coming to town, didn’t you?</li>
<li>JIMMY: That’s right.</li>
<li>DR LEMUEL: And you plan on going up against him with a gun? Making a name for yourself as a shootist?</li>
<li>JIMMY: (EXCITED) Yes, sir. You’ve got it.</li>
<li>DR LEMUEL: And just what do you think I can do to assist you Mr&#8230; uh?</li>
<li>JIMMY: Saturn. My name’s Jimmy Saturn.</li>
<li>DR LEMUEL: That ain’t your real name though, now is it?</li>
<li>JIMMY: (EMBARRASSED) No sir. But it’s the one I chose. I reckon it’s a good name and it’ll look mighty fine on the cover of them dime novels.</li>
<li>DR LEMUEL: So it’s fame you want, is it? And you think I can help you get it?</li>
<li>JIMMY: Well, back at the saloon, I heard some of the fellas talking. They said that, if a man had a mind to make a name for himself when Kid Marvin came to town&#8230; well&#8230; that you sold a special elixir, one that would turn a man into the fastest gun in the west.</li>
<li>DR LEMUEL: That’s true, but there’s no way I’d sell it to the likes of you.</li>
<li>JIMMY: Why not?</li>
<li>DR LEMUEL: That elixir will make a man fast and accurate, the fastest and most accurate in the entire west (if only for a day), but it won’t turn a man into a killer. It takes something more than speed and accuracy to kill a man in cold blood. I’d just be sending you to your death.</li>
<li>JIMMY: But I can do it. I’m a stone cold killer.</li>
<li>DR LEMUEL: (UNCONVINCED LAUGHER) Heh. Are you son? You’re little more than a boy with stars in his eyes from reading too many dime novels. A killer has to look a man in the eyes, has to spill his blood without hesitating, without worrying about the right or wrong of it. A killer has to be able to walk away and sleep at night without being troubled by the things he’s done. Is that you son?</li>
<li>JIMMY: How about if I tell you a secret? Something nobody knows?</li>
<li>DR LEMUEL: Alright son.</li>
<li>JIMMY: You can’t tell anybody. You have to swear it.</li>
<li>DR LEMUEL: Alright, I swear.</li>
<li>JIMMY: Well mister, when I was young, me and Bessy-May would play out near the prairie’s edge. She was the store keeper’s daughter and he thought of himself as an important man in town. He wouldn’t let Bessy play with the likes of me so we used to keep it secret.</li>
<li>DR LEMUEL: Ahuh.</li>
<li>JIMMY: Anyways, one day we was out, just fooling around like, when we came upon an old burned out stage coach. Probably hit by bandits or some such. Inside were some skeletons and a big old iron trunk. I was real curious but Bessy was scared. She wanted to go home.</li>
<li>I bet her she’d be too afraid to get inside the trunk with the skeleton’s so close, and she was, but I kept teasing her and eventually she wanted to prove me wrong. At the last second she tried to back out of it and I pushed her inside and jammed the lid shut. It was only meant to be for a minute or so, but as I sat there listening to her shriek and scream I got to thinking. If I let her out, she was pretty sure to tell her pappy what I’d done. She’d tell him and then there’d be heck to pay.</li>
<li>DR LEMUEL: So you left her there, Jimmy? In that burned out stage amidst the skeletons? You left her stuck in that trunk?</li>
<li>JIMMY: I surely did, Dr Lemuel. And I never lost a lick of sleep over it. So you see, I can be a killer, because I already am one.</li>
<li>DR LEMUEL: You know Jimmy, I believe you’re right. I’ll sell you that elixir. But you remember my warning. You have to be fast, and you have to be accurate, but more than that you have to be willing to kill; Kid Marvin is all those things. This tonic will make you faster and more accurate than him, but you’ll have to do the rest on your own.</li>
<li>JIMMY: I understand. Here’s a silver dollar. Is that enough?</li>
<li>DR LEMUEL: More than enough. Here, you’ll want to drink it right away. I hear Kid Marvin will be arriving in town tonight.</li>
<li>JIMMY: (GULPNG ELIXIR) How long does it last?</li>
<li>DR LEMUEL: Maybe twenty four hours so you won’t want to wait too long. You’ll start feeling the difference in a minute.</li>
<li>JIMMY: Hey, yeah. I do feel&#8230; something. I feel like it’s getting harder to&#8230; URK (COUGHING AND CHOKING). What have you done old man&#8230;? (MORE CHOKING) I’m gonna&#8230;</li>
<li><u>SOUND: BODY DROP &#8211; LET IT FINISH.</u></li>
<li>DR LEMUEL: No son, you’re not gonna do anything. Not ever again. You see, those dime novels, like me, never quite tell the truth.<br />
I should probably introduce myself properly. My name’s Lemuel Marvin, also known as Kid Marvin (though no-one calls me by that name any more; these days I’m Doctor Lemuel) and I’ve been travelling from town to town for years, and everywhere I go I spread the story of Kid Marvin and the secret elixir. Sometimes I don’t find anyone worthy of it. In that case I just play on the local’s stupidity and sell a load of my all-purpose elixir. But occasionally, on a night like tonight, someone comes looking for the secret elixir. If they turn out to just be some dumb kid looking for a name, I talk ‘em out of it. But if they turn out to be someone like you. A killer. Do you know what I do? (BEAT) I let ‘em have the elixir. It’s full of arsenic and some special ingredients of my own. It does the job nice and quick. Then you know what I do? I put a gun in their hands and, taking my own gun, I shoot em between the eyes like this.</li>
<li><u>SOUND: GUNSHOT &#8211; LET IT FINISH.</u></li>
<li>DR LEMUEL: And then&#8230;? Well. then I tell the local Sheriff about how I saw Kid Marvin ride through, and how I saw you draw on him. “Darnedest thing I ever saw”, I tell him.</li>
<li>You were fast, real fast. But Kid Marvin was faster.</li>
<li>And then I tell the Sheriff how I saw Marvin ride on out, his legend just that little bit bigger. You’ll be famous, like you wanted after all&#8230; as one of the many who tried to kill Kid Marvin, and failed.</li>
<li><u>MUSIC: NEUTRAL SCENE ENDER – LET IT FINISH.</u></li>
<li>NARRATOR: (SPOOKY VOICE) And so our story comes to its close. Don’t believe what you read in the pages of those adventure stories of old, they were rarely exactly what they seemed. And don’t go hunting for fame and fortune without a conscience. You just might find it. Mwahahaha.</li>
<li><u>MUSIC: CLOSING THEME &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>DR LEMUEL:</strong> I’m an old man selling snake-oil remedies in the old west.  I travel from town to town, sell my remedies where I can, and swap stories of Kid Marvin, the fastest gun in the west.  Everywhere I go, there&#8217;s always someone who wants to buy my &#8220;special&#8221; elixir &#8211; an elixir that will make you the fastest gun in the west.</p>
<p><strong>JIMMY SATURN:</strong> I&#8217;m gonna be famous.  I&#8217;ve got the heart of stone cold killer, and I reckon, with the help of some elixir, I&#8217;ll make my name gunning down Kid Marvin.  That is, I&#8217;ll do it if&#8217;n I can get the old man to part with his elixir.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-2-elixir/">Another Twist of the Tale &#8211; Episode 2 &#8211; The Elixir</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Another Twist of the Tale &#8211; Episode 1 &#8211; I hate you Frank!</title>
		<link>https://weirdworldstudios.com/another-twist-tale-episode-1-hate-frank/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 12 Aug 2017 23:54:38 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Experimental]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[drama education]]></category>
		<category><![CDATA[dramatic reversals]]></category>
		<category><![CDATA[I hate you frank]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[twists]]></category>
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					<description><![CDATA[<p>Below we present the complete text of I hate you Frank; episode 1  of Another Twist of the Tale. ANOTHER TWIST OF THE TALE EPISODE #1 – I HATE YOU FRANK! by Philip Craig Robotham Cover Illustration by Miyukiko Unedited Draft Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-1-hate-frank/">Another Twist of the Tale &#8211; Episode 1 &#8211; I hate you Frank!</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<p>Below we present the complete text of I hate you Frank; episode 1  of Another Twist of the Tale.</p>
<p><figure id="attachment_3500" aria-describedby="caption-attachment-3500" style="width: 250px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-3500" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/08/cover_audiodrama_teachersguide2-250x300.png?resize=250%2C300" alt="" width="250" height="300" /><figcaption id="caption-attachment-3500" class="wp-caption-text">Voice Actor by Miyukiko &amp;copy 2015</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>EPISODE #1 – I HATE YOU FRANK!</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Unedited Draft</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 1: I hate you Frank!</h3>
<p>World weary Detective, Joe Wilson, finds his world turned upside down on discovering the ghost of his good for nothing brother-in-law, Frank, sitting in his car waiting to ask for his help in solving his own murder.</p>
<h2>ANOTHER TWIST OF THE TALE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>JOE:</strong> World weary hard-boiled detective</p>
<p><strong>FRANK:</strong> Homicidal killer hiding in the woods (only one line).</p>
<p><strong>KILLER:</strong> Our heroine and reporter</p>
<p><b>SFX ARTIST: </b>Minimum one required</p>
<h2>ACT 1</h2>
<h3>SCENE 1: INT &#8211; JOE’S CAR DRIVING ON ROAD (FRANK THE GHOST, JOE THE HARDBOILED DETECTIVE)</h3>
<ol>
<li><u>MUSIC: OPENING THEME &#8211; LET IT FINISH.</u></li>
<li><u>SOUND: (WALLA) CAR ENGINE IN BACKGROUND &#8211; ESTABLISH AND UNDER</u></li>
<li>NARRATOR: (SPOOKY VOICE) A Police Detective is called upon to deal with many strange occurrences in the line of duty. But for Joe Birkus, this evening’s work is strange by any stretch of the imagination&#8230; for beside him in his car sits the ghost of his deceased brother in law, Frank.</li>
<li>JOE: (RESIGNED AND WORLD WEARY) I hate you, Frank.</li>
<li>FRANK: But Joey, buddy. I’m your pal, your boon companion.</li>
<li>JOE: No. You were my sister’s husband. In all the time I knew you there wasn’t one single bad situation that you didn’t make worse just by showing up. Kerry loved you (God only knows why). She married you, and I put up with you for her sake, but now even that doesn’t matter.</li>
<li>FRANK: Is that a nice thing to say? We made vows.</li>
<li>JOE: Your vows to Kerry were until death do you part. You died. She’s well shot of you.</li>
<li>FRANK: I thought you said you didn’t believe in ghosts.</li>
<li>JOE: Yeah, well… that was until I found one sitting in my car. It’s kind of changed my perspective.</li>
<li>FRANK: Yeah, I can see how that might happen. Hey Joey, you might want to take a left up ahead.</li>
<li>JOE: Okay.</li>
<li>FRANK: So… How was the funeral? Lots of people, were there?</li>
<li>JOE: There were three.</li>
<li>FRANK: Three? What about all my pals?</li>
<li>JOE: Pals? You don’t have any pals. Just creditors and marks.</li>
<li>FRANK: Well that might be true but you probably shouldn’t say it. It’s not good to speak ill of the dead.</li>
<li>JOE: I hate you.</li>
<li>FRANK: Come on Joey, who was came to see me off?</li>
<li>JOE: I was there, Kerry was there, and some big guy in a suit. That’s all.</li>
<li>FRANK: Hat jammed down low? Face kind of squashed in… like he’d been hit in the puss with a steam train?</li>
<li>JOE: Yeah, that’s the one. Who was he?</li>
<li>FRANK: (SIGHS) Creditor.</li>
<li>JOE: Figures. He didn’t represent any bank though, did he?</li>
<li>FRANK: Nah. But at least he didn’t put the hard word on Kerry.</li>
<li>JOE: Yeah, just as well. (BEAT) So… how’d it happen?</li>
<li>FRANK: What?</li>
<li>JOE: Your death?</li>
<li>FRANK: I told you before. There are rules about these things. I can’t tell you who killed me, I can only show you.</li>
<li>JOE: Who makes these rules? You haven’t stopped talking since we got in the car. In your entire life I can’t remember a single time you kept a secret. It was like every thought that passed through your head had to come out your mouth.</li>
<li>FRANK: Again, it’s probably true but you really shouldn’t say it.</li>
<li>JOE: You’ve been blathering on about everything else, so, why can’t you tell me this?</li>
<li>FRANK: I ain’t allowed. I don’t know why. It’s just one of those cosmic laws you hear about&#8230; and I can’t break it… kind of like a union thing.</li>
<li>JOE: A union thing? (BEAT) Being dead hasn’t made you any smarter.</li>
<li>FRANK: Hey!</li>
<li>JOE: Come on, you said it wasn’t that far and I’m getting dangerously low on juice. Let’s just solve your murder so I can go home.</li>
<li>FRANK: That’s the spirit (metaphorically speaking). Stay on the highway for about another twenty minutes and then we’ll hit a turn.</li>
<li>JOE: Twenty minutes? We’ll be out of fuel before then.</li>
<li>FRANK: You’ll be fine until we make the turn and there’s a gas station on the corner. Trust me…</li>
<li><u>MUSIC: NEUTRAL SCENE TRANSITION &#8211; LET IT FINISH</u></li>
</ol>
<h3>SCENE 2 &#8211; EXT &#8211; IN FRONT OF GAS STATION<br />
(JOE, FRANK)</h3>
<ol start="41">
<li><u>SOUND: NIGHT NOISES &#8211; ESTABLISH AND UNDER</u></li>
<li><u>SOUND: CAR DOORS CLOSE &#8211; LET IT FINISH.</u></li>
<li>JOE: I hate you, Frank. (BEAT) “A gas station”, you said!</li>
<li>FRANK: Yeah, well, it is a gas station. See the sign. “Gas station”.</li>
<li>JOE: This gas station has been closed for twenty years. It’s the middle of the night and now, thanks to you, I’m in the middle of nowhere and I’ve run out of gas.</li>
<li>FRANK: Don’t be like that. It was an honest mistake. I remembered the station. I just remembered wrong about it being open is all.</li>
<li>JOE: And to think for a minute there I almost believed you might have a half-useful idea in that coconut of yours.</li>
<li>FRANK: What? You thought I might have some special mystical insight or something?</li>
<li>JOE: Yeah, something like that.</li>
<li>FRANK: If I didn’t understand much when I was alive, what makes you think I’d understand things any better now I’m dead?</li>
<li>JOE: More fool me.</li>
<li>FRANK: (BEAT)Hey, Joey?</li>
<li>JOE: Yeah.</li>
<li>FRANK: We gonna keep going or what?</li>
<li>JOE: Like I’ve got a choice.</li>
<li>FRANK: Thanks Joey, you’re a pal.</li>
<li>JOE: I’m a cop. It’s got nothing to do with you. I just want to get this killer so no-one else gets hurt.</li>
<li>FRANK: Yeah, Okay, whatever you say.</li>
<li><u>SOUND: FOOTSTEPS ON GRAVEL &#8211; ESTABLISH AND UNDER</u></li>
<li>FRANK: Hey? Hey Joey?</li>
<li>JOE: What?</li>
<li>FRANK: I was just thinking.</li>
<li>JOE: Don’t strain yourself.</li>
<li>FRANK: No, seriously. I was just thinking, what would the boys downtown say if they could see you talking with a ghost?</li>
<li>JOE: That isn’t ever going to happen.</li>
<li>FRANK: Why not? After this is all over I could work for the police force, become like a psychic consultant. We could be partners.</li>
<li>JOE: You and I aren’t even friends. You think I’d want us to be partners? Besides, one word about this and I’d be on psychiatric leave without pay. And anyway, I thought this was all about laying your soul to rest. If everything goes right, you won’t even be around anymore.</li>
<li>FRANK: Yeah, sure. I kind of forgot for a minute. I bet you’ll miss me when I’m gone.</li>
<li>JOE: With every darned bullet.</li>
<li>FRANK: Don’t be like that. I died you know. Have some respect.</li>
<li>JOE: What was that like? Dying?</li>
<li>FRANK: It hurt. A lot.</li>
<li>JOE: Yeah, your body was found chopped into pieces.</li>
<li>FRANK: Yeah, I don’t even want to think about that.</li>
<li>JOE: Alright. What about afterwards? What’s on the other side?</li>
<li>FRANK: I don’t know. One minute I’m alive and screaming and the next I’m just screaming.</li>
<li>JOE: What? Being dead hurt?</li>
<li>FRANK: Nah. It’s just, for a few seconds there, I didn’t realise I was dead. I was looking at my killer and I could feel…</li>
<li>JOE: Yeah?</li>
<li>FRANK: &#8230;something. Judgment? Heaven? Hell? I don’t know. But something was waiting for me and I wasn’t ready to go. There was something I had to do.</li>
<li>JOE: You mean besides turning my night upside down? (TO SELF) I need to get my head examined.</li>
<li>FRANK: Yeah, I guess. But I didn’t know what it was at first. It took a while to come clear. You’ve got to avenge me Joey. Give me my chance to move on.</li>
<li>JOE: I’m here aren’t I? Where’re we headed? Into those woods?</li>
<li>FRANK: Yeah, in there.</li>
<li>JOE: Looks dark and I don’t have a flashlight.</li>
<li>FRANK: Don’t worry I’ll keep you safe.</li>
<li>JOE: Yeah&#8230; I hate you, Frank.</li>
<li><u>MUSIC: SCENE TRANSITION &#8211; LET IT FINISH</u></li>
</ol>
<h3>SCENE 3 &#8211; EXT &#8211; THE WOODS (JOE, FRANK, KILLER)</h3>
<ol start="89">
<li><u>SOUND: NIGHT NOISES &#8211; ESTABLISH AND UNDER</u></li>
<li>JOE: Alright, you’ve brought me to the place you were killed. A clearing in the woods twenty miles out of town. In the middle of the night. What am I supposed to see?</li>
<li>FRANK: My killer of course.</li>
<li>JOE: What? Now you can talk about him? Alright, who is he and where?</li>
<li>FRANK: He’s that big guy&#8230; behind you&#8230; with the axe.</li>
<li>JOE: Oh, I hate you, Frank.</li>
<li><u>SOUND: AXE FALLING &#8211; LET IT FINISH</u></li>
<li>KILLER: (MANIACAL LAUGHTER) Mwhahahahaha</li>
<li>FRANK: (BEAT) Oops!</li>
<li><u>MUSIC: SCENE TRANSITION &#8211; LET IT FINISH</u></li>
</ol>
<h3>SCENE 4 &#8211; EXT &#8211; THE WOODS (FRANK, JOE)</h3>
<ol start="99">
<li><u>SOUND: NIGHT NOISES &#8211; ESTABLISH AND UNDER</u></li>
<li><u>SOUND: MAGICAL CHIMES &#8211; FADE IN AND FINISH.</u></li>
<li>FRANK: Joey, buddy. You didn’t move on.</li>
<li>JOE: No, Frank. Looks like I didn’t.</li>
<li>FRANK: So, um, what’s keeping you? Couldn’t stand to leave your old buddy Frank behind?</li>
<li>JOE: Something like that. Turns out I’ve got some unfinished business.</li>
<li>FRANK: Yeah? Gotta catch that big guy too, huh? I told you we’d make good partners.</li>
<li>JOE: No Frank, it isn’t that.</li>
<li>FRANK: What? You don’t wanna be avenged for your death?</li>
<li>JOE: No, I’m here for vengeance alright, just not on him.</li>
<li>FRANK: Uh, Joey? I’m not sure I like that look in your eye. Joey? Joey?</li>
<li>JOE: I hate you, Frank.</li>
<li>NARRATOR: And so our tired Detective’s investigation comes to an end and a new chapter begins. Now Joe has all the time in the world to exact his&#8230; revenge. Mwahahahaha.</li>
<li><u>MUSIC: CLOSING THEME</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your spooky voiced narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. I do this with a creepy laugh and ghoulish enthusiasm for the misery that is about to be unleashed upon the characters.</p>
<p><strong>JOE WILSON:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in people, or at least I want to believe in them. Unfortunately, life keeps proving me wrong.</p>
<p><strong>FRANK:</strong> Hiya. I&#8217;m a good guy, beloved by all, and, yeah, my legitimate business opportunities have occasionally crossed over into the gray area that exists just beyond the line that keeps law-abiding citizens, well, law-abiding. But I&#8217;d never hurt a soul and no-one would want to hurt me&#8230; except that, yeah, I&#8217;m a ghost. And I did go and get myself murdered. But Joe will fix it for me. He&#8217;s a good egg, Joe.</p>
<p><strong>KILLER:</strong> There&#8217;s a sack full of eels squirming where my brain should be. So I kill. You would too, if you was me!</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>The post <a href="https://weirdworldstudios.com/another-twist-tale-episode-1-hate-frank/">Another Twist of the Tale &#8211; Episode 1 &#8211; I hate you Frank!</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Creating a Character &#8211; Chapter 3 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 09 Nov 2016 06:38:55 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[abilities]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[gadgets]]></category>
		<category><![CDATA[players guide]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[special items]]></category>
		<category><![CDATA[spells]]></category>
		<category><![CDATA[weird science effects]]></category>
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					<description><![CDATA[<p>Step 7. Modify the character to accommodate special items and abilities (as required) The following rules really only apply if your character has the capacity to invent special items; scientific effects, enchanted items, or spells and potions etc.  If this does not apply to your character then skip to Step 8. If you are a [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h4>Step 7. Modify the character to accommodate special items and abilities (as required)</h4>
<p>The following rules really only apply if your character has the capacity to invent special items; scientific effects, enchanted items, or spells and potions etc.  If this does not apply to your character then skip to Step 8.</p>
<p>If you are a mystic, weird scientist, or gadgeteer you have invention points equal to your willpower that can be applied to the creation of unique effects.  In the case of mystics the effects are created by magic.  In the case of weird scientists and gadgeteers the effects are created by mechanical or scientific inventions.</p>
<p>Whether inventing gadgets, weird science effects, or magical spells, your character is generally trying to attempt a limited number of things.  It&#8217;s really only the methodology (or flavour) that is different.  A sorcerer might wish to blast someone with a bolt of electricity via a spell.  The gadgeteer may use a gizmo or ray gun to do it, while a weird scientist might use a serum, glove or some other thing to achieve the same effect.  The interesting thing to note is that while the means are different the effect accomplished is in each case the same.</p>
<p>Note:  It is extremely important that you balance the positive effects you can achieve with limitations.  It is too easy to create super-powers that destroy the balance of the game.  In order to maintain the enjoyment of the game for all participants you must be willing to submit to the GM&#8217;s veto and potential in-game changes to your abilities if the GM feels the ability as initially developed is too powerful.</p>
<h5>Effect Types</h5>
<p>These are all simply suggestions to help you define the effects you want to create.  The basic suggested effect types are as follows&#8230;</p>
<h6>Create</h6>
<p>Create is the most outright magical of effects.  It implies making something from nothing.  As such it should always be very difficult to accomplish.</p>
<p>Create [object, element, or individual] from nothing at [location] and [time] with [attribute(s)] for [duration]</p>
<p>A mystic might invent a spell that creates water from nothing.  This spell might affect a particular location and time (instantly in a glass jar for example), have particular attributes (such as being pure, holy, or poisonous), and may include a duration (such as lasting for an hour before vanishing, or being permanent).</p>
<p>A weird scientist might invent a machine, worn like a hat, that creates whatever the user is thinking about.  This machine might be solar powered and only work at noon on cloudless days, it might only create things that are smaller than a bread-box, and the objects might dissolve into nothing 45 minutes after creation.</p>
<h6>Alter</h6>
<p>An Alter effect is significantly easier to accomplish than a create effect.  It takes something and modifies it in some significant way (by adding to it, subtracting from it, or transforming it completely).</p>
<p>Alter the shape of [object, element, or individual] at [location] and [time] for [duration]</p>
<p>Alter [object, element, or individual] adding [attribute] at [location] and [time] for [duration]</p>
<p>Alter [object, element, or individual] subtracting [attribute] at [location] and [time] for [duration]</p>
<p>Transform [object, element, or individual] into [object, element, or individual] at [location] and [time] for [duration]</p>
<p>A mystic might invent a spell to turn a person into a toad for a 24 hour period.</p>
<p>A weird scientist might invent a mutation ray that mutates someone so that they grow permanent extra arms (but the victim will only survive for six months).</p>
<p>A gadgeteer might invent a laser scalpal that can cut through any known element (but it requires a stable electricity supply and can only be used in large cities).</p>
<h6>Reveal</h6>
<p>A reveal effect is concerned with learning things which are currently unknown.</p>
<p>Reveal [information] about [object, element, or individual, or event] at [location] and [time]</p>
<p>Query [object, element, or individual] about [object, element, or individual, or event] at [location] and [time]</p>
<p>A mystic might have a silver bowl of scrying that lets them look into distant locations once a week or the ability to summon spirits to reveal hidden information (but only in exchange for some kind of payment).</p>
<p>A gadgeteer might invent a wrist watch that uses radar to detect flying aircraft and missiles or an undead detector that picks up the absence of body heat &#8211; but the gizmos may only work for half an hour of continuous use before requiring replacement batteries.</p>
<p>A weird scientist might invent a camera that can see into the past at a particular location (but only half an hour into the past).</p>
<h6><a name="_Toc420005143"></a>Control/influence</h6>
<p>A control/influence effect is concerned with trying to bend objects and entities to your will.</p>
<p>Cause [object, element, or individual] to [action] a(n) [object, element, or individual] at [location] and [time] for [duration] using [object, element, or individual]</p>
<p>A mystic might invent a possession spell that allows them to take over another person&#8217;s body (long enough to complete a single simple action).</p>
<p>A weird scientist might invent a mind controlling device to force others to do their bidding (but it might burn out the victim’s mind if used more than once.</p>
<p>A gadgeteer might invent a remote control robot to follow simple instructions and act as his/her valet that requires the regular replacement of very expensive components (say bi-monthly).</p>
<h6>Attack</h6>
<p>Anything intended to hurt, harm, or destroy another person or thing is an attack effect.</p>
<p>Harm [object, element, individual, or attribute] with [object, or element] at [location] and [time] for [duration]</p>
<p>A firebolt spell employed by a mystic would be a good example of this.  As a side effect the character may be exhausted and forced to rest after any combat situation in which it is used.</p>
<p>A gadgeteer might invent a flame thrower that is good for five bursts before it runs out of juice.</p>
<p>A weird scientist might invent an invisible combustion ray that causes anything it sweeps over to burst into flames.  Each use makes the item increasingly unstable (2 in 6 chance it will explode in each use past the first).</p>
<h6>Defend</h6>
<p>Anything you invent that is intended to protect, heal, or repair someone or something is a defend effect.</p>
<p>Protect [object, element, individual, or attribute] with [object, or element] at [location] and [time] for [duration]</p>
<p>Heal/Repair [object, element, individual, or attribute] with [object, or element] at [location] and [time] for [duration]</p>
<p>A mystic might invent a shielding spell (perhaps a mystical circle) that prevents solid objects from penetrating to anything held within.  This may be possible once per day.</p>
<p>A gadgeteer might invent powered armor to move around in (that may require two weeks to charge up after a day’s use).</p>
<p>A weird scientist might invent a force-field that repels all living things (but emits a radiation that causes one to two wounds of damage whenever it is used).</p>
<h6>Transport</h6>
<p>Anything you invent that allows you to move from place to place is a transport effect.</p>
<p>Move [object, element, or individual] from [location] to [location] at [time] for [duration]</p>
<p>A weird scientist might invent a teleportation cabinet (that can only teleport small non-organic objects).</p>
<p>A gadgeteer might invent a jet pack (with a maximum ceiling height of a mere 50 feet).</p>
<p>A mystic might create a spell that opens a mystical portal between locations (but it can only be used one way).</p>
<p>As far as your character sheet is concerned you list your invented spells, gadgets, and gizmos as skills and apply dots to them as per any other skills you are required to use.  It is important to note their drawbacks clearly however, as (without balancing hindrances) these effects can quickly upset the balance of the game.  You will need to negotiate them carefully with your GM and be aware that they may need to be given substantial limitations and drawbacks to enable them to fit in the game world.    You also need to be aware that a number of “special” drawbacks  apply to the mystic, gadgeteer, and weird scientist (to balance the advantages provided by access to these effects.</p>
<h5>Limitations placed on effects</h5>
<p>If you are having trouble thinking about the limitations to place on your effects, you might consider using the following tables.</p>
<p>For each effect in use roll 1d10 to determine the limits placed on its use.</p>
<table>
<tbody>
<tr>
<td width="37">1</td>
<td width="329">Single use only</td>
</tr>
<tr>
<td width="37">2</td>
<td width="329">Needs constant refuelling/recharging</td>
</tr>
<tr>
<td width="37">3</td>
<td width="329">Very rare/expensive components</td>
</tr>
<tr>
<td width="37">4</td>
<td width="329">Illegal components/Unethical research required</td>
</tr>
<tr>
<td width="37">5</td>
<td width="329">Prone to frequent breakdowns</td>
</tr>
<tr>
<td width="37">6</td>
<td width="329">Difficult to control/focus</td>
</tr>
<tr>
<td width="37">7</td>
<td width="329">Environmental health hazard/pollution</td>
</tr>
<tr>
<td width="37">8</td>
<td width="329">Needs enormous amounts of power</td>
</tr>
<tr>
<td width="37">9</td>
<td width="329">Very difficult/complicated to use</td>
</tr>
<tr>
<td width="37">10</td>
<td width="329">Very time consuming to use</td>
</tr>
</tbody>
</table>
<p>For each effect/gadget created,  roll 1d10 to determine what side effect occurs when it fails.  A significant failure (rolling 6 on a consequence check) results in a side effect).</p>
<table>
<tbody>
<tr>
<td width="37">1</td>
<td width="329">Key component breaks down requiring 1d6 weeks to repair before resuming</td>
</tr>
<tr>
<td width="37">2</td>
<td width="329">Key component breaks down requiring 1d10 days to repair before resuming</td>
</tr>
<tr>
<td width="37">3</td>
<td width="329">Power failure &#8211; must refuel or recharge</td>
</tr>
<tr>
<td width="37">4</td>
<td width="329">Overload &#8211; produces double normal effect + Roll again</td>
</tr>
<tr>
<td width="37">5</td>
<td width="329">Weakened &#8211; produces 1/2 normal effect + Roll again</td>
</tr>
<tr>
<td width="37">6</td>
<td width="329">Toxic Spill/Exhaust &#8211; 100&#8242; radius causing illness for 1d6 days</td>
</tr>
<tr>
<td width="37">7</td>
<td width="329">Explosion (10&#8242; radius 1d10hp damage) As 2 above.</td>
</tr>
<tr>
<td width="37">8</td>
<td width="329">Explosion (10&#8242; radius) causing instant death to operator as 1 above.</td>
</tr>
<tr>
<td width="37">9</td>
<td width="329">Explosion (50&#8242; radius) causing instant death to operator.  Catalyst destroyed.</td>
</tr>
<tr>
<td width="37">10</td>
<td width="329">Weird Accident (GMs discretion)</td>
</tr>
</tbody>
</table>
<p>These effects are also limited by the number of dots allocated to them.</p>
<h6>Line of sight rule</h6>
<table>
<tbody>
<tr>
<td width="55">1 dot</td>
<td width="309">Requires the target to be visible and within reach.</td>
</tr>
<tr>
<td width="55">2 dots</td>
<td width="309">Requires clear line of sight</td>
</tr>
<tr>
<td width="55">3 dots</td>
<td width="309">Requires partial line of sight</td>
</tr>
<tr>
<td width="55">4 dots</td>
<td width="309">Requires an accurate guess when no more than 50 meters away</td>
</tr>
<tr>
<td width="55">5 dots</td>
<td width="309">Requires a fair guess when no more than 100 meters away</td>
</tr>
<tr>
<td width="55">6 dots</td>
<td width="309">Line of sight not required within 200 meters</td>
</tr>
<tr>
<td width="55">8 dots</td>
<td width="309">Line of sight not required within 5 kilometers</td>
</tr>
</tbody>
</table>
<h6>Range rule (if a ranged effect)</h6>
<table>
<tbody>
<tr>
<td width="55">1 dot</td>
<td width="309">Requires the target to be touched or no more than an arm’s length away.</td>
</tr>
<tr>
<td width="55">2 dots</td>
<td width="309">The length of a table top</td>
</tr>
<tr>
<td width="55">3 dots</td>
<td width="309">The length of a room</td>
</tr>
<tr>
<td width="55">4 dots</td>
<td width="309">50 meters</td>
</tr>
<tr>
<td width="55">5 dots</td>
<td width="309">100 meters</td>
</tr>
<tr>
<td width="55">6 dots</td>
<td width="309">200 meters</td>
</tr>
<tr>
<td width="55">8 dots</td>
<td width="309">5 kilometers</td>
</tr>
</tbody>
</table>
<h6>Area effect rule (if an area effect)</h6>
<table>
<tbody>
<tr>
<td width="55">1 dot</td>
<td width="309">5 square inches</td>
</tr>
<tr>
<td width="55">2 dots</td>
<td width="309">2 square meters</td>
</tr>
<tr>
<td width="55">3 dots</td>
<td width="309">4 square meters</td>
</tr>
<tr>
<td width="55">4 dots</td>
<td width="309">8 square meters</td>
</tr>
<tr>
<td width="55">5 dots</td>
<td width="309">16 square meters</td>
</tr>
<tr>
<td width="55">6 dots</td>
<td width="309">32 square meters</td>
</tr>
<tr>
<td width="55">8 dots</td>
<td width="309">5 square kilometers</td>
</tr>
</tbody>
</table>
<h5>Critical Failure</h5>
<p>An unmodified roll of 2 on 2d10 when trying to apply an effect results in a critical failure in the application of the effect (not to be confused with a critical failure in the consequence roll above).  This results in the destruction and loss of the effect or the gadget which creates it (except in the case of the gadgeteer who can rebuild the gadget).</p>
<h5>Gadgeteering</h5>
<p>A gadgeteer is an inventor of machines and effects based on existing technology.  The gadgeteer can&#8217;t do the impossible but can design and enhance existing things.  A gadgeteer could design and build a personal airship for one passenger, or build a two way radio into a wristwatch.  Both of these ideas involve the modification of existing technology.  A gadgeteer could not, however, invent a means to look into the aether to communicate with ghosts of the long departed, or invent a time machine &#8211; these are the province of weird science (see weird science below). And while they can create effects based on existing technology they cannot base their effects on weird science technology.</p>
<p>For non-trivial gadgeteering tasks the character must first identify the underlying technology to be modified (eg. gas baloon, watch etc) and then add features to it.</p>
<p>Gadgeteers have a couple of special skills besides the gadgets themselves.  They have a &#8220;Gadgeteering on-the-fly skill&#8221; that they can spend points on. This allows them to throw together something at short notice from bits and pieces that are lying around.  They also have a repair skill which they can use to attempt to repair anything (even weird science items) so long as they worked at some point in time and their activity is merely maintenance.</p>
<p>Gadgeteering is not weird science.  A gadgeteer cannot invent the impossible in the way a weird scientist can.  Gadgeteers invent things that exist and function in the real world, just early (historically speaking) and with a twist.  &#8220;But how is that fun or special&#8221;, you ask?  The answer is simple.  Gadgeteers build these things and tweak them in unique ways.  A gadgeteer may not be able to construct a matter transporter but, it is quite possible to design and build a radar (not invented until the second world war) that fits in a wristwatch in the early 1930s (real world device + twist).  Likewise nuclear fusion, television, lasers, jetpacks etc.</p>
<p>Because gadgets have far less potential to unbalance the game you might not even need to apply drawbacks to them (negotiate this with your GM).</p>
<p>When you design a gadget it must be</p>
<ul>
<li>familiar yet different.</li>
<li>something that exists today (with non-real world improvements) eg. radar (that fits in a wristwatch).</li>
<li>something that exists today (with 1930s style limitations) eg. a computer (using valve technology and extremely limited memory).</li>
</ul>
<p>Gadgets can have up to three abilities.  You can produce up to 5 copies (six items in total) of any gadget depending on the abilities it has.</p>
<p>1 ability &#8211; 5 copies.</p>
<p>2 abilities &#8211; 3 copies</p>
<p>3 abilities &#8211; 1 copy.</p>
<p>The abilities of gadgets are open ended (like skills) and have their own skill points (see subskills and manoeuvres, above) attached to their use.</p>
<p>The failure of a gadget during play requires a consequence roll.  A roll of 6 on 1d6 results in the permanent destruction of the gadget, otherwise the gadget can no longer be used until repaired (an investment of d6 hours of uninterrupted work).</p>
<p>A character can create as many gadget effects as they have points in willpower.  These inventions can be designed before play begins, or the player may create the effects during play as need arises, or a combination of pre-designed and on-the-fly inventions can be brought into play.</p>
<h6>Gadgeteering (Example)</h6>
<p>At character creation, Marcus&#8217; character, Professor Watchspring, has 4 willpower points giving him 4 invention points to put into inventions.  He decides to create two general and one specialised gadget.</p>
<p>He decides he wants a combination watch, compass, and sextent (a sort of 1930s GPS) to enable him to always know where he is (cost 1 point).  He also wants a clockwork, mechanical lockpick (cost one point), and (after talking it over with his GM) a point to point televisual communicator (1930s Skype) to stay in touch with team members (cost 2 points).</p>
<h5>Weird Science</h5>
<p>Weird science achieves the impossible.  While it is possible to MacGuyver a hot air balloon from scraps found in the rubble of an earthquake using standard science or gadgeteering skills (see gadgeteering above), a machine that can look into the aether and allow communication with ghosts requires weird science.</p>
<p>The genius involved in weird science is different to real-world scientific genius in the following ways&#8230;</p>
<p>Weird science genius is more than brilliance/cleverness.  It is the capacity to do that which cannot be replicated by ordinary scientific means.  It is the capacity to create a miracle and capture it in a test-tube, to teach a machine to think and create great art, or to fire a pebble at a speed far in excess of the speed of light.  Science might not sensibly be able to create these effects &#8211; in fact any attempts to study a weird science effect by scientific means causes it to degrade and cease to operate &#8211; but a &#8220;scientist&#8221; with the &#8220;spark&#8221; of genius can accomplish the impossible.</p>
<p>The underlying mechanisms by which weird science effects are achieved may not be fully understood even by those who create them.</p>
<p>The only thing necessary to create such an effect is the self-belief of the genius and the &#8220;spark&#8221; or inspiration necessary to realise the impossible.  The weird scientist must also have a weird explanation for why the effect is obtained.</p>
<p>For example the genius might develop an antigravity device on the basis of some kind of hyper-geometrical mathematics.  He or she may theorise that the mathematical equations temporarily enslave inter-dimensional creatures and extend their existence into our space to carry the objects from one point to another in defiance of gravity. Whether this is true or not in terms of plain physics, it takes on reality when applied by the genius.  Having formed the hypothesis and created the effect, the genius must thereafter ensure that sufficient energy is in play to keep the dimensional intruders bound during the process and banish them back to where they came from once the effect has been achieved.</p>
<p>Alternatively the genius might settle on a different hypothesis for why the device works.  He or she may theorise that the effect of gravity is in fact due to the thinness of the air when cool and that heating the air makes it solid enough to be manipulated into carrying objects around.  Having created a working antigravity device on this basis the genius must thereafter believe to his or her dying day in the essential solidity of heated air and that this is what allows things to fly.</p>
<p>The theory by virtue of its proximity to the spark of genius brings the effect into being regardless of its plausibility so long as there is a catalyst available to activate it (a catalyst being a machine, serum, potion, gizmo etc.).</p>
<p>Needless to say, the laws of real-world physics have a tendency to break down in the presence of Weird Science.  The inventor of the anti-gravity device discussed above may create anomalous effects whenever he comes in contact with machines that bring his theory into conflict with real world physics.  For example, real-world aircraft may simply not work in his presence (requiring large amounts of heat to be present before they will fly).  And, as already noted, the application of &#8220;real-world&#8221; scientific study to a &#8220;weird science&#8221; effect causes the effect to degrade and collapse.</p>
<p>By its nature Weird Science is prone to this sort of conflict. It is important that &#8220;weird scientists&#8221; keep a clear record of their hypotheses.  Should they develop a hypothesis, while creating an effect, that contradicts or conflicts with a prior hypothesis the results can be dire indeed (to the point where the very fabric of reality is threatened).</p>
<p>There is also a risk involved in opening oneself up to the &#8220;spark of genius&#8221; in the first place.  The flash of insight that leads to the creation of a weird science effect may expose the &#8220;scientist&#8221; to &#8220;things which man was never meant to know&#8221;.  Exposure to such knowledge results in an immediate and permanent loss of essence.  When inventing a new effect the hero must make a successful resistance roll to avoid such exposure.  Hero points cannot be used to modify this roll.</p>
<p>Every time a weird science effect is used such exposure is risked.  A 1 on a consequence roll (1d6) will result in a permanent essence loss.</p>
<p>A character can create as many weird science effects as they have points in willpower.  These inventions can be designed before play begins, or the player may create the effects during play as need arises, or a combination of pre-designed and on-the-fly inventions can be brought into play.</p>
<p>A role of 2 on 2d10 when operating the catalyst will result in its destruction.  All weird science effects are unique and cannot be replicated once destroyed.</p>
<h6>Example Weird Science Components</h6>
<p>Below you will find a bunch of example machines and weird science components to use in the development of your effects;</p>
<table>
<tbody>
<tr>
<td width="197">Accelerator Drug</p>
<p>Aerocar</p>
<p>Aetheric Propellor</p>
<p>Aetheric Transceiver</p>
<p>Artificial Intelligence</p>
<p>Atomic Inhibitor</p>
<p>Biogenic Cascade</p>
<p>Biological Analyzer</p>
<p>Broadcast Power</p>
<p>Cellular Resequencer</p>
<p>Cerebral Amplifier</p>
<p>Chameleon Skinsuit</p>
<p>Cloaking Screen</p>
<p>Cloning</p>
<p>Cold Fusion Reaction</p>
<p>Colossus</p>
<p>Cryogenic Projector</p>
<p>Cybernetic Organ/Limb</p>
<p>Death Ray</p>
<p>De-Evolution Drug</p>
<p>Dimensional Bathysphere</p>
<p>Disembodied Brain</p>
<p>Disintegrator</p>
<p>Dream Drug</p>
<p>Earthmoving Screw</p>
<p>Earthquake Predictor</p>
<p>Ekranoplan</p>
<p>Electricity Gun</p>
<p>&nbsp;</td>
<td width="204">Evolution Serum</p>
<p>Food Reprocessor</p>
<p>Free Diving Suit</p>
<p>Grappling Gun</p>
<p>Growth Serum</p>
<p>Harmonic Resonator</p>
<p>Holographic Projector</p>
<p>Kinetic Nullifier</p>
<p>Laser/Maser</p>
<p>Magnetic Levitation</p>
<p>Magnetic Projector</p>
<p>Matter Interpenetrator</p>
<p>Meteor Cannon</p>
<p>Meteorological Controller</p>
<p>Mind Transfer Device</p>
<p>Mind-Control Ray</p>
<p>Miniaturizer</p>
<p>Monofilament</p>
<p>Neural Probe</p>
<p>Neutron/Mutation Bomb</p>
<p>Orbital Tether</p>
<p>Paralinguistic Interpreter</p>
<p>Perpetual Energy Machine</p>
<p>Pneumatic Armor</p>
<p>Polarizing Ray</p>
<p>Psionic Amplifier</p>
<p>Psi-Wave Emitter</p>
<p>Pseudo-Death Drug</td>
<td width="204">Quarantine Cube</p>
<p>Reanimation Drug</p>
<p>Regeneration Drug</p>
<p>Railgun</p>
<p>Ramjet</p>
<p>Renewable Waste</p>
<p>Processor</p>
<p>Rocket Spacecraft</p>
<p>Soil Reclamation Device</p>
<p>Solar Sail</p>
<p>Somnetic Wave Inducer</p>
<p>Sonic Stun Bomb</p>
<p>Stasis Device</p>
<p>Stratospheric Turbolift</p>
<p>Stun Gun</p>
<p>Synaptic Stimulator</p>
<p>Tailored Virus</p>
<p>Tank/Armored Vehicle</p>
<p>Tectonic Compressor</p>
<p>Teleportation Device</p>
<p>Thermal Masking Device</p>
<p>Thermal Projector</p>
<p>Time Machine</p>
<p>Ultrasonic Scanner</p>
<p>Universal Solvent</p>
<p>Volcanic Inducer</p>
<p>Water Catalyst</p>
<p>X-Ray Pulse Laser</td>
</tr>
</tbody>
</table>
<p><em> </em></p>
<h6>Creating a Weird Science Effect (Example)</h6>
<p>As an example let&#8217;s say that Dr Moreau has decided to raise the intelligence of a group of wild-animals to function as servants in his mansion.  He combines effects in the Independence category and Transformation category to create the effect of enhanced intelligence and basically bipedal motor functions.  Being a convinced Phrenologist, he theorises that the intelligence and physical superiority of human beings is largely due to the arrangement of bumps upon the human skull.  He engages in surgery in which he reshapes the bumps and crevices of his animal subjects&#8217; heads in order to reconfigure them for optimal physical and mental development.  He must be careful neither to overdevelop nor underdevelop the shaping of their skulls in order to get the effects he is seeking.  3 months after the surgery is complete the previously &#8220;dumb&#8221; creature is capable of learning language, walking on its hind legs, performing unusual fine motor skills, and fulfilling the duties of a household servant.</p>
<p>Because of the nature of his theory regarding the link between intelligence and skull shape he will be able to create a number of other effects through the catalyst of his skull surgery &#8211; personality alterations, the realignment of criminal tendencies etc.</p>
<p>Rather than an invention, Dr Moreau creates the &#8220;phrenological surgery&#8221; skill.</p>
<p>Having invented the skill, it costs nothing beyond a successful skill roll for Dr Moreau to employ it to create the weird science effect he has been seeking (or apply it creatively to new circumstances).  He will, however, require suitable medical equipment and facilities to accomplish the effect.</p>
<p>The drawback he selects is that the subjects of his surgery now age unnaturally quickly and will die within 1 to 3 years.</p>
<h5>Magic</h5>
<p>All magical effects require a title.  This title should be made up of the originator&#8217;s name (usually the individual from whom it was learned) plus an adjective plus a description of the effect (Eg. &#8220;Sumak Singh&#8217;s astounding flame-burst&#8221; or &#8220;Madam Z&#8217;amora&#8217;s incredible hidden knowledge revealer&#8221;).  If you already have 5 or more learned effects you can name any new effects after yourself (on the understanding that your mastery is such as to allow you to invent rather than learn your own effects).</p>
<p>You may only master magical effects if you have a Mystic specialty and may only master as many effects as you have points of essence.  When you invent a new effect for your character it is assumed you have known how to perform it since before you began adventuring but have not activated it until the present.  Each time you create a new effect (NB. Initial creation is not the same as in-game use of a created effect) you need to roll your willpower to avoid being exposed to malevolent cosmic forces.  Such exposure permanently reduces your essence by one point.  Failed attempts at effect creation also result in exposure to malevolent cosmic forces (with the same accompanying cost in essence).</p>
<p>You will need (in consultation with your GM) to invent the process by which the effect is accomplished (reading the spell from a book, performing a ritual, drinking a potion, using up the charge in a wand etc.).</p>
<h6>Example</h6>
<p>Let us suppose that Marcus the Magnificent is a psychic.  He has an essence of 4 and so can create four effects.</p>
<p>The first effect he wishes to create is mind reading.  He decides that the technique was learned from the oriental master of mystery, Hwang Lee and is called &#8220;Hwang Lee&#8217;s confounding thief of thoughts&#8221;</p>
<p>It is a reveal effect. It is accomplished through mental effort and requires an arcane symbol to be inscribed upon the floor or wall (in this case a Chinese pictogram).  The ability is very time consuming to use (requiring one hour per dot of ability applied).  This effect cannot be applied during combat (unless the space has been prepared earlier) and initially requires physical contact to be effective.  The revelation will answer once (and only one) specific question held in the caster’s mind.</p>
<p>The next effect he wishes to create is mind control.  He decided that the technique was learned from an insane stage magician he once defeated named Mephisto the Great and is called &#8220;Mephisto&#8217;s terrifying enslavement&#8221;.</p>
<p>It is a control/influence effect.</p>
<p>It is accomplished by reading an incantation from Mephisto&#8217;s journal (taken from the magician when he was defeated).  The effect is powered by life energy trapped in Mephisto&#8217;s journal (which is written on human skin cut from his victims).  It allows the caster to command a single action.  The victim may not do anything else until the action is accomplished.</p>
<p>The next effect he wishes to create is a mental barrier against harm.  He decides that the technique was learned from his old master Hwang Lee and is called &#8220;Hwang Lee&#8217;s astounding invisible wall&#8221;.</p>
<p>It is a defend effect.</p>
<p>The protection is provided by a potion that is very complicated to prepare and mix up (requiring 1d10 days of prep).  It also requires a crystal bottle that cracks if the attempted use fails and takes (1d10 days to replace).</p>
<p>Lastly he wishes to be able to engage in telekenesis .  He decides that the technique was learned from a powerful western psychic of his acquaintance and is called &#8220;Emily Binford&#8217;s extraordinary immaterial transportation&#8221;.</p>
<p>It is a transport effect.</p>
<p>It requires a wand and is activated by a drop of blood. A failure causes the wand to break requiring 1d10 days to repair. It can only effect objects that can be carried comfortably in a normal person’s arms.</p>
<h2>Bibliography</h2>
<p>Some of the ideas used in this section of the chapter originate in the following works</p>
<ul>
<li>Genius the Transgression, a story telling game by Kyle Marquis that explores Mad Science (far deeper than my approach and an excellent resource in its own right)<br />
<a href="https://sites.google.com/site/moochava/genius">https://sites.google.com/site/moochava/genius</a></li>
<li>Kellri&#8217;s weird science and random gadgets (a great little pdf containing random tables for creating weird science gadgets and effects &#8211; sadly this is now a dead link but I still want to give it credit for being such a useful tool).<br />
<a href="http://kellri.blogspot.com.au/2008/12/weird-science-random-gadgets-strange.html">http://kellri.blogspot.com.au/2008/12/weird-science-random-gadgets-strange.html </a></li>
<li>David Chart&#8217;s Ars Magica is one of the most interesting magic systems I&#8217;ve ever seen and was very inspirational with regard to the rules designed for play here.<br />
<a href="http://www.atlas-games.com/arm5/">http://www.atlas-games.com/arm5/</a></li>
</ul>
<p>NEXT TIME: Part 6 – The final step in Character Creation &#8211; Modify your character for any exceptional effects they may have undergone or encountered.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2639</post-id>	</item>
		<item>
		<title>Cinderella in the Studio &#8211; By Jack Robotham (age 10 years)</title>
		<link>https://weirdworldstudios.com/cinderella-studio-jack-robotham-age-10-years/</link>
					<comments>https://weirdworldstudios.com/cinderella-studio-jack-robotham-age-10-years/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 05 Nov 2016 01:39:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[audio drama]]></category>
		<category><![CDATA[cinderella in the studio]]></category>
		<category><![CDATA[jack robotham]]></category>
		<category><![CDATA[radio play]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2645</guid>

					<description><![CDATA[<p>The Script Hiatus at weirdworldstudios is being interrupted this month because my 10 year old son (Jack Robotham) has written his first Audio drama script (and I&#8217;m extremely proud).  Here it is folks, in all its comic glory&#8230; CINDERELLA IN THE STUDIO &#8211; by Jack Robotham SCENE 1:     INT &#8211; RADIO STUDIO (JEFF, BRUCE) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/cinderella-studio-jack-robotham-age-10-years/">Cinderella in the Studio &#8211; By Jack Robotham (age 10 years)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The Script Hiatus at weirdworldstudios is being interrupted this month because my 10 year old son (Jack Robotham) has written his first Audio drama script (and I&#8217;m extremely proud).  Here it is folks, in all its comic glory&#8230;</p>
<p><figure id="attachment_2646" aria-describedby="caption-attachment-2646" style="width: 252px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2646" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/11/CO001.png?resize=252%2C252" alt="Cinderella in the Studio - A comedy by Jack Robotham" width="252" height="252" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/11/CO001.png?w=252&amp;ssl=1 252w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/11/CO001.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/11/CO001.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/11/CO001.png?resize=200%2C200&amp;ssl=1 200w" sizes="(max-width: 252px) 100vw, 252px" /><figcaption id="caption-attachment-2646" class="wp-caption-text">Cinderella in the Studio &#8211; A comedy by Jack Robotham</figcaption></figure></p>
<h2>CINDERELLA IN THE STUDIO &#8211; by Jack Robotham</h2>
<h3>SCENE 1:     INT &#8211; RADIO STUDIO<br />
(JEFF, BRUCE)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>JEFF: Welcome to the studio this afternoon.  And here we are to record the story of Cinderella.  I’m Jeff Grayson and I’m here with my faithful sound effects assistant Bruce Simple. So, everything’s in place.  Welcome to Cinderella.</li>
<li><span style="text-decoration: underline;">SOUND: FLAMES &#8211; UNTIL LINE 8.</span></li>
<li>JEFF: Why are there flames?</li>
<li>BRUCE: Cinderella is on fire.</li>
<li>JEFF: No she’s not.</li>
<li><span style="text-decoration: underline;">SOUND: FLAMES STOP.</span></li>
<li>BRUCE: Isn’t Cinderella a “he”?</li>
<li>JEFF: Cinderella not Cinder-fella!</li>
<li>BRUCE: Oh, ok.</li>
<li>JEFF: As I was saying, Cinderella lived with her aunt and three sisters.  They all hated her. Her sisters and aunt were very mean to her.  She had to do all the housework.</li>
<li>BRUCE: What? The house can’t do its own work?</li>
<li>JEFF: No it can’t.  It’s a house!</li>
<li>BRUCE: Then why is it called house work?</li>
<li>JEFF: That’s just what it’s called.  Now, there was a ball coming up&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: CHEERING &#8211; ESTABLISH, UNDER AND OUT</span></li>
<li>BRUCE: (INTERRUPTING) and it’s flying through the air. The goalie does a terrific save and the score is even!</li>
<li>JEFF: Oh for goodness’ sake!</li>
<li>BRUCE: What’s wrong? Don’t you like soccer?</li>
<li>JEFF: No, this kind of ball involves music!</li>
<li><span style="text-decoration: underline;">SOUND: FUNERAL MUSIC &#8211; ESTABLISH, UNDER AND OUT</span></li>
<li>JEFF: No, no, no.  Stop the music!  A ball is a kind of party with music can people dance to.</li>
<li><span style="text-decoration: underline;">SOUND: SCRATCHED RECORD ENDING SOUND (MUSIC STOPS) &#8211; LET IT FINISH.</span></li>
<li>JEFF: The Prince is going to be at the ball, so the sisters and aunt want Cinderella to make them look nice and neat.</li>
<li>BRUCE: How could they be nice? They sound very un-nice to me&#8230;</li>
<li>JEFF: (INTERRUPTING) As in, they want to look polished.</li>
<li>BRUCE: I didn’t know they were shoes.</li>
<li>JEFF: Polished means good looking.</li>
<li>BRUCE: That’s how I always want my shoes to look.</li>
<li>JEFF: No, the women want to be good looking.</li>
<li>BRUCE: (IN A DOCTOR’S VOICE) We’ll be cancelling the optometrist’s appointment then?</li>
<li>JEFF: Stop messing around!<br />
After a while the sister’s left, but Cinderella was forced to stay behind.  Suddenly, the Fairy God Mother appeared.  She said “Cinderella, you shall go to the ball”.</li>
<li><span style="text-decoration: underline;">SOUND: CHEERING &#8211; ESTABLISH, UNDER, AND OUT.</span></li>
<li>BRUCE: (LIKE A SPORTS COMMENTATOR) And she runs for it, and arrives just in the nick of time!  She kicks and&#8230; Goal!</li>
<li>JEFF: No, no, no! You remember what a ball is, don’t you?</li>
<li>BRUCE: Shoe polish?</li>
<li>JEFF: A party with music!</li>
<li><span style="text-decoration: underline;">SOUND: FUNERAL MUSIC &#8211; ESTABLISH, UNDER, AND OUT.</span></li>
<li>JEFF: Stop! How many times do I have to tell you this. A ball is a party with music people can dance to!</li>
<li>BRUCE:</li>
<li>JEFF: The Fairy God Mother also said “I will get you there with my magic”.  With that, she turned and pointed her finger at a pumpkin.  It turned into a coach.</li>
<li>BRUCE: Which way did it turn? Left or right?</li>
<li>JEFF: Not that sort of turn.  It “transformed” into a coach.</li>
<li>BRUCE: I knew she was a soccer player.  What team is she on?</li>
<li>JEFF: (INTERRUPTING) Aargh! Not that kind of coach; one pulled by horses.</li>
<li>BRUCE: Ow, that’s gotta hurt.</li>
<li>JEFF: The pumpkin became a horse drawn carriage.</li>
<li>BRUCE: It wasn’t real? A horse drew it?</li>
<li>JEFF: You better duck or I will hit you with this microphone.</li>
<li><span style="text-decoration: underline;">SOUND: QUACK &#8211; LET IT FINISH.</span></li>
<li>JEFF: Oh, stop it.<br />
Ok, next the Fairy God Mother turned some mice into men, and after that she turned Cinderella’s clothes into a beautiful dress and glass slippers.</li>
<li>BRUCE: Yikes!  Who’d wear those? You’d keep falling over.</li>
<li>JEFF: Not that kind of slipper! But the Fairy God Mother&#8230;</li>
<li>BRUCE: (INTERRUPTING) I’m glad she’s fair.</li>
<li>JEFF: (IGNORING THE INTERRUPTION)&#8230;the Fairy God Mother warned “This magic wears off at midnight”.  Then she disappeared. Soon Cinderella was at the ball.</li>
<li><span style="text-decoration: underline;">SOUND: BEEP OF CAR HORN &#8211; LET IT FINISH.</span></li>
<li>JEFF: I already told you she arrived in a carriage! Can’t you get anything right?</li>
<li><span style="text-decoration: underline;">SOUND: TRAIN STOPPING &#8211; LET IT FINISH.</span></li>
<li>JEFF: (FRUSTRATED) A horse pulling a carriage.</li>
<li>BRUCE: Lucky horse.  Pulling something so light and healthy.</li>
<li>JEFF: A “carriage”, not a “cabbage”!  (BEAT) After Cinderella arrived she went inside.</li>
<li>BRUCE: Which side?</li>
<li>JEFF: It means in the building.</li>
<li>BRUCE: If they were building it, how could she get in?</li>
<li>JEFF: I’ll cement your jaw shut if you don’t stop!</li>
<li>BRUCE: Give them the cement.  I’m not the one building the house while a party’s going on.</li>
<li>JEFF: They are not building a house.<br />
When Cinderella went in, the Prince saw her and fell in love with her.</li>
<li><span style="text-decoration: underline;">SOUND: CRASH &#8211; LET IT FINISH.</span></li>
<li>JEFF: What was that?</li>
<li>BRUCE: The Prince falling in love.  Was he also wearing slippers?</li>
<li>JEFF: “Falling in love” is an expression.   Cinderella danced with the prince.  She completely forgot about the Fairy God Mother until the clock struck twelve.</li>
<li>BRUCE: Did twelve break?</li>
<li>JEFF: It’s another expression.  Stop mucking things up!<br />
Cinderella ran away and one of her slippers came off. Her coach became a pumpkin and her men became mice.</li>
<li>BRUCE: Her coach is a pumpkin and she runs away from the ball?  I don’t want her on my soccer team.</li>
<li>JEFF: Stop, okay?  I need to finish the story!</li>
<li>BRUCE: I’m Australian, not Finnish.  Of course, if you’re from Finland&#8230;</li>
<li>JEFF: I said “stop” twice.  Don’t make me say it again!<br />
The Prince picked up the slipper and said&#8230;</li>
<li>BRUCE: “this slipper’s actually made of diamond and worth a million dollars!  I’m rich! Mwahahaha!”</li>
<li>JEFF: No, the Prince said “I will find the owner of this slipper and she shall be my wife!”</li>
<li>BRUCE: Who was listening?</li>
<li>JEFF: No-one was listening, he just said that!<br />
So the Prince went and looked in every house.  When he got to Cinderella’s house, the sisters and aunt tried the slipper but it didn’t fit. When Cinderella tried, it fit perfectly!  The Prince took her and they married and lived happily ever after.</li>
<li><span style="text-decoration: underline;">SOUND: WEDDING BELLS &#8211; LET IT FINISH.</span></li>
<li>JEFF: Did you learn anything?</li>
<li>BRUCE: Yes!  If you’re a Prince you will have to marry a sooty, dirty girl.</li>
<li>JEFF: I can’t take this anymore!!! It’s time to give you a little of your own medicine.</li>
<li><span style="text-decoration: underline;">SOUND: CRASH &#8211; LET IT FINISH.</span></li>
<li>BRUCE: Hey stop!</li>
<li><span style="text-decoration: underline;">SOUND: MACHINE GUNS &#8211; UNDER.</span></li>
<li>BRUCE: (SCREAMS) Aaaah.</li>
<li><span style="text-decoration: underline;">SOUND: BOMBS EXPLODING, SMASHING SOUNDS, ROCKETS, TANK RUMBLE &#8211; ESTABLISH AND FINISH.</span></li>
<li>JEFF: (PANTING) And that&#8230; dear listeners&#8230; is the end of our story.</li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2016 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/cinderella-studio-jack-robotham-age-10-years/">Cinderella in the Studio &#8211; By Jack Robotham (age 10 years)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2645</post-id>	</item>
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		<title>Creating a Character &#8211; Chapter 3 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 02 Nov 2016 04:55:59 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[gear]]></category>
		<category><![CDATA[players guide]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[skills]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2596</guid>

					<description><![CDATA[<p>Step 5. Create skills and assign skill points If you have  completed the questionnaire above you will have already identified a minimum of 6 skills for your character (drawn from their life experiences).  If you didn&#8217;t complete the questionnaire you will need to invent your skills now.  This is easy.  Just invent a minimum of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h4>Step 5. Create skills and assign skill points</h4>
<p>If you have  completed the questionnaire above you will have already identified a minimum of 6 skills for your character (drawn from their life experiences).  If you didn&#8217;t complete the questionnaire you will need to invent your skills now.  This is easy.  Just invent a minimum of six skills that you think directly relate to your archetype.  For example a cowboy archetype might have skills such as ride horse, lasso, six guns, tracker, and find water.  A linguist might have speak new language, read new language, write new language, research, decipher code, and encryption.  A psychic might have telekenisis, mesmerism, telepathy, lie detection, cheat at cards, and confuse.</p>
<p>There is no upper limit on the number of skills that can be created (though more than ten would seem a little excessive) so long as they can legitimately be connected to your archetype.</p>
<p>Record the skills from your questionnaire (or that you have invented on the fly) on your character sheet  in order from most important/useful to least important/useful.</p>
<p>If you have selected a Mystical Speciality you may spend 7 + willpower points improving your skills. You must also apply your total willpower points to your essence and set your resistance to 0. Mystics do not have a resistance trait.</p>
<p>If you have selected an Adventurer Speciality you may spend 7 + strength points improving your skills. You must also apply strength points to your resistance and set your essence to 0. Adventurers do not have an essence trait.</p>
<p>If you have selected an Academic Speciality you may spend EITHER 7 + strength OR 7 + willpower points purchasing Academic skills. You must set both your essence and your resistance to 0.</p>
<p>Give 3 points to the most important skill, and 2 points each to the two next most important skills. Add a single point to each of the remaining skills until all points are spent.</p>
<p>You can usually assume you have an unlimited number of general skills (like running, brawling, etc.) at 1 point whether specified on your character sheet or not. More specialised skills (such as piloting a plane, manoeuvring a submersible, speaking a foreign language etc) will need to be listed on your sheet or purchased. The exact nature of what constitutes a generic or specialised skill is left to the discretion of the GM.</p>
<p>There is no dodge skill to allow  players to dodge during combat in this game and players should not attempt to create one.   Attempts to get out of the way are built into the dice roll and no modifiers apply.  A dodge skill does exist for the purposes of navigating obstacles during a chase etc.</p>
<p>No skill at character creation may be increased beyond four points initially.</p>
<h5>Example (Skills and points)</h5>
<h6>Jake Stead (Gavin&#8217;s character)</h6>
<p>Jake Stead has a strength of 4.  This gives him a total of 11 points to spend.  His skills brawling, shooting, mechanical repair, boating, lock-picking, safe-cracking, bypassing alarms, acrobatics, and sneaking.</p>
<table>
<tbody>
<tr>
<td width="205"><strong>Shooting</strong></td>
<td width="84"> xxx</td>
</tr>
<tr>
<td width="205"><strong>Brawling</strong></td>
<td width="84"> xx</td>
</tr>
<tr>
<td width="205"><strong>Lock picking </strong></td>
<td width="84"> xx</td>
</tr>
<tr>
<td width="205"><strong>Sneak </strong></td>
<td width="84"> x</td>
</tr>
<tr>
<td width="205"><strong>Acrobatics</strong></td>
<td width="84"> x</td>
</tr>
<tr>
<td width="205"><strong>Mechanical Repair</strong></td>
<td width="84"> x</td>
</tr>
<tr>
<td width="205"><strong>Safe-cracking</strong></td>
<td width="84"> x</td>
</tr>
<tr>
<td width="205"><strong>Bypassing alarms</strong></td>
<td width="84"> o</td>
</tr>
<tr>
<td width="205"><strong>Boating</strong></td>
<td width="84"> o</td>
</tr>
</tbody>
</table>
<h6>Malefice, Mistress of the Mystical Arts (Beth&#8217;s character)</h6>
<p>Malefice has a willpower of 4.  This gives her a total of 11 points to spend. Her skills include cold-reading, stage magic and illusions, occult knowledge, mind reading, hypnosis, and the binding of spirits.</p>
<table>
<tbody>
<tr>
<td width="200"><strong>Binding spirits</strong></td>
<td width="91"> xxx</td>
</tr>
<tr>
<td width="200"><strong>Hypnosis</strong></td>
<td width="91"> xx</td>
</tr>
<tr>
<td width="200"><strong>Mind reading </strong></td>
<td width="91"> xx</td>
</tr>
<tr>
<td width="200"><strong>Stage Magic</strong></td>
<td width="91"> x</td>
</tr>
<tr>
<td width="200"><strong>Knife throwing</strong></td>
<td width="91"> x</td>
</tr>
<tr>
<td width="200"><strong>Poison use</strong></td>
<td width="91"> x</td>
</tr>
<tr>
<td width="200"><strong>Stage Magic</strong></td>
<td width="91"> x</td>
</tr>
<tr>
<td width="200"><strong>Cold Reading</strong></td>
<td width="91"> o</td>
</tr>
</tbody>
</table>
<h6>Dr Herbivore (Michael&#8217;s character)</h6>
<p>Dr Herbivore has a willpower and strength of 3 each.  This gives him a total of 10 points to spend. His skills include hiding in plain sight, establishing and using social contacts, impressing people, encryption, deciphering ancient languages, chemistry, and swordsmanship.</p>
<table>
<tbody>
<tr>
<td width="205"><strong>Deciphering ancient languages</strong></td>
<td width="87"> xxx</td>
</tr>
<tr>
<td width="205"><strong>Chemistry</strong></td>
<td width="87"> xx</td>
</tr>
<tr>
<td width="205"><strong>Encryption </strong></td>
<td width="87"> xx</td>
</tr>
<tr>
<td width="205"><strong>Swordsmanship </strong></td>
<td width="87"> x</td>
</tr>
<tr>
<td width="205"><strong>Hiding in plain sight</strong></td>
<td width="87"> x</td>
</tr>
<tr>
<td width="205"><strong>Impressing people</strong></td>
<td width="87"> x</td>
</tr>
<tr>
<td width="205"><strong>Social Contacts</strong></td>
<td width="87"> o</td>
</tr>
</tbody>
</table>
<p>The exact nature of the skills needs to be approved by the GM as well as how they work.  With a system of skill invention that is so free-form, skills need to be approved to prevent them from throwing off the balance of the game.   Players need to also be aware that some modification of the skill may be required in-game to prevent the invented skills from giv<a name="_Toc420005121"></a><a name="_Toc419306073"></a><a name="_Toc418081335"></a><a name="_Toc417582451"></a><a name="_Toc417562943"></a><a name="_Toc416804914"></a>ing players an undue advantage.</p>
<h5>Generic Skills</h5>
<p>Also available to characters are a set of generic skills. These skills are used by characters to attempt actions.</p>
<p>General skills can be purchased right away.  Characters add their strength and willpower to determine the number of points available to them for spending on generic skills.</p>
<p>Generic skills include bluff, catch, climb, drive vehicle (untrained &#8211; max additional points 1), firearm (untrained &#8211; max additional points 1), first aid, hand to hand (untrained &#8211; max additional points 1), hide, bludgeon (untrained &#8211; max additional points 1), jump, lift/carry/crush/bend, perception, persuade, ride (untrained &#8211; max additional points 1), run, search, sneak, throw, and swim.</p>
<p>A few skills are marked &#8220;untrained&#8221;. The generic skills so marked give players the opportunity to use firearms etc. without having been trained in their use.  A player with the firearms (untrained) skill can pick up an unfamiliar weapon and fire it (but would not be able to field strip and maintain it).  Likewise bludgeon (untrained) allows a player to pick up a tree branch etc. and attack someone effectively but will not allow them to do much more.  Skills identified as &#8220;untrained&#8221; can only be increased by one point and no more.  They cannot be advanced further in the game without becoming an archetype skill (see advancement). If you wish to give an untrained skill a higher level of competency it needs to become one of your archetype skills.</p>
<p>The x&#8217;s beside the general skills indicate that character&#8217;s already have 1 point assigned to them in each skill by default. For each spending point available the character may add one dot to a skill.</p>
<p>Radio heroes are assumed to be capable of almost anything so you can add any generic skill at 1 point to your list at any time.  Skills that are more specific, however should be handled as Archetype skills.</p>
<h5>Examples (General Skills)</h5>
<h5>Jake Stead (Gavin&#8217;s character)</h5>
<p>Jake has 4 strength and 3 willpower giving him 7 more points to spend on general skills.  He spends 2 each on bluff and perception, and 1 each on climb, jump, and swim.</p>
<table>
<tbody>
<tr>
<td width="188"><strong>Bluff</strong></td>
<td width="93"><strong>x</strong>xxoo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Bludgeon<br />
(untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Catch</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Climb </strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Drive vehicle (untrained) </strong></td>
<td width="93"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Firearms<br />
(untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>First aid </strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Hand to hand (untrained)</strong></td>
<td width="93"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Hide</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Jump</strong></td>
<td width="93"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Knife (untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Lift/carry/crush/bend</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Perception</strong></td>
<td width="93"><strong>x</strong>xxoo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Persuade</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Ride (untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Run</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Search</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Sneak</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Swim</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Throw</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
</tbody>
</table>
<h6>Malefice, Mistress of the Mystic Arts (Beth&#8217;s character)</h6>
<p>Malefice has 3 strength and 4 willpower giving her 7 points to spend on general skills.  She spends 2 each on bluff, perception, and persuade, and 1 point on first aid.</p>
<table>
<tbody>
<tr>
<td width="188"><strong>Bluff</strong></td>
<td width="93"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Catch</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Bludgeon<br />
(untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Climb </strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Drive vehicle (untrained) </strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Firearms<br />
(untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>First aid </strong></td>
<td width="93"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Hand to hand (untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Hide</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Jump</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Knife (untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Lift/carry/crush/bend</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Perception</strong></td>
<td width="93"><strong>x</strong>xxoo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Persuade</strong></td>
<td width="93"><strong>x</strong>xxoo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Ride (untrained)</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Run</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Search</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Sneak</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Swim</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Throw</strong></td>
<td width="93"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
</tbody>
</table>
<p><strong> </strong></p>
<h6>Dr Herbivore (Michael&#8217;s character)</h6>
<p>Dr Herbivore has 3 strength and 3 willpower giving him 6 points to spend on general skills.  He spends 2 each on sneak and run, and adds one each to hand-to-hand and drive vehicle.</p>
<table>
<tbody>
<tr>
<td width="188"><strong>Bluff</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Bludgeon<br />
(untrained)</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Catch</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Climb </strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Drive vehicle (untrained) </strong></td>
<td width="91"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Firearms<br />
(untrained)</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>First aid </strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Hand to hand (untrained)</strong></td>
<td width="91"><strong>x</strong>xooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Hide</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Jump</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Knife (untrained)</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Lift/Carry/Crush/Bend</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Perception</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Persuade</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Ride (untrained)</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Run</strong></td>
<td width="91"><strong>x</strong>xxoo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Search</strong></td>
<td width="91"><strong>x</strong>xxoo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Sneak</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Swim</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
<tr>
<td width="188"><strong>Throw</strong></td>
<td width="91"><strong>x</strong>oooo</td>
<td width="101"> ooooo</td>
</tr>
</tbody>
</table>
<p>Once skill points have been distributed initial character generation is complete.</p>
<h5>Subskills and Maneauvers</h5>
<p>If you have an archetype skill that you think would allow for special sub-skills (signature moves in combat or special stunts in driving or piloting a plane etc.) You can permanently spend a hero point to buy three signature actions.  These actions are mostly flavour but you can add one skill point to each and use them during play.</p>
<p>For example, if you are a martial artist with a Kung Fu skill of 3 points you could spend 1 hero point to create three signature moves/ subskills that each have the same points as the master skill (kung fu) plus one (or 4 points).  You can then give them interesting names such as&#8230;</p>
<p>“Tiger&#8217;s claw” (a slashing blow that does 3 points of piercing damage).</p>
<p>“Feet of the whirlwind” (a flurry of blows that do 2 points of clubbing damage rather than the ususal 1).</p>
<p>and “Destructive Boulder Blow” (that lets you smash any non-living item if your attack is targeted).</p>
<p>You will need to negotiate the benefit of the move with your GM.</p>
<p>Alternatively you might invent a number of signature moves for driving&#8230;</p>
<p>“Tilt” (drive on two wheels as easily as four, in order to fit in narrow spaces)</p>
<p>“Jump” (jump the vehicle over pits etc.)</p>
<p>and “Reverse” (drive a vehicle backwards with as much speed and skill as forwards).</p>
<p>See “Using Signature Moves” in the next chapter.</p>
<h4>Step 6. Equip the character</h4>
<h5>General equipment</h5>
<p>There is no need to spend points to obtain general gear.  Generally speaking, your character can be assumed to be carrying any easily obtained items that would fit with their character archetype.  Record the main items (anything specific that you wish to keep track of) but you can assume the presence of common items such as matches, torches, passports etc.  For equipment ideas take a look at the worldbook.  You will also want to look at special items (below) if you have a character archetype that creates things (gadgeteer, artificer, inventor, alchemist etc).  Note that items like Geiger counters or other specialist equipment do need to be purchased (as do area weapons, armor, and vehicles).</p>
<p>Many items are very similar in terms of their statistics and effect.  This means that they have no effective differences in game terms and are more a matter of flavour (allowing them to be customized to your character without greatly effecting play).</p>
<h5>Weapons</h5>
<p>Weapons are of five types&#8230;</p>
<table>
<tbody>
<tr>
<td width="115"><strong>Hand to hand </strong></td>
<td width="123">1 wound</td>
</tr>
<tr>
<td width="115"><strong>Rocks (thrown or fired)</strong></td>
<td width="123">1 wound  (2 if skilled)</td>
</tr>
<tr>
<td width="115"><strong>Clubs </strong></td>
<td width="123">2 wounds</td>
</tr>
<tr>
<td width="115"><strong>Blades and projectiles </strong></td>
<td width="123">3 wounds</td>
</tr>
<tr>
<td width="115"><strong>Area Weapons</strong></td>
<td width="123">4 wounds</td>
</tr>
</tbody>
</table>
<p>With one exception (see below) it costs you nothing to equip yourself with weapons.</p>
<p>A whip is a form of club as is a baseball bat with nails sticking out of it and do the same amount of damage.</p>
<p>A knife is a blade, as is a chainsaw and they likewise do the same damage.</p>
<p>A blow gun does the same damage as a sub-machine gun.</p>
<p>To purchase an area weapon as equipment you must permanently sacrifice one Hero Point.</p>
<p>At one level this may seem unrealistic (and it is) but, in the cinematic world of radio-adventure, it does allow you to select highly flavoursome gear that is customized to your character without being disadvantaged as a result.</p>
<h5>Armor</h5>
<p>Likewise armor is either strong (taking 6 points of damage before being rendered useless) or  medium (taking 4 points of damage) or weak (taking 2 points of damage).  These strengths are relative and allow a significant amount of flavourful description.  A mechanical battlesuit is strong armor and so is a medieval suit of armor.  A flack jacket is medium armor, as is hanging sheets of metal about your neck and wearing a Ned Kelly mask.  Weak armor might encompass anything from padding through to a helmet and gauntlets (that provide minor amounts of protection).  Area weapons render all armor weak.</p>
<p>Armor costs one hero point for each increasing type from weak, through medium and heavy armor.  This is a permanent loss to your maximum hero points to be calculated and recorded before play.</p>
<p>Because armor takes damage of its own you will want to record how many wound points it has.  Armor can be repaired between adventures.  While it can be regularly damaged to the point of ineffectiveness, it is almost never lost.</p>
<h5>Vehicles</h5>
<p>The ownership of a vehicle costs one hero point per level (above person powered) that is obtained. Vehicles are similarly simplified into types based on speed from fastest to slowest and speed within the types (fast, medium, slow)</p>
<table>
<tbody>
<tr>
<td rowspan="3" width="123"><strong><br />
</strong><strong>rockets</strong></td>
<td width="123">fast</td>
</tr>
<tr>
<td width="123">medium</td>
</tr>
<tr>
<td width="123">slow</td>
</tr>
<tr>
<td rowspan="3" width="123"><strong>Ships, and aircraft</strong></td>
<td width="123">fast</td>
</tr>
<tr>
<td width="123">medium</td>
</tr>
<tr>
<td width="123">slow</td>
</tr>
<tr>
<td rowspan="3" width="123"><strong>Carriages (cars or trains), boats, submersibles, and motor bikes</strong></td>
<td width="123">fast</td>
</tr>
<tr>
<td width="123">medium</td>
</tr>
<tr>
<td width="123">slow</td>
</tr>
<tr>
<td rowspan="3" width="123"><strong>horse drawn wagons</strong></td>
<td width="123">fast</td>
</tr>
<tr>
<td width="123">medium</td>
</tr>
<tr>
<td width="123">slow</td>
</tr>
<tr>
<td rowspan="3" width="123"><strong>person power</strong></td>
<td width="123">fast</td>
</tr>
<tr>
<td width="123">medium</td>
</tr>
<tr>
<td width="123">slow</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>A slow rocket is still faster than a fast aircraft etc. but vehicles of the same type are considered of the same speed for the purposes of play.  As a result a rickshaw and a bicycle are both considered medium person powered vehicles.  A surrey drawn by a single horse is considered a slow horse drawn wagon while a stage coach with a team of six horses is considered fast.  A train is considered fast or slow depending on whether it is steam driven etc.  A race car is faster than a Packard which is faster than a Model T.  Since these matters are relative the GM will determine their relative value during chases etc.</p>
<p>Armor (as applied to vehicles) effect the speed and wounds of the vehicle.  All vehicles have a base armor rating or base wounds.</p>
<p>Vehicles of different types have different base armor values.. Bicycles, motorcycles, jet-skies, motorised sleds, etc. 5 armor points.</p>
<p>Cars motor boats, vans, jeeps, etc. 10 armor points.</p>
<p>Lorries, caravans, barges, tugboats, light aircraft, etc. 15 armor points.</p>
<p>Long haul trucks, tanks, military patrol boats, heavy aircraft, and rockets, etc. 20 armor points</p>
<p>Heavy armor reduces the speed two ranks but adds six to the wounds.  Medium armor reduces the speed one rank and adds four to the wounds.  Light armor reduces speed by one rank and adds two to wounds.</p>
<p>A slow rocket with heavy armor is therefore slower than a medium aircraft and can keep pace with slow aircraft.</p>
<p>To Armor a vehicle will require you to spend one additional hero point per rank of armor you wish the vehicle to have.</p>
<p>Please note that spending hero points to purchase armor reduces the maximum level of your hero points permanently.</p>
<p>Make sure you record your hero point expenditure and the wound rating of any vehicle you purchase.  If your vehicle is destroyed you may be able to receive hero points equal to its creation-value that you can spend to replace it or use as standard hero points in future.  Repairs can be undertaken between adventures.</p>
<h6>Example (Owning a car)</h6>
<p>If your character begins with six hero points and you decide he/she owns a medium-armored race-car, your character&#8217;s hero points are reduced to 2 (2 points to buy the car and two points to add medium armor) and cannot be increased above two while the car is in your possession.  The car itself has 14 wounds and is of medium speed (assuming it was of fast speed to begin with).</p>
<h5>Specialist Gear</h5>
<p>Specialist gear is that which is not obviously part of a character&#8217;s ordinary equipment.  A chemist might have a portable chemistry lab, but a journalist probably does not.</p>
<p>Players may add specialist gear (gear normally considered outside their field of expertise) to the character sheet by permanently spending hero points during this step.</p>
<p>For every point spent they may add 1 item of specialist gear.</p>
<h6>Examples</h6>
<p>Jake Stead (Gear)</p>
<p>Jake Stead still owns his childhood slingshot, a fast motorcycle, two nickel plated automatics, a set of lock picks, and a locket which holds pictures of his parents.  All of these items are available at no cost except the motorcycle.  A fast motorcycle costs a permanent reduction in Jake&#8217;s available hero points by two.  The motorcycle has a standard 7 wound points.</p>
<p>Dr Herbivore (Gear)</p>
<p>Dr Herbivore still owns his first telescope, a bound collection of the works of Plato and Aristotle, a portable chemistry lab, a portable language library, a sword-cane and his PhD certification.</p>
<p>Malefice (Gear)</p>
<p>Malefice owns a mystic talisman she received from her Grandmother (just jewelery without any powers of its own), a protective bracelet she received from Volara, a crystal ball, tarot cards, knives, and poisons.  The talisman received from Volara counts as weak armor and costs Malefice one hero point. It does allow her to absorb two extra wounds of damage in combat.</p>
<p>NEXT TIME: Part 5 &#8211; Special Skills (Gadgeteering, Weird Science, and Magic).</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2596</post-id>	</item>
		<item>
		<title>Enchanted Almond Rice Custard (Serves 8)</title>
		<link>https://weirdworldstudios.com/enchanted-almond-rice-custard-serves-8/</link>
					<comments>https://weirdworldstudios.com/enchanted-almond-rice-custard-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:51:48 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[enchanted almond rice custard]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2629</guid>

					<description><![CDATA[<p>For dessert — Enchanted Almond Rice Custard (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    2 cups raw rice •    ½ teaspoon salt •    1 quart (950 ml) fresh milk •    1 cup sugar •    4 egg yolks •    ½ teaspoon cinnamon [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/enchanted-almond-rice-custard-serves-8/">Enchanted Almond Rice Custard (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Enchanted Almond Rice Custard (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    2 cups raw rice<br />
•    ½ teaspoon salt<br />
•    1 quart (950 ml) fresh milk<br />
•    1 cup sugar<br />
•    4 egg yolks<br />
•    ½ teaspoon cinnamon<br />
•    ½ cup roasted ground almonds</p>
<p><strong>Method:</strong> Wash rice, mix with milk, and allow to stand for three hours. Place in double boiler to cook until rice is well done. Then add well-beaten yolks, almonds, salt, sugar, and cinnamon. Stir and continue to cook for 15 minutes. Divide into dessert dishes; cool, and then place on ice. Sprinkle with chopped pistachio nuts.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/enchanted-almond-rice-custard-serves-8/">Enchanted Almond Rice Custard (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2629</post-id>	</item>
		<item>
		<title>Puckish Orange Goblin Biscuits (Serves 8)</title>
		<link>https://weirdworldstudios.com/puckish-orange-goblin-biscuits-serves-8/</link>
					<comments>https://weirdworldstudios.com/puckish-orange-goblin-biscuits-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:51:40 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[puckish orange goblin biscuits]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2623</guid>

					<description><![CDATA[<p>For the appetizer — Puckish Orange Goblin Biscuits (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    2 cups all-purpose flour •    2 tablespoons shortening •    5 teaspoons baking powder •    16 small lumps sugar •    1 orange, juice and grated rind •   [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/puckish-orange-goblin-biscuits-serves-8/">Puckish Orange Goblin Biscuits (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Puckish Orange Goblin Biscuits (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    2 cups all-purpose flour<br />
•    2 tablespoons shortening<br />
•    5 teaspoons baking powder<br />
•    16 small lumps sugar<br />
•    1 orange, juice and grated rind<br />
•    1 teaspoon salt<br />
•    ½ to ¾ cup milk</p>
<p><strong>Method:</strong> Sift dry ingredients together, cut in shortening with a knife, and add enough milk to make a soft dough. Roll out three-fourths inch (2 cm) thick, cut out with small round cutter, and place close together in greased pan. Grate the yellow rind from the orange over the biscuits. Squeeze the juice, dip a lump of sugar into the juice, and press into center of each biscuit. Bake in hot oven.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/puckish-orange-goblin-biscuits-serves-8/">Puckish Orange Goblin Biscuits (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2623</post-id>	</item>
		<item>
		<title>Pork of the Darkened Realm (Serves 8)</title>
		<link>https://weirdworldstudios.com/pork-darkened-realm-serves-8/</link>
					<comments>https://weirdworldstudios.com/pork-darkened-realm-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:51:21 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[amain course]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[pork of the darkened realm]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2625</guid>

					<description><![CDATA[<p>For the main course — Pork of the Darkened Realm (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    3 pounds (1.5 kg ) pork shoulder •    2 onions •    ½ cup ketchup •    1½ teaspoons salt •    ¾ teaspoon tabasco sauce •   [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/pork-darkened-realm-serves-8/">Pork of the Darkened Realm (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Pork of the Darkened Realm (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    3 pounds (1.5 kg ) pork shoulder<br />
•    2 onions<br />
•    ½ cup ketchup<br />
•    1½ teaspoons salt<br />
•    ¾ teaspoon tabasco sauce<br />
•    ¾ teaspoon chili powder<br />
•    1 cup water</p>
<p><strong>Method:</strong> Use heavy pot with fitting lid. Put half the pork in the bottom and cover with a layer of thinly sliced onions. Combine ketchup, salt, tabasco sauce, chili powder, and water, and pour half this sauce over the meat and onions. Put in another layer of meat and onions, and the remainder of sauce. Cover pot and bake for two hours in a moderate oven (350°F/175°C).</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/pork-darkened-realm-serves-8/">Pork of the Darkened Realm (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2625</post-id>	</item>
		<item>
		<title>Black Market Sweet Potatoes and Carrots (Serves 8)</title>
		<link>https://weirdworldstudios.com/black-market-sweet-potatoes-carrots-serves-8/</link>
					<comments>https://weirdworldstudios.com/black-market-sweet-potatoes-carrots-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:51:09 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[black market sweet potatoes and carrots]]></category>
		<category><![CDATA[dinner party]]></category>
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		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2627</guid>

					<description><![CDATA[<p>As a side dish — Black Market Sweet Potatoes and Carrots (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    8 carrots •    honey •    olive oil •    300 g (11 oz) grated cheese •    salt to taste Method: Choose the most tender, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/black-market-sweet-potatoes-carrots-serves-8/">Black Market Sweet Potatoes and Carrots (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Black Market Sweet Potatoes and Carrots (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    8 carrots<br />
•    honey<br />
•    olive oil<br />
•    300 g (11 oz) grated cheese<br />
•    salt to taste</p>
<p><strong>Method:</strong> Choose the most tender, young sweet carrots, scrape, and boil until tender. Cut lengthwise in halves, dip in thick honey, and place in a baking dish with the bottom thinly covered with fine olive oil. Sprinkle thickly with grated cheese and salt, and place in a hot oven and brown for about 15 minutes.</p>
<p>•    8 sweet potatoes<br />
•    ¾ teaspoon salt<br />
•    ¾ cup walnuts or pecans<br />
•    1? teaspoon sugar<br />
•    16 marshmallows<br />
•    ¾ cup cream<br />
•    2½ tablespoons butter<br />
•    grated nutmeg</p>
<p><strong>Method:</strong> Peel and boil sweet potatoes until tender. Drain, place in a mixing bowl, and mash with butter, sugar, salt, nutmeg, and cream. Chop the nuts and add to the potato mixture. Spread mixture in a square cake tin; lay marshmallows, close together, and bake in a hot oven until brown.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/black-market-sweet-potatoes-carrots-serves-8/">Black Market Sweet Potatoes and Carrots (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2627</post-id>	</item>
		<item>
		<title>Magical Islander Baked Bananas with Raisins (Serves 8)</title>
		<link>https://weirdworldstudios.com/magical-islander-baked-bananas-raisins-serves-8/</link>
					<comments>https://weirdworldstudios.com/magical-islander-baked-bananas-raisins-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:50:59 +0000</pubDate>
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		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[magical islander baked bananas with raisins]]></category>
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		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2620</guid>

					<description><![CDATA[<p>For dessert — Magical Islander Baked Bananas with Raisins (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    1 lemon •    8 bananas •    2 cups raisins •    ? cup sugar •    ½ cup water Method: Peel and slice bananas. Put a layer [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/magical-islander-baked-bananas-raisins-serves-8/">Magical Islander Baked Bananas with Raisins (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Magical Islander Baked Bananas with Raisins (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    1 lemon<br />
•    8 bananas<br />
•    2 cups raisins<br />
•    ? cup sugar<br />
•    ½ cup water</p>
<p><strong>Method:</strong> Peel and slice bananas. Put a layer of banana in a buttered baking dish; sprinkle a little lemon juice over the top and add a layer of seedless or seeded raisins; add another layer of sliced bananas and raisins. Make a thin syrup of one-third cup of sugar and one-half cup of water, pour over fruit, cover and bake until bananas are soft.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/magical-islander-baked-bananas-raisins-serves-8/">Magical Islander Baked Bananas with Raisins (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2620</post-id>	</item>
		<item>
		<title>Chang&#8217;s Chop Suey (Serves 8)</title>
		<link>https://weirdworldstudios.com/changs-chop-suey-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:50:49 +0000</pubDate>
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		<category><![CDATA[chang's chop suey]]></category>
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		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2618</guid>

					<description><![CDATA[<p>As a side dish — Chang’s Chop Suey (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    2 pounds (910 g) pork, chicken, beef, or lamb •    1 ½ large onions •    2 stalks celery •    16 good-sized mushrooms •    2 ½ cups [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/changs-chop-suey-serves-8/">Chang&#8217;s Chop Suey (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Chang’s Chop Suey (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    2 pounds (910 g) pork, chicken, beef, or lamb<br />
•    1 ½ large onions<br />
•    2 stalks celery<br />
•    16 good-sized mushrooms<br />
•    2 ½ cups bamboo shoots<br />
•    2 teaspoons sugar<br />
•    3 tablespoons soy sauce<br />
•    1 ½ tablespoons tarragon vinegar</p>
<p><strong>Method:</strong> Cut meat into thin strips with scissors. Put a half cup of sesame oil in a pan. After it is hot add the meat, stir for a minute, then add vinegar, soy, and sugar and cook for five minutes. Chop the other ingredients and place in another pan which contains half a cup of hot sesame oil. Cook until thoroughly heated and then add the meat. Cook until it boils hard. If necessary add a little boiling water and thicken slightly with cornstarch or flour, made into a paste with a little water.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/changs-chop-suey-serves-8/">Chang&#8217;s Chop Suey (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2618</post-id>	</item>
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		<title>Chang&#8217;s Chow Mein (Serves 8)</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 28 Oct 2016 20:50:30 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[An Ephemeral Deal]]></category>
		<category><![CDATA[chang's chow mein]]></category>
		<category><![CDATA[dinner party]]></category>
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					<description><![CDATA[<p>For the main course — Chang’s Chow Mein (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    1 cup finely cut ham •    1  cup finely cut bacon •    2 cups finely cut chicken, or other meat •    2 cups celery, chopped finely [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/changs-chow-mein-serves-8/">Chang&#8217;s Chow Mein (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Chang’s Chow Mein (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    1 cup finely cut ham<br />
•    1  cup finely cut bacon<br />
•    2 cups finely cut chicken, or other meat<br />
•    2 cups celery, chopped finely<br />
•    2 cups bamboo shoots<br />
•    2 cups water chestnuts, sliced<br />
•    2 medium-sized onions, shredded<br />
•    3 cups chicken stock or consommé<br />
•    2 pounds (910 g) chow mein noodles<br />
•    2 eggs<br />
•    2 tablespoons cornstarch<br />
•    2 tablespoons sesame oil<br />
•    2 tablespoons soy sauce<br />
•    1 ½ cups almonds</p>
<p><strong>Method:</strong> Beat the eggs well; pour into hot frying pan, spreading over the entire surface in a thin layer. Fry until done and cut into noodle strips about an inch and a half long. Bring the chicken stock to boiling point and add cornstarch (mixed with a little water to prevent lumps), sauce, and a tablespoon of sesame oil. Steam the chow mein noodles over this mixture until tender, turning frequently to prevent sticking. Fill a frying pan with sesame oil for deep frying and when boiling hot add the steamed noodles and fry until brown and crisp. Drain on absorbent paper. Fry bacon, ham, and chicken in sesame oil. Into another pan put all the cut-up vegetables and cook five to eight minutes. When all is cooked arrange noodles on a platter and spread bacon, chicken, vegetables, etc., to cover them. Pour stock over all and garnish top with the strips of eggs. Serve at once.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/changs-chow-mein-serves-8/">Chang&#8217;s Chow Mein (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Chang&#8217;s Chinese Omelet (Serves 8)</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 27 Oct 2016 07:49:54 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[An Ephemeral Deal]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[chang's chinese omelet]]></category>
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		<category><![CDATA[recipe]]></category>
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					<description><![CDATA[<p>For the appetizer — Chang’s Chinese Omelet (Serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. •    2 ½ cups fresh mushrooms, finely sliced •    4 cups minced meat (pork, chicken, or beef) •    1 ½ cups bamboo shoots, cut in one-inch pieces •   [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/changs-chinese-omelet-serves-8/">Chang&#8217;s Chinese Omelet (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Chang’s Chinese Omelet (Serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>•    2 ½ cups fresh mushrooms, finely sliced<br />
•    4 cups minced meat (pork, chicken, or beef)<br />
•    1 ½ cups bamboo shoots, cut in one-inch pieces<br />
•    8 eggs<br />
•    2 ½ tablespoons soy sauce</p>
<p><strong>Method:</strong> After mixing ingredients (mushrooms, mince, and shoots), fry them briefly.  Beat one egg and place in pan, and fold in one tablespoon of the mixture as in making an omelet. Put one tablespoon of soy sauce in pan to season while cooking. Make a small omelet with each egg. Use sesame oil for frying.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/changs-chinese-omelet-serves-8/">Chang&#8217;s Chinese Omelet (Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Creating a Character &#8211; Chapter 3 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 25 Oct 2016 09:45:32 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[character background]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[players guide]]></category>
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					<description><![CDATA[<p>Step 4. Fill out the background for your character Here&#8217;s where you create the back-story for your character; their name, upbringing, personal history, etc. Some players find this the most rewarding and fun part of character creation. Others find it a daunting task. If you don&#8217;t feel up to writing your own character background we&#8217;ve [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h4>Step 4. Fill out the background for your character</h4>
<p>Here&#8217;s where you create the back-story for your character; their name, upbringing, personal history, etc. Some players find this the most rewarding and fun part of character creation. Others find it a daunting task. If you don&#8217;t feel up to writing your own character background we&#8217;ve provided a handy questionnaire<a href="#1" name="l1"><sup>1</sup></a> to help you out. Regardless of whether you use the questionnaire or not (and we recommend using it because it will be a great help to your GM in creating adventures that tie into your history) you should complete the very first and the last two questions.</p>
<p>The first question, of course, asks you to supply your character&#8217;s name.</p>
<p>The last two questions ask you to supply some information regarding how you know the characters belonging to the players on your left and right. These two questions are especially important as they establish the connection you have with the other members of your team and give you a reason to jump into game play without a lot of tedious &#8220;let&#8217;s meet each other&#8221; roleplaying.</p>
<pre><strong>Name</strong>

 

 

<strong>Appearance</strong>

(A cross between two actors, characters from radio, characters from film, characters from television, characters from fiction, or characters from comic books).

 

 

 

Clothes and physical quirks

 

 

 

 

 

 

 

<strong>Family background and childhood</strong>

Describe your family background and childhood. Who were your parents? Where were you born? How were you raised etc.?

 

 

 

 

 

 

 

<strong><span style="color: #ff0000;">*</span></strong>A skill you were born with

 

A trait you inherited from your father

 

A trait you inherited from your mother

 

A trait shaped by your environment

 

<strong><span style="color: #008000;">*</span></strong>A unique possession acquired

 

 

 

<strong> Teenage years</strong>

Describe your teenage years. Who were your friends? What was your schooling like? What were your interests and work experience (if any) etc. ?

 

 

 

 

 

 

 

<span style="color: #ff0000;"><strong>*</strong></span>Two skills you developed as a result of personal interests

 

 

 

Two traits you discovered during adolescence

 

 

 

Two traits formed in your peer group

 

 

 

<strong><span style="color: #008000;">*</span></strong>A unique possession acquired

 

<strong>Adulthood</strong>

Describe your adult life. What is your vocation? Who are your peers? Do you have a family of your own etc.?

 

 

 

 

 

 

 

<span style="color: #ff0000;"><strong>*</strong></span>Three vocational skills you learned

 

 

 

 

 

Two traits you developed on the job

 

 

 

One trait that grew out of your first adult encounter with tragedy

 

One trait that describes your view of romance

 

One trait that defines your view of authority

 

<strong><span style="color: #008000;">*</span></strong>Important possessions

 

 

 

 

 

 

 

<strong>Additional Details</strong>

Dark Secret or Hidden Weakness

 

 

 

 

 

Romantic Past

 

 

 

 

 

Proudest Moment

 

 

 

 

 

Greatest Regret

 

 

 

 

 

Best Qualities

 

 

 

 

 

Worst Qualities

 

 

 

 

 

Favorite things

 

 

 

 

 

Dislikes

 

 

 

 

 

Most cherished principles:

 

 

 

 

 

 

 

<span style="color: #008000;"><strong>*</strong></span>Most cherished possessions:

 

 

 

 

 

 

 

Most cherished people:

 

 

 

 

 

 

 

Nemesis (and the reason for the enmity):

 

 

 

 

 

 

 

Allies :

 

 

 

 

 

 

 

Social Goals:

 

 

 

 

 

 

 

Professional Goals:

 

 

 

 

 

 

 

Romantic Goals:

 

 

 

 

 

 

 

Motivation for adventuring:

 

 

 

 

 

 

 

Title of your most recent adventure: [Name] and/in [Adventure Title] eg. "Jake Stead in the Lost Idol of Shamballa" or "Jake Stead and the Fabled City of Mu"

 

Guest appearance in the back story or a recent adventure of the player on your left (in which you saved his/her life): [Character’s Name] and/in [Adventure Title] eg. "Dr Herbivore and the Seven Pillars of Hercules"

 

Guest appearance in the back story or a recent adventure of the player on your right (in which you helped save the world): : [Character’s Name] and/in [Adventure Title] eg. "The Mysterious Maleficent and Banquo’s Ghost"

 

</pre>
<p>The questionnaire above can be used as the basis for developing the characters&#8217; skills.</p>
<p>Transfer the six skills you invented in the questionnaire (identified with a red star<span style="color: #ff0000;"><strong> *</strong></span>) to the skill list on your character sheet. You can also transfer the important possession you have created (identified by a green star <span style="color: #008000;"><strong>*</strong></span> ) to the space on your character sheet headed equipment.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h5>Examples (background)</h5>
<h6>Jake Stead (Gavin&#8217;s character)</h6>
<p>Jake Stead is your typical lantern jawed hero. He has a small scar over his right eye (picked up in a knife fight in Cairo, Egypt and dresses in attire fitting for a desert expedition. His sturdy boots, cream jeans, shirt and flight jacket are topped with twin pistols in a shoulder rig and a pair of crossed ammunition bandoliers.</p>
<p>Jake was raised on a Mid-western farm, among the stalks of corn, and developed an early love of the outdoors and the water. He was very active, something of a scrapper, and excelled in sports while being no slouch in school. As a teen he was increasingly called upon to work the farm and ran about with a group of friends exploring the countryside and getting up to good natured mischief. He also enjoyed many hours boating on a nearby lake and working on a motorcycle he rebuilt almost from scratch. He was the object of a local girl&#8217;s unrequited attention. Her name was Sally Wicks and, though at the time, other interests held his attention, Jake still remembers her and she still carries a torch. He occasionally wonders about settling down with her after his adventuring days are through.</p>
<p>When the war came he lied about his age and enlisted, getting exposure to the wide world. He was assigned to a special unit engaged in infiltration and assassination (something he keeps very quiet about) and learned some unusual skills associated with breaking and entering.</p>
<p>On one assignment he was trapped in a narrow tunnel for nearly eight hours and has developed a distinct dislike for dark, enclosed spaces. On another occasion he was captured and tortured by Heinrich Von Traupt, a sadistic prison commandant. Stead organised the successful escape of the entire camp, humiliating Von Traupt and earning him Von Traupt&#8217;s eternal enmity.</p>
<p>His finest hour occurred when his team infiltrated the harbour of Diet and allowed the allied landing there to take place successfully. Unfortunately, while engaged in the war effort overseas, both his parents were killed in a car accident and he regrets not being there to this day.</p>
<p>After the war he kept up with the doings of his old unit and is fiercely loyal to them. He has military contacts all over the world. He also keeps a distant eye on Sally Wicks. He is not a glory hound and takes pride in describing himself as a working man. Having seen the devastation created by the war and having been exposed to the grave threats that exist to the peace and well-being of ordinary people, his keen sense of duty pushes him to help fight evil and injustice wherever it is found.</p>
<p>Those who know him best describe him as compassionate, brave, a lover of nature, independent, a leader, loyal, interdependent, with a keen eye for detail and a strong sense of regret regarding past failures. He is seen as a charming but uncommitted rogue around the ladies, and a respecter of legitimate authority.</p>
<p>He is skilled in brawling, shooting, mechanical repair, boating, lock-picking, safe-cracking, bypassing alarms, acrobatics, and sneaking.</p>
<p>He still owns his childhood slingshot, a fast motorcycle, two nickel plated automatics, a set of lock picks, and a locket which holds pictures of his parents.</p>
<p>Jake Stead appeared recently in &#8220;Jake Stead and the Undead Marksman&#8221;, &#8220;Dr Herbivore and the Crystal Claws&#8221; (in which he helped save the world from an insane sorcerer who wished to release an ancient plague), and &#8220;The Mysterious Malefice and the Temple of Shakti&#8221; (where he saved Malefice from being sacrificed on the altar of Shakti).</p>
<h6>Dr Francoise Herbivore (Michael&#8217;s character)</h6>
<p>Dr Francoise Herbivore is small, stooped, bow-chested, and, aside from his wild prematurely gray hair, so average in appearance that he is easily ignored and forgotten. He is generally found in a brown suit, wearing a bow tie, no hat, a walking cane, pens poking out of his pockets, brown shoes, and a bundle of books under one arm.</p>
<p>His early years were spent in Paris as the son of a successful diplomat (his mother) and an equally unsuccessful writer (his father). He loved books and study but hated sports and physical exertion of any kind. An avid reader of fiction in his early years, he came to abandon this pursuit when he came to realise the lack of success enjoyed by his father. Driven by a deep need to be seen as successful he quickly came to despise his father, considering him an embarrassment who wasted his life as a “scribbler”. He remains close to his mother however.</p>
<p>At the outbreak of the war he returned with his family to Washington where he made many useful political connections. He entered university early and read classics. He became especially competent at ancient languages, chemistry, and encryption. He earned his doctorate in linguistics.</p>
<p>While he was studying, a colleague committed suicide in the belief that Herbivore had stolen his research. No theft had occurred and the young man&#8217;s theories were fundamentally flawed, but the mud stuck. The university hushed it up and Herbivore regretted never having the chance to expose the man for the idiot that he was.</p>
<p>It was also during this time that he met his nemesis, Professor Richard Halvard. Halvard was working on some ethically questionable research that threatened to pre-empt the findings of some of Herbivore&#8217;s own studies. He turned Halvard in, out of professional jealousy more than anything else, and earned himself a lifelong enemy.</p>
<p>Dr Herbivore has many acquaintances, and can be quite charming, but has few friends. He is gregarious when he chooses to be, but can also be extremely abrasive. He has little time for women, those in authority, his scientific rivals, or those he deems stupid (so almost everyone). He plays the social game well (needing to attract benefactors and donors for his research) and is almost comically determined to achieve a Nobel Prize. He is motivated by an almost pathological need for the acclaim of others (his participation in adventuring is simply one more way to achieve fame and notoriety). He cherishes curiosity above all other traits and is committed to the discovery and extension of knowledge regardless of the cost. As laudable as these traits are, he is also ruthless, proud, and impatient.</p>
<p>Those who know him well see him as curious, intelligent, ruthless, logical, quick thinking, studious, private, charming, unemotional, and disdainful of the opposite sex and authority figures.</p>
<p>He is skilled at hiding in plain sight, establishing and using social contacts, impressing people, encryption, deciphering ancient languages, chemistry, and swordsmanship.</p>
<p>He still owns his first telescope, a bound collection of the works of Plato and Aristotle, a portable chemistry lab, a portable language library, a sword-cane and his PhD certification.</p>
<p>Dr Herbivore appeared recently in &#8220;Dr Herbivore and the Glass Sarcophagus&#8221;, &#8220;Jake Stead and the Lake of Fire&#8221; (where he helped save Stead from a group of natives intent on throwing him into a volcano), and &#8220;The Mysterious Malefice and the Idol of many hands&#8221; (wherein his ability to decrypt ancient languages helped him to disarm an ancient doomsday device, saving the world).</p>
<h6>Malefice, Mistress of the Mystic Arts (Beth&#8217;s character)</h6>
<p>Malefice, Mistress of the Mystic Arts looks like a cross between a gypsy fortune teller and a turkish belly dancer. She is tall, lithe, and very beautiful, wearing a silken gown displaying a bare midriff, a veil that highlights her beautiful eyes and hints at her full red lips, and silken slippers. Throughout the folds in her robe are numerous knives and poisons in case of trouble.</p>
<p>She was raised among gypsies and travelers, seeing large portions of the world before the age of four. Her mother was a fortune teller and her father a knife thrower. At an early age she discovered a remarkable ability to read people and assisted with her mother&#8217;s performances.</p>
<p>A headstrong girl with a taste for adventure, she ran away at sixteen and lived on the streets of Vienna (performing magic for children and telling fortunes). There she very nearly became the victim of a street prostitution gang run by Carlotta DeVries. Carlotta&#8217;s son tried to kidnap her in a back alley but made the mistake of attempting to rape her first. She filetted him neatly (a memory she keeps hidden) earning the eternal hatred of Carlotta.</p>
<p>Things might have gone badly still if it weren&#8217;t for a circus owner who found her and smuggled her out of the city. To earn her keep she began work as a sideshow magician and came into the orbit of Volara (an elderly lady and true magician who taught and trained her). Her proudest moment was the first time she performed a feat of genuine magic.</p>
<p>While travelling with the circus she had the opportunity to fall in love with a young trapeze artist. Unfortunately the war broke out and interrupted her training and her love. Her paramour signed up as a soldier and was killed somewhere in France. She and the rest of the circus were separated during the bombardment of one of the cities in which they were touring. She survived until the war&#8217;s end by scrabbling for bread among the ruins. After the war she went searching for Volara but, with so many displaced people to search amongst, she never found her and has always regretted this failure. Instead she began adventuring, attempting to help the many orphans and displaced people of the times.</p>
<p>Malefice has a soft spot for the weak and vulnerable (especially children for whom she loves nothing more than to stage a magic show) and is fiercely loyal to the Romany people. Circus folk and gypsies are her special allies and she knows most of the travelling bands in Europe. She is also fiercely independent, and disdainful of men &#8211; feeling none have yet proved themselves her equal. Between adventures she dreams of performing before the crowned heads of Europe (or at least those who are left).</p>
<p>Those who know her best describe her as fearless, having a mischievous sense of humour, empathetic, secretive, charming, cautious, opportunistic with regard to male attention, suspicious of authority, cunning, self-confident, and manipulative. She is close to no-one, determined to never allow herself to undergo the pain she suffered over her young man&#8217;s loss again. The ruin of Europe (which she experienced first-hand) taught her the need for people to protect the innocent and the fragile peace. She believes in kindness to all (especially children and the weak) but is suspicious by nature and expresses an open hatred of authority figures. She is fearless and has a strong moral compass but is unwilling to open herself up to others. Her skills include knife throwing, and poison use.</p>
<p>She owns a mystic talisman she received from her Grandmother, a protective bracelet she received from Volara, a crystal ball, tarot cards, knives, and poisons.</p>
<p>Malefice is skilled at cold-reading, stage magic and illusions, occult knowledge, mind reading, hypnosis, and the binding of spirits.</p>
<p>She appeared most recently in &#8220;The Mysterious Malefice and the Vision of Death&#8221;, &#8220;Jake Stead and the Hobgoblin of Bremen&#8221; (where her magical skills were used to shut down a portal to a hostile dimension and, so, save the world); and &#8220;Dr Herbivore and the Mysterious Monkey Caper&#8221; where she saved Herbivore&#8217;s life when an assassin sent some apes into his room to strangle him in his sleep.</p>
<p>As you can see, by creating a deep background for your character, you supply the GM with a great deal of material around which to build stories; enemies to combat, prized possessions to threaten, important people to endanger etc. All of these elements will make your game richer and provide the GM with opportunities to give your character time in the spotlight.</p>
<p><sup><a href="#l1" name="1">1</a></sup> The inspiration for this questionnaire was drawn from the fantastic <a href="http://www.drivethrurpg.com/product/2370/Castle-Falkenstein?it=1">Castle Falkenstien</a> role playing game by R. Talsorian Games (a must own game if you love high fantasy and steampunk Victoriana).</p>
<p>NEXT TIME: Part 4 &#8211; Defining your skills and customizing your character&#8217;s gear.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2589</post-id>	</item>
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		<title>Creating a Character &#8211; Chapter 3 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Tue, 18 Oct 2016 20:08:53 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[archetypes]]></category>
		<category><![CDATA[attribute points]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[players guide]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[specialities]]></category>
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					<description><![CDATA[<p>Steps in character Creation Step 1. Choose a speciality To begin creating a character for the game you will need to develop a character concept.  The heroes of the age of radio tended to be of three broad types; Adventurer, Mystic, or Academic. There are some clear points of overlap between them, but, by and [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<h3>Steps in character Creation</h3>
<h4>Step 1. Choose a speciality</h4>
<p>To begin creating a character for the game you will need to develop a character concept.  The heroes of the age of radio tended to be of three broad types;</p>
<ul>
<li>Adventurer,</li>
<li>Mystic,</li>
<li>or Academic.</li>
</ul>
<p>There are some clear points of overlap between them, but, by and large, they remain a helpful starting point for character development.</p>
<p>An adventurer lives by his or her brawn.  They are action oriented and settle things with guns, fists, and bravery.  Adventurers include Tarzan, the Green Hornet, and the Lone Ranger.</p>
<p>A mystic employs various forms of magic, hypnotism, and illusion.  They are less action oriented, preferring the powers of the mind over the powers of the body.  Mystics include Chandu the Magician, Olga Mesmer, and the Shadow.</p>
<p>An Academic, like the name implies is a science hero, using learning to overcome evil.  They employ deductive reasoning and specialist expertise to astonishing effect.  Academics include Professor Challenger, Violet Ray, and Phineas Fogg.</p>
<p>Deciding on a speciality often comes down to a matter of emphasis.  Dr Henry Jones Jr (otherwise known as Indiana Jones) is clearly an Academic (being an Archaeology professor by profession) but more properly fits the Adventurer category (solving most problems with his fists).  Discuss your selection with your GM if you are uncertain quite which one to pick and negotiate the solution.  If it makes it easier, think of a character from film, radio, or fiction on whom to model your own.</p>
<p>When you have decided on your speciality record it on your character sheet under Archetype (see the form below).</p>
<h5>Examples (Specialities)</h5>
<p>Gavin thinks he&#8217;d like to create a character along the lines of Indiana Jones; an archaeologist who is handy with a gun.  Talking it over with his GM they decide the concept he is looking for is more adventurer than academic and record his speciality as Adventurer.</p>
<p>Michael wants to try a more bookish character; a detective and medical doctor.  Michael&#8217;s character is definitely leaning more towards the academic end of the spectrum and the speciality is recorded as Academic.</p>
<p>Beth wants to play a character similar to Mandrake the Magician with skills in ancient languages.  In this case the speciality is clearly that of a mystic and is recorded as such (though a case might have been made for a character who was more of an academic &#8211; researching the mysteries of ancient languages and magic).</p>
<h4>Step 2. Choose an archetype</h4>
<p>Here&#8217;s where you flesh out your character concept, narrowing down the role they will take on.</p>
<p>Having chosen a speciality you need to choose or invent an Archetype from within that speciality.</p>
<h5>Adventurer Speciality</h5>
<p>Includes the archetypes&#8230;<br />
Doctor, Pilot, Mercenary/ Legionnaire/ Soldier, Noble Savage, Cowboy, Masked Avenger, Explorer, Gentleman/ woman thief, Detective etc.</p>
<h5>Academic Speciality</h5>
<p>Includes the archetypes&#8230;<br />
Reporter, Priest, Nun, Dilettante, Archaeologist or other Academic, Science Hero, Gadgeteer, Linguist etc.</p>
<h5>Mystic Speciality</h5>
<p>Includes the archetypes&#8230;<br />
Medium, Magician, Hypnotist, Psychic, Martial Artist, Sorcerer, Gypsy etc.</p>
<p>There are a huge range of archetypes to pick and those above are just suggestions.  Think of them as possible occupations you can choose and you won&#8217;t go far wrong.  If you have settled on an Adventurer speciality but would like your character to be a two fisted mechanical engineer,  that&#8217;s fine.  Don&#8217;t let it bother you that it is not listed here. Talk it through with your GM and record it under Archetype on your character sheet.</p>
<h6>Examples (Archetypes)</h6>
<p>Gavin wants to stick with the Indiana Jones theme and chooses to make his adventurer an Archaeologist.  He records Archaeologist on his character sheet under the label Archetype.</p>
<p>Michael is trying to figure out whether to make his character a private detective or a doctor.  He decides he will make the character primarily a doctor who has detective skills.  He records Doctor under the label Archetype on the character sheet.</p>
<p>Beth decides she wants to affect people&#8217;s minds with illusions.  As such she wants the power of a hypnotist (or, more in the flavour of the thirties, a mesmerist).  She records Mesmerist under the label Archetype on her character sheet.</p>
<p><strong><em><br />
</em></strong></p>
<h4>Step 3. Assign attributes and derived scores</h4>
<h4>Base Attributes</h4>
<p>The game system is very simple and essentially based on two statistics; strength and willpower.</p>
<p><strong>Strength</strong> sums up a character&#8217;s physical attributes such as health and vitality, physical strength and stamina, coordination and dexterity, as well as speed etc.</p>
<p><strong>Willpower</strong> sums up a character&#8217;s personality attributes such as intelligence, personal charisma, ability to argue with and influence others, determination, and academic ability etc.</p>
<p>Strength and willpower are referred to as base attributes or skills. From these attributes we derive all other statistics in the game.</p>
<p>Your initial strength and willpower are determined by your speciality selections.</p>
<table>
<tbody>
<tr>
<td width="133"><strong>Speciality</strong></td>
<td width="129"><strong>Strength</strong></td>
<td width="135"><strong>Willpower</strong></td>
<td width="124"><strong>Hero Point Bonus</strong></td>
</tr>
<tr>
<td width="133"><strong>Adventurer</strong></td>
<td width="129">4</td>
<td width="135">3</td>
<td width="124">0</td>
</tr>
<tr>
<td width="133"><strong>Academic</strong></td>
<td width="129">3</td>
<td width="135">3</td>
<td width="124">4</td>
</tr>
<tr>
<td width="133"><strong>Mystic</strong></td>
<td width="129">3</td>
<td width="135">4</td>
<td width="124">0</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>Colour in the number of dots corresponding to the result on the character&#8217;s record sheet for both strength and willpower.</p>
<h5>Examples (Strength and Willpower)</h5>
<p>Gavin has chosen an Adventurer Speciality.  As such he receives four dots of strength and three dots of willpower.</p>
<table>
<tbody>
<tr>
<td width="87"><strong>Strength</strong></td>
<td width="101"> x x x x O</td>
<td width="101"> OOOOO</td>
</tr>
<tr>
<td width="87"><strong>Willpower</strong></td>
<td width="101"> x x x OO</td>
<td width="101"> OOOOO</td>
</tr>
</tbody>
</table>
<p>In Michael&#8217;s case, having chosen an academic he receives three dots of each attribute (note he also receives an extra four hero points &#8211; see Hero points below).</p>
<table>
<tbody>
<tr>
<td width="87"><strong>Strength</strong></td>
<td width="101"> x x x OO</td>
<td width="101"> OOOOO</td>
</tr>
<tr>
<td width="87"><strong>Willpower</strong></td>
<td width="101"> x x x OO</td>
<td width="101"> OOOOO</td>
</tr>
</tbody>
</table>
<p>Beth is a Mystic so she receives 3 dots of strength and four dots of willpower.</p>
<table>
<tbody>
<tr>
<td width="87"><strong>Strength</strong></td>
<td width="101"> x x x OO</td>
<td width="101"> OOOOO</td>
</tr>
<tr>
<td width="87"><strong>Willpower</strong></td>
<td width="101"> x x x x O</td>
<td width="101"> OOOOO</td>
</tr>
</tbody>
</table>
<h4>Derived Attributes</h4>
<p>The two remaining statistics (resistance and essence) are equal to strength and willpower respectively. These attributes will be explained in detail later (see special conditions below).  Essence is a measure of a character&#8217;s humanity and sanity, while resistance is a measure of a character&#8217;s resistance to disease and magical control.</p>
<h5>Wounds</h5>
<p><strong>Wounds </strong>indicate the amount of damage a character can take before becoming unconscious during combat. The number of wounds a character can take is equal to four times their strength.  Leave dots empty but place a vertical line after the dot equivalent to the number of wounds your character can take.</p>
<h6>Example (Wounds)</h6>
<p>In the case of Gavin, he has a strength of 4, giving him 16 (4 strength multiplied by 4) wound points.</p>
<table>
<tbody>
<tr>
<td width="116"><strong>Wounds</strong></td>
<td width="121"> OOOOO</td>
<td width="121">OOO|OO</td>
<td width="121"> OOOOO</td>
<td width="121"> OOOOO</td>
</tr>
</tbody>
</table>
<p>Michael has a strength of 3, giving him 12 (3 strength multiplied by 4) wound points.</p>
<table>
<tbody>
<tr>
<td width="116"><strong>Wounds</strong></td>
<td width="121"> OOOOO</td>
<td width="121">O|OOOO</td>
<td width="121"> OOOOO</td>
<td width="121"> OOOOO</td>
</tr>
</tbody>
</table>
<p>Beth also has a strength of 3, giving her 12 (3 strength multiplied by 4) wound points as well.</p>
<table>
<tbody>
<tr>
<td width="116"><strong>Wounds</strong></td>
<td width="121">OOOOO</td>
<td width="121">O|OOOO</td>
<td width="121"> OOOOO</td>
<td width="121"> OOOOO</td>
</tr>
</tbody>
</table>
<p>Piercing wounds are allocated during combat and should be ignored at this point.</p>
<h5>Hero Points</h5>
<p>Initially players have <strong>Hero Points</strong> equal to their strength + willpower which can be spent raising (or lowering) their dice results (more on this later).  Again, leave the dots empty and place a vertical line after the dot equivalent to the number of hero points the character can spend.</p>
<h6>Example (Hero Points)</h6>
<p>In the case of Gavin, he would have 4 (strength) + 3 (willpower) = 7 hero points.</p>
<table>
<tbody>
<tr>
<td width="101"><strong>Hero Points</strong></td>
<td width="101"> OOOOO</td>
<td width="123">OO|OOO</td>
</tr>
</tbody>
</table>
<p>Michael has 3 (strength) + 3 (willpower)  + 4 (bonus hero points) = 10 hero points (academics get 4 bonus hero points).</p>
<table>
<tbody>
<tr>
<td width="101"><strong>Hero Points</strong></td>
<td width="101"> OOOOO</td>
<td width="123">OOOOO|</td>
</tr>
</tbody>
</table>
<p>Beth has 3 (strength) + 4 (willpower) = 7 hero points.</p>
<table>
<tbody>
<tr>
<td width="101"><strong>Hero Points</strong></td>
<td width="101"> OOOOO</td>
<td width="123">OO|OOO</td>
</tr>
</tbody>
</table>
<p>Hero Points can be spent to reroll the dice or can be added to a roll at one per point.</p>
<p>Hero points are spent and never replaced.</p>
<p>New hero points are earned through roleplaying (especially through roleplaying negative consequences) at 1 per cover earned (again more on this later when we discuss character advancement).</p>
<p>Skills which have 9 dots in them cannot use hero-points.</p>
<p>NEXT TIME: Part 3 &#8211; Building your character background.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Tinker Faery Fruit Slump with Hell Hound Pudding Sauce (dessert, serves 8)</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 15 Oct 2016 10:54:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[the island of never]]></category>
		<category><![CDATA[tinker faery fruit slump with hell hound pudding sauce]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2577</guid>

					<description><![CDATA[<p>For dessert — Tinker Faery Fruit Slump (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. • 2 quarts (8 cups) fruit or berries • 4 cups sugar • 6 cups water • 1 cup milk • 3 cups all-purpose flour • 3 teaspoons [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/tinker-faery-fruit-slump-hell-hound-pudding-sauce-dessert-serves-8/">Tinker Faery Fruit Slump with Hell Hound Pudding Sauce (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Tinker Faery Fruit Slump (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>• 2 quarts (8 cups) fruit or berries<br />
• 4 cups sugar<br />
• 6 cups water<br />
• 1 cup milk<br />
• 3 cups all-purpose flour<br />
• 3 teaspoons baking powder<br />
• 1/2 teaspoon salt</p>
<p>Method: Combine the berries or fruit with sugar and water, and boil until soft. There must be plenty of juice left in the fruit mixture; if necessary add more water. Sift the dry ingredients and add the milk, using more if necessary to make a soft dough. Pour over the berries and cover the saucepan with a tight-fitting lid. Cook on top of stove on a medium flame for 15 minutes. Serve immediately on a hot platter with the following pudding sauce.</p>
<p>Hell Hound Pudding Sauce</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>• 4 eggs, separated<br />
• 2 cups sugar<br />
• 2 teaspoons brandy</p>
<p><strong>Method:</strong> Beat the yolks until thick and lemon-colored. Add sugar and brandy and mix well. Fold in the stiffly beaten egg whites and blend. Please note: this sauce contains uncooked eggs and is not suitable for children and some adults.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/tinker-faery-fruit-slump-hell-hound-pudding-sauce-dessert-serves-8/">Tinker Faery Fruit Slump with Hell Hound Pudding Sauce (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2577</post-id>	</item>
		<item>
		<title>Mysterious Island Peas (Creole Style) (side dish, serves 8)</title>
		<link>https://weirdworldstudios.com/mysterious-island-peas-creole-style-side-dish-serves-8/</link>
					<comments>https://weirdworldstudios.com/mysterious-island-peas-creole-style-side-dish-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 15 Oct 2016 09:09:06 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[island of never]]></category>
		<category><![CDATA[mysterious island peas]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2574</guid>

					<description><![CDATA[<p>As a side dish — Mysterious Island Peas (Creole Style) (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. • 4 cups young green peas • 6 tablespoons butter • 2 teaspoons powdered sugar • 1/2 cup cream • salt, pepper • 2 egg [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/mysterious-island-peas-creole-style-side-dish-serves-8/">Mysterious Island Peas (Creole Style) (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Mysterious Island Peas (Creole Style) (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>• 4 cups young green peas<br />
• 6 tablespoons butter<br />
• 2 teaspoons powdered sugar<br />
• 1/2 cup cream<br />
• salt, pepper<br />
• 2 egg yolks</p>
<p><strong>Method:</strong> Shell and clean the peas. Put them in a saucepan with 3 tablespoons of butter and cook covered, on a low heat for 20 minutes or until tender. Beat the cream and egg yolks together, add a half pinch of white pepper and mix thoroughly with the peas. Add the powdered sugar, stir well, and let all cook together (on a medium flame) for 5 minutes and serve hot.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/mysterious-island-peas-creole-style-side-dish-serves-8/">Mysterious Island Peas (Creole Style) (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2574</post-id>	</item>
		<item>
		<title>Fae Sauerbraten (main course, serves 8)</title>
		<link>https://weirdworldstudios.com/fae-sauerbraten-main-course-serves-8/</link>
					<comments>https://weirdworldstudios.com/fae-sauerbraten-main-course-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 15 Oct 2016 08:08:30 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[fae sauerbraten]]></category>
		<category><![CDATA[island of never]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2571</guid>

					<description><![CDATA[<p>For the main course — Fae Sauerbraten (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. • 8 pounds (3 1/2 kilograms) beef (round, chuck or rump) • 24 peppercorns • salt, pepper • 2 bunches carrots, cut in strips • water • 12 [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/fae-sauerbraten-main-course-serves-8/">Fae Sauerbraten (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Fae Sauerbraten (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>• 8 pounds (3 1/2 kilograms) beef (round, chuck or rump)<br />
• 24 peppercorns<br />
• salt, pepper<br />
• 2 bunches carrots, cut in strips<br />
• water<br />
• 12 onions sliced<br />
• 8 bay leaves<br />
• 2 tablespoons sugar<br />
• 24 gingersnaps<br />
• vinegar</p>
<p><strong>Method:</strong> Season meat with salt and paper, place in an earthenware dish and add vinegar and water to cover. Add the spices and let stand for five days in a cool place (or refrigerator), tightly covered. Drain and reserve marinade. Put meat in a slow cooker, brown well on both sides; add carrots, onions, and one cup of the spiced vinegar (prepared as a marinade earlier). Cover and cook over low flame about 3 hours or until meat is tender. Then add the sugar and crumbled gingersnaps and cook for 10 minutes. More of the spiced vinegar may be added if necessary. This makes excellent gravy.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/fae-sauerbraten-main-course-serves-8/">Fae Sauerbraten (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2571</post-id>	</item>
		<item>
		<title>Ogre Eye Muffins (appetizer, serves 8)</title>
		<link>https://weirdworldstudios.com/ogre-eye-muffins-appetizer-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 15 Oct 2016 08:03:36 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[island of never]]></category>
		<category><![CDATA[ogre eye muffins]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2568</guid>

					<description><![CDATA[<p>For the appetizer — Ogre Eye Muffins (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. • 5 cups all-purpose flour • 3 cups blueberries • 1 cup sugar • 6 teaspoons baking powder • 1 teaspoon salt • 4 eggs, well beaten • [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ogre-eye-muffins-appetizer-serves-8/">Ogre Eye Muffins (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Ogre Eye Muffins (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>• 5 cups all-purpose flour<br />
• 3 cups blueberries<br />
• 1 cup sugar<br />
• 6 teaspoons baking powder<br />
• 1 teaspoon salt<br />
• 4 eggs, well beaten<br />
• 6 tablespoons butter, melted<br />
• 2 cups milk<br />
<strong>Method:</strong> Sift flour, sugar, baking powder, and salt together. Mix berries with a quarter of this mixture. Beat eggs and add to the remainder with melted butter. Add the flour alternately with milk. Stir in the blueberries lightly. Bake in well-buttered tins in a hot oven (450 degrees Fahrenheit / 230 degrees Celsius) for 25 minutes.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/ogre-eye-muffins-appetizer-serves-8/">Ogre Eye Muffins (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2568</post-id>	</item>
		<item>
		<title>Gumshoo Fly Cake (dessert, serves 8)</title>
		<link>https://weirdworldstudios.com/gumshoo-fly-cake-dessert-serves-8/</link>
					<comments>https://weirdworldstudios.com/gumshoo-fly-cake-dessert-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 15 Oct 2016 07:58:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[gumshoo fly cake]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2565</guid>

					<description><![CDATA[<p>For dessert — Gumshoo Fly Cake (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. • 1 1/2 cups flour • 1 cup brown sugar • 1/4 teaspoon nutmeg • 1/4 teaspoon cloves • 1 teaspoon cinnamon • 1/2 teaspoon salt • 4 tablespoons [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/gumshoo-fly-cake-dessert-serves-8/">Gumshoo Fly Cake (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Gumshoo Fly Cake (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<p>• 1 1/2 cups flour<br />
• 1 cup brown sugar<br />
• 1/4 teaspoon nutmeg<br />
• 1/4 teaspoon cloves<br />
• 1 teaspoon cinnamon<br />
• 1/2 teaspoon salt<br />
• 4 tablespoons butter<br />
• 1 cup molasses (treacle is an acceptable substitute)<br />
• 2 egg yolks, well beaten<br />
• 1 tablespoon baking soda<br />
• 1 1/2 cup boiling water<br />
• pastry to line a pie dish</p>
<p><strong>Method;</strong> Combine the flour, sugar, spices, and salt, and work in the butter, pinching with the fingers to make crumbs. Dissolve the baking soda in the boiling water and mix with the molasses and egg yolk. Line a pie pan with the pastry and make alternate layers of crumbs and liquid, topping with crumbs. Bake in a hot oven (450°F or 235°C) until crust edges start to brown. Reduce heat to a moderate oven (350°F or 175°C) and bake until firm, about 20 minutes.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/gumshoo-fly-cake-dessert-serves-8/">Gumshoo Fly Cake (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2565</post-id>	</item>
		<item>
		<title>Creating a Character &#8211; Chapter 3 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 12 Oct 2016 06:15:32 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[creating a character]]></category>
		<category><![CDATA[players guide]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2539</guid>

					<description><![CDATA[<p>Chapter 3 &#8211; Creating a character This chapter takes you step by step through the process of creating a character that you can then use to represent you in the game.  It helps you devise a character concept, derive some basic numbers to describe your character, invent your character’s skills and abilities, define your background [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Chapter 3 &#8211; Creating a character</h2>
<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" class="size-full wp-image-2561" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<p>This chapter takes you step by step through the process of creating a character that you can then use to represent you in the game.  It helps you devise a character concept, derive some basic numbers to describe your character, invent your character’s skills and abilities, define your background or history, and equip your character.</p>
<p>The quick-start method allows you to invent a quick character in under ten minutes.</p>
<p>The longer campaign method allows you to develop a much more fully rounded character if you choose.</p>
<p>Neither method is preferred.  In the former you “discover” your character during play.  In the latter, you provide your GM with lots of background to help tie you into the game.</p>
<h3>The League of Adventure Seekers</h3>
<p>The radio serials of the 30s and 40s often had as their focus the lone hero (though exceptions did exist).  Role playing, by contrast, usually involves a team and doesn&#8217;t lend itself well to solo play.  In order to bridge this potential issue we have invented the League of Adventure Seekers.  The League is a voluntary association of heroes that has arisen to fight global threats.  It&#8217;s president, the enigmatic Miriam Ribbensberg (an adventurer and aviatrix in her own right), aided by her psychic sister, enlists the aid of members of the league in thwarting new threats to the peace and safety of the world.  Through the agency of Miriam it is possible to bring together a team of heroes to play through adventures without the sometimes cumbersome need to roleplay the group&#8217;s first introduction to one another and come up with reasons why such obvious lone-wolves would cooperate together.</p>
<h3>The Code of the Radio Hero</h3>
<p>As noted in chapter 2, radio heroes have faith in progress.  Things are getting better, progress is being made.  The future is brighter than the present.</p>
<p>In the world of radio adventure the government can be trusted and officials (in our own country – especially law enforcement officials) are worthy of respect (unless we have been invaded).<br />
Morality is black and white. There is always a right thing to do and a wrong thing to do. The choice will be obvious, even if the price is not fully known. Having committed to their ideals, radio heroes live with the consequences.</p>
<p>Moral lapses have grave social consequences.  Wanton destruction; personal infidelities; the breaking of one&#8217;s word – all these result in social ostracism.</p>
<p>Radio heroes always fight fair. If the other side uses non-lethal force, we can&#8217;t use lethal force. If the other side uses knives or swords, we can&#8217;t use guns. If the other side uses pistols and small-calibre weapons, we can&#8217;t use submachine guns, and so on. Or, if we do use them, we can&#8217;t aim them at the enemy.  Lack of fairness in fighting results in the erosion of public trust until the &#8220;cheater&#8221; is seen as a pariah or, worse, a villain.</p>
<p>No problem is so great it can&#8217;t be fixed by heroically kicking in a door or pressing random buttons.</p>
<p>Hero smarts ALWAYS trump brawn.  Brawn ALWAYS trumps everything else (including villain smarts).</p>
<p>No villain is so far gone that they cannot be redeemed (unless they are clearly non-human and weird looking).</p>
<p>Enemies are to be respected even in defeat.</p>
<p>Optimism ALWAYS triumphs over cynicism.</p>
<h3>The Code of the League of Adventure Seekers</h3>
<p>On entering the League of Adventure Seekers, all heroes are asked to swear the following oath (unashamedly lifted from the pages of Doc Savage).</p>
<p>Let me strive, every moment of my life, to make myself better and better, to the best of my ability, that all may profit by it.</p>
<p>Let me think of the right, and lend all my assistance to those who need it, with no regard for anything but justice.</p>
<p>Let me take what comes with a smile, without loss of courage.</p>
<p>Let me be considerate of my country, of my fellow citizens and my associates in everything I say and do.</p>
<p>Let me do right to all, and wrong no man.</p>
<h3>The story so far (Introducing our Characters)</h3>
<h4>Dramatis Personae</h4>
<p>Dr Herbivore (Professor of Archaeology)</p>
<p>Jake Stead (Adventurer)</p>
<p>Malefice, Mistress of the Mystic Arts (Magician)</p>
<h4>Episode 1</h4>
<p>They stood before the door to the office of the President of the League of Adventure Seekers.  As junior members of the League none of them had so far been given cause to visit this particular section of the club, up the stairs and at the back.  They felt a little like school children brought to stand before the door of the head-master. &#8220;A great honor&#8221;, Farrington had said.  &#8220;It&#8217;s not many as young as you who get to go on up&#8221;.</p>
<p>&#8220;Go on up&#8221; was a colloquial expression within the League that signified an interview with the reclusive and little known Miss Miriam Ribbensberg, current President.  Such meetings were known to be an invitation to high adventure, but often at great risk to the participants.</p>
<p>As she stood at the door Malefice eyed her two companions.  Jake Stead was tall broad and ruggedly handsome.  She rolled her eyes slightly; these heroic types often seemed cut from the same dull cloth.  Still, she knew him quite well, and he had saved her life during that business involving the ivory claw hammer.  As for her other companion, he was as unprepossessing as Stead was ostentatious.  Dr Herbivore, professor of archaeology, had an almost uncanny ability to fade into the background.  One almost had to force oneself to notice him.  He was small, thin, slightly stooped, and sporting an enormous walrus moustache.  She had grown to respect the formidable intellect behind the self-deprecating manner.  He had recently saved the world from a doomsday device she had been completely unable to fathom.  She had assisted him briefly during the episode, saving his life twice.</p>
<p>Malefice allowed a brief smile to play across her lips. Here she was, engaging in a bit of sardonic internal mockery of her companions appearance and affectations while giving little thought to her own.  The irony wasn&#8217;t lost on her.  Malefice, Mistress of the Mystic Arts, complete with silken robes and veil!  Of all of them she was the most outlandish&#8230; and she wouldn&#8217;t have it any other way.</p>
<p>While adventuring didn&#8217;t necessarily require theatricality (Lord knows Herbivore was evidence enough of that) she had found that the theatrical props and mystique often aided her in accomplishing her goals.</p>
<p>The door opened and Miriam Ribbensberg, dressed in the flight uniform she never seemed to be without, invited the three of them in.</p>
<p>&#8220;Welcome&#8221;, she said.  &#8220;I&#8217;m so pleased you agreed to attend this meeting&#8221; .</p>
<p>&#8220;It&#8217;s an honour Miss Ribbensberg&#8221;, broke in Stead. &#8220;We&#8217;d hardly decline such an opportunity would we?&#8221;  His mid-western drawl seemed overly loud in the confines of the president&#8217;s office.</p>
<p>&#8220;That&#8217;s very kind of you, Mr Stead.  But it is often the case that those who respond to my invitations  face great danger soon afterward.&#8221;</p>
<p>&#8220;You mean that Nairobi business, don&#8217;t you?&#8221; said Malefice.</p>
<p>&#8220;That&#8217;s right.  The threat was averted but we lost the whole team.&#8221;  The pain in Miriam&#8217;s voice was unmistakeable.</p>
<p>&#8220;It was not your fault Miss Ribbensberg&#8221;, piped up Herbivore, suddenly reminding everyone of his presence once again.  &#8220;All of us who join the League are aware of the risks.  It is willingness to put our lives on the line in the service of peace and justice that forms the common bond between all of us&#8221;.</p>
<p>&#8220;Thank you Lucius.  I&#8217;m pleased you think so.&#8221;</p>
<p>Miriam Ribbensberg took a moment to look each of them over.  She appeared to be weighing them up with a practiced eye.</p>
<p>&#8220;Yes&#8221;, she mused.  &#8220;I think you will do for this job.  Please come in and sit down.&#8221;</p>
<p>The group took their places in some chairs placed around a low table.  The men waited while the women were seated first.</p>
<p>&#8220;Old world charm?&#8221; laughed Miriam.</p>
<p>Stead looked slightly embarrassed but Dr Herbivore took it in his stride.  &#8220;Of course, mademoiselle.  There is no excuse for bad manners&#8221;.</p>
<p>&#8220;Indeed&#8221; she replied, favouring him with a dazzling smile.  &#8220;But we have business to discuss.  It has come to the League&#8217;s attention that Franco Gionelli of the Gionelli Crime Family in Star City is smuggling in a dangerous biological agent.  It is our belief that if he is not stopped, this agent will be released into the general populace and from there may come to threaten the globe.&#8221;</p>
<p>&#8220;But how do you know this?&#8221; asked Malefice.</p>
<p>&#8220;My dear, you are aware, as a mistress of the mystic arts, that there are many things in this world that are beyond explanation?  Things and abilities that defy analysis?&#8221;</p>
<p>&#8220;Of course.&#8221;</p>
<p>&#8220;Then let me entrust you with one of the great secrets of our organisation.  Since I was a child my sister has had visions.  She is mute and does not speak, but I have always heard her voice in my mind.  Her visions, though fragmentary and often confusing, always come true.  She is the reason the League has been so effective at heading off threats to the world.  Without her warnings, the world might have been destroyed many times over.&#8221;</p>
<p>&#8220;I see&#8221;  said Malefice.  &#8220;And her visions somehow involve us?&#8221;</p>
<p>&#8220;In a way. &#8221; Miriam paused for a moment. &#8220;You have been brought together because we have need of your skills.  My sister has seen that the solving of this mystery will require the expertise of someone who can brawl and deal with security, someone with an understanding of basic chemistry and biology, and someone who understands the varied pathways of the esoteric and magical.    It is my job to try and create the best match between the skills we have on hand and the threats that arise.  You are currently our best hope&#8221;.</p>
<p>The little group sat in silence for a few moments.</p>
<p>&#8220;We won&#8217;t let you down, Miss Ribbensberg&#8221; said Stead in a strangely subdued voice.</p>
<p>&#8220;I know you won&#8217;t&#8221; she replied.</p>
<p>(To be continued&#8230;)</p>
<h3>Character Sheet</h3>
<pre>Name:
 Place of Birth:
 Current Residence
 Experience Points
 Archetype
 Specialisation
 Strength (d10/2)raised            OOOOO
 Willpower (d10/2)raised           OOOOO
 Resistance (Strength)             OOOOO
 Essence (Willpower)               OOOOO
 Invention Points (Willpower)      OOOOO
 Initial Skill points (7 + highest base attribute)
 Hero Points ((Strength + Willpower)/2)raised
 Wounds (Strength x 4)            OOOOO OOOOO OOOOO OOOOO
 Piercing Wounds                  OOOOO OOOOO
 Penalty Points (lost Essence)

Skills
 xxxOO    OOOOO
 xxOOO    OOOOO
 xxOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO

General Skills
 xOOOO    OOOOO Bluff
 x              Brawl (untrained)
 xOOOO    OOOOO Catch
 xOOOO    OOOOO Climb
 xOOOO    OOOOO Drive vehicle
 xOOOO    OOOOO First Aid
 xOOOO    OOOOO Hide
 x              Jump (untrained)
 xOOOO    OOOOO Lift/carry/crush/bend
 x              Melee (untrained)
 xOOOO    OOOOO Perception
 xOOOO    OOOOO Persuade
 x              Ranged (untrained)
 x              Ride (untrained)
 xOOOO    OOOOO Run
 xOOOO    OOOOO Search
 xOOOO    OOOOO Sneak
 xOOOO    OOOOO Throw
 xOOOO    OOOOO Swim

Spells, Subskills, &amp; Gadgets
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO
 xOOOO    OOOOO

Gear (items in your possession)




</pre>
<p>Don&#8217;t miss part 2 of this chapter where we begin taking you through the steps of completing the character sheet.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Creating a Character &#8211; Chapter 3 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2539</post-id>	</item>
		<item>
		<title>Scarlet &#8211; Episode 3 &#8211; The Warren</title>
		<link>https://weirdworldstudios.com/scarlet-episode-3-warren/</link>
					<comments>https://weirdworldstudios.com/scarlet-episode-3-warren/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 07 Oct 2016 22:45:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Scarlet]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[scarlet]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the warren]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2549</guid>

					<description><![CDATA[<p>Below we present the complete text of The Warren, episode 3 (and final) of Scarlet. ACT 3 SCENE 10: INT. — THE GHOUL WARREN — DAYBREAK (YOUNG HOLMES, MARTHA) MUSIC: OPENING THEME &#8211; LET IT FINISH. NARRATOR: Sherlock Holmes&#8217; investigation into the disappearance of Damien Nugent and his fiancee Scarlet Hope has resulted in the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/scarlet-episode-3-warren/">Scarlet &#8211; Episode 3 &#8211; The Warren</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Warren, episode 3 (and final) of Scarlet.</p>
<p><figure id="attachment_2525" aria-describedby="caption-attachment-2525" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2525" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/012GM4Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM004 - Scarlet" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2525" class="wp-caption-text">Gaslamp Mystery &#8211; GM004 &#8211; Scarlet</figcaption></figure></p>
<h2>ACT 3</h2>
<h3>SCENE 10: INT. — THE GHOUL WARREN — DAYBREAK (YOUNG HOLMES, MARTHA)</h3>
<ol start="344">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Sherlock Holmes&#8217; investigation into the disappearance of Damien Nugent and his fiancee Scarlet Hope has resulted in the kidnapping of his friends, Dr Watson and Martha Hudson.  And now, Holmes himself has been kidnapped by a mysterious American Cab Driver and taken, unconscious, to a secret location somewhere in Highgate .</li>
<li><span style="text-decoration: underline;">SOUND: [13] (WALLA) SHRIEKS OF GHOULS — FADE IN, ESTABLISH, THEN FADE OUT.</span></li>
<li>YOUNG HOLMES: [CUE] (GROANS)</li>
<li>MARTHA: Oh yes. Now ’e wakes up! All this time I’ve been tellin’ the other prisoners: “Not to worry, the great Sherlock ’olmes is on the case and e’ll soon find us ’n get things sorted”&#8230; ’n then you turn up ’ere as much of a prisoner as the rest of us?</li>
<li>YOUNG HOLMES: You know, Martha, I rather suspect you were waiting a significant amount of time to deliver that chastisement.</li>
<li>MARTHA: Possibly, Mr ’olmes.</li>
<li>YOUNG HOLMES: Do you feel better for it?</li>
<li>MARTHA: Not particularly, no.</li>
<li>YOUNG HOLMES: Then would you mind keeping it down to a dull roar. It’s the second time I’ve been rendered unconscious in twenty-four hours and I have to say it’s given me rather a pounding headache. (BEAT) Do you happen to know where we are?</li>
<li>MARTHA: I’m in the dark as much as you, Mr ’olmes — if you’ll pardon the pun. Underground, of a certainty, but where I couldn’t tell you.</li>
<li>YOUNG HOLMES: Hmmm. The clay in the walls is instructive. I would hazard we are most likely under Highgate Cemetery. Probably a fair way under if the caterwauling of the ghouls is anything to go by.</li>
<li>MARTHA: I ’ave to agree with you on that last point. The ruckus they make when they goes to sleep! They’re like the birds. It’d wake the dead if’n we weren’t buried so far beneath ’em.</li>
<li>YOUNG HOLMES: Is Watson here?</li>
<li>MARTHA: Yes! But ’e’s in a bad way. The monsters have a sense about weak targets. Ruddy cowards! They singled Dr Watson out fer special treatment right from the start.</li>
<li>YOUNG HOLMES: Have they eaten him?</li>
<li>MARTHA: No. Not yet. They just enjoy tormentin’ ’im. I’m sure ’e’s fer the larder eventually, but there’s plenty to choose from down ’ere — nearly fifty prisoners in all. But many of the prisoners seem tagged fer conversion.</li>
<li>YOUNG HOLMES: What do you mean?</li>
<li>MARTHA: I’ve seen two people turned already. ’alf starved they were ’n suddenly they started twitchin’ and cryin’ and then they changed and turned into ghouls.</li>
<li>YOUNG HOLMES: Someone’s deliberately trying to expand the population, create a ghoul colony under London.</li>
<li>MARTHA: I figured as much as well. Some of us are for the pot; the weak and the small, or the old. But those of us ’oo are young and strong are bein’ kept for the change.</li>
<li>YOUNG HOLMES: How does Jefferson Hope figure into all this?</li>
<li>MARTHA: ’oo’s ’e?</li>
<li>YOUNG HOLMES: The large American cabbie. He would have been the one to drop me off.</li>
<li>MARTHA: Oh ’im. ’e’s a queer one, ’e is. The ghouls seem to leave ’im alone. ’e feeds ’em, see. ’n one in particular. She seems to be ’is special pet.</li>
<li>YOUNG HOLMES: A girl, or she was before she took the change? About seventeen years old?</li>
<li>MARTHA: ’ow’d you know that?</li>
<li>YOUNG HOLMES: Just some small pieces of the puzzle falling into place. The first person to go missing was Mr Hope’s daughter. She’d returned from Paris where she had been sent to see a specialist because of a sudden illness to which she had succumbed. Whether this illness was the beginning stages of the change or whether she was turned in Paris I’m not prepared to guess. However, when she returned it was clear, to Mr Hope at least, what she had become and he hid her away in Highgate Cemetery, bringing her companions and food — sometimes both — as opportunity arose.</li>
<li>MARTHA: That sounds about right. He comes by twice a day. Once at sunrise — just as they’re all goin’ to sleep — and once at sundown when they’re waking up. He brings body parts — stolen from an ’ospital most likely — from time to time, but also new prisoners, and a steady supply o’ pies for those already in cages.</li>
<li>YOUNG HOLMES: (SHARPLY) You haven’t eaten any, have you?</li>
<li>MARTHA: Cor, no! They smelled rancid. I’d ’ave to be fairly starvin’ to eat that stuff.</li>
<li>YOUNG HOLMES: Thank goodness for that.</li>
<li>MARTHA: Why? What’s the matter with ’em?</li>
<li>YOUNG HOLMES: You’ve not had much to do with ghouls before, have you?</li>
<li>MARTHA: (SCOFFING) What? And you ’ave?</li>
<li>YOUNG HOLMES: I’m not being deliberately insulting, Miss Hudson, it’s just that on this occasion you appear to be failing to join the dots.</li>
<li>MARTHA: Well, I’d ’ate to see you when you were bein’ deliberate about it then. Come on, explain the situation.</li>
<li>YOUNG HOLMES: Alright. I’ll make it plain for you&#8230; people are turned into ghouls by feeding on rancid human flesh.</li>
<li>MARTHA: (FEELING SICK) Oh, Lord!</li>
<li>YOUNG HOLMES: Easy, Miss Hudson.</li>
<li>MARTHA: So that’s ’ow they’ve been doin’ it. Feeding the prisoners pies made from&#8230; Oh, it’s truly ’orrible.</li>
<li>YOUNG HOLMES: Yes. It is. But we must not lose our heads. I believe the solution to this case is now at hand.</li>
<li>MARTHA: What? ’ave you got somethin’ up your sleeve, Mr ’olmes?</li>
<li>YOUNG HOLMES: Several somethings actually. For a start I’ve got my skeleton keys and, if the general decline in caterwauling from the undead is any indication, now, while they are asleep, might be a good time to use them.</li>
<li>MARTHA: (VERY HAPPY) Oh, Mr ’olmes, I never doubted you for a second!</li>
<li>YOUNG HOLMES: And once that’s done, we’ll have to look to cleaning out this nest of the creatures.</li>
<li>MARTHA: They’re uncommonly fast and agile. They don’t like sunlight. And they’re fairly cowardly. But in numbers like this, you’ll need an army to deal with them.</li>
<li>YOUNG HOLMES: Actually, Martha, you’d hit upon the way to deal with them back in the curio shop.</li>
<li>MARTHA: The Cheirosiphon (KI-RO-SI-FON)? But it’s back at the house.</li>
<li>YOUNG HOLMES: Actually, when I realized what we were dealing with I went back to 221B (TWO TWO ONE B) and picked up your little purchase. I also went to the curio shop and picked up the spare. The two of them are wrapped around my body and fully loaded.</li>
<li>MARTHA: Well, Mr ’olmes, I take back what I said earlier. You really ’ave got it sorted, ’aven’t you?</li>
<li>YOUNG HOLMES: I think it remains to be seen. We are not home free yet!</li>
<li><span style="text-decoration: underline;">MUSIC: [5] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: INT. — THE FINAL CHAMBER OF THE GHOUL WARREN — LATER (ELDER HOLMES, MARTHA, YOUNG HOLMES, DR WATSON)</h3>
<ol start="399">
<li><span style="text-decoration: underline;">SOUND: [14] (WALLA) FROM “and setting alight” BY ELDER HOLMES. SOUND OF FLAME AND SHRIEKS OF DYING GHOULS — PLAY UNTIL THE END OF 396 AND FADE UNDER.</span></li>
<li>ELDER HOLMES: [CUE] And so began a dark night of work. I freed us from the cages with the aid of my skeleton keys and Martha — Miss Hudson as she was then — and I proceeded to move from chamber to chamber freeing prisoners and setting alight the sleeping ghouls, wrapped as they were in the ragged blankets and rags they had collected together to form the nests in which they slept. Their screams were hideous and the streams of Greek Fire that spewed from the weapons we had procured were particularly effective against them. At last we stood over the remains of the young woman who had been, effectively, the primary patient in this outbreak of undead. She had gasped hideously at the end and fallen still.</li>
<li>MARTHA: (PANTING WITH EXERTION) Is that it, Mr ’olmes? ’ave we done with ’em?</li>
<li>YOUNG HOLMES: Not quite. The creatures will regenerate if left to themselves. We’ll need to remove the corpses into the sunlight if they are to be kept from coming back.</li>
<li>MARTHA: That last one was a bit different from the others.</li>
<li>YOUNG HOLMES: Yes, she didn’t fight against it. In fact she almost looked grateful.</li>
<li>MARTHA: She was ’ope’s daughter. You don’t think the care she was receivin’ ’elped ’er ’ang on to ’er ’umanity?</li>
<li>YOUNG HOLMES: The girl was dead&#8230; and whatever humanity she had died with her. But I suppose, like any base creature treated with kindness, she may have been able to respond in kind. I doubt it would have lasted, however. A ghoul’s nature is essentially wild and bestial. There was nothing human left to exert any control over it.</li>
<li>MARTHA: Lor’, where’s Dr Watson. I’d quite forgotten about ’im.</li>
<li>YOUNG HOLMES: We didn’t pass him in any of the other chambers during this grisly business.</li>
<li>MARTHA: Then ’e must be ’ere, or there are some chambers we missed. Take a look over ’ere. This wall is wetter and more damp ’n the others.</li>
<li>YOUNG HOLMES: You’re right. I think we’d best dig.</li>
<li>SOUND: [41] GRUNTS AND SPLASHES OF MUD BEING PULLED FROM WALL AND DUMPED ON GROUND — LET IT FINISH.</li>
<li>MARTHA: ’ere. There is a chamber back there.</li>
<li>DR WATSON: Oh, my Lord! Thank God you found me. It’s so dark&#8230; so dark and cold. Help me. Please&#8230; help me!</li>
<li>YOUNG HOLMES: He’s in shock. We’d need to carry him out even if his legs were working to begin with.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: EXT. — HIGHGATE CEMETERY — MORNING (YOUNG HOLMES, MARTHA, LESTRADE, PRISONER #1, PRISONER #2)</h3>
<ol start="414">
<li><span style="text-decoration: underline;">SOUND: [15] (WALLA) BIRDS, MILD BREEZE BLOWING ETC. MURMUR OF VOICES MILLING ABOUT — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: (COUGHING) My, but it’s good to be out of those tunnels.</li>
<li>MARTHA: Can we put Dr Watson down now? ’e seems to ’ave passed out again?</li>
<li>YOUNG HOLMES: Assuredly.</li>
<li><span style="text-decoration: underline;">SOUND: [27] BODY SLUMPING TO GROUND — LET IT FINISH.</span></li>
<li>LESTRADE: (AT A DISTANCE) There ’e is! Arrest that man!</li>
<li>SOUND: [21] FEET RUNNING TOWARDS HOLMES — ESTABLISH AND UNDER.</li>
<li>YOUNG HOLMES: Oh dear. Lestrade does like to get the wrong end o’ the stick, doesn’t he?</li>
<li>MARTHA: Now, ’old on, Inspector. Mr ’olmes just rescued all these folks.</li>
<li>PRISONER #1: (ALSO AT A DISTANCE) It’s true, Inspector. You can’t arrest Mr Holmes.</li>
<li>PRISONER #2: (ALSO AT A DISTANCE) ’e’s the only reason we’re any of us alive.</li>
<li>YOUNG HOLMES: Inspector, the real kidnapper is a cabbie by the name of Jefferson Hope.</li>
<li>LESTRADE: (APPROACHING) What? Wasn’t ’e the American bloke ’oo reported ’is daughter and young Mr Nugent missing.</li>
<li>YOUNG HOLMES: That’s right. And, if you can keep this out of the papers for a day, he’ll return here this evening with infected food for the prisoners.</li>
<li>LESTRADE: Well, well, Mr ’olmes. It looks like the reputation you’ve bin buildin’ fer yerself is not so exaggerated after all.</li>
<li>YOUNG HOLMES: I’ll take that as a compliment, Inspector, but there is still work to be done here. There are a great many corpses down in the tunnels behind me. They will need to be brought up into the sunlight&#8230;</li>
<li>MARTHA: To aid in the identification o’ course.</li>
<li>YOUNG HOLMES: Er, yes. It’s imperative that the work get underway immediately. You’ll be wanting to organize your men for the task right away.</li>
<li>LESTRADE: Right you are, Mr ’olmes.</li>
<li>YOUNG HOLMES: And I’d like to be present when you make the arrest this evening, Inspector. I believe Mr Hope has a confederate. One who may be even more dangerous than he is.</li>
<li>LESTRADE: As you say, Mr ’olmes.</li>
<li>YOUNG HOLMES: A number of those imprisoned in the tunnels were fed contaminated pies. They will need to be taken to a hospital for observation, preferably one which can set up a quarantine and handle infectious diseases. I’ve taken the liberty of listing a couple of suitable locations on this note.</li>
<li>LESTRADE: I see! (IMPATIENTLY) Is there anything else I can do for you, Mr ’olmes? Only I’ve something of a mess to clean up ’ere and I need to be getting along.</li>
<li>YOUNG HOLMES: (OBLIVIOUS TO THE SARCASM) Not a problem, Inspector. That will be all.</li>
<li>LESTRADE: (DEPARTS MUTTERING UNDER HIS BREATH).</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 13: EXT. — HIGHGATE CEMETERY — SUNDOWN (YOUNG HOLMES, LESTRADE, CABBIE, MARTHA)</h3>
<ol start="440">
<li><span style="text-decoration: underline;">SOUND: [9] (WALLA) CRICKETS CHIRPING, AN OCCASIONAL OWL ETC. — ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: [18] HORSE AND CARRIAGE APPROACHING — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: Alright, Inspector. Your man approaches.</li>
<li>LESTRADE: Right, men. Upon ’im. Now! Halt! Halt I say!</li>
<li>CABBIE: What’s going on ’ere?! Jes whut do you varmints think ye’re doing?</li>
<li>LESTRADE: Mr Jefferson ’ope, you are ’ereby under arrest for kidnapping, public endangerment, and murder on numerous counts, under the authority and in the name of the Crown.</li>
<li>CABBIE: What? No! Git yer hands offen me!</li>
<li>YOUNG HOLMES: I’d come along quietly, Mr Hope. It’s all in the open now.</li>
<li>CABBIE: You? ’e warned me you were more dangerous than ye looked.</li>
<li>YOUNG HOLMES: Who warned you? Who have you been workin’ for?</li>
<li>CABBIE: Where’s my daughter? Where’s Scarlet?</li>
<li>YOUNG HOLMES: I’m sorry, but she’s dead! She has been for some time.</li>
<li>CABBIE: No! Let me see her! Please!</li>
<li>LESTRADE: If she’s one of them corpses we brought up earlier today there’s nothin’ left. They all turned to dust in clear light of the sun.</li>
<li>CABBIE: Murderers! Snakes! Yellow-bellied varmints! This is your fault, Holmes. I’ll kill you. I’ll kill you!</li>
<li>MARTHA: He has a knife. Mr ’olmes, look out!</li>
<li><span style="text-decoration: underline;">SOUND: [42] A SINGLE GUNSHOT — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [27] BODY OF JEFFERSON HOPE FALLS TO THE GROUND — LET IT FINISH.</span></li>
<li>LESTRADE: I’ll be takin’ that, thank you.</li>
<li><span style="text-decoration: underline;">SOUND: [43] SCRAPE OF KNIFE BEING PICKED UP — LET IT FINISH.</span></li>
<li>LESTRADE: That was well spotted, Miss Hudson. Without your shout he might’ve done for our Mr ’olmes.</li>
<li>YOUNG HOLMES: And a rather good shot on your part, Inspector. Have you killed him?</li>
<li>CABBIE: (GROANS)</li>
<li>LESTRADE: Not quite, but a bullet in the chest at that range means ’e won’t be long for this world.</li>
<li>YOUNG HOLMES: I must speak with him before it’s too late. Jefferson? Can you hear me, Mr Hope?</li>
<li>CABBIE: Whut?</li>
<li>YOUNG HOLMES: Who set you to capturing people off the street? Who was supplying you with those pies?</li>
<li>CABBIE: (GASPING) He’ll kill you, you know? He&#8230; already knows all about you&#8230; and you don’t&#8230; you don’t even know who he is.</li>
<li>YOUNG HOLMES: Don’t be a fool, man. You’re dying. Is this the way you want to go out?</li>
<li>CABBIE: (GASPING) All I ever wanted&#8230; was for my Scarlet to get better. Now she’s gone&#8230; and it’s your fault. I’ll never help you.</li>
<li>YOUNG HOLMES: Is that so? Then I guess there’s no point in holding back.</li>
<li>CABBIE: (SCREAMS) Aaah!</li>
<li>LESTRADE: Mr ’olmes!</li>
<li>YOUNG HOLMES: (IGNORING LESTRADE) Believe me, Mr Hope, when I tell you that if I can’t stop the madman behind this from trying again I will at the least ensure that your last moments are an experience of extreme pain&#8230; like this!</li>
<li>CABBIE: (SCREAMS) Aaah! (SOBBING AND GASPING) No. No more! I’ll tell you. I don’t know ’is name. ’e just goes by the initial “M.” The pie shop&#8230; is in back of the abandoned millers on&#8230; Carlisle Street. He&#8230; he&#8230; (GASPS HIS LAST).</li>
<li>YOUNG HOLMES: Did you hear that, Inspector. We must get to Carlisle Street post haste!</li>
<li><span style="text-decoration: underline;">MUSIC: [7] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h4>SCENE 14: EXT. — THE BACK OF THE ABANDONED MILLERS IN CARLISLE STREET — LATER (YOUNG HOLMES, LESTRADE, MARTHA)</h4>
<ol start="477">
<li><span style="text-decoration: underline;">SOUND: [16] (WALLA) FLAMES, BELLS ETC. — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: It looks like we’re too late. Our quarry has cleared the premises and set it to the match.</li>
<li>LESTRADE: If ’e existed at all.</li>
<li>YOUNG HOLMES: Oh, our mysterious “M” exists alright. The fire should be proof enough of that.</li>
<li>LESTRADE: But, Mr ’olmes. Isn’t it more sensible to assume that the late Mr Jefferson ’ope was simply tryin’ to use ’is last moments to divert suspicion away from ’imself?</li>
<li>YOUNG HOLMES: Don’t be a fool, Lestrade. Sometimes I fear our London Police are too stupid to be allowed.</li>
<li>LESTRADE: Now, steady on!</li>
<li>YOUNG HOLMES: You explain it to him, Miss Hudson. I am too disappointed to bother.</li>
<li>MARTHA: Sorry, Inspector, ’e gets like this. Mr ’ope didn’t have the time or skills to be involved in the manufacture o’ them contaminated pies. ’e had to ’ave a confederate&#8230; and since ’ope’s own daughter was sufferin’ from the contamination ’erself, you can be reasonably sure ’e wasn’t the mastermind behind it.</li>
<li>LESTRADE: So ’e really was just a pawn in this?</li>
<li>MARTHA: Looks like. (BEAT) I’d best be getting’ Mr ’olmes back to ’is lodgings. ’e doesn’t like to lose and takes it fairly ’ard when ’e does.</li>
<li>YOUNG HOLMES: (FROM A DISTANCE) Where did you send the infected kidnappees?</li>
<li>LESTRADE: (CALLING BACK) St Bart’s initially. But I’m informed that a chap from Whitehall had them transferred somewhere else.</li>
<li>YOUNG HOLMES: (RAPIDLY APPROACHING) Where?</li>
<li>LESTRADE: Doesn’t say. But the order was signed by a Mr Mycroft Holmes. Any relation?</li>
<li>YOUNG HOLMES: Mycroft? I guess it only makes sense that he’d be keeping a close eye on things like this. Thank you, Inspector. I shan’t be taking up any more of your time.</li>
<li>LESTRADE: Case closed then, Mr ’olmes?</li>
<li>YOUNG HOLMES: It would seem so for now, Inspector.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 15: INT. — 221B BAKER STREET — LATER (MARTHA, DR WATSON, YOUNG HOLMES, ELDER HOLMES)</h3>
<ol start="496">
<li>MARTHA: [CUE](STRAINING WITH THE EFFORT OF ASSISTING DR WATSON INTO HIS WHEELCHAIR) Well, Dr Watson, you’ll ’ave to forgive me. I’m not used to luggin’ a grown man about. Not for any reason.</li>
<li>DR WATSON: It’s quite alright, Miss Hudson. Just help me into that wheelchair and I’ll get to assisting with the straightening of the premises.</li>
<li>MARTHA: (GRUNTS) There you go, Doctor. Cor! Those monsters surely did make a ruin o’ my ’ouse, didn’t they?</li>
<li>DR WATSON: I fear it’ll be some time before the smell is gone.</li>
<li>MARTHA: And I think it’ll be some time before I’ll be able to sleep without a lamp on. (BEAT) Oh, what a mess! I guess I’ll have to have that hole in the cellar bricked up as soon as may be too.</li>
<li>DR WATSON: Do you think our acquaintance with Mr Holmes is always going to be like this?</li>
<li>MARTHA: It wouldn’t surprise me. I doubt I’ll be getting’ my other tenants back though. And I guess you’ll be wantin’ to move on also, Doctor?</li>
<li>DR WATSON: No. You needn’t have any fear on that account.</li>
<li>MARTHA: Really?</li>
<li>DR WATSON: Miss Hudson, you are the first person to have shown me any kindness since I returned from military service. You also saved my life down in those tunnels. I am certainly not going to repay that kindness by abandoning you.</li>
<li>MARTHA: Oh, Dr Watson, we make a fine pair. And what are we going to do now? You know ’e didn’t get paid fer this one neither? Young Nugent what ’ired ’im ended up a corpse.</li>
<li>DR WATSON: Where did Holmes disappear to, I wonder? After it all, I mean?</li>
<li>MARTHA: ’e said ’e ’ad some business to attend to. Probably just sulkin’ over the one that got away. That ’n tryin’ to avoid the clean up, I’ll be bound.</li>
<li>SOUND: [44] DOOR OPENS AND CLOSES — LET IT FINISH.</li>
<li>YOUNG HOLMES: (JOVIAL) Ah, you’re here. Good, good. I believe a celebration is in order.</li>
<li>MARTHA: You what?</li>
<li><span style="text-decoration: underline;">SOUND: [45] CORK POPS. CHAMPAGNE BOTTLE IS OPENED — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Why are you all looking so glum?</li>
<li>DR WATSON: We’ve just been discussing the fact that your latest case has resulted in you not getting paid, significant damage to Miss Hudson’s home, the scaring off of the remainder of Miss Hudson’s tenants, and a hideous clean-up job. And you want to celebrate? Are you insane?</li>
<li>YOUNG HOLMES: Oh, there’s no need to worry about all that. I’ve been having a chat with my brother and it appears I have a new case. No more boredom for me!</li>
<li>DR WATSON: You selfish blighter! Have you no consideration for Miss Hudson?</li>
<li>YOUNG HOLMES: Why on earth should I? Weren’t you listening? I’ve been speaking with my brother.</li>
<li>MARTHA: Do you want to ’it ’im or shall I?</li>
<li>YOUNG HOLMES: Miss Hudson, you need to forget about your petty financial concerns for a moment and concentrate on what is most important.</li>
<li>MARTHA: (ANGRY) Oh yes, Mr ’olmes? And what’s that?</li>
<li>YOUNG HOLMES: For a start, as trustee of my family estate, my brother has restored my allowance. You will not need to worry about where you will find tenants any longer as I intend to lease the whole building from you, or at least those parts of it that you do not reserve for the use of yourself and Dr Watson. I will also be able to pay for any repairs that are required as a result of my most recent engagement.</li>
<li>MARTHA: (SUDDENLY THRILLED) Oh, Mr ’olmes! That’ll do very nicely, that will.</li>
<li>DR WATSON: So you’ve made a rapprochement with your brother. That’s wonderful.</li>
<li>YOUNG HOLMES: I most certainly have not. He disapproves of me thoroughly. But he has come to see that my resolve to continue working as a consulting detective has not been dampened by my year cut off from the family nest egg and has chosen to “reinstate” me. He has also arrived at the conclusion that what I do may be of benefit to the Crown after all. Apparently he has taken a particular interest in this most recent case and feels it may well have had implications for the safety of the realm.</li>
<li>DR WATSON: Good Lord!</li>
<li>YOUNG HOLMES: Quite! Anyway, it appears that in his capacity at Whitehall he has been hearing rumors regarding our mysterious “M.” The Diogenes club have even gone so far as to create a task force, but my brother has decided to take me into his confidence on the matter. It seems he wishes me to investigate personally.</li>
<li>MARTHA: Oh, yes? And ’as ’e given you anything much?</li>
<li>YOUNG HOLMES: A puzzle, Miss Hudson. A conundrum, and a name.</li>
<li>MARTHA: And what name would that be, Mr ’olmes?</li>
<li><span style="text-decoration: underline;">SOUND: [46] SOUND OF CHAMPAGNE BEING POURED INTO GLASSES — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Come now, drink up! The name is&#8230; (BEAT) Moriarty!</li>
<li>MARTHA: And ’oo’s ’e when ’e’s in ’is cotton socks?</li>
<li>YOUNG HOLMES: (TAKES A DRINK) Mmmm! (BEAT) He is, Miss Hudson, our quarry. (BEAT AND QUOTING) It would seem that “the game is afoot!” Do you remember the rest of the quote?</li>
<li>ALL TOGETHER: “Follow your spirit,<br />
and upon this charge<br />
Cry ‘God for Harry, England, and Saint George!’”</li>
<li><span style="text-decoration: underline;">SOUND: [47] GLASSES CLINK IN TOAST — LET IT FINISH.</span></li>
<li>ELDER HOLMES: And with that, the affair was ended and a new phase of my career began. Little did I realize just how dangerous this new phase was to become.</li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME AND CREDITS — LET IT FINISH.</span></li>
</ol>
<h2>Scarlet</h2>
<ul>
<li><a href="http://weirdworldstudios.com/scarlet-episode-1-recently-missing/">Scarlet &#8211; Episode 1 &#8211; The recently missing</a></li>
<li><a href="http://weirdworldstudios.com/scarlet-episode-2-run/">Scarlet &#8211; Episode 2 &#8211; On the run</a></li>
<li><a href="http://weirdworldstudios.com/scarlet-episode-3-warren/">Scarlet &#8211; Episode 3 &#8211; The warren</a></li>
</ul>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2015 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/scarlet-episode-3-warren/">Scarlet &#8211; Episode 3 &#8211; The Warren</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Preparation for Play &#8211; Chapter 2 &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/#comments</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 05 Oct 2016 06:19:15 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[players guide]]></category>
		<category><![CDATA[preparation for play]]></category>
		<category><![CDATA[radio tropes]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2518</guid>

					<description><![CDATA[<p>Chapter 2 &#8211; Preparation for play In order to play this game you&#8217;ll require some special gear; a pencil, a 6 sided dice (referred to throughout the rules as 1d6 for short), and two 10 sided dice (referred to as 2d10) .  Head down to the bottom of this page if you woudl like to [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Preparation for Play &#8211; Chapter 2 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Chapter 2 &#8211; Preparation for play</h2>
<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<p>In order to play this game you&#8217;ll require some special gear; a pencil, a 6 sided dice (referred to throughout the rules as 1d6 for short), and two 10 sided dice (referred to as 2d10) .  Head down to the bottom of this page if you woudl like to prepare some spinners to use in place of dice.  You&#8217;ll also require a character sheet (see p. 84).  The GM will require some further equipment (discussed in part two of this volume).  Dice are easily obtained from the internet or your local gaming hobby store (or you could cut out and assemble the spinners on the next page).</p>
<p>As a player you will need to create a character.  All the instructions for accomplishing this are contained in this Player&#8217;s Guide.  In this volume you will learn how to generate your character, the skills your character will use, and the way to engage in actions within the game world (fighting, driving, building gadgets, casting spells, etc).</p>
<h3>This book and its companions</h3>
<p>If you are the game master (GM) you will, like the players, need to understand these rules, but you will also need to be familiar with the GM&#8217;s guide in volume 2 of this book.  Players can be forgiven for wanting to learn all they can about the game, but will enjoy things more if they leave volumes 2 and 3 of this series unread.</p>
<p>Volume 2 is a GM&#8217;s guide providing advice and special rules for the design and running of your own custom made games, as well as numerous example games you can play straight away.</p>
<p>Volume 3 is a world book providing setting information and plot-hooks to help the GM understand the world (including villains, locations of interest, monsters, information about equipment and vehicles, even world history.</p>
<h3>What is radio adventure?</h3>
<p>Radio adventure (as the name implies) aims to recreate the fun of the over-the-top radio serials that reached the height of their popularity during the 1930s and 1940s.  In those shows daring and suspenseful stories of mystery and magic were recounted.  They were an outgrowth of (and sometimes interchangeable with) the dime novels published in the United States from the 1880s onward.  The story-telling range of these programs was extremely diverse (including romance, western, science fiction, supernatural detective, true crime, etc.).  They are best remembered, however, for their wild flights of fancy and heroic adventurers.</p>
<p>Below are some of the more readily acknowledged features (or tropes) of radio adventure.</p>
<h4>Heroes are larger than life</h4>
<p>In radio adventures the heroes are larger than life.  They run faster, hit harder, think quicker, and are all-round more effective than ordinary human beings.  They tend to be polymaths, adept at everything to which they turn their attention.  Alternatively, if they are specialists, they number among the greatest in their fields.  Above all they are admirable and worthy of emulation &#8211; heroes to the world.</p>
<h4>The pace can never be too fast</h4>
<p>Radio dramas are action oriented and race from start to finish with minimal interruption.  Action is around every corner and where there is a lull you can bet it&#8217;s only a brief chance to catch your breath before the heroes are interrupted by another group of ninjas kicking down their door ( or thugs, monsters, etc. ).</p>
<h4>Optimism and action are rewarded</h4>
<p>Heroes are upbeat.  They believe in progress and the basic goodness of people and institutions.  This optimism is rarely misplaced.  Likewise action is always the best policy.  Long periods of planning and reflection are never more effective than kicking down the door and charging in guns blazing.</p>
<h4>Hero deaths are exceptional</h4>
<p>Heroes never die in the radio serials from which they came.  In a roleplaying game however, death is an ever-present reality.  It should, however, be a rare occurrence, and when it occurs your character will always be able to engage in one last heroic action aimed at thwarting the bad guy or advancing the cause of goodness.</p>
<h4>Villains are colourful (and bad)</h4>
<p>Villains are always undeniably bad.  Shades of grey should actively be avoided (which is not to say that the villain can&#8217;t be a sympathetic character). They always have quirks and twists that make them stand out from the crowd and, as such, villains should always be memorable, potentially redeemable, and committed to an unequivocally evil purpose.</p>
<h4>Capture is common</h4>
<p>Capture is common, if not downright desirable in some instances.  Captured characters always have a chance to escape from sinister, yet somehow flawed, death traps.  Getting captured may be the best way to uncover the villain&#8217;s final target etc. Being captured is an occupational hazard and rarely a bad thing.</p>
<h4>Weird Science works and gadgets abound</h4>
<p>Weird science works.  It does so in a manner that is neither consistent nor repeatable, but it does work.  This means that the incredible shrinking ray is a feasible invention and can exist in the campaign alongside interstellar spacecraft, rocket packs, cloning, revivification devices, etc.  The sky is the limit.</p>
<p>That said, weird science is not real science.  The results can never be replicated and usually have a twisted objective or methodology.</p>
<p>Gadgets, however, have a basis in real science (even if that basis is a currently discredited theory such as that of the luminiferous ether).  If a campaign calls for replicable gadgets they must be used consistently.</p>
<h4>Historical reality is subverted, modified, or heightened according to need.</h4>
<p>If the drama requires it, then it is permissible to have the Nazis attempt an invasion of the United States five years before the real war occurred.  The great depression may never have happened.  Human beings can establish a moon base in 1935.  Historical reality always gives way to story.  Just be careful to make sure that modifications to history, once made, remain an ongoing part of your universe.</p>
<h4>Things that go bump in the night exist and never leave any evidence behind</h4>
<p>Ghosts, monsters, aliens, vampires, ghouls etc. all exist.  Unfortunately, they never leave any evidence of their presence behind (or the government comes along and confiscates it, or it is mysteriously destroyed).  As a result only a handful of people are aware of, or willing to admit to, the presence of the unexplained.</p>
<h4>Sorcery is dangerous</h4>
<p>Magic can have a major destabilising effect on a radio inspired game or story.  As a result, magic, while existing, is either very weak or is very dangerous to use, or requires the expenditure of absurd amounts of wealth or extremely precious resources, or requires activity that the heroes couldn&#8217;t countenance (such as the sacrifice of three virgins).</p>
<h4>Genres are mashed</h4>
<p>Radio drama is among the few places where it is perfectly acceptable to mash together multiple diverse genres.  If you want to have a supernatural detective cowboy riding dinosaurs in space you can.</p>
<h4>Monsters and Aliens are usually unique</h4>
<p>While plenty of traditional monsters (such as vampires and werewolves etc.) appear in radio drama, more often than not, unique, unheard of creatures are invented.  Radio Serials were one place in which creativity really came to the fore.</p>
<h4>Bizarre Crimes and Mystery are required</h4>
<p>No radio drama would be complete without a bizarre crime;.  the more bizarre the better.  The object of the crime may be strange, or its method, or its timing, or the apparent perpetrator, or perhaps even the reason behind it.  Whatever the oddity, the crime and ensuing mystery will stand out from the crowd.  It certainly won&#8217;t be any pedestrian bank heist.</p>
<h4>Planets have Breathable Atmospheres</h4>
<p>Oft times an adventure will take its characters off-world.  When this happens, the atmosphere will usually be breathable and the inhabitants, unless monsters, will share a means of communication with humanity.</p>
<h4>Action is cinematic</h4>
<p>The action is always cinematic.  Guns don&#8217;t run out of bullets (except for dramatic effect).  Chandeliers are always capable of holding the character&#8217;s weight. Leaping through a window will not result in lacerations.  The action is always heightened for greater entertainment.</p>
<h4>Settings and Locations are exotic</h4>
<p>Radio adventure was deliberately escapist.  It took the listener to sections of the world (or even the universe) that they would otherwise never experience; the Gobi desert, the Potala Lassa in Tibet, the Ross Ice Shelf in Antarctica, the bowels of the earth, the surface of an alien planet, or the depths of the sea.</p>
<h4>Maps still have blank areas</h4>
<p>As much as the world of radio drama is one of progress towards utopia, there is still plenty of mystery in the world.  There are lots of places as yet unexplored and what lies within these places is still unknown.</p>
<h4>Lost Worlds are discovered and lost again</h4>
<p>Lost worlds, dinosaurs, cavemen, ancient civilisations left undisturbed into the present &#8211; all of these can and are discovered in radio adventures&#8230; usually in those blank portions of the map discussed above.</p>
<h4>Chases add excitement</h4>
<p>Exciting chases through exotic cities, or out of cities being swallowed by the sands, or up through a sinking ship etc. are a staple of radio adventure stories.  Racing against time (and other obstacles) has always added an extra dimension of fun to these tales.</p>
<h4>Cliff-hangers are employed shamelessly</h4>
<p>The serial cliff-hanger was pretty much invented for radio drama.  Ending on a cliff-hanger was both exciting and a very effective marketing tool to keep people coming back.  In fact, so prevalent was the cliff-hanger that many listeners would complain at those times when a story came to a definite conclusion.</p>
<h4>Death-traps are rarely deadly</h4>
<p>Villains are always coming up with new and overly elaborate means of doing away with the heroes.  Fortunately for the heroes, death-traps always seem to have a fatal flaw that allows them to be subverted and often turned against the villains themselves.</p>
<h4>Flexibility</h4>
<p>Above all else, radio drama was flexible and diverse.  If none of the above tropes appeal to you then don’t use them.</p>
<h4>The &#8220;Feel&#8221; of the 1930s-1940s Radio Era is emphasised</h4>
<p>This is all a matter of flavour.  The feel is enhanced when you include the cars, the planes, the fashions, the weapons, and the slang of the era (see Vol. 3 &#8211; Worldbook).</p>
<h4>Examples (Radio Era Heroes)</h4>
<p>True greats of the radio adventure era included hardboiled detectives such as Sam Spade and Philip Marlowe; mystery men such as the Avenger and the Shadow; heroes like the the Green Hornet and the Lone Ranger; sci-fi greats like Dimension X and X Minus 1; and of course chillers like Lights Out and the Inner Sanctum.</p>
<p>The stories which were heard on radio often mirrored and in turn inspired stories that appeared in the pulp magazines (extremely popular and cheaply produced fiction magazines) of the time.</p>
<p>Pulp magazines include such titles as Doc Savage (by Kenneth Robeson), The Shadow (by Walter Gibson), The Spider (by Norville Page), G8 and his battle aces (by Robert Hogan), Weird Tales (particularly those by Seabury Quinn), Planet Stories, and many, many others.</p>
<h3>Playing it &#8220;Old Time&#8221;</h3>
<h4>Human heroes (yet larger than life)</h4>
<p>Even though modern super-heroes have their roots in pulp novels and radio heroics, they are not the same thing.  The majority of radio heroes were first and foremost human beings.  They were larger than life in that they were smarter, faster, stronger, etc. than their compatriots, but this did not result in super-powers.  They were simply at the peak of human capacity.</p>
<p>Radio heroes are also, first and foremost, Heroes.  Those used to playing roleplaying games in more modern settings, where angst-ridden anti-heroes are the norm, will need to adjust their thinking to encompass a world in which heroes are genuinely heroic and good guys are good with a capital &#8220;G&#8221;.  The experience of play will be a lot less fun if this feature of radio adventure is not enthusiastically embraced.</p>
<h4>Optimism is key</h4>
<p>Optimism, even in the face of cyclopian monstrosities invading from another world, is an essential part of the world of radio drama.  While keeping games challenging, it is always possible to save the day.</p>
<h4>The dark underbelly of the times</h4>
<p>The days of radio drama (particularly between the wars) had a different sensibility to that of modern society.  People were more optimistic, the First World War had been survived and the second (while on it&#8217;s way) was still largely believed an impossibility.  Authority was mostly trusted and, if you happened to be rich, white, and male, life was good.  BUT, society was also overtly racist, poverty was rampant, nationalist violence was on the rise, women were second class citizens, rich industrialists felt no compunction about bringing in the police to break the heads of depression era workers, etc.  Some of these things could be seen in the radio broadcasts of the day (particularly the racism and sexism), but others were carefully hidden.  The ravages of the depression, for instance, were kept off the airwaves for the most part in order to maintain public optimism.</p>
<p>The world of radio adventure that we envisage, however, is an idealised one full of fictional adventure, mystery, and magic, not one in which we seek to emulate and faithfully recreate the times.  As such, we recommend you don&#8217;t attempt to simulate the racism, sexism, etc., of the era.  The dark side of the times might be explored in game, but heroic characters should never reflect the negative and offensive aspects of their culture.  Being good with a capital &#8220;G&#8221; means overcoming the typical prejudices of surrounding society.  If the game is to be enjoyed by everyone participating in it, then it is important that no-one is marginalised, mistreated, or offended in the interests of a misguided attempt at &#8220;historical accuracy&#8221;.</p>
<h4>A final word on magic</h4>
<p>As noted earlier, magic can easily throw off the balance of a radio adventure game.  Sorcery in particular can quickly render a game unplayable.  For this reason the following suggestions should be followed.</p>
<p>Mystical powers should be relatively weak but highly useful – e.g. Telekinesis should allow a player to manipulate and move small objects along line of sight (and not crush buildings or break metal chains at a range of 20 miles).</p>
<p>Improvements in skills should emphasise range and finesse rather than raw power – e.g. improvements in Telekinesis might include the ability to manipulate objects from further away, without line of site (in the next room), or with special nimbleness (picking a lock).</p>
<p>The ability to crush the villain&#8217;s weapon of doom from a continent away is likely to unbalance things somewhat.</p>
<p>A good rule of thumb is that the initial skill should have the limitations typical of a human equivalent. Telekinesis as a power should not be able to carry more than a normal human could carry in their arms and should not be able to do so further or faster than a normal person could carry such a load.  This would preclude the skill from being used to crush a metal box, hurl a ball bearing through the air at the speed of a bullet, or carry a giant trailer full of loot around behind the party.</p>
<h3>Winning and losing</h3>
<p>Roleplaying games are not about winning and losing.  Instead they are about participating in a fun and engaging story.  But, as has been noted, characters can die.  To ameliorate this somewhat, we have devised our ruleset in such a way that even death is heroic.  Should your character die you will always have the chance to go out achieving one last heroic action.  Who knows, your character&#8217;s death may be the event that ultimately saves the day.</p>
<p><figure id="attachment_2519" aria-describedby="caption-attachment-2519" style="width: 680px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2519" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/RPGSpinner.png?resize=640%2C905" alt="If you don't have access to 10 and 6 sided dice then you can construct some spinners as a substitute." width="640" height="905" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?w=680&amp;ssl=1 680w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=600%2C849&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=100%2C141&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=300%2C424&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/RPGSpinner.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2519" class="wp-caption-text">If you don&#8217;t have access to 10 and 6 sided dice then you can construct some spinners as a substitute.</figcaption></figure></p>
<h3>Bibliography</h3>
<p>This chapter is written, in large part, using the excellent insights of</p>
<p>Brian Misiaszek&#8217;s 1994 The Pulp Avengers article (<a href="http://www.fantasylibrary.com/lounge/pulpavengers.htm">http://www.fantasylibrary.com/lounge/pulpavengers.htm</a>)</p>
<p>and</p>
<p>Mike Bourke and Blair Ramage&#8217;s 2011 Reinventing Pulp For Roleplaying articles (<a href="http://www.campaignmastery.com/blog/blat-zot-pow-rules-of-genre/">http://www.campaignmastery.com/blog/blat-zot-pow-rules-of-genre/</a>)</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Preparation for Play &#8211; Chapter 2 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2518</post-id>	</item>
		<item>
		<title>Scarlet &#8211; Episode 2 &#8211; On the Run</title>
		<link>https://weirdworldstudios.com/scarlet-episode-2-run/</link>
					<comments>https://weirdworldstudios.com/scarlet-episode-2-run/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 30 Sep 2016 22:29:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Scarlet]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[on the run]]></category>
		<category><![CDATA[scarlet]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2534</guid>

					<description><![CDATA[<p>Below we present the complete text of On the Run, episode 2 of Scarlet. SCENE 5: EXT. — A LONDON BACKSTREET AT NIGHT — LATER (ELDER HOLMES, YOUNG HOLMES, THUG #1, TINY, BYSTANDER) MUSIC: OPENING THEME &#8211; LET IT FINISH. NARRATOR: Holmes is on the run.  His investigation into the dual disappearances of Mr Damien [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/scarlet-episode-2-run/">Scarlet &#8211; Episode 2 &#8211; On the Run</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of On the Run, episode 2 of Scarlet.</p>
<p><figure id="attachment_2525" aria-describedby="caption-attachment-2525" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2525" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/012GM4Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM004 - Scarlet" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2525" class="wp-caption-text">Gaslamp Mystery &#8211; GM004 &#8211; Scarlet</figcaption></figure></p>
<h3>SCENE 5: EXT. — A LONDON BACKSTREET AT NIGHT — LATER (ELDER HOLMES, YOUNG HOLMES, THUG #1, TINY, BYSTANDER)</h3>
<ol start="164">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Holmes is on the run.  His investigation into the dual disappearances of Mr Damien Nugent and his fiancee Scarlet Hope has led him to the region of Highgate where, it turns out, disappearances have become commonplace.  While investigating near the cemetery with the assistance of Martha Hudson, a young woman is attacked by a man who bears a striking resemblance to Holmes himself, forcing him to flee from the constabulary.</li>
<li>ELDER HOLMES: [CUE] And so I ran, full of youthful excitement at the mystery before me, and with a shameful disregard for the wellbeing of my friends. At the time I treated my flight from the police as something of a lark. In an act of idiocy which I would later have significant time to regret, I gave little thought to the villain whose clothing so closely resembled my own. I thought it a mere coincidence, London being a dangerous place to be out in at night. This was perhaps one of the last times in my life that I entertained “coincidence” as a possibility that could provide any genuinely explanatory value in one of my investigations. Still, one useful thing did come about because of my recklessness&#8230; though at the time I didn’t recognize it for what it was.</li>
<li><span style="text-decoration: underline;">SOUND: [10] (WALLA) SMALL MOB WATCHING A FIGHT. OOH-ING AND AH-ING AFTER EACH HIT — UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: [24] SMACK, SMACK OF FISTS ON FLESH — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ugh! (COUGHS) If you gentlemen would&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [25] SMACK — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ugh! &#8230;just for a moment&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [24] SMACK. SMACK — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ugh. (PANTS) &#8230;stop pounding my face with your remarkably beefy fists. (SPITS)</li>
<li>THUG #1: ’ere lads, it looks like ’e ’as something to say.</li>
<li><span style="text-decoration: underline;">SOUND: [25] SMACK. FOLLOWED BY RAUCOUS LAUGHTER — LET IT FINISH.</span></li>
<li>THUG #1: Well, mate? Out wiv it? What could you possibly ’ave to say that would interest us?</li>
<li>YOUNG HOLMES: (COUGHING) I can help you find the kidnapper!</li>
<li>THUG #1: You what? (TO THE CROWD) ’ear that, lads? The kidnapper reckons ’e can ’elp us find the kidnapper!! ’e’ll ’elp us all right. ’e’s gonna be beggin’ to ’elp us soon enough.</li>
<li><span style="text-decoration: underline;">SOUND: [25] SMACK — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ugh. (DESPERATE) Pick your best man!</li>
<li>THUG #1: What?</li>
<li>YOUNG HOLMES: Pick your best man. If I beat him, you hear me out!</li>
<li>THUG #1: (AMUSED) And what makes you think you’ll do any better against one than you ’ave against five? Eh?</li>
<li>YOUNG HOLMES: What’s the harm? If I don’t beat him you get to carry on pounding me senseless.</li>
<li>THUG #1: (AMUSED) Fair enough. (TO THE CROWD) Looks like our kidnapper is a sportin’ gent. Tiny, you wanta step forward and ’ave a turn with ’im all to yourself?</li>
<li>TINY: (GRUNTS) Sure.</li>
<li>YOUNG HOLMES: (COUGHS) They do grow them big where you come from, don’t they?</li>
<li>TINY: (DEEP THROATY LAUGH) Muh ha ha.</li>
<li>YOUNG HOLMES: Alright, but I warn you&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [25] SMACK — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ugh! I see we’ve begun. Well let’s try this&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [26] DISTINCT CRACKING OF BONE AND “EW!” FROM THE CROWD — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: And this&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [26] MORE BONE CRACKING ACCOMPANIED BY GROANS OF DISMAY FROM THE CROWD — LET IT FINISH.</span></li>
<li>TINY: (IN SEVERE PAIN) Aaah. Why you…</li>
<li>YOUNG HOLMES: Still need more, do you? Well, how about this&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [27] CRUNCHING NOISE FOLLOWED BY HEAVY BODY DROP — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: (WINDED) Well, that should do it&#8230;</li>
<li>THUG #1: (THREATENING) ’e ’ad a family to look after. We’re gonna ’ave to take it outta your ’ide.</li>
<li>YOUNG HOLMES: (NERVOUS) He’ll recover&#8230; in about a month&#8230; but you promised me a hearing.</li>
<li><span style="text-decoration: underline;">SOUND: [28] UGLY MURMURS FROM CROWD — LET IT FINISH.</span></li>
<li>THUG #1: We did. But you’ll not ’ave long. You’ve gone an’ made us right cranky (TO THE CROWD) — ’asn’t ’e?</li>
<li><span style="text-decoration: underline;">SOUND: [28] UGLY MURMURS OF ASSENT — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Then I’ll talk fast. I am not the kidnapper! I am, however, trying to find the kidnapper and stop him.</li>
<li>THUG #1: And ’ow do you propose to convince us o’ that? You were runnin’ through the dark in our back alleyways tryin’ to avoid the police. Why should we believe you?</li>
<li>YOUNG HOLMES: You lost your daughter, a week ago today. She was what, five years old? And you, your wife’s been missing three nights? And what about you? Your son was taken last night, wasn’t he?</li>
<li>BYSTANDER: ’e’s the kidnapper! ’ow else would ’e know?</li>
<li>YOUNG HOLMES: I’m not the kidnapper! The portrait artist you’ve been using for your missing persons notices is very good. The family resemblances are clear.</li>
<li>THUG #1: No, I don’t buy it. I’m inclined to think you knows what they look like ’cause you took ’em.</li>
<li><span style="text-decoration: underline;">SOUND: [25] SMACK. ROAR OF CROWD — FADE UNDER.</span></li>
<li>YOUNG HOLMES: Ugh! No wait! You’re a tanner during the day. You’ve been workin’ at it five years, but you got that limp in the navy and would rather be at sea!</li>
<li>THUG #1: ’ow’d you know that?</li>
<li>YOUNG HOLMES: And Tiny, there. He’s a teacher when he’s not pounding strangers to a pulp in the streets late at night. The chalk on his cuffs is enough to give that away, but so is the ink on his fingers.</li>
<li><span style="text-decoration: underline;">SOUND: [29] GASP OF AWE FROM THE CROWD — LET IT FINISH.</span></li>
<li>THUG #1: (MORE DEFINITE THIS TIME) ’ow’d you know that?</li>
<li>YOUNG HOLMES: I’ve been trying to tell you. I see things about people and can tell where they’ve come from and what they’ve been doing. I can help you find the kidnapper.</li>
<li>BYSTANDER: Is it magic?</li>
<li>YOUNG HOLMES: No, it’s not magic. It is science. And right now it’s your best chance at recovering your missing loved ones.</li>
<li>BYSTANDER: I don’t know&#8230;</li>
<li>THUG #1: I think we need to take you to see Mr Jeffers.</li>
<li>YOUNG HOLMES: Mr Jeffers?</li>
<li>THUG #1: You’ll see. (TO THE CROWD). Get that bag over ’is ’ead.</li>
<li><span style="text-decoration: underline;">SOUND: [30] THUD OF SAP OR CLUB ON THE BACK OF SHERLOCK’S HEAD — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ugh!</li>
<li><span style="text-decoration: underline;">SOUND: [27] BODY SLUMPS TO GROUND — LET IT FINISH.</span></li>
<li>THUG#1: (ECHOING AS IT FADES OUT) And pick up Tiny ’n all. We can’t leave him there fer the scavengers.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 6: INT. — SOMEWHERE BENEATH LONDON — AN UNKNOWN WHILE LATER (YOUNG HOLMES, MR JEFFERS)</h3>
<ol start="228">
<li><span style="text-decoration: underline;">SOUND: [11] (WALLA) DRIPS. SLIGHT ECHO, LIKE IN A CAVE. KETTLE BUBBLING IN BACKGROUND — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: (GROANS)</li>
<li>MR JEFFERS: Ah, you are awake, I see. I apologize for the bump to your head. Are you recovered?</li>
<li>YOUNG HOLMES: Passably. You must be Mr Jeffers, I presume?</li>
<li>MR JEFFERS: That’s right&#8230; or the scurrilous Mr J, if you prefer the term used by the gossip mongers.</li>
<li>YOUNG HOLMES: (GROANING SOME MORE) I can honestly say that, on this question at least, I am agnostic. May I ask why you have brought me here?</li>
<li>MR JEFFERS: Well, to disabuse you a little, (EMPHASIZING) I did not have you brought here at all. You have been brought here by the superstitious dwellers of Highgate for me to pass judgment on. They wish to know whether you are the kidnapper who has been causing so much noise recently.</li>
<li>YOUNG HOLMES: Oh? From these sewers? Dispensing rough justice, is it?</li>
<li>MR JEFFERS: Not quite. Though at times I have been tempted. (BEAT) Actually, I don’t generally get involved in upworld matters. Unfortunately I have gained something of a reputation, amongst the superstitious, for being a seer.</li>
<li>YOUNG HOLMES: A seer?</li>
<li>MR JEFFERS: Yes, you see, I know things. Tea?</li>
<li>YOUNG HOLMES: What? Uh, no, thank you.</li>
<li><span style="text-decoration: underline;">SOUND: [31] TEA, POURING INTO A CUP — LET IT FINISH.</span></li>
<li>MR JEFFERS: As you wish. But I’m sure you’d feel better. No? Very well. (SLURPS SOME TEA) Aahh! Yes, I dropped out of London’s upper-world some time ago in order to look after the children.</li>
<li>YOUNG HOLMES: Oh, you’re that Mr Jeffers. There have been rumors about you for years. How have you managed to stay hidden from me this long?</li>
<li>MR JEFFERS: I know you well, Mr Holmes, and that bright girl you employ from time to time, Miss Hudson, yes? We understand your methods and my kids have done a good job of keeping us out of your view. It also helps that street urchins and underground dwellers don’t tend to rate much interest from up above.</li>
<li>YOUNG HOLMES: (IMPRESSED) Au contraire. I have tried, unsuccessfully, twice to locate you since I entered London and first heard your name whispered. It’s no small feat to stay hidden from me when I am actively looking for you. The scurrilous Mr J, a man who stays out of sight and runs the largest gang of pickpockets and thieves in London.</li>
<li>MR JEFFERS: Lies and calumny, Mr Holmes. I run the second largest&#8230; and only in terms of numbers. My kids steal to stay alive, Mr Holmes, usually off the fruit carts. I teach them to read and write and I even manage to get many of them apprenticed in real jobs when they get old enough. Some of them go bad of course, but most get a chance to keep on living and possibly even make something of themselves.</li>
<li>YOUNG HOLMES: You needn’t try to convince me, Mr Jeffers. I am aware of the good you do down here. I am also aware of your carefully cultivated bad reputation and equally contrived reputation for mysticism.</li>
<li>MR JEFFERS: The rumors help keep the nosey away.</li>
<li>YOUNG HOLMES: Why do you call yourself the second largest group of thieves?</li>
<li>MR JEFFERS: I’m surprised you need to ask, Mr Holmes. But then again maybe he’s as good at keeping in the shadows as I am. Better, if I’m honest. People don’t talk about him, Mr Holmes, and it’s been happening only a little at a time. But he’s been taking over here in London&#8230; at least in the upworld. My kids don’t miss much at all and we’ve been watching him.</li>
<li>YOUNG HOLMES: Him? Him who?</li>
<li>MR JEFFERS: They just call him “M” and I’ll say no more about it. He could wipe me and my kids out in the blink of an eye, and would do so on very little excuse, so I really don’t want to attract his attention.</li>
<li>YOUNG HOLMES: I see. And me? What verdict do you have regarding me?</li>
<li>MR JEFFERS: Don’t be silly, Mr Holmes. Like I said my kids don’t miss much. We know you aren’t behind the kidnappings. I sent those idiot upworlders off hours ago. I’ve just been waiting here for you to come round so we could have a bit of a chat, so to speak.</li>
<li>YOUNG HOLMES: I see. (BEAT) Or at least I begin to. Why have you chosen to communicate with me now? My last two attempts to make contact were met with rebuff.</li>
<li>MR JEFFERS: We didn’t really know you then. It’s often safest to withhold trust.</li>
<li>YOUNG HOLMES: And now?</li>
<li>MR JEFFERS: We think you’re probably the only one who can stop these kidnappings from becoming a plague.</li>
<li>YOUNG HOLMES: An interesting choice of metaphor.</li>
<li>MR JEFFERS: It may be more apt than you think. The majority of kidnappings have occurred in broad daylight&#8230; and that has been unfathomable enough because my kids have seen nothing.</li>
<li>YOUNG HOLMES: (MUSING ALOUD) Who is trusted enough that they can hunt by the light of day? A policeman, perhaps, or a doctor? Maybe a priest? Clearly someone people are inclined to trust and who has the capacity to lure them into a trap.</li>
<li>MR JEFFERS: Perhaps. But it is not all happening by daylight. At night the scavengers come out. When you were running from the police, it was them that the folk who cornered you were out hunting.</li>
<li>YOUNG HOLMES: And who are these scavengers?</li>
<li>MR JEFFERS: We can’t rightly say. My kids have seen them from time to time and have stayed clear. They shamble through the streets of Highgate after dark on quiet nights and they attempt to trap anyone who is alone or unwary. My kids say they smell of turned earth and their numbers are increasing.</li>
<li>YOUNG HOLMES: Good grief, that’s it!</li>
<li>MR JEFFERS: Mr Holmes?</li>
<li>YOUNG HOLMES: Mr Jeffers, I have been a fool. It was no coincidence that a man matching my description was lying in wait outside Highgate Cemetery. I have, inadvertently, placed my friends in grave danger and need to depart from here as soon as is practical.</li>
<li>MR JEFFERS: That should not prove a problem. But please, tell me what you have discovered before you go?</li>
<li>YOUNG HOLMES: I’m sorry, but at the moment I have but a theory&#8230; and I’m not sure you would believe me even if I did lay it out for you.</li>
<li>MR JEFFERS: Alright, Mr Holmes, keep your secrets and go to the aid of your friends. I’ll have one of my lads — Sam, his name is — lead you out.</li>
<li>YOUNG HOLMES: Mr Jeffers, before I go, I was wondering&#8230; your network could be of great use to my work. The value of having eyes and ears all over London is inestimable. Could I count on you for aid in future?</li>
<li>MR JEFFERS: What, like a bunch of Baker Street Irregulars? I’ll tell you what, Mr Holmes? Our business down here is survival. I try hard to help kids who have nowhere else to go. If we may call upon your aid in return and if you’re willing to pay for our help when you need it, then I think we can form an alliance, yes.</li>
<li>YOUNG HOLMES: Good man. Now, as to how to get out of here?</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: INT. — IN THE SEWERS BENEATH 221B BAKER STREET — MIDNIGHT, ONE DAY AFTER BEING KNOCKED OUT (YOUNG HOLMES, SAM)</h3>
<ol start="274">
<li><span style="text-decoration: underline;">SOUND: [12] (WALLA) TRUDGING THROUGH MUD IN TUNNELS — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: Slow down a minute, Sam. Do you happen to know what time it is up above?</li>
<li>SAM: Sure. It’d be close t’ midnight in the upworld.</li>
<li>YOUNG HOLMES: Midnight? That can’t be right. We’ve been walking through these tunnels for forty-five minutes at least. Given the time I spent talking with Mr Jeffers and my encounter with the street thugs I couldn’t have been knocked out for more than a few seconds if it were only midnight.</li>
<li>SAM: You were asleep for an entire day, Mr ’olmes. Sound like a baby. It was a good thing Mr J was lookin’ out fer ye or ye might’ve woken up without yer boots and rats chewin’ on yer toes.</li>
<li>YOUNG HOLMES: Charming. I thought Mr Jeffers said you lot don’t steal?</li>
<li>SAM: Oh, none of us do, Mr H. But there’re others ’oo use the tunnels as’d cut yer throat as soon as look at yer.</li>
<li>YOUNG HOLMES: Yes. I’m sure. By the looks of it you could gain access to almost any home in London from these tunnels.</li>
<li>SAM: (SKEPTICALLY) You could&#8230; but it’s a lot more dangerous than it looks — there are things down ’ere you really don’t want to meet — and some of the access ways are only open to little folk like us. No full-grown bloke’d get through ’em.</li>
<li>YOUNG HOLMES: I see. Perhaps I should advise Miss Hudson to block up some of these pathways. At least the ones that give access to 221B (TWO TWO ONE B).</li>
<li>SAM: And then where’d you be in times like this? Besides, the ’oles wouldn’t stay blocked.</li>
<li>YOUNG HOLMES: What do you mean?</li>
<li>SAM: Well, the routes change down ’ere. More often than you’d think. An’ doors which get blocked ’ave a tendency to come unblocked. We don’t do the work an’ we don’t know ’oo does, but it ’appens all the same. (BEAT) ’ere we are then. These steps lead up to 221B (TWO TWO ONE B).</li>
<li>YOUNG HOLMES: Good work, Sam. Could I ask you to be my guide for a while longer? I need to visit a curio shop in Soho and get back to Highgate undetected after we stop off here.</li>
<li>SAM: A curio shop in Soho? Mr J wouldn’t like me ’elpin you do a B an’ E.</li>
<li>YOUNG HOLMES: I’ll leave the money for anything I take, I promise you. And if I’m right about what’s behind these kidnappings, I think Mr Jeffers would approve.</li>
<li>SAM: ’alf a crown.</li>
<li>YOUNG HOLMES: What?</li>
<li>SAM: I was ’elpin’ out Mr Jeffers ’afore. If’n I’m goin’ to be workin’ fer you, it’ll cost you ’alf a crown.</li>
<li>YOUNG HOLMES: (AMUSED) Alright. Done. Let’s get up these stairs.</li>
<li><span style="text-decoration: underline;">SOUND: [32] FOOTSTEPS RISING UP STAIRS — FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: INT. — 221B BAKER STREET — MOMENTS LATER (SAM, YOUNG HOLMES)</h3>
<ol start="296">
<li>SAM: [CUE] Cor! An’ people say I’m untidy.</li>
<li>YOUNG HOLMES: Don’t be an idiot, Sam. The property has been ransacked. Look, there’s blood over here and here’s Doctor Watson’s wheelchair.</li>
<li>SAM: You think ’e was taken, Mr ’olmes?</li>
<li>YOUNG HOLMES: Most likely. This ruin might have been wrought during a struggle&#8230; or maybe the attacker came back looking for something. (CALLING OUT) Miss Hudson? Miss Hudson? Anyone? Is anyone home? (SHORT SILENT WAIT) I’d say whoever it was collected everybody.</li>
<li>SAM: The ’ole ’ouse? ’ow many were there?</li>
<li>YOUNG HOLMES: Aside from Miss Hudson and the Doctor? Oh, three or four. I couldn’t actually be bothered keeping track.</li>
<li>SAM: What’ll you do now?</li>
<li>YOUNG HOLMES: I need to get back to Highgate as soon as possible&#8230; but this only makes my trip to the curio shop more urgent. (BEAT) Lay on, Macduff.</li>
<li>SAM: What?</li>
<li>YOUNG HOLMES: Lead the way.</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9: EXT. — A BACK ALLEY IN HIGHGATE — MUCH LATER (SAM, YOUNG HOLMES, GHOUL #1, GHOUL #2, CABBIE)</h3>
<ol start="307">
<li><span style="text-decoration: underline;">SOUND: [9] (WALLA) CRICKETS. OCCASIONAL OWL HOOT — ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: [33] BRIEF UNSCREW, LIFT AND CLANG OF MANHOLE COVER OPENING — LET IT FINISH.</span></li>
<li>SAM: ’ere we are, Mr ’olmes. Up you come, back in ’ighgate like I promised.</li>
<li><span style="text-decoration: underline;">SOUND: [34] RUNGS OF METAL LADDER BEING CLIMBED — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: (GRUNTS) Thank you, Sam. That was a well-earned half crown. What will you do now?</li>
<li>SAM: I’ll be goin’ back down the manhole, quick smart. An’ you won’t stay on this street longer ’n you ’ave to either — if you’re smart.</li>
<li>YOUNG HOLMES: And why’s that?</li>
<li>SAM: See ’ow quiet it is? No people about?</li>
<li>YOUNG HOLMES: I assumed you had arranged somewhere quiet for our egress.</li>
<li>SAM: Swipe me! No, sir! It’s in the quiet that the scavengers come out. It’s back underground for me ’n in no short order. (BEAT) Can you put the lid back on when I go down?</li>
<li>YOUNG HOLMES: Yes, of course.</li>
<li>SOUND: [35] RUNGS OF METAL LADDER BEING CLIMBED (DESCENDING). CLANG OF MANHOLE COVER BEING LOWERED AGAIN — LET IT FINISH.</li>
<li>YOUNG HOLMES: Well, now for the cemetery.</li>
<li>GHOUL #1: Yesss. The ssssemetery. We are hungry, we are.</li>
<li>GHOUL #2: Yesss. Feeeed ussss.</li>
<li>GHOUL PACK: Yesss. Yesss. Foood&#8230; (ETC.)</li>
<li>YOUNG HOLMES: Come out where I can see you.</li>
<li><span style="text-decoration: underline;">SOUND: [36] SHUFFLING FEET — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: So many? Ghouls? I doubt I can fight off such a pack. (TO THE GHOULS) Stay back!</li>
<li>GHOUL #1: Doon’t try to ruuun. We aaaare faast. Weee willlll chaaase yooou.</li>
<li>YOUNG HOLMES: On reflection I think I’ll take my chances.</li>
<li><span style="text-decoration: underline;">SOUND: [37] HOLMES RUNNING DOWN THE STREET. MOMENTS LATER THE SOUND OF GHOULS RUNNING AND HOWLING AFTER HIM IN A MAD DASH — ESTABLISH FOR A FEW SECONDS AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: [18] ARRIVAL OF A CARRIAGE AND HORSES. THEY HALT — LET IT FINISH.</span></li>
<li>CABBIE: Mr Holmes. You’ll be wantin t’ git in my cab as quick as maybe. Those varmints don’t look friendly.</li>
<li>YOUNG HOLMES: Mr Hope, isn’t it? You are a sight for sore eyes.</li>
<li><span style="text-decoration: underline;">SOUND: [38] CAB DOOR OPENS AND CLOSES — LET IT FINISH.</span></li>
<li>CABBIE: Geeyup! Hah!</li>
<li><span style="text-decoration: underline;">SOUND: [39] CAB TAKES OFF AT A GALLOP. GHOUL SHRIEKS FADE INTO DISTANCE — LET IT FINISH.</span></li>
<li>CABBIE: You know, Mr Holmes, I’da thought you smarter’n this?</li>
<li>YOUNG HOLMES: How so?</li>
<li><span style="text-decoration: underline;">SOUND: [40] HISS OF GAS — ESTABLISH AND UNDER UNTIL END OF SCENE.</span></li>
<li>CABBIE: Well, you have a certain reputation for identifying trouble when it’s a comin’ your way.</li>
<li>YOUNG HOLMES: (SUDDEN REALIZATION) Who can hunt in plain sight? Policemen, priests, doctors, and&#8230;</li>
<li>CABBIE: And cabbies. It’s easy really. People just climb right in.</li>
<li>YOUNG HOLMES: And then&#8230; you&#8230; (GROANS) you&#8230; gas them?</li>
<li>CABBIE: That’s right, Mr Holmes. Now you jes lay yourself down and have yerself a nice little sleep. I’ll be deliverin’ you to the good folks in ’ighgate Cemetery shortly. You’ll see a few o’ your friends I dare say&#8230; an’ some of ’em’ll be mighty hungry.</li>
<li>YOUNG HOLMES: (GROANS)</li>
<li><span style="text-decoration: underline;">SOUND: [27] BODY DROP — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [5] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME — LET IT FINISH.</span></li>
</ol>
<h2>Scarlet</h2>
<ul>
<li><a href="http://weirdworldstudios.com/scarlet-episode-1-recently-missing/">Scarlet &#8211; Episode 1 &#8211; The recently missing</a></li>
<li><a href="http://weirdworldstudios.com/scarlet-episode-2-run/">Scarlet &#8211; Episode 2 &#8211; On the run</a></li>
<li><a href="http://weirdworldstudios.com/scarlet-episode-3-warren/">Scarlet &#8211; Episode 3 &#8211; The warren</a></li>
</ul>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2015 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/scarlet-episode-2-run/">Scarlet &#8211; Episode 2 &#8211; On the Run</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>What is Role Playing? &#8211; Chapter 1 &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Mon, 26 Sep 2016 02:13:50 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[gm]]></category>
		<category><![CDATA[role playing]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2513</guid>

					<description><![CDATA[<p>Welcome to a world of adventure. Whether you are new to role playing games or are an old hand this manual will give you everything you need to get started as a player in our long-windedly titled &#8220;Host Your Own Old Time Radio Drama (HYOOTRD) Role Playing Game. Chapter 1 &#8211; What is role playing? [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">What is Role Playing? &#8211; Chapter 1 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Welcome to a world of adventure. Whether you are new to role playing games or are an old hand this manual will give you everything you need to get started as a player in our long-windedly titled &#8220;Host Your Own Old Time Radio Drama (HYOOTRD) Role Playing Game.</p>
<h2>Chapter 1 &#8211; What is role playing?</h2>
<p><figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" class="size-full wp-image-2561" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure></p>
<p>A role playing game is rather like participating in a live radio play, only one in which the actors are all improvising their lines and the story&#8217;s outcome is unknown, even to the participants. Some people refer to role playing as collaborative story-telling &#8211; also an apt metaphor.</p>
<p>A group of players assemble and develop some characters for the story. These characters are represented by some abstracted statistics that determine how well they can perform certain actions (such as fight, fly a plane, search a room etc.). Each player (save one) takes on one of the character roles. Their job is to interact with the world and participate in the adventure that is about to unfold.</p>
<p>One player adopts the role of the Game Master (commonly referred to as the GM). This individual describes the world with which the characters interact, the events that occur, and takes on the roles of the other (incidental) characters that the players encounter.<br />
Players interact with the world, often rolling dice to determine the effectiveness of their actions and the story evolves according to the interactions between the Game Master (GM) and the group. The remarkable and exciting part of the role playing experience is that through this interaction a story emerges that is completely unique to that group and one that could not have been predicted by any of its members.</p>
<p>Even though, as the term “role playing” suggests, players basically take on particular roles, role playing remains fundamentally a conversation. You and the other players will go back and forth, talking about the fictional characters you are portraying and the fictional circumstances surrounding what they do and say.</p>
<p>Like any conversation, you take turns, but not in a strictly linear fashion. The emphasis here is on conversation. Sometimes you talk over each other, interrupt, build on each-other&#8217;s ideas, and try to monopolize what is being said. This is all fine. So long as, like in real life, there is a basic respect for and consideration of one another, the conversation will remain fun.</p>
<p>The fundamental interchange that occurs in a Role Playing Game (RPG) basically boils down to</p>
<p>GM: What do you want to do?<br />
Player: I want to do X.<br />
GM: When you attempt that (often requiring dice rolls), this happens. What do you want to do?</p>
<p>The conversation is rarely tidy in practice. Much of the questioning and answering is implied. A group of players are involved, the rules reshape the conversation&#8217;s structure, etc. But at its core, a role playing game boils down to a very imaginative conversation. The GM presents a situation; the players respond to that situation by describing the actions they wish to attempt; the GM adjudicates the outcome (and in so doing presents a new situation to which the players respond).</p>
<p>This process is effectively a loop that will continue until the story&#8217;s end or a predetermined amount of time has passed.</p>
<p>Because the conversation loop at the heart of a role playing game is potentially endless, it is best to have an agreed set of conditions for ending the game session. It is possible for the story unfolding in a game to last many sessions (some games have gone on for years) so it is better to set aside a specific amount of time for play rather than set some plot driven conditions to end play. Two to three hours is generally an appropriate length of time. A typical game might take two or three sessions to conclude.</p>
<p>Before embarking on a role playing game it is important to explore everyone&#8217;s expectations. Not everyone wants to commit themselves to a multi-year-spanning story campaign. Younger people have been known to play every night, while older people with jobs and families may only manage to participate in a game on a fortnightly or monthly basis. New players are more comfortable playing with a specific end point in sight so you may wish to limit the number of sessions required to complete the game (six to eight tends to work well and single session stories are a great way to introduce new players to the game). You can always ask for a longer term commitment later on.</p>
<h3>An Example of Play at the table</h3>
<p>The following is a transcript of play as it takes place at the table. The players are Sharon (the GM), Gavin (playing the adventurer, Jake Stead), Beth (playing Malefice the Mystic), and Michael (playing Dr Herbivore, the academic).</p>
<p>GAME MASTER (GM) &#8211; Played by Sharon : (READING FROM HER NOTES) You&#8217;ve progressed deep inside the caves of the mountain and finally reached your destination; a cavern dominated by a huge silvery lake. The rocky beach just beyond the mouth of the tunnel you came through extends around the lake&#8217;s edge for as far as your flickering light can reach, and the cavern’s roof glitters high above you with precious gems and metals. At the edge of your torchlight stands a copse of tall mushrooms (rising 20 feet high and beyond). Towards the center of the lake, about a mile off shore, you can just discern the outline of a large shadowy shape; the Isle of the Tsoreb. At your feet are some footprints that lead to the water&#8217;s edge and indicate that the men who kidnapped Princess Matuchka came this way and entered the lake. What do you do?<br />
JAKE STEAD (JAKE) &#8211; played by Gavin : Do I think I can swim the distance?<br />
GM: What&#8217;s your swimming skill like?<br />
JAKE: Not so good.<br />
GM: It seems unlikely but you could have a go. Do you want to make the attempt?<br />
JAKE: I&#8217;ll think about it a bit first?<br />
GM: What about you Malefice? What do you want to do?<br />
MALEFICE (MALEFICE) &#8211; played by Beth : I move up and down the beach a little to see if the tracks come back up on shore. I&#8217;d hate to think they were just hiding their tracks and made their way out another tunnel.<br />
GM: Make a perception role.<br />
MALEFICE: (Rolls dice). I succeed!<br />
GM: Excellent. You make your way up and down the beach for a distance, by the time you return to the group you are convinced that your quarry entered the water, most likely in order to reach the island. How about you Dr. Herbivore? What are you up to?<br />
DOCTOR HERBIVORE (DR HERBIVORE) &#8211; played by Michael : I&#8217;m interested in the mushrooms. Do they look like they could float?<br />
GM: Walking over to the mushrooms you see evidence that a number have already been cut down&#8230; and recently. The flesh is spongy without being porous. You conclude it probably would float and that the kidnappers have already attempted building a raft from the materials.<br />
DR HERBIVORE: Hey, guys. With a bit of rope, I think we could fashion a raft out of these mushroom stalks. What do you reckon?<br />
JAKE: It&#8217;s worth a go.<br />
MALEFICE: Do we have enough rope?<br />
GM: (Deciding on the spur of the moment) Yeah, you&#8217;ve got enough. What skills do you have that might be relevent to the construction of a raft.<br />
JAKE: I&#8217;ve got some Engineering.<br />
DR HERBIVORE: I&#8217;ve got Invention.<br />
MALEFICE: I could use my ropes skill?<br />
GM: Alright, everybody roll to build the raft.<br />
JAKE: (Rolls dice) Success!<br />
DR HERBIVORE: (Rolls dice) Oh no! I failed. Does that mean I screwed it up for everyone?<br />
MALEFICE: (Rolls dice) I got it. Success.<br />
GM: (Having decided ahead of time that two successes would be the minimum needed) Despite Dr Herbivore getting in the way, you manage to assemble a serviceable raft from the mushroom stalks.<br />
DR HERBIVORE: Wait. We need some oars. I quickly fashion some makeshift ones from the scraps.<br />
GM: Roll your invention but take a bonus since they should be easy to construct.<br />
DR HERBIVORE: (Rolls dice) Easy-peasy!<br />
GM: Alright, you&#8217;ve got yourselves a raft. What now?<br />
MALEFICE: Let&#8217;s float it out to the island. All aboard!<br />
GM: You float the raft out into the shallows and climb on board. Slowly you ply your oars through the cold still water, making your way towards the island. The raft shudders with turbulence as something large passes beneath it. Moments later an enormous fin breaks the surface and begins moving rapidly towards you. What do you do?</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">What is Role Playing? &#8211; Chapter 1 &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2513</post-id>	</item>
		<item>
		<title>Scarlet &#8211; Episode 1 &#8211; The Recently Missing</title>
		<link>https://weirdworldstudios.com/scarlet-episode-1-recently-missing/</link>
					<comments>https://weirdworldstudios.com/scarlet-episode-1-recently-missing/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 23 Sep 2016 22:04:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Scarlet]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[scarlet]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the recently missing]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2524</guid>

					<description><![CDATA[<p>Below we present the complete text of The Recently Missing, episode 1 of Scarlet. ACT 1 INTRODUCTION (ELDER HOLMES) MUSIC: [1] OPENING THEME — LET IT FINISH. ELDER HOLMES: It was 1884, almost a year after the affair involving Miss Helen Stoner and the despicable shape-shifter, Dr Roylott. I was now well established at 221B [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/scarlet-episode-1-recently-missing/">Scarlet &#8211; Episode 1 &#8211; The Recently Missing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Recently Missing, episode 1 of Scarlet.</p>
<p><figure id="attachment_2525" aria-describedby="caption-attachment-2525" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2525" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/012GM4Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM004 - Scarlet" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/012GM4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2525" class="wp-caption-text">Gaslamp Mystery &#8211; GM004 &#8211; Scarlet</figcaption></figure></p>
<h2>ACT 1</h2>
<h3>INTRODUCTION (ELDER HOLMES)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: [1] OPENING THEME — LET IT FINISH.</span></li>
<li>ELDER HOLMES: It was 1884, almost a year after the affair involving Miss Helen Stoner and the despicable shape-shifter, Dr Roylott.<br />
I was now well established at 221B (TWO TWO ONE B) Baker Street in the company of Dr John Watson and under the watchful eye of our landlady, Miss Martha Hudson.<br />
A number of minor and rather mundane mysteries had come my way during the intervening period including the Tarleton murders, the case of Vamberry, the wine merchant (a smuggler of enchanted wine), the adventure of the old Russian woman (a brief, if almost lethal, encounter with the Baba Yaga of legend), the singular affair of the aluminum crutch, Ricoletti of the club foot and his abominable inhuman wife, and the case of Mrs Farintosh, concerning a cursed opal tiara. The publication of a number of my, severely modified, adventures by John Watson (under the titles of The Gloria Scott, The Musgrave Ritual, and The Speckled Band) through his friend and confidante, Mr Arthur Conan Doyle, did my reputation a world of good — even if it did mean I was pestered day and night by people with problems too trivial for my talents. The advantage was that I was now genuinely financially independent. My brother, who had cut me off from the family trust (he was its trustee) when I rejected the life of government service he had mapped out for me, had now realized I had settled on my chosen vocation and would not be changing my mind. As such he had withdrawn into a sullen silence from which he did not emerge for years.<br />
On this particular day in April I was looking for the, never-less-than-intriguing, Martha Hudson in Hobson’s Curio Shop.</li>
<li>(THIS LINE DELIBERATELY REMOVED)</li>
</ol>
<h3>SCENE 1: INT. — CURIO SHOP — MORNING (YOUNG HOLMES, MARTHA, DAMIEN)</h3>
<ol start="4">
<li><span style="text-decoration: underline;">SOUND: [17] JINGLE OF A SHOP’S BELL. DOOR CLOSING — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ah, Miss Hudson, I received your missive. How may I be of assistance?</li>
<li>MARTHA HUDSON: Oh, Mr ’olmes. You quite startled me. I didn’t expect to see you ’til much later&#8230; after lunch in fact.</li>
<li>YOUNG HOLMES: I deduced as much from your letter. I must say, your ciphers are getting better.</li>
<li>MARTHA: Why thank you, Mr ’olmes.</li>
<li>YOUNG HOLMES: Yes, this one was almost a challenge.</li>
<li>MARTHA: (DRILY) I see. And ’ow did you locate me? I don’t remember tellin’ you where I was off to this mornin’. Are you going to impress me with ’ow the new wax I’ve ’ad applied to the floor let you track me across London? Or was it per’aps the disappearance of the tote bag that I only use when visiting ’obson’s Curio Shop?</li>
<li>YOUNG HOLMES: Actually I simply asked Watson where you had gone.</li>
<li>MARTHA: (AMUSED) Liar.</li>
<li>YOUNG HOLMES: Yes, well, time’s a-wasting, Miss Hudson. What was it you wished to see me about? I was engaged in practicing with my skeleton keys when Watson alerted me to the note. Escapology is a dull but important part of my repertoire and not something I am inclined to forego practicing without good reason. Is there some new mystery brewing? Something that my special talents would be especially challenged by?</li>
<li>MARTHA: Hmmm. Mr ’olmes, I am well aware of your need for diversion. It is a need I share myself&#8230; to a degree. But, those times when your mind is properly occupied are not of concern to me today.</li>
<li>YOUNG HOLMES: Oh no. You’re not going to bore me with another lecture about my domestic arrangements are you?</li>
<li>MARTHA: Mr ’olmes, you are, when not occupied with a case, rowdy, inexcusably slovenly, ’orribly rude to my other tenants, and more or less disagreeable company.</li>
<li>YOUNG HOLMES: (OVER) Boring.</li>
<li>MARTHA: Mr ’olmes, I’m serious. If your be’avior doesn’t improve, an’ in fairly short order, I will be forced to ask you to leave.</li>
<li>YOUNG HOLMES: And leave Dr Watson without someone to assist him in the rent? It would be too cruel.</li>
<li>MARTHA: You really don’t listen to anyone else around you, do you?</li>
<li>YOUNG HOLMES: Well, people are always engaging in such “little” conversations. They are hardly worth my notice.</li>
<li>MARTHA: Of all the arrogant&#8230; Dr Watson will be opening ’is own practice soon&#8230; and ’e’ll not be needin’ to share the rent much after that. (BEAT) I’ve already spoken to ’im about it and I’m ’appy to let ’im stay at the reduced rent if’n you and I can’t come to an accommodation.</li>
<li>YOUNG HOLMES: I beg your pardon, Miss Hudson. Are you threatening me with eviction? Where would your rental income be then?</li>
<li>MARTHA: My income would double within a week. I’d actually ’ave some capacity to keep my tenants for more’n a fortnight if you weren’t constantly driving them off. Frankly, Mr ’olmes. Your tenancy is a cost and not a benefit.</li>
<li>YOUNG HOLMES: I see&#8230; and what are your demands?</li>
<li>MARTHA: Mr ’olmes?</li>
<li>YOUNG HOLMES: What are the conditions you wish to apply in order for me to remain in residence at 221B (TWO TWO ONE B)?</li>
<li>MARTHA: I won’t be demandin’ you not get into any of your moods&#8230; it’s clearly beyond you. But I will ask you to stop interferin’ with my other guests.</li>
<li>YOUNG HOLMES: If you are referring to that incident with the revolver and Mr Archroy, I barely grazed the man.</li>
<li>MARTHA: (IGNORING HOLMES) I will also be askin’ you to keep the ammunition separate from your firearms. I won’t ’ave loaded weapons in my ’ome.</li>
<li>YOUNG HOLMES: Ahem. As you wish. What else?</li>
<li>MARTHA: No more playin’ the violin after midnight.</li>
<li>YOUNG HOLMES: It helps me to relax.</li>
<li>MARTHA: Well, it keeps everyone else awake and I’ll not be ’avin’ any more of it. (BEAT) Lastly&#8230;</li>
<li>YOUNG HOLMES: Thank goodness.</li>
<li>MARTHA: (EMPHASIZING) Lastly, I’m all for respectin’ your privacy&#8230; an’ if you want to live in an untidy manner that’s yer own business&#8230; but I’ll not be lettin’ you turn my property into a ’abitation o’ rats.</li>
<li>YOUNG HOLMES: By which you mean?</li>
<li>MARTHA: You will, if’n you wish to continue livin’ in my property, engage in the minimum amount of cleanin’ consistent with good ’ygiene, Mr ’olmes. Do we ’ave an accord?</li>
<li>YOUNG HOLMES: And I had such high hopes for this conversation. Ah well.</li>
<li>MARTHA: (STERNLY) Mr ’olmes?</li>
<li>YOUNG HOLMES: Yes, yes, alright. I’ll abide by your rules. Just help me find something to divert me. I need&#8230; distraction. The boredom is killing me.</li>
<li>MARTHA: (UNDER HER BREATH) Would it were so.</li>
<li>YOUNG HOLMES: What?</li>
<li>MARTHA: Nothin’ important, Mr ’olmes. I do think you need to grow up a little, ’owever. An’ another thing&#8230;</li>
<li>DAMIEN NUGENT: Mr Holmes? Mr Sherlock Holmes? My dear sir, I’m so glad to meet you.</li>
<li>YOUNG HOLMES: Er&#8230; I believe you have me at a disadvantage.</li>
<li>DAMIEN: Oh, I’m sorry. Of course, I’m being frightfully rude. Please forgive me. My name is Damien Nugent and I have need of your rather specialized skills.</li>
<li>YOUNG HOLMES: I see&#8230; perhaps we should adjourn to the tavern next door and continue this discussion. (BEAT) Miss Hudson, would you join us please.</li>
<li>MARTHA: In just a moment. I came in to do some shopping. I was told they have a pair o’ workin’ cheirosiphons (KI-ROS-I-FONS) ’ere ’n I wanted to pick one up if it were affordable.</li>
<li>YOUNG HOLMES: A hand-held device for disseminating Greek Fire? My dear Miss Hudson, what on earth are you thinking of?</li>
<li>MARTHA: Well, you never know when it’ll come in ’andy. Plenty of undead things don’t like fire.</li>
<li>DAMIEN: (SHOCKED) Good Lord!</li>
<li>YOUNG HOLMES: We are in a curio shop, Mr Nugent. You shouldn’t be so surprised. What brought you in here today, after all?</li>
<li>DAMIEN: (STIFFLY) I’m looking for my fiancée, Miss Scarlet Hope. She has a somewhat regrettable weakness for superstition. I was hoping to get some information from the proprietor.</li>
<li>YOUNG HOLMES: Well for now you’ll have to settle for giving me some information instead. Miss Hudson will join us presently.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: EXT. — THE STREET OUTSIDE THE CURIO SHOP — MOMENTS LATER (DAMIEN, YOUNG HOLMES, MARTHA, CABBIE)</h3>
<ol start="57">
<li><span style="text-decoration: underline;">SOUND: [8] (WALLA) BUSY STREET. HORSES AND CARTS PASSING ON THE COBBLESTONES. OCCASIONAL HORSE WHINNY AND CRIES OF HAWKERS — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: You look nervous, Mr Nugent?</li>
<li>DAMIEN: What? Yes, I’m in rather a hurry, I’m afraid.</li>
<li>YOUNG HOLMES: Oh?</li>
<li>DAMIEN: I’m to be picked up in a moment. (BEAT) Look, I really would appreciate your assistance in this matter. My fiancée has disappeared. She was due back from a trip to Paris. She had grown suddenly ill and was seeing a specialist. We know she arrived back in London safely enough from conversations with the ferry workers but when her father went to collect her she wasn’t there and no one knew where she had gone.</li>
<li>YOUNG HOLMES: When was this?</li>
<li>DAMIEN: The night before last, sir.</li>
<li>YOUNG HOLMES: And I take it you have informed the police?</li>
<li>DAMIEN: Oh yes. But they admit to being frankly baffled.</li>
<li>SOUND: [18] CARRIAGE PULLS UP AND HALTS NEARBY — LET IT FINISH.</li>
<li>CABBIE: Howdy, Mr Damien. Did you discover anythin’?</li>
<li>DAMIEN: Oh, hello, Mr Hope. Mr Holmes, this is Mr Jefferson Hope, formerly of the American Colonies and currently a cab driver in London. More importantly, he is also the father of my fiancée, Scarlet.</li>
<li>YOUNG HOLMES: How do you do?</li>
<li>CABBIE: Cain’t complain. Though I’ll remind you, Mr Damien, that me and mine haven’t been colonies for quite some time now. (TO HOLMES) I understand you’re somethin’ of a detective, Mr Holmes?</li>
<li>YOUNG HOLMES: Yes, I consult.</li>
<li>CABBIE: I ran afoul o’ them damned Pinkertons back home once or twice so I hope you don’t mind if I don’t shake yer hand. Pickin’ on people who want to stand up fer their rights as workers ain’t somethin’ to be admired.</li>
<li>DAMIEN: (SHOCKED) Mr Hope!</li>
<li>YOUNG HOLMES: I take it you’re a Marxist, Mr Hope?</li>
<li>CABBIE: I ain’t nothin’ but meself. I jus’ don’ like bullies is all.</li>
<li>YOUNG HOLMES: Well sir, I am neither a bully, nor an enemy of the poor&#8230; and I’ll help you find your daughter if I can.</li>
<li>CABBIE: Hmpf. I guess we’ll just have to see about that then.</li>
<li>DAMIEN: I apologize for Mr Hope, Mr Holmes. He’s a very forthright man and sometimes forgets his place.</li>
<li>CABBIE: Pshaw!</li>
<li>YOUNG HOLMES: It’s quite alright, Mr Nugent, I find plain speech rather refreshing. (BEAT) You’re a fair way out of your way today, aren’t you, Mr Hope?</li>
<li>CABBIE: What makes yer say so?</li>
<li>YOUNG HOLMES: This carriage spends most of its time around Highgate judging by the grade of mud caked to the wheels.</li>
<li>CABBIE: Uhuh. I only came down to pick up Mr Nugent.</li>
<li>YOUNG HOLMES: I see. Then I’d best not be keeping you.</li>
<li>DAMIEN: Yes, of course. But there is more to say. Would you come and visit us this evening? Around seven? Here’s my card. I’m staying with Mr Hope at present.</li>
<li>YOUNG HOLMES: Very well.</li>
<li>DAMIEN: Then I’ll bid you good day.</li>
<li><span style="text-decoration: underline;">SOUND: [19] SOUND OF CARRIAGE BEING MOUNTED AND HORSE MOVING AWAY — LET IT FINISH.</span></li>
<li>MARTHA: That looked a little bit tense. An’ that cabbie, ’e was a ’uge specimen of a man. What’d I miss?</li>
<li>YOUNG HOLMES: Besides the oversized cabbie? It seems I have been engaged on a missing persons case.</li>
<li>MARTHA: Oh, what is it caught your eye this time? Ghosts? Shape-shifters? Some otherworldly nasty?</li>
<li>YOUNG HOLMES: None of the above.</li>
<li>MARTHA: A mundane case? That’s not like you, Mr ’olmes.</li>
<li>YOUNG HOLMES: Well, something about this business smells a little off.</li>
<li>MARTHA: Mr ’olmes?</li>
<li>YOUNG HOLMES: I mean that quite literally, my dear Miss Hudson. Mr Hope, the cabbie who just took Mr Nugent away, has been transporting rotting meat in his carriage. I’d like to know why. (BEAT) Miss Hudson, I was wondering if you had any objection to accompanying me to Highgate this evening to call upon Mr Damien Nugent and Mr Jefferson Hope?</li>
<li>MARTHA: You know, Mr ’olmes? You can be quite passably polite when you set yer mind to it.</li>
<li><span style="text-decoration: underline;">MUSIC: [5] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 3: EXT. — THE STEPS OUTSIDE MR HOPE’S RESIDENCE — EVENING (CABBIE, YOUNG HOLMES, LESTRADE, MARTHA)</h3>
<ol start="99">
<li><span style="text-decoration: underline;">SOUND: [2] KNOCKING ON DOOR. PAUSE THEN DOOR OPENS — LET IT FINISH.</span></li>
<li>CABBIE: Oh. It’s you. I ain’t got time fer the likes o’ you at present, Mr Holmes.</li>
<li>YOUNG HOLMES: Yes. I can see. Why are the police here?</li>
<li>CABBIE: (SNARLING) None of your business.</li>
<li>LESTRADE: (INTERRUPTING) Actually, Mr ’ope called for our assistance. Good to see you, Mr ’olmes.</li>
<li>YOUNG HOLMES: (ACKNOWLEDGING) Inspector Lestrade.</li>
<li>LESTRADE: What brings you to this particular address, Mr ’olmes?</li>
<li>YOUNG HOLMES: I was engaged by Mr Damien Nugent to locate his fiancée, the daughter of Mr Hope.</li>
<li>LESTRADE: I see. Then you would be surprised to learn that Mr Nugent has also gone missin’?</li>
<li>CABBIE: Is that really some’t you should be sharin’ with an amateur?</li>
<li>LESTRADE: Yes, well. Mr ’olmes, annoyin’ as ’e in fact is, ’as demonstrated a certain flair fer these matters.</li>
<li>YOUNG HOLMES: Yes, I believe I was of some small assistance in that business with the tiara. I’m surprised to find you here, Inspector. I would have thought that this sort of thing was a little beneath you.</li>
<li>LESTRADE: (EMBARRASSED) Yes, well. We’ve been keepin’ it out o’ the papers but there’s been a slew of disappearances ’round ’ighgate ’n we need to get to the bottom of it.</li>
<li>MARTHA: I take it you ain’t got anythin’ to go on yet.</li>
<li>LESTRADE: Oh, Miss ’udson. Are you ’ere too?</li>
<li>MARTHA: Why you&#8230;</li>
<li>LESTRADE: I can’t for the life of me see why you insist on draggin’ this ’ere female around with you, Mr ’olmes. Surely she jus’ gets in the way.</li>
<li>YOUNG HOLMES: “This ’ere female” as you put it is worth any five of your men, Inspector. But, as you appear to have had at least five of your men blundering about in Mr Hope’s residence I doubt there will be anything left to discover here. (BEAT) Mr Hope, where did you take Mr Nugent after we met with him this morning?</li>
<li>CABBIE: Not that it’s any of yer business, but I took him to the cemetery in Highgate. He said he was to meet some varmint there as had information he might be interested in.</li>
<li>YOUNG HOLMES: Do you know who he was to see?</li>
<li>CABBIE: No. I dropped him at the gate.</li>
<li>YOUNG HOLMES: Do you know how he was contacted?</li>
<li>CABBIE: An anonymous note. Apparently left at our door. I never saw it.</li>
<li>YOUNG HOLMES: Well thank you for your cooperation. We’ll be off.</li>
<li>CABBIE: Anything to be rid of you. I’ll get back to talking with the “real” police now, shall I?</li>
<li>YOUNG HOLMES: As you wish.</li>
<li>MARTHA: I take it you ’ave our next destination in mind?</li>
<li>YOUNG HOLMES: Assuredly.</li>
<li>MARTHA: Highgate Cemetery?</li>
<li>YOUNG HOLMES: Of course.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 4: EXT. — HIGHGATE CEMETERY — NIGHT (MARTHA, YOUNG HOLMES, WOMAN, LESTRADE, CONSTABLE)</h3>
<ol start="130">
<li><span style="text-decoration: underline;">SOUND: [9] (WALLA) WIND THROUGH TREES. OCCASIONAL HOOT OF AN OWL — ESTABLISH AND UNDER.</span></li>
<li>MARTHA: Well, Mr ’olmes. We’re ’ere. Look at them posters on the wall. ’ave you ever seen so many?</li>
<li>YOUNG HOLMES: No, I can’t say that I have. In fact this is the single greatest number of missing persons posters I’ve ever seen at one time. Put up by family members and friends by the look. Older people&#8230; children&#8230; teens&#8230; even strong young men. All missing in the last few weeks. Whatever has been happening here has not been small in scale.</li>
<li>WOMAN: (AT A DISTANCE SCREAMS) Aahhhhh!</li>
<li>YOUNG HOLMES: Quick, Miss Hudson, I believe the scream came from around that corner.</li>
<li><span style="text-decoration: underline;">SOUND: [21] RUNNING FEET — LET IT FINISH.</span></li>
<li>MARTHA: Mr ’olmes. Wait. It looks like the attacker ’as been run off by that policeman. It’s Inspector Lestrade, isn’t it?</li>
<li>YOUNG HOLMES: Yes, let’s get a little closer and see if we can discover what they are saying. Best to keep to these shadows I think.</li>
<li>WOMAN: (A SHORT DISTANCE AWAY) Oh, thank goodness you came along Inspector. ’e came out of nowhere, ’e did. Just lunged at me, ’n tried to drag me into the cemetery.</li>
<li>LESTRADE: (A SHORT DISTANCE AWAY) And why were you on the street this late, Madame?</li>
<li>WOMAN: (A SHORT DISTANCE AWAY) Now don’t you go lookin’ at me like that. I’m a respectable girl I am&#8230; an’ it’s miss. Just finished me shift at the weavers an’ I’m goin’ home.</li>
<li>LESTRADE: (A SHORT DISTANCE AWAY) Of course. Can you describe your attacker?</li>
<li>WOMAN: (A SHORT DISTANCE AWAY) Course I can. Seen ’im large as life I did. ’e’s about your ’eight. Wears the clothes of a young gentleman ’e does. Carryin’ a cane with a silver ’andle. ’e ’ad a red cravat an’ a brown striped waistcoat. ’e was also wearin’ a large brown coat.</li>
<li>MARTHA: You want to be careful, Mr ’olmes. She could be describin’ you.</li>
<li>YOUNG HOLMES: Yes, I believe so. And if I’m not mistaken, Lestrade is reaching the same conclusion.</li>
<li>LESTRADE: (A SHORT DISTANCE AWAY) Thank you, miss. I’m fairly sure I know ’oo the culprit is. Constable?</li>
<li>CONSTABLE: (A SHORT DISTANCE AWAY) Yes, sir?</li>
<li>LESTRADE: (A SHORT DISTANCE AWAY) Get the men searchin’ the cemetery. ’e’s probably gone to ground now, but we knew ’e was coming over ’ere and this young lady’s described ’im to a “t.” If we miss ’im ’ere we can get ’im at ’is ’ome.</li>
<li>CONSTABLE: (A SHORT DISTANCE AWAY) Who are we lookin’ for, sir?</li>
<li>LESTRADE: (A SHORT DISTANCE AWAY) Mr Sherlock ’olmes o’course.</li>
<li>YOUNG HOLMES: It appears I have been “fitted up,” as they say, Miss Hudson.</li>
<li>MARTHA: What’re you goin’ to do?</li>
<li>YOUNG HOLMES: I believe I need to drop out of sight for a while.</li>
<li>MARTHA: With the Yard after yer?</li>
<li>YOUNG HOLMES: Oh, don’t worry. This is London. People can disappear in London faster than ale into a drunkard.</li>
<li>MARTHA: Looks like you’ve only got a few moments before they start comin’ this way. What do you want me to do while your ’idin’ out?</li>
<li>YOUNG HOLMES: I’ll hardly be hiding, Miss Hudson. Being a hunted man just makes the game more exciting.</li>
<li>MARTHA: Maybe for some as don’t ’ave the good sense to get outta the rain when a storm’s comin’.</li>
<li>YOUNG HOLMES: Never you mind worrying about me. Tomorrow I want you to come back and explore this cemetery. See if you can count how many freshly turned plots there are. I’ll contact you soon.</li>
<li>MARTHA: Freshly turned plots? You do like bein’ mysterious, don’t you? But you’d better scarper. It looks like they’re startin’ the search now.</li>
<li><span style="text-decoration: underline;">SOUND: [22] FOOTSTEPS RUNNING AWAY — FADE UNDER.</span></li>
<li>CONSTABLE: (A SHORT DISTANCE AWAY) ’ere, someone just went ’arin’ off down the street. Get after ’im lads.</li>
<li><span style="text-decoration: underline;">SOUND: [23] WHISTLES BLOWING. RUNNING FEET ETC. — FADE.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [6] (BRIDGE) ADVENTUROUS SCENE ENDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME — LET IT FINISH.</span></li>
</ol>
<h2>Scarlet</h2>
<ul>
<li><a href="http://weirdworldstudios.com/scarlet-episode-1-recently-missing/">Scarlet &#8211; Episode 1 &#8211; The recently missing</a></li>
<li><a href="http://weirdworldstudios.com/scarlet-episode-2-run/">Scarlet &#8211; Episode 2 &#8211; On the run</a></li>
<li><a href="http://weirdworldstudios.com/scarlet-episode-3-warren/">Scarlet &#8211; Episode 3 &#8211; The warren</a></li>
</ul>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2015 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/scarlet-episode-1-recently-missing/">Scarlet &#8211; Episode 1 &#8211; The Recently Missing</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2524</post-id>	</item>
		<item>
		<title>The Speckled Hide &#8211; Episode 3 &#8211; The Fall of Dr Roylott</title>
		<link>https://weirdworldstudios.com/speckled-hide-episode-3-fall-dr-roylott/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 16 Sep 2016 23:38:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Speckled Hide]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the fall of dr roylott]]></category>
		<category><![CDATA[the speckled hide]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Fall of Dr Roylott, episode 3 of The Speckled Hide. SCENE 10: INT. — CAVES BENEATH THE ROYLOTT ESTATE — MOMENTS LATER (MARTHA, YOUNG HOLMES, HELEN) MUSIC: OPENING THEME &#8211; LET IT FINISH. NARRATOR &#8211; Escaping from the dungeon of the evil Dr Roylott and the, presumed, [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/speckled-hide-episode-3-fall-dr-roylott/">The Speckled Hide &#8211; Episode 3 &#8211; The Fall of Dr Roylott</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Fall of Dr Roylott, episode 3 of The Speckled Hide.</p>
<p><figure id="attachment_2487" aria-describedby="caption-attachment-2487" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2487" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/011GM3Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM003 - The Speckled Hide" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2487" class="wp-caption-text">Gaslamp Mystery &#8211; GM003 &#8211; The Speckled Hide</figcaption></figure></p>
<h3>SCENE 10: INT. — CAVES BENEATH THE ROYLOTT ESTATE — MOMENTS LATER (MARTHA, YOUNG HOLMES, HELEN)</h3>
<ol start="325">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR &#8211; Escaping from the dungeon of the evil Dr Roylott and the, presumed, dead girl (Layla Stoner) our heroes, Sherlock Holmes, Martha Hudson, and the young Layla Stoner are seeking a way of escape&#8230;</li>
<li>MARTHA: [CUE] Are you sure we’ve come the right way, Mr ’olmes? This tunnel seems to be wanderin’ along forever.</li>
<li><span style="text-decoration: underline;">SOUND: [29] LOW CHANTING — FADE IN AND UNDER.</span></li>
<li>YOUNG HOLMES: There were no other ways out of that basement and this tunnel hasn’t branched once since we entered it.</li>
<li>MARTHA: Then I guess there’s nothing for it, but to keep goin’ forward.</li>
<li>HELEN: Can you see the light up ahead? I think there’s a chamber.</li>
<li>YOUNG HOLMES: And if that chanting is anything to go by there are a goodly number of Roylott’s colony members within. We’ll need to be cautious.</li>
<li>MARTHA: After you.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 11: INT. — DR ROYLOTT’S MEETING CHAMBER — SECONDS LATER (MARTHA, HELEN, YOUNG HOLMES, LAYLA, DR ROYLOTT)</h3>
<ol start="335">
<li><span style="text-decoration: underline;">SOUND: [9] (WALLA) LOW CHANTING — ESTABLISH AND UNDER.</span></li>
<li>MARTHA: The chamber’s enormous — a natural cavern of some sort.</li>
<li>HELEN: Can you make out what’s going on, Mr Holmes?</li>
<li>YOUNG HOLMES: A ritual of some sort. They are all gathered in the centre of the space&#8230; around a circle with candles at the cardinal points.</li>
<li>HELEN: (SHOCKED) Black magic?</li>
<li>YOUNG HOLMES: Yes, I think so. A summoning of some kind by the look.</li>
<li>MARTHA: Can we make our way to th’other side without bein’ spotted?</li>
<li>YOUNG HOLMES: Perhaps, but I think something important is going on here. Something which may require our intervention.</li>
<li>DR ROYLOTT: Rise, O Zathrus, master of flesh. Receive from us this sacrifice of blood and grant us self-control for another year.</li>
<li>COLONISTS: Murmur in unison.</li>
<li>HELEN: They’re cutting themselves and placing the blood in that golden cup.</li>
<li>YOUNG HOLMES: So that’s how they did it.</li>
<li>MARTHA: What?</li>
<li>YOUNG HOLMES: They’ve made a blood pact with a demon. Blood in exchange for the ability to control the shift in their forms.</li>
<li>HELEN: Something is happening.</li>
<li>YOUNG HOLMES: Yes, the demon is manifesting within the circle. We must hurry and reach the door. If it manifests fully, it will be under Roylott’s control and he will not hesitate to send it after us.</li>
<li>HELEN: He can do that?</li>
<li>YOUNG HOLMES: Yes. The creature will be bound to his will until dawn. There’s no time to lose.</li>
<li>MARTHA: I thought you said we should intervene.</li>
<li>YOUNG HOLMES: I fear it is too late. We cannot cross the distance to disturb the circle in time and even if we did, the demon is manifesting. It would be loosed to destroy us in its rage, along with everyone else in this cavern.</li>
<li>MARTHA: Obviously, you’ve never shied a rock at a crow what’s been at yer cabbages, Mr ’olmes.</li>
<li>YOUNG HOLMES: What are you suggesting, Miss Hudson?</li>
<li>MARTHA: I have an idea, Mr ’olmes. But first we need to get to that iron door.</li>
<li>LAYLA: I don’t think so, Miss Hudson. You, Mr Holmes, and my sister are going nowhere. (CALLING OUT) Guards!</li>
<li>DR ROYLOTT: (CALLING BACK) No, do not break the circle or cease chanting. The ritual must be completed! Layla, what have you done? You are outside the area of effect.</li>
<li>LAYLA: (CALLING TO ROYLOTT) I saw them sneaking through, my love. It would only be a year without the power to change at will and it seemed wisest to deal with them before they could intervene and ruin everything.</li>
<li>DR ROYLOTT: (CALLING BACK) Then do so quickly. The key moment approaches.</li>
<li>HELEN: Layla, how could you? We are family.</li>
<li>LAYLA: (LAUGHS) Ha. Family? What kinship binds us beyond blood? We were raised apart at separate boarding schools. We hardly know each other. You always were a sentimental little twit, Helen. In my new life I have loved more fiercely than you could know&#8230; and killed more frequently.</li>
<li>HELEN: I don’t know you at all, do I? I guess I never did.</li>
<li>LAYLA: Oh, and there it is. That delicious moment of realization. (BEAT) That’s right Helen, you never knew me at all.</li>
<li>HELEN: &#8230; Then I guess that gives me a certain advantage over you.</li>
<li>LAYLA: Oh? And what would that be?</li>
<li>HELEN: You don’t know me either, and as such you won’t be expecting this&#8230;(GRUNT).</li>
<li>SOUND: [30] SMACK OF FIST AGAINST SKULL — LET IT FINISH.</li>
<li>HELEN: Or this&#8230; (GRUNT).</li>
<li><u> SOUND: [30] SMACK OF FIST AGAINST SKULL — LET IT FINISH.</u></li>
<li>LAYLA: (SWOONING) Ohhh!</li>
<li><span style="text-decoration: underline;">SOUND: [28] BODY DROPS TO FLOOR — LET IT FINISH.</span></li>
<li>HELEN: Now, let’s be off while they are still preoccupied with their ritual.</li>
<li>MATHA: (ADMIRINGLY) ’elen, I didn’t know you ’ad it in you.</li>
<li>HELEN: Fortunately, neither did she. Here we are.</li>
<li>MARTHA: Alright, we’re at the door. This is my idea: I throw one of these rocks at a candle ’n break their little circle, releasing the demon. We bar the door against their escape and leave the monster to deal with the shifters while we run like the blazes. Any objections?</li>
<li>YOUNG HOLMES: Miss Hudson, remind me to publicly take back all the unflattering things I’ve ever said about you.</li>
<li>MARTHA: (AMUSED) Don’t make promises you can’t keep, Mr ’olmes. Here goes. (GRUNTS WITH EFFORT).</li>
<li><span style="text-decoration: underline;">SOUND: [33] WHOOSH AND SMASHING OF CANDLEHOLDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [31] HUGE ROAR AND SCREAMS WITHIN THE CHAMBER MUTED BY THE CLOSING OF THE IRON DOOR — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Ladies? After you.</li>
<li><span style="text-decoration: underline;">SOUND: [32] SOUND OF RUNNING AS THE CARNAGE BEHIND THEM FADES INTO THE BACKGROUND — FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: INT. — CARRIAGE RETURNING TO LONDON — SHORTLY AFTER DAWN (HELEN, MARTHA, YOUNG HOLMES)</h3>
<ol start="385">
<li><span style="text-decoration: underline;">SOUND: [6] (WALLA) CLIP-CLOP OF HORSE AND CARRIAGE — ESTABLISH AND UNDER.</span></li>
<li>HELEN: I have never been so glad to see the dawn in my entire life.</li>
<li>MARTHA: But I doubt I’ll ever get over seein’ the bodies in that chamber after the demon ’ad returned to its realm. Is anyone so evil as to deserve bein’ torn apart like that?</li>
<li>YOUNG HOLMES: They were playing with powers beyond their capacity to control. Layla herself admitted to engaging in numerous killings. It would not surprise me if the number of missing persons in this region of England is significantly reduced from this day forward.</li>
<li>MARTHA: It was still awful.</li>
<li>YOUNG HOLMES: Yes, it was. And no less than for Miss Stoner. Will you be alright, Miss Stoner?</li>
<li>HELEN: No, I don’t think I will. But life is like that, isn’t it? We endure.</li>
<li>YOUNG HOLMES: Yes, we do.</li>
<li>MARTHA: And where shall we be leaving you today, Mr ’olmes?</li>
<li>YOUNG HOLMES: Actually, Miss Hudson, I’m coming back to 221B (TWO TWO ONE B) with you. I have an appointment with a young doctor who is looking for someone to share the rent on some lodgings there.</li>
<li>MARTHA: Oh, no! You aren’t Dr Watson’s friend, are you?</li>
<li>YOUNG HOLMES: Actually, I’ve never met him. But I do believe that was his name. What is he like?</li>
<li>MARTHA: He’s confined to a wheelchair and very polite. He seems both tidy and respectable, which is more than can be said for you, Mr ’olmes.</li>
<li>YOUNG HOLMES: Now, now, Miss Hudson. You did invite me to look for someone with whom to share the rent so that I could move out of my current Soho lodgings after that business at Musgrave Hall.</li>
<li>MARTHA: I did. And I can ’ardly penalize Dr Watson for his poor choice in livin’ companion, now can I?</li>
<li>YOUNG HOLMES: (AMUSED) No, I don’t suppose you can.</li>
<li>MARTHA: I jus’ ’ope you don’t go alienatin’ ’im too quickly is all.</li>
<li>YOUNG HOLMES: Oh, I shouldn’t worry too much on that account. I have a number of stories to regale him with that I am sure will make us fast friends.</li>
<li>MARTHA: Oh, lord. You really need to stop showin’ off. People aren’t nearly as impressed with you as you think they are.</li>
<li>HELEN: If you find Mr Holmes to be such objectionable company, Miss Hudson, why do you continue to assist him in these investigations?</li>
<li>MARTHA: (SERIOUSLY) Actually, Miss Stoner, I don’t object to Mr ’olmes quite so wholeheartedly as it seems. As you ’ave no doubt realized for yourself, ’e is truly a great man beneath those rough edges. It’s my ’ope, ’owever, that a good man can be salvaged from within that greatness as well.</li>
<li>YOUNG HOLMES: My dear Miss Hudson, I believe that is the first real compliment you have ever paid me.</li>
<li>MARTHA: Don’t let it go to your ’ead. I may only ’ave one real compliment in me ’n I don’t expect you’ll be seein’ another fer some time.</li>
<li>YOUNG HOLMES: Well, Miss Hudson, you have my thanks.</li>
<li>MARTHA: It was just a compliment, Mr ’olmes.</li>
<li>YOUNG HOLMES: Er&#8230; yes, but I was actually referring to the fact that you saved our lives down in that cavern. None of us would be here if it weren’t for your quick thinking.</li>
<li>MARTHA: Why thank you, Mr ’olmes. I may have to record this day on my calendar.</li>
<li>HELEN: Hmmm. (ARCHLY) I do believe there is a deal more mutual regard between the two of you than I at first thought.</li>
<li>ELDER HOLMES: And so the affair of the speckled hide was brought to an end. Miss Stoner came into her inheritance, though she was, I think, little pleased with it in the end. I was paid and dutifully split the fee with Miss Hudson. Dr Watson and I took up residence at 221B (TWO TWO ONE B) Baker Street and settled into quite an amicable relationship.<br />
It turned out that Dr Watson was inclined towards a bit of amateur authoring and when I discovered this I was forced to ask him to significantly modify the records he was making of my activities. This he did, publishing them through the good offices of his friend, Arthur Conan Doyle.<br />
Little did I realize how popular these fictions would become. They quite hurled me into the public eye. At first Martha was quite put out that Watson cast himself as my companion in these adventures, but in the end I believe it saved her from becoming the target of some of the many enemies I made in the course of my career. All in all, things seemed to be going along rather swimmingly. I should have known it couldn’t last.</li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME — LET IT FINISH.</span></li>
</ol>
<h2>The Speckled Hide</h2>
<ul>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-1-runaway/">The Speckled Hide &#8211; Episode 1 &#8211; The Runaway</a></li>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-2-community-evil/">The Speckled Hide &#8211; Episode 2 &#8211; Community of Evil</a></li>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-3-fall-dr-roylott/">The Speckled Hide &#8211; Episode 3 &#8211; The Fall of Dr Roylott</a></li>
</ul>
<p>Don’t forget to check out the free sample portions of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2015 www.weirdworldstudios.com. This play cannot be reproduced, shared, or performed without the written permission of the author.</p>
<p>The post <a href="https://weirdworldstudios.com/speckled-hide-episode-3-fall-dr-roylott/">The Speckled Hide &#8211; Episode 3 &#8211; The Fall of Dr Roylott</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Speckled Hide &#8211; Episode 2 &#8211; Community of Evil</title>
		<link>https://weirdworldstudios.com/speckled-hide-episode-2-community-evil/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 10 Sep 2016 01:14:26 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[The Speckled Hide]]></category>
		<category><![CDATA[community of evil]]></category>
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		<category><![CDATA[the speckled hide]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Community of Evil&#8217;, episode 2 of The Speckled Hide. SCENE 5: INT. — MISS STONER’S ROOM — LATER (DR ROYLOTT, HELEN, MARTHA, YOUNG HOLMES) MUSIC: OPENING THEME &#8211; LET IT FINISH. NARRATOR: Concerned for the safety of a young runaway (Miss Helen Stoner), Holmes and Martha have accompanied [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/speckled-hide-episode-2-community-evil/">The Speckled Hide &#8211; Episode 2 &#8211; Community of Evil</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Community of Evil&#8217;, episode 2 of The Speckled Hide.</p>
<p><figure id="attachment_2487" aria-describedby="caption-attachment-2487" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2487" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/011GM3Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM003 - The Speckled Hide" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2487" class="wp-caption-text">Gaslamp Mystery &#8211; GM003 &#8211; The Speckled Hide</figcaption></figure></p>
<h3>SCENE 5: INT. — MISS STONER’S ROOM — LATER (DR ROYLOTT, HELEN, MARTHA, YOUNG HOLMES)</h3>
<ol start="154">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Concerned for the safety of a young runaway (Miss Helen Stoner), Holmes and Martha have accompanied her to her ancestral estate where they have been met and conducted to her bedroom by her guardian; the sinister Dr Roylott&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [17] DOOR CREAKS OPEN — LET IT FINISH.</span></li>
<li>DR ROYLOTT: Here you are, Miss Stoner. You should be very comfortable. I have received word that we should expect a storm this evening so I have arranged for extra candles by all the beds. There is a lock on the inside of the door so you shall have nothing to fear.</li>
<li>HELEN: (SCREAMS) Aaaah!</li>
<li>MARTHA: Miss Stoner. What’s the matter?</li>
<li>HELEN: Through the window. There was a face. A hideous face!</li>
<li>DR ROYLOTT: (ANNOYED) There is no need for alarm! It would merely be one of the apes satisfying its curiosity. You will have scared it as much as you yourself were startled, Miss Stoner. The windows are adequately barred so, I repeat, there is no cause for alarm.</li>
<li>HELEN: Ugh. It was horrible. Why did you insist on bringing me to this horrible house, Dr Roylott?</li>
<li>DR ROYLOTT: (ANGRY) For thirteen years I have been the trustee of your financial affairs, Miss Stoner. I have seen to your general care and schooling and have sought to keep you — and your sister, God rest her soul — in a manner fitting to young women of breeding. Is it so wrong of me that, at a time when this duty is finally to come to an end, I should seek to become acquainted with those on whom I have spent my care and concern? As it is I shall leave you to settle in. Dinner is at seven.</li>
<li><span style="text-decoration: underline;">SOUND: [18] STEPS TO THE DOOR. DOOR OPENS THEN CLOSES — LET IT FINISH.</span></li>
<li>MARTHA: Well, thank goodness ’e’s gone. ’e’s positively the most discomforting individual I’ve ever met.</li>
<li>YOUNG HOLMES: He does have an unnerving manner, doesn’t he? (BEAT) Well, let’s give our attention to the room. What do you see, Miss Hudson?</li>
<li>MARTHA: Oh no! Must you do this every time?</li>
<li>YOUNG HOLMES: (SURPRISED AND SLIGHTLY INJURED) What do you mean?</li>
<li>MARTHA: You have an incredible brain, Mr ’olmes. But sometimes I could just swat you on the nose.</li>
<li>HELEN: Miss Hudson!</li>
<li>MARTHA: I’m as ’appy to watch you show off as the next girl, assumin’ the next girl thinks the sight of a man showin’ off his brains in public is particularly amusin’, but I don’t appreciate bein’ quizzed in front of an audience. It ’as, after all, been some time since I was sittin’ in a schoolroom an’ I don’t appreciate bein’ made to feel like an ignorant child.</li>
<li>YOUNG HOLMES: I see. Shall I just get on with being brilliant then?</li>
<li>MARTHA: (AMUSED) I should think so, yes!</li>
<li>YOUNG HOLMES: A quick survey then. The large four poster bed is bolted down and placed against the inside wall of the room. An unusual positioning for a fixture made permanent by large iron bolts. There is a bell pull beside the bed&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [19] SOUND OF PULLY GOING DOWN AND UP — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: &#8230;that is not connected to any bell. Above the bed is a large circular vent leading out into the hallway. The windows are barred and the door can be bolted from the inside. (TO HELEN) From these elements I am convinced that your sister was indeed murdered and that I understand the villain’s method.</li>
<li>HELEN: You do? But how?</li>
<li>YOUNG HOLMES: No, not yet. We shall test my hypothesis first. If you would be so good as to follow these instructions when you retire this evening&#8230; Do not go to sleep in the bed. Instead, come and sit upon this chair by the window and wait. At the first sign of anything untoward in the room, call immediately for help and throw the bolt open. Martha and I have been given rooms on either side of yours and we shall be by your side in but a moment.</li>
<li>HELEN: But?&#8230;</li>
<li>YOUNG HOLMES: No, I shan’t be saying more. It would be best to act as though you are blithely unconcerned about what the evening may bring.</li>
<li>MARTHA: Are you sure ’e’ll strike tonight?</li>
<li>YOUNG HOLMES: Oh, absolutely. Dr Roylott’s pride has been wounded and he wants nothing more than to humiliate me and demonstrate that he can outwit me in shortest order. His impulsiveness and pride guarantee that he will make the attempt this evening.</li>
<li>MARTHA: If’n you say so, Mr ’olmes.</li>
<li>YOUNG HOLMES: I do.</li>
<li>MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</li>
</ol>
<h3>SCENE 6: INT. — THE HALLWAY OUTSIDE MISS STONER’S ROOM — AFTER DINNER (MARTHA, YOUNG HOLMES, HELEN)</h3>
<ol start="186">
<li><span style="text-decoration: underline;">SOUND: [7] (WALLA) OCCASIONAL CRASH OF THUNDER. SOUND OF RAIN ON ROOF AND WINDOWS — ESTABLISH AND UNDER.</span></li>
<li>MARTHA: That’s quite the storm.</li>
<li>YOUNG HOLMES: Yes, it is. You’ll need those candles I should think.</li>
<li>HELEN: Well, I guess it’s time to retire. I’m beginning to feel frightfully sleepy.</li>
<li>YOUNG HOLMES: Before you go, Miss Stoner, and you, Miss Hudson, take one of these.</li>
<li>MARTHA: What are they?</li>
<li>YOUNG HOLMES: Mild stimulants. They should counter the soporific that was administered with dinner.</li>
<li>MARTHA: The what? Roylott drugged us?</li>
<li>YOUNG HOLMES: He attempted to drug us, yes. Fortunately we were too smart for him.</li>
<li>MARTHA: You’ve got that smug look again, Mr ’olmes.</li>
<li>HELEN: I don’t understand&#8230; what’s going on?</li>
<li>MARTHA: It’s alright, Miss Stoner, don’t panic.</li>
<li>HELEN: Don’t panic? You just told me I’ve been drugged.</li>
<li>YOUNG HOLMES: That’s right. Dr Roylott intends to strike tonight so he attempted to drug us. The antidote I just gave you has effectively countered that strategy, however, so you need have no further worries on that score.</li>
<li>MARTHA: And just ’ow dangerous do you expect things to get this evenin’, Mr ’olmes?</li>
<li>YOUNG HOLMES: I expect the attempt Dr Roylott is going to make on our lives — and I believe he will try to kill all of us once he realizes none of us are asleep — would be highly effective if it was wholly unexpected. As it is, I have my cane and we shall do just fine.</li>
<li>HELEN: Your cane, Mr Holmes. Do you expect to beat off the attack with nothing more than a cane?</li>
<li>MARTHA: Mr ’olmes’ cane ’as a sword in it. And in the ’ands of Mr ’olmes is quite the effective weapon. That said, I can’t ’elp feeling you’re keeping a little bit too much to yerself.</li>
<li>YOUNG HOLMES: As I indicated earlier, I did not wish to reveal too much before my hypothesis was fully tested.</li>
<li>MARTHA: And you enjoy the look of surprise on everyone’s faces when yer brilliance is revealed an’ all. (BEAT) Well, I don’ think Miss Stoner should be left on ’er own so I’ll sit with ’er while we wait fer the attack.<br />
(TO HOLMES) Don’ you dare be late.</li>
<li>YOUNG HOLMES: I’ll be right next door.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: INT. — MISS STONER’S ROOM — MIDNIGHT (HELEN, MARTHA, YOUNG HOLMES, SNAKE, ELDER HOLMES)</h3>
<ol start="208">
<li><span style="text-decoration: underline;">SOUND: [7] (WALLA) OCCASIONAL CRASH OF THUNDER. SOUND OF RAIN ON ROOF AND WINDOWS — ESTABLISH AND UNDER.</span></li>
<li>HELEN: (SCREAMS) Aaaah!</li>
<li>SOUND: [20] DOOR CRASHES OPEN AND HOLMES BURSTS IN — LET IT FINISH.</li>
<li>YOUNG HOLMES: I’m here! Where is it?</li>
<li>MARTHA: Slithering down the bell pull. Draw your sword, man!</li>
<li><span style="text-decoration: underline;">SOUND: [21] SWORD BEING UNSHEATHED — LET IT FINISH.</span></li>
<li>HELEN: Oh kill it! Kill it!</li>
<li>SNAKE: HISSSSSSS!</li>
<li>YOUNG HOLMES: It’s huge. Nearly ten feet long and as thick as a man’s arm. Did it come in through the vent?</li>
<li>SNAKE: HISSS!</li>
<li>MARTHA: ’course it did. Now drive it off.</li>
<li>YOUNG HOLMES: Of course. (GRUNTS AND GRUNTS AGAIN)</li>
<li>SNAKE: HISS OF PAIN</li>
<li>YOUNG HOLMES: Well, I struck it and it’s retreating.</li>
<li>MARTHA: There. It’s gone back through the vent.</li>
<li>YOUNG HOLMES: Are you ladies alright?</li>
<li>MARTHA: ’course. Where’d you wound it?</li>
<li>YOUNG HOLMES: In the neck. I’d better get after it.</li>
<li><span style="text-decoration: underline;">SOUND: [22] DOOR OPENS AND FEET RUN OUT — LET IT FINISH.</span></li>
<li>DR ROYLOTT: (SHOCKED) What have you done, man? You’ve killed my maid! Stabbed her in the neck!</li>
<li>YOUNG HOLMES: Don’t be a fool, Roylott. This isn’t what it appears to be.</li>
<li>DR ROYLOTT: You have been caught standing over the body with a bloodied sword. It’s the police for you. Don’t even think of trying to escape.</li>
<li>MARTHA: What on earth? Miss Stoner, look away!</li>
<li>YOUNG HOLMES: Hmm! Nicely played, Roylott. Are all your servants shape-shifters? It looks like you’ve a veritable colony here.</li>
<li>DR ROYLOTT: Oh, so you have figured it out. Well, no matter. Your meddling is now over. (BEAT) Attack!</li>
<li><span style="text-decoration: underline;">SOUND: [23] ANIMAL SNARLS, BARKS, AND GROWLS — ESTABLISH AND FADE UNDER AND OUT.</span></li>
<li>ELDER HOLMES: And so, before our very eyes, the members of Roylott’s domestic staff shifted form and came bounding towards us in the guise of a variety of primates and other wild animals. My last memory, before the darkness closed in, was of Martha and Miss Stoner fleeing back through the house as an inhumanly powerful fist crashed into the side of my skull, bringing an end to all conscious thought.</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: INT. — THE BASEMENT — AN UNKNOWN TIME LATER (ELDER HOLMES, DR ROYLOTT, YOUNG HOLMES, MARTHA, LAYLA, HELEN)</h3>
<ol start="236">
<li>ELDER HOLMES: [CUE] It obviously didn’t take the shape-shifters very long to chase the two women down. When I awoke they were chained beside me to the wall of a dank basement somewhere beneath the estate. Down here the sound of the storm raging outside was dimmed but its effects were still obvious.</li>
<li><span style="text-decoration: underline;">SOUND: [8] (WALLA) DRIPS AND SPLASHES AS WATER FINDS ITS WAY INTO THE ECHOING CAVERN — ESTABLISH AND UNDER.</span></li>
<li>DR ROYLOTT: Ah, Mr Holmes, I see you are awake. I don’t believe you’ve met Miss Stoner senior yet, have you? Layla, this is Mr Sherlock Holmes.</li>
<li>YOUNG HOLMES: Miss Stoner senior? You mean you are the sister of Miss Helen Stoner? (BEAT) How could you let your sister mourn for you this past year?</li>
<li>LAYLA: You would be surprised what inducements power can bring. Had you not interfered, the bite from poor Lydia would have transformed Helen as well and we would be together once more.</li>
<li>YOUNG HOLMES: One big happy family under the pack leadership of Dr Roylott I presume?</li>
<li>DR ROYLOTT: Yes, but you’ve put paid to our original plans. We have set ourselves upon another, greater prize.</li>
<li>YOUNG HOLMES: Oh yes?</li>
<li>DR ROYLOTT: Yes! You see, we, or should I say I, inherit the balance of the estate on Helen’s death whether we fake that death or&#8230; arrange something more convincing. But our little community cannot be allowed to grow too large. We need to remain hidden from the humans if we are to survive in numbers for any significant period of time. Helen was a useful recruit because of the inheritance, but her corpse can achieve just as much. You on the other hand&#8230; well someone of your intellect and understanding would be a noble prize indeed.</li>
<li>YOUNG HOLMES: You’re not serious?</li>
<li>DR ROYLOTT: I am very serious indeed. And becoming one of us has its compensations. Barring accident or injury our lifespans are virtually limitless. We move amongst the human population largely unnoticed, and aside from the occasional blind rage brought on by the full moon, we thrive in relative obscurity.</li>
<li>YOUNG HOLMES: Now that is something that interests me. How is it you manage to change at times when the moon is not full? And by what method do you keep command of yourselves when the change overtakes you?</li>
<li>DR ROYLOTT: That, Mr Holmes, is the result of a discovery of my own&#8230; and one I am disinclined to share until you have joined our ranks.</li>
<li>YOUNG HOLMES: And, pray tell, what price would I pay for this great benefit?</li>
<li>DR ROYLOTT: Little enough. Loyalty, and a willingness to put your prodigious talents to work for the benefit of the community.</li>
<li>LAYLA: There are other compensations also, Mr Holmes. (BEAT) Do I not seem fair to your eyes. I will never grow any older than you see me now&#8230; or at least my aging will be so slow as to seem like none at all.</li>
<li>DR ROYLOTT: There are worse ways to spend eternity than in the company of beautiful women, are there not? And if you insist, you can keep one of your companions. The rules regarding our numbers can be bent a little for a mating. What say you?</li>
<li>MARTHA: You must be totally insane if’n you think anyone would want to spend eternity with that one.</li>
<li>DR ROYLOTT: Ah, Miss Hudson. How nice of you to join us. I suspect Helen will wake up shortly as well. But as for who you spend eternity with, I think you protest a little too much. We have animal instincts, my dear, and can tell which way the pheromones are blowing.</li>
<li>MARTHA: Ooh, I’ll bet you think you’re hysterically funny, don’t you?</li>
<li>YOUNG HOLMES: Besides, I took the liberty of checking on your finances, Dr Roylott. You have heavily mortgaged this property. Even with the money brought in by the Stoner inheritance, you will barely break even on your debts and you will certainly have nothing more to live on.</li>
<li>LAYLA: Is this true?</li>
<li>DR ROYLOTT: It is of no consequence, Layla, my dear. I have lived for a very long time indeed. Too long to care about such petty matters.</li>
<li>YOUNG HOLMES: I’m sure you have. But I am also aware of the towering pride that drives you. When you do fall it will be protesting that you still have numerous tricks up your sleeve even as your world comes crashing in. All the while you will be trying to convince your followers that nothing but good times lie ahead.</li>
<li>LAYLA: You never told us that things were so dire!</li>
<li>DR ROYLOTT: They are not. And, Mr Holmes, if you keep this up I will be forced to rescind my offer.</li>
<li>YOUNG HOLMES: Firstly you need not extend your offer further. I will not be taking you up on it. And you would do well to find a new way to reassure the elder Miss Stoner regarding the future. The doubt that now rises in her eyes is quite plain from my vantage point. I’d venture to say that the end is very near indeed and you cannot escape it, inheritance or no.</li>
<li>DR ROYLOTT: Then you leave me no choice. You and your companions are all going to die. But at least you will provide the community with something valuable in death.</li>
<li>MARTHA: Oh, and what would that be?</li>
<li>DR ROYLOTT: Sustenance, my dear Miss Hudson. We are going to eat you. (BEAT) Layla, let us retire and call in the cook. (TO HOLMES) She’s a dab hand with the cleaver, is our cook, Mr Holmes. It’s a pity you won’t have much of a chance to get to know her before&#8230; well, before you get on intimate terms with her cleaver.<br />
(OMINOUS LAUGHTER) Bwahahahaha!</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h2>ACT 3</h2>
<h3>SCENE 9: INT. — THE BASEMENT — SHORTLY AFTER DR ROYLOTT’S DEPARTURE (MARTHA, HELEN, YOUNG HOLMES, COOK)</h3>
<ol start="267">
<li>MARTHA: [CUE] Helen, wake up! Helen!</li>
<li>HELEN: Hmmm. Ugh. Where are we?</li>
<li>YOUNG HOLMES: We’re in Dr Roylott’s basement, I think. Underground at any rate.</li>
<li><span style="text-decoration: underline;">SOUND: [24] CHAINS BEING TUGGED — LET IT FINISH.</span></li>
<li>HELEN: Ow. Are these&#8230; chains?</li>
<li>YOUNG HOLMES: Yes. We’ve all been chained up. Fortunately for us they aren’t normal chains.</li>
<li>HELEN: What do you mean?</li>
<li>MARTHA: There are sigils carved into the chains. Dr Roylott thinks of ’imself as something of a magician.</li>
<li>HELEN: I don’t understand any of this. How does that help us?</li>
<li>YOUNG HOLMES: Dr Roylott locked the chains with magic. If he had done so with a simple lock and key we would be undone. But, as it turns out, your nanny left you the key to our predicament.</li>
<li>MARTHA: Don’t tease ’er. Things are desperate enough.</li>
<li>YOUNG HOLMES: My apologies, Miss Stoner. Perhaps a demonstration would be best. Can you reach the pendant around your neck — the one your nanny gave you?</li>
<li>HELEN: Er. I believe so.</li>
<li>YOUNG HOLMES: Grip it hard and imagine the chains to have fallen away.</li>
<li>HELEN: Er&#8230; are you sure?</li>
<li>MARTHA: Don’t worry, Miss Stoner, you’ll be fine.</li>
<li><span style="text-decoration: underline;">SOUND: [25] CHAINS FALLING TO THE FLOOR — LET IT FINISH.</span></li>
<li>HELEN: It worked. How did you?</li>
<li>YOUNG HOLMES: You will remember that we mentioned your pendant held some powerful magicks on our journey here.</li>
<li>HELEN: Yes, but I thought you were joking!</li>
<li>YOUNG HOLMES: Miss Stoner, I never joke!</li>
<li>MARTHA: Ahem.</li>
<li>YOUNG HOLMES: Well, almost never at any rate. Now if you wouldn’t mind. Please release Miss Hudson and myself.</li>
<li>HELEN: Yes. Yes, of course.</li>
<li><span style="text-decoration: underline;">SOUND: [25] CHAINS CLANK TO THE FLOOR (X2) — LET IT FINISH.</span></li>
<li>HELEN: There.</li>
<li>YOUNG HOLMES: Thank you, Miss Stoner. I think we should now get out of here before the cook arrives and proceeds to hack us to pieces. Do either of you see my sword cane?</li>
<li>MARTHA: It’s ’ere on the table.</li>
<li>COOK: Too late, Mr ’olmes. They say it’s bad form to play with yer food, but in your case I’m ’appy to make an exception.</li>
<li><span style="text-decoration: underline;">SOUND: [26] BABOON GRUNTS AND CRYS — ESTABLISH AND UNDER.</span></li>
<li>HELEN: She’s turned into a baboon.</li>
<li>YOUNG HOLMES: Stay clear of that cleaver.</li>
<li>SOUND: [21] SWORD CANE BEING DRAWN. LET IT FINISH.</li>
<li>SOUND: [27] GRUNTS. SWISHES. CLANGS OF SWORD ON CLEAVER — ESTABLISH AND UNDER.</li>
<li>YOUNG HOLMES: (AFTER A FEW MOMENTS OF FIGHTING) (GRUNT)</li>
<li>COOK: (BABOON-LIKE CRY OF PAIN) Aaargh!</li>
<li>YOUNG HOLMES: (ANOTHER GRUNT)</li>
<li>COOK: (A FINAL BABOON-LIKE CRY OF PAIN BEFORE DYING) Aaaargh!</li>
<li><span style="text-decoration: underline;">SOUND: [28] BODY FALLS TO GROUND — LET IT FINISH.</span></li>
<li>HELEN: Is it dead, Mr Holmes?</li>
<li>MARTHA: I think so. It’s turning back into a human.</li>
<li>YOUNG HOLMES: (PANTING SLIGHTLY AND A LITTLE ANGRY) We need to get out of here. Now.</li>
<li>MARTHA: (SHARPLY CONCERNED) Are you alright, Mr ’olmes?</li>
<li>YOUNG HOLMES: This is the second member of the fairer sex I have been forced to kill since entering this house. I would like to avoid being required to engage in any more killings if possible.</li>
<li>HELEN: Of course.</li>
<li>MARTHA: Wait just a moment, Miss Stoner.</li>
<li>YOUNG HOLMES: What now?</li>
<li>MARTHA: She doesn’t know about ’er sister. We can’t go on without tellin’ ’er.</li>
<li>HELEN: My sister? What about Layla?</li>
<li>YOUNG HOLMES: Oh very well. Miss Stoner, your sister whom you believed dead, still exists.</li>
<li>HELEN: (Happy) She’s alive?</li>
<li>YOUNG HOLMES: Not strictly speaking, no. She has joined the shape-shifters&#8230; become one of them.</li>
<li>HELEN: She’s become a monster?</li>
<li>MARTHA: She was willin’ to let Roylott kill you.</li>
<li>HELEN: I don’t believe you! He must have some power over her.</li>
<li>YOUNG HOLMES: She’s no longer entirely human, I’m afraid. I’m sorry, Miss Stoner, it’s the truth.</li>
<li>HELEN: (WITH A CATCH IN HER THROAT) No&#8230; no, it can’t be.</li>
<li>MARTHA: (GENTLY) Come on, Miss Stoner. We must escape this ’orrible place.</li>
<li>HELEN: Yes. We must get out. Before anything more hideous is revealed.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
<h2>The Speckled Hide</h2>
<ul>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-1-runaway/">The Speckled Hide &#8211; Episode 1 &#8211; The Runaway</a></li>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-2-community-evil/">The Speckled Hide &#8211; Episode 2 &#8211; Community of Evil</a></li>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-3-fall-dr-roylott/">The Speckled Hide &#8211; Episode 3 &#8211; The Fall of Dr Roylott</a></li>
</ul>
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<p>The post <a href="https://weirdworldstudios.com/speckled-hide-episode-2-community-evil/">The Speckled Hide &#8211; Episode 2 &#8211; Community of Evil</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Speckled Hide &#8211; Episode 1 &#8211; The Runaway</title>
		<link>https://weirdworldstudios.com/speckled-hide-episode-1-runaway/</link>
					<comments>https://weirdworldstudios.com/speckled-hide-episode-1-runaway/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 02 Sep 2016 22:54:30 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Speckled Hide]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the runaway]]></category>
		<category><![CDATA[the speckled hide]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2486</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8216;The Runaway&#8217;, episode 1 of The Speckled Hide. ACT 1 SCENE 1: INT. — PUBLIC BAR OF THE CRITERION HOTEL — MORNING (ELDER HOLMES, STAMFORD, YOUNG HOLMES, MARTHA, HELEN) MUSIC: [1] OPENING THEME — LET IT FINISH. ELDER HOLMES: As I look back over my life at the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/speckled-hide-episode-1-runaway/">The Speckled Hide &#8211; Episode 1 &#8211; The Runaway</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;The Runaway&#8217;, episode 1 of The Speckled Hide.</p>
<p><figure id="attachment_2487" aria-describedby="caption-attachment-2487" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2487" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/09/011GM3Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM003 - The Speckled Hide" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/09/011GM3Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2487" class="wp-caption-text">Gaslamp Mystery &#8211; GM003 &#8211; The Speckled Hide</figcaption></figure></p>
<h2>ACT 1</h2>
<h3>SCENE 1: INT. — PUBLIC BAR OF THE CRITERION HOTEL — MORNING (ELDER HOLMES, STAMFORD, YOUNG HOLMES, MARTHA, HELEN)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: [1] OPENING THEME — LET IT FINISH.</span></li>
<li>ELDER HOLMES: As I look back over my life at the many and varied adventures I have undertaken, I am constantly amazed at how much it was possible to keep out of the public eye — especially after my biographer and friend, Dr John Watson, through Mr Conan Doyle, began popularizing the wholly fictitious tales about my life that the two of them concocted. In the end the fictitious nature of those stories did provide me with the smokescreen I required but I always worried that the subterfuge would ultimately fail. It is my fond hope that you, dear reader, living long after the true events have been forgotten, will belong to an age that is ready for the real truth. It is a sad thing, as I commented to Stamford on that long ago day in 1881, that our mastery of science has brought us no closer to understanding the many ancient and non-scientific dangers that continue to plague humanity. &#8230; I can only say that we continue to court such ignorance at our own very grave peril.</li>
<li><span style="text-decoration: underline;">SOUND: [5] (WALLA) PATRONS HAVING A FRIENDLY DRINK IN THE STAMFORD BAR — ESTABLISH AND UNDER.</span></li>
<li>MR STAMFORD: Gracious, Holmes. Is it typical for you to deal with such matters?</li>
<li>YOUNG HOLMES: More or less, Stamford old boy. Sometimes things are a lot more pedestrian. As a consulting detective it is not always poltergeists, hauntings, and exorcisms&#8230; but it would probably surprise you to discover just how often it turns out to be something with a supernatural origin.</li>
<li>STAMFORD: Well, Holmes, I’m incredibly grateful. To finally have that thing put to rest is a weight off my mind. The servants will be resting easy as well without that what-you-may-call-it throwing things around the kitchen and tumbling things out of the pantry.</li>
<li>YOUNG HOLMES: It was a little matter really. A minor poltergeist. But I dare say it would have grown stronger if we had left it unchecked.</li>
<li>STAMFORD: Regardless, I’m awfully grateful. I hope that this will be sufficient to cover your costs and expenses.</li>
<li>SOUND: [10] SOUND OF PAPER CHANGING HANDS — LET IT FINISH.</li>
<li>YOUNG HOLMES: Quite sufficient. Thank you.</li>
<li>STAMFORD: I hear you’re doing quite well for yourself these days, Holmes&#8230; Why are you still in that horrible little room in Soho?</li>
<li>YOUNG HOLMES: It’s true that I am finding regular employment these days as a consulting detective, but it is not sufficient, yet, to change my place of residence.<br />
Mycroft, my brother, as you may remember, is still furious with me for refusing to enter government service and, as the trustee of our parents’ estate, has cut me off.</li>
<li>STAMFORD: But surely, Holmes, you could afford to share lodgings with someone.</li>
<li>YOUNG HOLMES: Now, Stamford, who do you propose would be willing to share lodgings with me? I am, as you know, reputed to be singularly difficult to abide even in limited social encounters.</li>
<li>STAMFORD: It’s funny you should ask, but a friend of mine, a military doctor, has been invalided back from the Anglo-Afghan war. He wishes to remain in London, but his finances do not allow him to take lodgings alone. Shared lodgings would suit him very well, and he has some “eccentricities” of his own, if it comes to it.</li>
<li>YOUNG HOLMES: Oh? Very well, arrange a meeting.</li>
<li>SOUND: [11] COMMOTION AND UPSET IN THE BAR — LET IT FINISH.</li>
<li>MARTHA HUDSON: Seriously, in this day ’n age you’d’ve thought they’d stop trying to keep us out. ’tis a public bar after all.</li>
<li>YOUNG HOLMES: Hello, Martha. I take it you’ve been keeping well the last day or two?</li>
<li>MARTHA: Passably, Mr ’olmes. I take it from the paper in yer pocket that the exorcism went well?</li>
<li>STAMFORD: Good Lord, man, I thought you were discreet. Does all London know of my doings?</li>
<li>YOUNG HOLMES: Oh, do be sensible, Stamford. I didn’t tell Miss Hudson anything&#8230; you did.</li>
<li>STAMFORD: (INCREDULOUS) I did? Don’t talk rot, man. If you are going to break confidences the least you could do is show some remorse when caught out.</li>
<li>MARTHA: Oh, I am sorry, sir, but Mr ’olmes is right. It was you ’oo told me, just not with words.</li>
<li>STAMFORD: (CONFUSED) I beg your pardon?</li>
<li>MARTHA: I’m familiar with the work Mr ’olmes likes to involve ’imself in and seeing you sittin’ ’ere all disheveled so to speak, with candlewax on yer coat-sleeves and chalk still clingin’ to yer fingers, I assumed ’is most recent job was an exorcism. Given your reaction, I’d say my guess was right.</li>
<li>YOUNG HOLMES: Oh, don’t look so pleased with yourself, Martha, and do sit down. People who hover always put me in a mood.</li>
<li>STAMFORD: Oh Lord, yes. Where are my manners? Please join us.</li>
<li>YOUNG HOLMES: And your nervous-looking friend? (RESIGNED) You’d best ask her to come sit with us as well.</li>
<li>MARTHA: (ASIDE TO STAMFORD) ’e really doesn’t like bein’ shown up. (LOUDLY) Miss? Would you join us please?</li>
<li>YOUNG HOLMES: And what have you brought me this time, Miss Hudson? No, wait. Let me guess&#8230;</li>
<li>MARTHA: (TO NO ONE IN PARTICULAR) ’ere we go. Can’t allow ’imself to be outdone by the likes o’ me, can ’e? (TO HOLMES) Go on then. Tell us about ’er.</li>
<li>HELEN STONER: Miss Hudson?</li>
<li>MARTHA: It’s alright, deary. Mr ’olmes is just goin’ to show off fer a minute. We’ll attend to your business soon enough.</li>
<li>YOUNG HOLMES: And on that note&#8230; our young guest is clearly wealthy. This year’s fashions and expensive jewellery. But not accustomed to the city I’d wager. She’s come to London from the country. Too young to be here unaccompanied, but the fact that she is in the clothes she was wearing yesterday suggests she is, nonetheless, on her own. A runaway, I’d wager.<br />
(TO HELEN) What is it that brings you to London, my dear? An unsympathetic guardian? An unwanted betrothal?</li>
<li>HELEN: (ANGRY) Murder, Mr Holmes. I believe my sister was murdered and I would like you to investigate.</li>
<li>YOUNG HOLMES: Miss Stoner, what makes you think your sister was murdered?</li>
<li>HELEN: I didn’t give you my name.</li>
<li>YOUNG HOLMES: Actually you did. Your surname is on the clasp about your throat and your sister died just over a year ago in circumstances that were irregular, according to the papers.</li>
<li>HELEN: The papers stated my sister’s death was from natural causes.</li>
<li>YOUNG HOLMES: True, but they described an illness of unknown origin that took her life in less than twenty-four hours.</li>
<li>HELEN: You have a singular memory, Mr Holmes.</li>
<li>YOUNG HOLMES: What makes you think it was murder?</li>
<li>HELEN: My legal guardian, and the trustee of my estate, Dr Roylott, required my sister to move into his home one week prior to her twenty-first birthday.</li>
<li>YOUNG HOLMES: At which time she would have become the beneficiary of her portion of the estate Roylott kept in trust?</li>
<li>HELEN: Yes. Only she died during her stay with him.</li>
<li>YOUNG HOLMES: And now?</li>
<li>HELEN: Mr Holmes?</li>
<li>YOUNG HOLMES: Forgive me, Miss Stoner, but your sister died over a year ago. What has rekindled your suspicions at this point in time?</li>
<li>HELEN: Ah. I see. (BEAT) I received a letter from Dr Roylott, requiring that I come and spend the week leading up to my twenty-first birthday in his home as well.</li>
<li>YOUNG HOLMES: And you suspect he will take the opportunity to&#8230; kill you, Miss Stoner?</li>
<li>HELEN: I know it sounds silly by the light of day but&#8230;</li>
<li>YOUNG HOLMES: Does your guardian stand to gain anything if you and your sister should pre-decease him?</li>
<li>HELEN: Yes. The balance of the estate would fall to him.</li>
<li>YOUNG HOLMES: I see. And what is it you would like me to do, Miss Stoner?</li>
<li>HELEN: I would like you to investigate my sister’s death. I would like you to bring Dr Roylott to justice.</li>
<li>YOUNG HOLMES: And how do you propose to pay for my services? You do not appear to be terribly financial at this point.</li>
<li>HELEN: But I will be, once I come into my inheritance. Supposing I survive the week.</li>
<li>HELEN: Well, Miss Stoner, I’m very sorry but I don’t see anything to interest me here.</li>
<li>HELEN: But Mr Holmes&#8230;</li>
<li>MARTHA: Mr ’olmes, please?</li>
<li>YOUNG HOLMES: No. This is clearly a very pedestrian matter. Miss Stoner has let the unfortunate death of her sister play upon her imagination to the point that she has become a runaway. I do not think this is a business into which I should care to become entangled.<br />
(TO HELEN) My only advice to you, Miss, is that you get yourself home as soon as you are able. A week from now you will know one way or the other.</li>
<li>HELEN: (ANGRY) And if you are mistaken and I die?</li>
<li>YOUNG HOLMES: Then I will mourn your loss and bring your killer to justice. With time I am sure I will learn to live with my mistake. Good day!</li>
<li>HELEN: (OUTRAGED) Good day, Mr Holmes!</li>
<li>SOUND: [12] RETREATING FEMALE FEET — LET IT FINISH.</li>
<li>MARTHA: I’m not done with you, Mr ’olmes. We’ll be ’avin words ’n shortly.</li>
<li>YOUNG HOLMES: I look forward to it as ever, Miss Hudson.</li>
<li>MARTHA: I’d best get after ’er. Hmmpf!</li>
<li><span style="text-decoration: underline;">SOUND: [12] FURTHER RETREATING FEMALE FEET — LET IT FINISH.</span></li>
<li>MARTHA: (AT A DISTANCE FADING) Miss Stoner, please wait&#8230;</li>
<li>STAMFORD: You could have been a little more sympathetic to the young woman, Holmes.</li>
<li>YOUNG HOLMES: Don’t be ridiculous, Stamford. People don’t come to me looking for sympathy. They come to me looking for truth. It’s hardly a good use of my time to indulge people’s desires for sympathy. She got what she needed. A simple dose of truth. And I didn’t even charge her for it.<br />
(BEAT) Now about this chap looking for shared lodgings. What did you say his name was?</li>
<li>STAMFORD: Watson. John Watson.</li>
<li>MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</li>
</ol>
<h3>SCENE 2: INT. — HOLMES’ SOHO ROOM — THAT EVENING (YOUNG HOLMES, DR ROYLOTT)</h3>
<ol start="76">
<li><span style="text-decoration: underline;">SOUND: [13] LOUD AND IMPATIENT KNOCKING ON DOOR — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Dash it all. Consulting hours are between 9.00 and 11.00 each Tuesday and Thursday, not midnight! Come back in the morning.</li>
<li><span style="text-decoration: underline;">SOUND: [13] RENEWED IMPATIENT BANGING ON DOOR — LET IT FINISH.</span></li>
<li>DR ROYLOTT: (SHOUTING THROUGH THE LOCKED DOOR) Open this door immediately or I will break it down.</li>
<li>YOUNG HOLMES: I should warn you then, that I have a loaded pistol on this side of the door and no compunction about handing a corpse over to the police if forced to it.</li>
<li>DR ROYLOTT: I have no fear of the police, sir. I have it on good authority that you are aware of the location of my ward, Miss Helen Stoner, and if you do not open this door this instant I will break it down, pistol be damned!</li>
<li>YOUNG HOLMES: In that case&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [14] LOCK BEING THROWN OPEN — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: &#8230;there we are. What can I do for you, sir?</li>
<li>DR ROYLOTT: (SPLUTTERING) What can you? For a start you can produce my ward.</li>
<li>YOUNG HOLMES: I take it you believe I have&#8230; kidnapped her?</li>
<li>DR ROYLOTT: Of course! Now produce her at once?</li>
<li>YOUNG HOLMES: Sir, I am a consulting detective not a kidnapper. Now if you are inclined to engage me to recover your missing person&#8230;</li>
<li>DR ROYLOTT: I know very well who you are, sir! And&#8230;</li>
<li>YOUNG HOLMES: Very good. Then you know I do not do charity work. If you wish my help you will need to sign a contract.</li>
<li>DR ROYLOTT: I’m warning you, Mr Holmes. See that poker by your hearth?</li>
<li><span style="text-decoration: underline;">SOUND: [15] METAL SCREECHING AS POKER IS BENT IN HALF — LET IT FINISH.</span></li>
<li>DR ROYLOTT: If you don’t wish to end up the shape of that poker, you’ll start being a deal more cooperative.</li>
<li>YOUNG HOLMES: Dr Roylott! And it is Dr Roylott, I presume. If you are hoping to intimidate me, you have chosen the wrong man.<br />
London is a very large city and should you wish to locate your ward it is going to take you some considerable time. I do not believe you have a lot of time, sir, and if you wish my help you will need to produce a retainer and sign this contract! &#8230;And I am adding the cost of the poker to it, by the way.</li>
<li>DR ROYLOTT: This is extortion&#8230;</li>
<li>YOUNG HOLMES: Of a sort. Yes!</li>
<li>DR ROYLOTT: I see. You’re not a man easily cowed, are you? Alright, I suppose I can respect that. Give me the contract!</li>
<li><span style="text-decoration: underline;">SOUND: [16] SCRATCHING OF PEN ON PAPER. RUSTLE OF NOTES CHANGING HANDS – LET IT FINISH.</span></li>
<li>DR ROYLOTT: There. I take it you’ll help me find her now.</li>
<li>YOUNG HOLMES: Most assuredly. As you surmised I am fully aware of her location and will take you to her.</li>
<li>DR ROYLOTT: Hmmpf. Good!</li>
<li>YOUNG HOLMES: You should also be aware that your ward has engaged my services.</li>
<li>DR ROYLOTT: What? When?</li>
<li>YOUNG HOLMES: Just this morning actually. She wishes an investigation to be made regarding the death of her sister.</li>
<li>DR ROYLOTT: Mr Holmes, I am not going to stand by and let you&#8230;</li>
<li>YOUNG HOLMES: Oh, do calm down and let’s be off. Do you wish to see your ward or not?</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h2>ACT 2</h2>
<h3>SCENE 3: INT. — CARRIAGE APPROACHING THE ROYLOTT ESTATE — THE FOLLOWING DAY (MARTHA, HOLMES, HELEN)</h3>
<ol start="108">
<li><span style="text-decoration: underline;">SOUND: [6] (WALLA) CLIP-CLOP OF HORSES PULLING A CARRIAGE — ESTABLISH AND UNDER.</span></li>
<li>MARTHA: Alright, Mr ’olmes, enough with the smug looks. What changed your mind about Miss Stoner’s circumstances?</li>
<li>YOUNG HOLMES: What makes you think my mind has been changed, Miss Hudson? Perhaps I simply thought it a lovely day for a trip to the country.</li>
<li>MARTHA: You can’t abide the country! ’n you ne’er do anything without reason.</li>
<li>YOUNG HOLMES: True enough.</li>
<li>MARTHA: Oh no you don’t! I’m sick o’ seein’ ’ow pleased with yerself you are. Tell us exactly what changed yer mind or I’m going to swat you on the nose right ’ere and now.</li>
<li>YOUNG HOLMES: You know, that’s just what I did to Miss Stoner’s guardian&#8230; metaphorically speaking. He’s a rather unpleasant sort, isn’t he?</li>
<li>MARTHA: Well that almost goes without saying. Dr Roylott was in the most towerin’ o’ rages when ’e arrived with you last night&#8230; ’n when you said you’d be the one to bring Miss Stoner to ’is estate&#8230; and that you’d be stayin’ until she reached ’er majority as part o’ the investigation, I thought ’e’d up ’n die of apoplexy.</li>
<li>YOUNG HOLMES: Yes. I did rather enjoy that moment.</li>
<li>HELEN: Mr Holmes, you mustn’t underestimate my guardian. I believe him to be a most dangerous man. And you have made a bitter enemy of him regardless of how meek he appeared at the end.</li>
<li>YOUNG HOLMES: Please, calm yourself, Miss Stoner. I don’t underestimate anybody.</li>
<li>MARTHA: (STIFLING A LAUGH OF DERISION) Hmmpf!</li>
<li>YOUNG HOLMES: (IGNORING MARTHA) Your guardian’s performance at my lodgings and his behavior afterwards have given me reason to reconsider my first assessment of your case.</li>
<li>HELEN: I assumed something must have.</li>
<li>YOUNG HOLMES: You’re quite afraid of him, aren’t you?</li>
<li>HELEN: Yes, Mr Holmes. Yes, I am.</li>
<li>YOUNG HOLMES: I couldn’t help noticing that pendant you have around your neck. Martha, do you recognize it?</li>
<li>MARTHA: Oh my. I certainly do. They’re fairly rare, aren’t they?</li>
<li>HELEN: This old thing? My nanny gave it to me when I was a child. What is it to you?</li>
<li>MARTHA: Gypsies wear ’em for good luck. They’re supposed to be able to dispel ’ighly potent magicks.</li>
<li>HELEN: Really? I never realized that my nanny went in for such superstition.</li>
<li>YOUNG HOLMES: Then think nothing of it&#8230; though I would hide it away against your skin if I were you&#8230; rather than display it in the open.</li>
<li>MARTHA: Returnin’ to Dr Roylott, Mr ’olmes, an unpleasant manner is ’ardly the makin’ of a killer.</li>
<li>YOUNG HOLMES: And if it had just been his manner that offended me I would likely have disregarded the matter entirely, but it was not. He took my fire iron and bent it like a pretzel.</li>
<li>HELEN: He what?</li>
<li>MARTHA: (LIGHT DAWNING) Ohhhh! Now I see what caught yer attention. You think there’s somethin’ unnatural goin’ on.</li>
<li>YOUNG HOLMES: I do! And I believe Miss Stoner’s sister may have thought so as well. In fact it shouldn’t surprise me if Dr Roylott is behind all of it. I am of a mind that he will attempt to kill all three of us before this affair is concluded.</li>
<li>HELEN: (GASPS IN SHOCK) Oh!</li>
<li>MARTHA: Well, there’s no need to sound so excited at the prospect, Mr ’olmes. It’s indecent.</li>
<li>YOUNG HOLMES: Oh very well. It’s time we composed ourselves anyway, I believe we are about to arrive at our destination.</li>
<li>HELEN: Good grief, Mr Holmes. Is that a snakeskin hanging over the gate? It’s enormous.</li>
<li>HOLMES: It’s at least thirty feet long if it’s an inch and at least two feet around — a huge speckled hide. I’ve never seen anything quite like it.</li>
<li>MARTHA: You’re not about to quote Shakespeare at us again, are you?</li>
<li>YOUNG HOLMES: I could, but it rather takes the fun out of it when you pre-empt me like that.</li>
<li>MARTHA: Maybe fer you, Mr ’olmes. It does yer soul good t’ have the wind taken out o’ yer sails once in a while.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: INT. — THE ROYLOTT ESTATE — MOMENTS LATER (DR ROYLOTT, YOUNG HOLMES)</h3>
<ol start="144">
<li>DR ROYLOTT: [CUE] Welcome to my home. I will be plain. With the exception of my ward, Miss Stoner, I do not want you here. Nonetheless, the members of my domestic staff are at your service and will endeavor to treat you as honored guests. In the interests of maintaining my privacy I must ask you to please refrain from entering my private library, study, and cellars.</li>
<li>YOUNG HOLMES: Dr Roylott, I have been engaged by your ward to conduct an investigation into the death one year ago in this house of Miss Stoner’s sister. I insist that you give us access to the entire house.</li>
<li>DR ROYLOTT: You may insist all that you wish, Mr Holmes. This is my house and I have invited you here under sufferance. I am only entertaining this farce in so far as I have nothing to hide and wish your “investigation” to be over with as soon as possible. I will not, however, countenance any infringement of my privacy. Is that understood?</li>
<li>YOUNG HOLMES: Hmpf. Perfectly, sir.</li>
<li>DR ROYLOTT: Now, I must also warn you to avoid the grounds. I spent some time in India and have populated the grounds with some of the local fauna. They are not particularly dangerous unless you surprise them. However, they are wild and, like any cornered animal, will fight to protect themselves from a perceived threat.</li>
<li>YOUNG HOLMES: I thought I detected a baboon or two in the trees as we entered.</li>
<li>DR ROYLOTT: Yes, and there is a wolf, a number of snakes, and a few other animals besides. Do not say you were not warned.<br />
Now, Miss Stoner, I will lead you to your room. And, yes, it is the one in which your sister stayed. I wish you to see that there is nothing to fear in this house and that you have done me a great injury by your ridiculous mistrust.</li>
<li>YOUNG HOLMES: I dare say. My associate, Miss Hudson, and I will accompany you as we need to make investigation of the room.</li>
<li>DR ROYLOTT: (INTENSELY ANNOYED) As you wish!</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h2>The Speckled Hide</h2>
<ul>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-1-runaway/">The Speckled Hide &#8211; Episode 1 &#8211; The Runaway</a></li>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-2-community-evil/">The Speckled Hide &#8211; Episode 2 &#8211; Community of Evil</a></li>
<li><a href="http://weirdworldstudios.com/speckled-hide-episode-3-fall-dr-roylott/">The Speckled Hide &#8211; Episode 3 &#8211; The Fall of Dr Roylott</a></li>
</ul>
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<p>The post <a href="https://weirdworldstudios.com/speckled-hide-episode-1-runaway/">The Speckled Hide &#8211; Episode 1 &#8211; The Runaway</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2486</post-id>	</item>
		<item>
		<title>The Ritual &#8211; Episode 3 &#8211; Beneath Musgrave Hall</title>
		<link>https://weirdworldstudios.com/ritual-episode-3-beneath-musgrave-hall/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 26 Aug 2016 22:38:49 +0000</pubDate>
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		<category><![CDATA[The Ritual]]></category>
		<category><![CDATA[beneath musgrave hall]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the ritual]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;A Girl, A Ghost, and a Guide&#8217;; episode 2 of The Ritual. THE RITUAL EPISODE #3 – Beneath Musgrave Hall by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ritual-episode-3-beneath-musgrave-hall/">The Ritual &#8211; Episode 3 &#8211; Beneath Musgrave Hall</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Below we present the complete text of &#8216;A Girl, A Ghost, and a Guide&#8217;; episode 2 of The Ritual.</p>



<div class="wp-block-image wp-image-2451 size-full"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="200" height="283" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/08/010GM2Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM002 - The Ritual" class="wp-image-2451" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption>Gaslamp Mystery &#8211; GM002 &#8211; The Ritual</figcaption></figure></div>



<div class="wp-block-image wp-image-3380 size-thumbnail"><figure class="alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></div>



<h2 class="wp-block-heading">THE RITUAL</h2>



<h3 class="wp-block-heading">EPISODE #3 – Beneath Musgrave Hall</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover Illustration by Miyukiko</p>



<p class="wp-block-paragraph">Edited by Margaret Wilkins</p>



<p class="wp-block-paragraph">Copyright 2013 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<div class="wp-block-image size-full wp-image-3314"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure></div>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>



<h2 class="wp-block-heading">Episode 3: Beneath Musgrave Hall</h2>



<p class="wp-block-paragraph">In this episode:</p>



<p class="wp-block-paragraph">“The game’s afoot:</p>



<p class="wp-block-paragraph">Follow your spirit, and upon this charge</p>



<p class="wp-block-paragraph">Cry ‘God for Harry, England, and Saint George!’”</p>



<p class="wp-block-paragraph">— William Shakespeare</p>



<p class="wp-block-paragraph">Sherlock Holmes has just left university and is seeking to make a name for himself as an investigator of the unusual when Reginald Musgrave, an acquaintance from the university, arrives requesting Holmes look into the disappearance of two of his domestic staff. Holmes immediately asks Martha Hudson to go undercover at Musgrave’s stately home while he himself is visiting to ascertain what has taken place. The investigation enters them in a race to find a hidden local treasure but ultimately pits them against the treasure’s ghostly guardian and Musgrave’s rivals. Can Holmes’ uncanny deductive abilities and understanding of folklore help him to win the treasure before others with more sinister motives do the same?</p>



<p class="wp-block-paragraph">Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>



<h2 class="wp-block-heading">CAST LIST</h2>



<p class="wp-block-paragraph"><strong>NARRATOR: </strong>General narrator.</p>



<p class="wp-block-paragraph"><strong>ELDER SHERLOCK HOLMES:</strong> The Narrator</p>



<p class="wp-block-paragraph"><strong>YOUNG SHERLOCK HOLMES:</strong> The famous Detective</p>



<p class="wp-block-paragraph"><strong>MARTHA HUDSON:</strong> Holmes’ Companion on his investigation</p>



<p class="wp-block-paragraph"><strong>REGINALD MUSGRAVE:</strong> Owner of Musgrave Hall and client to Sherlock Holmes</p>



<p class="wp-block-paragraph"><strong>BRUNTON:</strong> Formerly, Reginald Musgrave&#8217;s Manservant.</p>



<p class="wp-block-paragraph"><strong>GHOST: </strong>The Ghost of a soldier in the army of Charles I.</p>



<p class="wp-block-paragraph"><strong>SFX :</strong> SFX operator (1 required)</p>



<p class="wp-block-paragraph">Below we present the complete text of &#8216;Beneath Musgrave Hall&#8217;, episode 3 of The Ritual.</p>



<h3 class="wp-block-heading">SCENE 9: INT. — A MAN-MADE CAVE — MOMENTS LATER (MARTHA, YOUNG HOLMES, REGINALD)</h3>



<ol start="344"><li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li><li>NARRATOR: The investigation by Holmes and Martha into the strange goings on at Musgrave Hall has revealed a surprising amount of interest in an old poem recorded in the Musgrave Family Bible.&nbsp; Deducing that it is a map, Holmes, Martha, and Lord Musgrave have followed it into a cave.</li><li><span style="text-decoration: underline;">SOUND: [13] (WALLA) SLIGHT ECHO ADDED TO VOICES TO GIVE SENSE OF BEING IN AN ENCLOSED SPACE — CONTINUE UNTIL 466.</span></li><li>MARTHA: It’s not a very large space, is it?</li><li>YOUNG HOLMES: No. But it’s definitely the right place. It’s not a natural cave, the walls have been bricked&#8230; I just can’t see&#8230;</li><li>REGINALD: (INTERRUPTING WEARILY) I’ll just help myself up then, shall I? (GRUNTS AS HE RISES).</li><li>YOUNG HOLMES: Ah, thank you, Reginald. Now I see it?</li><li>REGINALD: See what?</li><li>YOUNG HOLMES: The last part of the pacing instructions: “and then under.” Reginald tumbled in on top of a trap door.</li><li>REGINALD: (WRYLY) Well I’m glad I was able to be of some use.</li><li>YOUNG HOLMES: Come on then, man. Grab hold of that iron ring with me and let’s see if we can’t get this open.</li><li><span style="text-decoration: underline;">SOUND: [39] GRINDING SOUND OF STONE AGAINST STONE FOLLOWED BY CREAK OF TRAP DOOR OPENING AND HEAVY THUMP OF DOOR FALLING OPEN — LET IT FINISH.</span></li><li>YOUNG HOLMES: There we are. Ladies first?</li><li>MARTHA: Very amusing, Mr ’olmes.</li><li>YOUNG HOLMES: Alright then, follow me. “Once more into the breach.”</li><li><span style="text-decoration: underline;">MUSIC: [5] (BRIDGE) OMINOUS SCENE ENDER. LET IT FINISH</span></li></ol>



<h3 class="wp-block-heading">SCENE 10: INT. — A NATURAL CAVE — MOMENTS LATER (MARTHA, YOUNG HOLMES, REGINALD, BRUNTON)</h3>



<ol start="360"><li><span style="text-decoration: underline;">SOUND: [14] (WALLA) OCCASIONAL DRIPS, SLIGHT ECHO — ESTABLISH AND UNDER.</span></li><li>MARTHA: Well, that was unpleasant.</li><li>YOUNG HOLMES: How so?</li><li>MARTHA: Climbing down an ’undred feet o’ rickety, two-’undred-year-old ladder? What’s not unpleasant about that?</li><li>YOUNG HOLMES: Where’s your sense of adventure?</li><li>MARTHA: About an ’undred feet above us, if you must know! Anything ’appens down ’ere and they won’t find us for a century or more (BEAT) (TO HERSELF) &#8230;if they ever do at all.</li><li>YOUNG HOLMES: Don’t be so fatalistic. What could possibly go wrong?</li><li>SOUND: [40] HEAVY CRASH OF TRAP DOOR BEING SEALED — LET IT FINISH.</li><li>REGINALD: Well, for one thing the trap door could slam shut sealing us in the dark.</li><li>YOUNG HOLMES: You worry too much, Reginald. I asked you to bring the lantern for just this contingency.</li><li>SOUND: [41] SOUND OF LANTERN BEING LIT — LET IT FINISH.</li><li>REGINALD: Nothing takes you by surprise, does it, Sherlock?</li><li>YOUNG HOLMES: Very little.</li><li>MARTHA: Ahem.</li><li>YOUNG HOLMES: Oh, you’re not going to bring that up again, are you?</li><li>MARTHA: A little ’umiliation now and then is good for your soul&#8230; makes you seem a little more like the rest of us mere mortals.</li><li>YOUNG HOLMES: No! I forbid you to tell the story.</li><li>MARTHA: Do you now? Lord Musgrave, would it interest you to know that the talented Mr ’olmes, ’oo prides ’imself on ’is ability to notice everything, was recently invited to the wedding of Miss Lacey Aldershott?</li><li>REGINALD: Why, Miss Hudson, I do believe it would.</li><li>YOUNG HOLMES: (LOUDLY) My but aren’t those stalactites interesting.</li><li>MARTHA: ’e was standing up the front, waitin’ for the ceremony to begin, when Mr Aldershott Snr, the bride’s father, asks ’im if ’e’s remembered the rings.</li><li>YOUNG HOLMES: (LOUDLY) You know, the chances of a formation like this occurring in just that configuration are quite remarkable.</li><li>MARTHA: Even then, ’e didn’t put two and two together. It seems the young lady had mistaken Mr ’olmes acceptance of a financial engagement for something a little more permanent.</li><li>YOUNG HOLMES: (MUTTERING SULKILY) It could have happened to anyone.</li><li>REGINALD: (ROARS WITH LAUGHTER) Ah, yes. But it did happen to you. Oh my.</li><li>YOUNG HOLMES: (GRUFFLY) Come on, we need to follow this tunnel&#8230; but have a care, I think it may contain&#8230;</li><li><span style="text-decoration: underline;">SOUND: [42] CLICK FOLLOWED BY THE WHOOSH-THUNK OF A SPEAR STRIKING THE WALL — LET IT FINISH.</span></li><li>YOUNG HOLMES: (WRYLY) traps.</li><li>REGINALD: (SHOCKED) That spear missed by the merest of inches, Holmes.</li><li>YOUNG HOLMES: You don’t say? There are pressure plates beneath the dirt. Someone has gone to significant trouble to keep something very safe. Keep to the tunnel’s edges and we should be fine.</li><li>BRUNTON: (ADMIRING) Very good, sir. I can see that you are quite a formidable adversary.</li><li>YOUNG HOLMES: As you clearly are not! Mr Brunton, I presume, formerly butler at Musgrave Hall.</li><li>BRUNTON: Now, now. There’s no need to be so insulting. Especially since I have a musket pointed at your heart. Besides, I was smart enough to follow you down here.</li><li>YOUNG HOLMES: Oh yes. And what of Miss Howell? I don’t see her with you.</li><li>BRUNTON: I’m afraid she won’t be making an appearance today&#8230; or ever again!</li><li>MARTHA: You villain!</li><li>YOUNG HOLMES: (COLDLY) I take it she is dead?</li><li>BRUNTON: It was a mercy really! All that sniveling and crying. And getting caught in the house. I couldn’t have that now, could I?</li><li>YOUNG HOLMES: You drowned her in the mere, then?</li><li>BRUNTON: Indisputably. And if you don’t wish to end up sharing her fate, I suggest you lead on.</li><li>MARTHA: You ’eartless brute.</li><li>BRUNTON: Sticks and stones, my dear miss. (VOICE HARDENING) Now forward!</li><li><span style="text-decoration: underline;">MUSIC: [5] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">ACT 3</h2>



<h3 class="wp-block-heading">SCENE 11: INT. — DEEPER IN THE CAVE — A LITTLE LATER (BRUNTON, YOUNG HOLMES, MARTHA, REGINALD, GHOST)</h3>



<ol start="403"><li><span style="text-decoration: underline;">SOUND: [14] (WALLA) OCCASIONAL DRIPS, SLIGHT ECHO — ESTABLISH AND UNDER.</span></li><li><span style="text-decoration: underline;">SOUND: [43] FOOTSTEPS MOVE FORWARD AND STOP — UNDER.</span></li><li>BRUNTON: Don’t stop now. Have you forgotten the musket I have pointed at you?</li><li>YOUNG HOLMES: Oh, I haven’t forgotten, sir. We have merely reached our destination.</li><li><span style="text-decoration: underline;">SOUND: [15] (WALLA) FADE IN SLOW BUBBLING SOUND — ESTABLISH AND UNDER.</span></li><li>MARTHA: What is that foul smell?</li><li>YOUNG HOLMES: You mean aside from Brunton? I believe we’re approaching a mud pool. This area is famed for them.</li><li>BRUNTON: Be warned, sir, I will not be trifled with. I’ll be sure to shoot the woman first if you attempt anything untoward.</li><li>YOUNG HOLMES: Yes, yes. You’re very frightening. (BEAT) Ah, here we are (BEAT) and there is the treasure.</li><li><span style="text-decoration: underline;">MUSIC: [7] (STING) MUSICAL REVEAL, CHIMES PERHAPS — LET IT FINISH.</span></li><li>REGINALD: It’s hanging in a net over the mud.</li><li>YOUNG HOLMES: And the mud is superheated.</li><li>MARTHA: What’s that against the wall over there? Armor?</li><li>YOUNG HOLMES: Yes. The armor of a King’s man. And within it I suspect you’ll find the bones of the ghostly visitor who attended me last night.</li><li>BRUNTON: Be quiet! All of you! I need to understand this.</li><li>YOUNG HOLMES: (AMUSED) Be my guest.</li><li>BRUNTON: You don’t think I can? I’ll show you. The treasure is suspended over the pool. On the near side is a weighted contrivance of some kind; a final trap designed to tip the treasure into the mud. I need only use some of these rocks to balance the weight and the treasure will be safely within my grasp.</li><li>YOUNG HOLMES: Then I suggest you show us how it is done.</li><li>BRUNTON: I will.</li><li><span style="text-decoration: underline;">SOUND: [44] SOUND OF ROCKS BEING LOADED ONTO SOMETHING — LET IT FINISH.</span></li><li>BRUNTON: There! See!</li><li>YOUNG HOLMES: I do.</li><li><span style="text-decoration: underline;">SOUND: [45] SLIDING OF TREASURE FOLLOWED BY SPLASH AND RETURN TO BUBBLING — UNDER.</span></li><li>BRUNTON: (WAILING) No!!</li><li>YOUNG HOLMES: (FALSE SYMPATHY) Bad luck, old man. I guess you didn’t have it worked out after all.</li><li>BRUNTON: You’d dare laugh at me. I’ll kill you. I’ll kill you all.</li><li>YOUNG HOLMES: Oh stop it, Brunton. The treasure is now out of your reach. In fact, I believe it is now out of everybody’s reach. But in a moment I think you’ll have other things to concern yourself with.</li><li>GHOST: (MOANING) You have&#8230; failed!&#8230; Pay&#8230; the price!&#8230; Not&#8230; worthy!</li><li>BRUNTON: (HORRIFIED) No! No! (WAILING AS IT TRAILS OFF IN A GARGLING DEATH CROAK) Noooo!</li><li>YOUNG HOLMES: Quickly, Martha, he’s dead. Use the salt to create a barrier.</li><li>GHOST: Failed!&#8230; So long&#8230; waited&#8230; all for&#8230; nothing!</li><li>REGINALD: What’s it saying, man. This is insane.</li><li>YOUNG HOLMES: (SHARPLY) No distractions! (TO THE GHOST) Here, you, spirit of the long dead&#8230; I have a solution for you.</li><li>GHOST: No solution&#8230; failed my trust!</li><li>YOUNG HOLMES: No! No, you succeeded. You protected the treasure.</li><li>GHOST: Failed my trust!</li><li><span style="text-decoration: underline;">SOUND: [46] FADE IN EARTHQUAKE LIKE RUMBLING — UNDER AND FINISH.</span></li><li>YOUNG HOLMES: (NERVOUSLY) Martha?</li><li><span style="text-decoration: underline;">SOUND: [47] SINGLE RINGING CHIME — LET IT FINISH.</span></li><li>GHOST: (WAILING) Nooo!</li><li>MARTHA: Got it! The circle’s complete around ’im. That should ’old ’im, possibly indefinitely since no sunlight’s ever likely to make its way down ’ere and break its power, dawn or no.</li><li>YOUNG HOLMES: Good work! Help me put a second circle around Brunton. There’ll be another ghost along in a moment.</li><li>REGINALD: What is this nonsense? Salt circles? Ghosts? I want none of this!</li><li>YOUNG HOLMES: Wait, Reginald, we’re almost done! (TO THE GHOST) You were a King’s man once. You gave up all to protect this treasure. It was intended for the King’s heirs.</li><li>GHOST: Yes!&#8230; For&#8230; the heirs!</li><li>YOUNG HOLMES: Reginald, what was the final part of The Ritual?</li><li>REGINALD: The Ritual? Why&#8230; er&#8230;<br>‘What shall we give for it?’<br>‘All that is ours.’<br>‘Why should we give it?’<br>‘For the sake of the trust.’</li><li>YOUNG HOLMES: You gave your life to protect this treasure, didn’t you? And what else was yours to give? I believe your armor is the key.</li><li>GHOST: Yes&#8230; Yes&#8230;</li><li>YOUNG HOLMES: Get those stones off the mechanism and place the armor upon it.</li><li>REGINALD: Alright.</li><li><span style="text-decoration: underline;">SOUND: [48] SOUND OF ROCKS BEING CLEARED AND REPLACED WITH CLANKING ARMOR — LET IT FINISH.</span></li><li>REGINALD: There!</li><li>YOUNG HOLMES: Spirit, you are free! The Ritual has been fulfilled.</li><li>GHOST: But who&#8230; will guard&#8230;?</li><li>YOUNG HOLMES: Look behind you. In the other circle.</li><li>REGINALD: Good grief! It’s Brunton&#8230; or I should say his ghost!</li><li>YOUNG HOLMES: You are free, King’s man. Go to your reward. The task now falls to one who coveted the treasure for his own gain.</li><li>GHOST: Yes&#8230; Yes&#8230; Farewell!</li><li><span style="text-decoration: underline;">SOUND: [49] WIND BLOWS THROUGH AND FADES TO NOTHING — LET IT FINISH.</span></li><li>MARTHA: Is he at rest?</li><li>YOUNG HOLMES: We’ll salt and burn the bones to be sure, but yes, I think so.</li><li>MARTHA: And what of that one?</li><li>BRUNTON: (GHOSTLY MOANING) What? Where&#8230; am I?</li><li>YOUNG HOLMES: You, sir, are dead. A victim of your own greed.</li><li>BRUNTON: (PLEADING) Free&#8230; me&#8230;</li><li>YOUNG HOLMES: You are a murderer and an abuser of women. I have no inclination whatsoever to free you. So long as it&#8217;s not disturbed, that salt circle should keep you from bothering anyone ever again.</li><li>BRUNTON: (ANGRY) Free&#8230; me&#8230;</li><li>YOUNG HOLMES: (STERNLY) No.</li><li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 12: INT. — TRAIN CARRIAGE RETURNING TO LONDON — THE FOLLOWING AFTERNOON (MARTHA, YOUNG HOLMES)</h3>



<ol start="473"><li><span style="text-decoration: underline;">SOUND: [16] (WALLA) CLICKETY CLACK AND CHUFFING OF TRAIN TRAVELLING DOWN TRACKS, OCCASIONAL TOOTS — ESTABLISH AND UNDER.</span></li><li>MARTHA: Well, that was an adventure, Mr ’olmes.</li><li>YOUNG HOLMES: Hmmm? Yes, I suppose it was.</li><li>MARTHA: ’ave you thought about what you’ll do when you get back to London?</li><li>YOUNG HOLMES: Not as yet.</li><li>MARTHA: I think you need to get out of that little room in Soho.</li><li>YOUNG HOLMES: Oh?</li><li>MARTHA: Why don’t you consider taking a room at 221B (TWO TWO ONE B)?</li><li>YOUNG HOLMES: I can’t afford it. Lord Musgrave was generous enough, but half the payment is yours and the remainder will not go far enough.</li><li>MARTHA: You could find someone to share.</li><li>YOUNG HOLMES: Martha, do you mind?</li><li>MARTHA: You seem a little distracted, if’n I might say so.</li><li>YOUNG HOLMES: Yes. As it happens I’m thinking about something.</li><li>MARTHA: Well, there’s something you don’t see every day.</li><li>YOUNG HOLMES: I’ll thank you to keep the sarcasm to yourself.</li><li>MARTHA: Well, out with it?</li><li>YOUNG HOLMES: Oh alright, if you refuse to give me any peace. It’s this. Brunton wasn’t smart enough for that business at Musgrave Hall.</li><li>MARTHA: Sure, ’e was.</li><li>YOUNG HOLMES: (WITH EMPHASIS) No. He wasn’t.</li><li>MARTHA: What is it you suspect?</li><li>YOUNG HOLMES: I believe he was a contracted agent for someone else.</li><li>MARTHA: And what gives you that notion?</li><li>YOUNG HOLMES: This does. It’s a card I found on Brunton’s body before we handed it over to the police.</li><li>MARTHA: Let me see&#8230; Typed!<br>“Buried treasure.<br>Locate Ritual, decode, and pursue.”<br>And on the other side&#8230; “M.”<br>What does it mean, Mr ’olmes?</li><li>YOUNG HOLMES: I’m not sure, Miss Hudson. Possibly nothing. Anyway if you’ll cease that idle prattling I’ll return to my thoughts.</li><li>MARTHA: Hmpf. Just why was it you asked me to accompany you on this little jaunt, Mr ’olmes?</li><li>YOUNG HOLMES: I beg your pardon?</li><li>MARTHA: I used to think you simply liked ’aving someone around to impress. On this occasion, you ’ad Lord Musgrave an’ I would ’ave thought that was plenty. So, why did you ask me along?</li><li>YOUNG HOLMES: My dear Miss Hudson, I would have thought that was obvious.</li><li>MARTHA: Not to me.</li><li>YOUNG HOLMES: You are by far the most intelligent person of my acquaintance and someone engaging in my profession can hardly afford to lay aside the best tools he has at hand for solving a mystery.</li><li>MARTHA: Is that it? Am I a tool in your chest to be used when the time is right?</li><li>YOUNG HOLMES: Of course.</li><li>MARTHA: (COLDLY) Mr ’olmes?</li><li>YOUNG HOLMES: Yes, Miss Hudson?</li><li>MARTHA: You can keep your thoughts fer yourself.</li><li>YOUNG HOLMES: (CONFUSED) Why&#8230; thank you.</li><li><span style="text-decoration: underline;">MUSIC: [6] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">CONCLUSION (ELDER HOLMES)</h3>



<ol start="511"><li>ELDER HOLMES: [CUE] And so ended the mysterious affair of The Ritual. By my count we had two dead, one ghost put to rest, and another damned to guard an irretrievable treasure for all time. Martha was right of course. There was more to my need for her company than even I was aware of at that time. But I was also right about Brunton. He did have an employer. One whose path I would cross more and more as I pursued my chosen career. But that, of course, is a story for another day.</li><li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME AND CREDITS — LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading"><a id="GM002_40"></a> CASTING SHEETS — MAJOR CHARACTERS</h3>



<p class="wp-block-paragraph"><strong>ELDER SHERLOCK HOLMES:</strong> I am an older and wiser Sherlock Holmes — one who looks back on his life with the clear sight of age. These are my reminiscences, both of the events themselves and also of their meaning.</p>



<p class="wp-block-paragraph"><strong>YOUNG SHERLOCK HOLMES:</strong> I am the famous Sherlock Holmes, though early in my career and not yet consumed by the monomania with which I was later afflicted. I am the smartest man in any room in which I am found. I am egotistical, somewhat uncaring of the feelings of others, obsessive when it comes to unraveling a riddle, and about to prove myself the greatest of unsung ghost hunters in all of England.</p>



<p class="wp-block-paragraph"><strong>MARTHA HUDSON:</strong> I was a farm girl with a no-nonsense attitude. Now I’m a landlord in London. I’ve seen the ’ard side of life and I’ve got no illusions. I’m smart and determined, and I’ve made my way well to date. I know about the old ways — the folk stories and the things that go bump in the night. I’m not afraid of ’em and I’m not afraid of you neither.</p>



<p class="wp-block-paragraph"><strong>REGINALD MUSGRAVE:</strong> I am an acquaintance of Holmes’ from <g class="gr_ gr_6 gr-alert gr_gramm gr_inline_cards gr_run_anim Grammar only-ins doubleReplace replaceWithoutSep" id="6" data-gr-id="6">university</g>. I am easily impressed by the latest intellectual fad and just as easily captured by the sight of a pretty face. Some call me flighty, but I am merely enthusiastic. That my enthusiasm tends to be intense but short-lived should come as no surprise to anyone.</p>



<h3 class="wp-block-heading"><a id="GM002_41"></a>
  CASTING SHEETS — MINOR CHARACTERS
</h3>



<p class="wp-block-paragraph">
  <strong>BRUNTON:</strong> I am a con-man and a swindler. I took work with Lord Musgrave because he was stupid and easy to rob. Sadly, he is not so well off as I had first thought, but I have a plan to steal a great treasure out from under him. One he isn’t even aware is there.
</p>



<p class="wp-block-paragraph">
  <strong>GHOST:</strong> I served my King. I was given a charge to guard the crown until it could be handed back to my King’s heirs. This I do. I will guard this treasure for eternity if I must.
</p>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/.">https://weirdworldstudios.com/product-category/our-products/.</a></p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>



<h2 class="wp-block-heading">The Ritual</h2>



<ul class="wp-block-list"><li><a href="https://weirdworldstudios.com/ritual-episode-1-mystery-musgrave-hall/">The Ritual – Episode 1 – Mystery at Musgrave Hall</a></li><li><a href="https://weirdworldstudios.com/ritual-episode-2-girl-ghost-guide/">The Ritual – Episode 2 – A Girl, A Ghost and a Guide</a></li><li><a href="https://weirdworldstudios.com/ritual-episode-3-beneath-musgrave-hall/">The Ritual – Episode 3 – Beneath Musgrave Hall</a></li></ul>
<p>The post <a href="https://weirdworldstudios.com/ritual-episode-3-beneath-musgrave-hall/">The Ritual &#8211; Episode 3 &#8211; Beneath Musgrave Hall</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Ritual &#8211; Episode 2 &#8211; A Girl, a Ghost, and a Guide</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 20 Aug 2016 00:28:54 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;A Girl, A Ghost, and a Guide&#8217;; episode 2 of The Ritual. THE RITUAL EPISODE #2 – A Girl, a Ghost, and a Guide by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ritual-episode-2-girl-ghost-guide/">The Ritual &#8211; Episode 2 &#8211; A Girl, a Ghost, and a Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Below we present the complete text of &#8216;A Girl, A Ghost, and a Guide&#8217;; episode 2 of The Ritual.</p>



<div class="wp-block-image wp-image-2451 size-full"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="200" height="283" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/08/010GM2Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM002 - The Ritual" class="wp-image-2451" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption>Gaslamp Mystery &#8211; GM002 &#8211; The Ritual</figcaption></figure></div>



<div class="wp-block-image wp-image-3380 size-thumbnail"><figure class="alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></div>



<h2 class="wp-block-heading">THE RITUAL</h2>



<h3 class="wp-block-heading">EPISODE #2 – A Girl, a Ghost, and a Guide</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover Illustration by Miyukiko</p>



<p class="wp-block-paragraph">Edited by Margaret Wilkins</p>



<p class="wp-block-paragraph">Copyright 2013 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<div class="wp-block-image size-full wp-image-3314"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure></div>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>



<h2 class="wp-block-heading">Episode 2: A Girl, a Ghost, and a Guide</h2>



<p class="wp-block-paragraph">In this episode:</p>



<p class="wp-block-paragraph">“The game’s afoot:</p>



<p class="wp-block-paragraph">Follow your spirit, and upon this charge</p>



<p class="wp-block-paragraph">Cry ‘God for Harry, England, and Saint George!’”</p>



<p class="wp-block-paragraph">— William Shakespeare</p>



<p class="wp-block-paragraph">Sherlock Holmes has just left university and is seeking to make a name for himself as an investigator of the unusual when Reginald Musgrave, an acquaintance from the university, arrives requesting Holmes look into the disappearance of two of his domestic staff. Holmes immediately asks Martha Hudson to go undercover at Musgrave’s stately home while he himself is visiting to ascertain what has taken place. The investigation enters them in a race to find a hidden local treasure but ultimately pits them against the treasure’s ghostly guardian and Musgrave’s rivals. Can Holmes’ uncanny deductive abilities and understanding of folklore help him to win the treasure before others with more sinister motives do the same?</p>



<p class="wp-block-paragraph">Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>



<h2 class="wp-block-heading">CAST LIST</h2>



<p class="wp-block-paragraph"><strong>NARRATOR: </strong> General narrator.</p>



<p class="wp-block-paragraph"><strong>ELDER SHERLOCK HOLMES:</strong> The Narrator</p>



<p class="wp-block-paragraph"><strong>YOUNG SHERLOCK HOLMES:</strong> The famous Detective</p>



<p class="wp-block-paragraph"><strong>MARTHA HUDSON:</strong> Holmes’ Companion on his investigation</p>



<p class="wp-block-paragraph"><strong>REGINALD MUSGRAVE:</strong> Owner of Musgrave Hall and client to Sherlock Holmes</p>



<p class="wp-block-paragraph"><strong>GHOST: </strong> The ghost of  a solider in the army of Charles I.</p>



<p class="wp-block-paragraph"><strong>BRUNTON:</strong> Formerly manservant to Reginald Musgrave.</p>



<p class="wp-block-paragraph"><strong>RACHEL HOWELL: </strong>Formerly serving-girl to Reginald Musgrave.</p>



<p class="wp-block-paragraph"><strong>MRS CASEY: </strong>Cook and Housekeeper to Reginald Musgrave.</p>



<p class="wp-block-paragraph"><strong>INSPECTOR DIAMOND: </strong>Local Police Inspector.</p>



<p class="wp-block-paragraph"><strong>SFX :</strong> SFX operator (1 required)</p>



<p class="wp-block-paragraph">Below we present the complete text of &#8216;A Girl, a Ghost, and a Guide&#8217;, episode 2 of The Ritual.</p>



<h3 class="wp-block-heading">SCENE 4: INT. — MUSGRAVE HALL LIBRARY — MIDNIGHT (BRUNTON, RACHEL, YOUNG HOLMES, REGINALD, MARTHA)</h3>


<ol start="176">
<li><span style="text-decoration: underline;">MUSIC: [1] OPENING THEME — LET IT FINISH.</span></li>
<li>NARRATOR: Holmes and Martha have arrived at Musgrave Hall intent on determining who has been threatening the life of Holmes&#8217; university acquaintance, Reginald, now Lord, Musgrave.&nbsp; Believing an attempt will be made to steal the family Bible, Holmes waits quietly in the dark for the intruders&#8217; return.</li>
<li><span style="text-decoration: underline;">SOUND: [10] (WALLA) TICKING CLOCK FOLLOWED BY MIDNIGHT STRIKE OF THE BELL — ESTABLISH AND UNDER.</span></li>
<li><span style="text-decoration: underline;">SOUND: [26] FURTIVE JEMMYING OF WINDOW LOCK FOLLOWED BY SLIDE OF WINDOW GOING UP — LET IT FINISH.</span></li>
<li>BRUNTON: Just get in there. It’s on the other side of the library.</li>
<li>RACHEL: (TEARFUL) I don’t know ’ow I let you talk me into this.</li>
<li>BRUNTON: (LAUGHING) Too late for that now, Rachel. You’d have done better asserting yourself before you became pregnant. If there’s to be any future for your whelp then you’ll need money and this is how it’s to be gotten.</li>
<li>RACHEL: (MORE TEARFUL YET) You’re just using me. First for your own pleasure and now&#8230; to rob Lord Musgrave. I was an innocent girl before I came ’ere and began listening to you.</li>
<li>BRUNTON: Yes, and now you’re a much wiser girl. (CRUELLY) Never undervalue the benefits of education. (BEAT) Now get on before you wake someone up. I’ll wait here with the musket.</li>
<li><span style="text-decoration: underline;">SOUND: [27] A WOMAN’S FOOTSTEPS CROSSING THE ROOM — LET IT FINISH.</span></li>
<li>RACHEL: What? No. It’s gone. But&#8230;</li>
<li>YOUNG HOLMES: I take it you’re looking for the family Bible. We’ve removed it, I’m afraid.</li>
<li>RACHEL: (SCREAMS IN FRIGHT) Aaah!</li>
<li><span style="text-decoration: underline;">SOUND: [28] BODY DROPPING TO THE FLOOR — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Good grief. The girl’s fainted.</li>
<li><span style="text-decoration: underline;">SOUND: [29] GUNSHOT FROM OUTSIDE THE WINDOW — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [30] MALE FOOTSTEPS. DOOR OPENS AND CLOSES — LET IT FINISH.</span></li>
<li>REGINALD: (APPROACHING FROM A DISTANCE) Holmes? Holmes? I say, man, are you alright?</li>
<li>YOUNG HOLMES: (CALLING BACK) I’m fine. The intruder has run off. Fortunately, I was bending over the lady when he fired.</li>
<li><span style="text-decoration: underline;">SOUND: [31] HURRYING FEMALE FOOTSTEPS. DOOR OPENS AND CLOSES — LET IT FINISH.</span></li>
<li>MARTHA: An’ what lady would that be? Oh!</li>
<li>YOUNG HOLMES: Quite! I take it this is your cook, Reginald?</li>
<li>REGINALD: Why yes! It’s Rachel Howell. She’s filthy! She looks as if she’s been living in the open for days.</li>
<li>YOUNG HOLMES: Well, she’s quite passed out and is in no fit state to answer questions at the moment. You can turn up the lamps. Her confederate has departed. And, Reginald?</li>
<li>REGINALD: Yes, Holmes.</li>
<li>YOUNG HOLMES: You’d best send for the police at first light. Your assailant may not be much of a shot, and easily frightened, but he’s not afraid to fire that gun of his and eventually he’s likely to hit his mark.</li>
<li>REGINALD: But Holmes?</li>
<li>YOUNG HOLMES: Yes, I know you wish to avoid scandal&#8230; and we shall do everything in our power to assist you&#8230; but I believe some common-sense precautions are necessary.</li>
<li>REGINALD: (ABASHED) Yes, Holmes.</li>
<li>YOUNG HOLMES: Now, to the girl. Martha, what do you think?</li>
<li>MARTHA: Young enough. Early twenties or late teens by the look. There’s a great deal of mud on ’er dress. Do you have swamp land on the property, Lord Musgrave?</li>
<li>REGINALD: Eh? Yes, we do. Not a swamp proper, mind you, just a mere on the lower edge of the property.</li>
<li>MARTHA: Then my guess is she’s been camping by the mere. Mr ’olmes?</li>
<li>YOUNG HOLMES: I concur. Also, the girl is obviously pregnant.</li>
<li>REGINALD: Now see here!</li>
<li>YOUNG HOLMES: Oh, have no fear, Reginald. You are not the father. Though by your reaction I can see that you could be. No, the father is your butler. What was his name?</li>
<li>REGINALD: Brunton? But&#8230;</li>
<li>YOUNG HOLMES: What happened, Reginald? Did she approach you with the news and threaten to blackmail you? Is that why you only threatened her with dismissal?</li>
<li>REGINALD: Oh the shame! Yes, Holmes, that was it. I was going to put her away quietly.</li>
<li>YOUNG HOLMES: But you weren’t going to pay for the child?</li>
<li>REGINALD: What? Of course not. I mean, if it were traced back to me&#8230;</li>
<li>YOUNG HOLMES: Musgrave, you are an ass.</li>
<li>REGINALD: (SOUNDING RELIEVED) But it is not my child. You said so yourself.</li>
<li>MARTHA: You make me ill, Lord Musgrave.</li>
<li>REGINALD: But&#8230;, steady on. It’s not my child!</li>
<li>MARTHA: But you didn’t know that until a moment ago. Before that you thought it might be. Which can only mean that you either allowed yourself to be seduced by this girl, or that you took advantage of ’er while she was in your employ. Either way, you do not come out smelling of roses.</li>
<li>REGINALD: And what of my reputation? Are you going to&#8230;</li>
<li>YOUNG HOLMES: (IMPATIENTLY) Oh, for goodness sake! Reginald, help me get the girl to one of the upper rooms. Martha, would you be good enough to stand watch at the girl’s door until morning?</li>
<li>MARTHA: Yes, Mr ’olmes.</li>
<li>YOUNG HOLMES: Alright then. (GRUNTS AS HE LIFTS RACHEL) Let’s get her to bed.</li>
<li>REGINALD: But&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>


<h3 class="wp-block-heading">SCENE 5: INT. HOLMES’ BEDROOM — TWO A.M. (GHOST, YOUNG HOLMES)</h3>


<ol start="228">
<li><span style="text-decoration: underline;">SOUND: [11] (WALLA) DISTANT OWL, CLOCK TICKING, CLOCK STRIKES TWO — ESTABLISH AND UNDER.</span></li>
<li>GHOST: (MOANING) For Charles&#8230; Recover&#8230; Treasure&#8230; Free at last&#8230;</li>
<li>YOUNG HOLMES: (STIRRING AWAKE) Hmmm? (STILL GROGGY) Is someone there?</li>
<li>GHOST: (MOANING) For Charles&#8230; Recover&#8230; Treasure&#8230; Free at last&#8230; Use&#8230; The Ritual.</li>
<li>YOUNG HOLMES: Ah. I was expecting to encounter you&#8230; or at least, something like you.</li>
<li>GHOST: (MOANING) For Charles&#8230; Recover&#8230; Treasure&#8230; Free at last&#8230; Use&#8230; The Ritual.</li>
<li>YOUNG HOLMES: Yes, yes! I got it the first time. Ghosts are invariably so dull&#8230; now let me look at you. A soldier, from the English Civil War. A royalist by the look. That would make the Charles you are referring to Charles the First.</li>
<li>GHOST: (MOANING) For Charles&#8230; Recover&#8230; Treasure&#8230; Free at&#8230;</li>
<li>YOUNG HOLMES: Enough! You have delivered your message. Be gone!</li>
<li><span style="text-decoration: underline;">SOUND: [32] A WIND WHOOSHING AWAY — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: At least I now know how Brunton became aware of the significance of The Ritual. He believes it to be a treasure map.</li>
<li><span style="text-decoration: underline;">SOUND: [33] DISTANT SMASHING GLASS — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: (IRRITATED) What now?</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH.</span></li>
</ol>


<h3 class="wp-block-heading">SCENE 6: INT. — UPSTAIRS BEDROOM — LATER (REGINALD, MARTHA, YOUNG HOLMES)</h3>


<ol start="242">
<li><span style="text-decoration: underline;">SOUND: [34] FOOTSTEPS COMING UP THE STAIRS — LET IT FINISH.</span></li>
<li>REGINALD: (ANGRY) Damn it, woman. We had her and now she’s gone.</li>
<li>MARTHA: (COLDLY) I’ll remind you to keep a civil tongue in your mouth, Lord Musgrave&#8230; especially if you’d like to keep your nose the shape it is.</li>
<li>REGINALD: Now see here. How dare you threaten me! You were on watch! This is your incompetence! Don’t you go getting high handed with me!</li>
<li>MARTHA: Oh, and you’d’ve been able to stop ’er leaping through a locked window from the second floor? Saw this comin’ did you? If you know so much, ’ow come you didn’t stop ’er?</li>
<li>YOUNG HOLMES: Enough! We all should have thought to restrain her&#8230; and I count myself in this, so no more recriminations.</li>
<li>MARTHA: Well, what now? It looks like we’ve lost our only clue.</li>
<li>YOUNG HOLMES: Oh, I don’t think so. You rightly determined where the two of them have been holding camp.</li>
<li>REGINALD: The mere you mean?</li>
<li>YOUNG HOLMES: Yes, that’s right. And I believe I now understand what they’re after and why.</li>
<li>MARTHA: (WRYLY) Would you care to share your discovery, Mr ’olmes?</li>
<li>YOUNG HOLMES: Assuredly. Reginald, old chap, please bring out the family Bible.</li>
<li>REGINALD: It’s right here, Holmes. I moved it to my bedside table, despite it&#8217;s size, as I haven’t felt confident to let it pass very far from my sight since this whole strange affair began.</li>
<li>YOUNG HOLMES: Excellent.</li>
<li><span style="text-decoration: underline;">SOUND: [35] PAGES FLIPPING — LET IT FINISH.</span></li>
<li>YOUNG HOLMES: Now, here we are. The Ritual. Dating back to the time of Charles the First I’d wager?</li>
<li>REGINALD: As a matter of fact, yes.</li>
<li>YOUNG HOLMES: Your family members were Royalists?</li>
<li>REGINALD: Of course.</li>
<li>YOUNG HOLMES: Mmmm. Here we are&#8230;<br>(READING)<br>‘Whose was it?’<br>‘His who is gone.’<br>‘Who shall have it?’<br>‘He who will come.’<br>‘What was the month?’<br>‘The sixth from the first.’<br>‘Where was the sun?’<br>‘Over the oak.’<br>‘Where was the shadow?’<br>‘Under the elm.’<br>‘How was it stepped?’<br>‘North by ten and by ten,<br>east by five and by five,<br>south by two and by two,<br>west by one and by one, and so under.’<br>‘What shall we give for it?’<br>‘All that is ours.’<br>‘Why should we give it?’<br>‘For the sake of the trust.’</li>
<li>MARTHA: That doesn’t sound like any kind o’ ritual I’ve ’eard about.</li>
<li>YOUNG HOLMES: Strictly speaking it’s not.</li>
<li>REGINALD: Like I said, Holmes, doggerel. It was passed down father to son through this family since the Civil War. As a child the eldest son of each generation is taught to recite it by heart.</li>
<li>MARTHA: Well, if it’s not a spell or conjuration&#8230;?</li>
<li>REGINALD: A spell or&#8230; What sort of wild talk is this?</li>
<li>YOUNG HOLMES: Pay it no mind, Reginald. I believe your ‘ritual’ to be a map.</li>
<li>REGINALD: (ATONISHED AND SKEPTICAL) A map?</li>
<li>YOUNG HOLMES: Absolutely. Brunton and Miss Howell believe there is treasure on your property and that The Ritual is the key to its location.</li>
<li>REGINALD: (LAUGHING) But surely, Holmes, this is nonsense?</li>
<li>YOUNG HOLMES: (IGNORING THE QUESTION) But what interests me is why you never mentioned the ghost?</li>
<li>REGINALD: (STRICKEN) What? Y.. You mean you’ve seen it?</li>
<li>YOUNG HOLMES: Mmmhmm.</li>
<li>REGINALD: I thought I was going mad.</li>
<li>MARTHA: Let me get you a chair. (BEAT) There you are.</li>
<li>YOUNG HOLMES: You’re not mad, Reginald. The ghost visited me mere moments ago in my room. I take it you have been visited more than once.</li>
<li>REGINALD: Constantly, since I was a child. People were always telling me it didn’t exist&#8230; so I assumed&#8230;</li>
<li>MARTHA: (GENTLY) You assumed you were crackin’ up.</li>
<li>REGINALD: (LAUGHING WRYLY) More or less.</li>
<li>YOUNG HOLMES: Well, Reginald, rest assured you are not “crackin’ up.”</li>
<li>MARTHA: ’ere!</li>
<li>YOUNG HOLMES: Tomorrow, when the light returns, I believe we’ll be able to satisfactorily conclude this venture.</li>
<li>REGINALD: Then you don’t intend to pursue the girl this night?</li>
<li>YOUNG HOLMES: (MUSING) No&#8230; I think not. Your servants know the grounds very well and at least one of them is still armed. (TO MARTHA) Did she cut herself on the way out?</li>
<li>MARTHA: No, she used a chair to break the glass. There was no blood n’ she seemed to manage the drop right enough. I saw her running into the shadows yonder before the two o’ you were quite roused.</li>
<li>YOUNG HOLMES: Then it’s settled. We’ll pursue this mystery in the morning. In the meantime we may as well all get some sleep. I doubt they will try anything again tonight.</li>
<li><span style="text-decoration: underline;">MUSIC: [5] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>


<h3 class="wp-block-heading">SCENE 7: EXT. — MUSGRAVE HALL GROUNDS — MID MORNING (REGINALD, MRS CASEY, INSPECTOR, YOUNG HOLMES, MARTHA)</h3>


<ol start="288">
<li><span style="text-decoration: underline;">SOUND: [12] (WALLA) BIRD NOISES, TREES SWAYING IN LIGHT BREEZE ETC. — ESTABLISH AND UNDER.</span></li>
<li>REGINALD: Ah, Mrs Casey, you’ve returned with the Inspector.</li>
<li>MRS CASEY: Yes, sir. ’e came right away. Though why you couldn’t ’ve let me clean up a bit before sending me back out to fetch ’im, I don’t know. I’d only just arrived for the day after all&#8230;</li>
<li>INSPECTOR: Now, now, Mrs C. We have to get a look at the evidence before it’s all been cleared away. Very important, that is.</li>
<li>REGINALD: Well, it’s good to see you, Inspector, and to note that you take your duties seriously. Mr Holmes, Miss Hudson. May I present Inspector Diamond of the local constabulary?</li>
<li>INSPECTOR: Glad to meet you, sir. Miss.</li>
<li>YOUNG HOLMES: We’re glad you could come so quickly. A shot was fired through the library window last night and into the parlor, two nights previously. We believe the miscreants responsible may be camping down by the mere.</li>
<li>INSPECTOR: I see. And do you ’ave any idea ’oo might wish to take a shot at you, your Lordship, sir?</li>
<li>REGINALD: I suspect it may be a former employee of mine named Brunton. I’m afraid I was forced to dismiss him some little time ago.</li>
<li>INSPECTOR: A grudge, eh? Well, I think that’ll be enough to be gettin’ along with. I’ll leave you to your guests now, but I’ll need a more full account later, especially as to why you waited for a second attempt before contacting us.</li>
<li>REGINALD: Of course. I am available at your convenience.</li>
<li>INSPECTOR: Mrs C. If you wouldn’t object, I’m of a mind to sample some of that marvelous tea of yours that I’ve been ’earing so much about.</li>
<li>MRS CASEY: (GIGGLES) You are a caution then. Come along.</li>
<li><span style="text-decoration: underline;">SOUND: [36]INSPECTOR AND HOUSEKEEPER TRUDGE OFF — LET IT FINISH.</span></li>
<li>REGINALD: Well, Holmes, they’ve gone, and this is your show. Tell me you understand what the old family Ritual is talking about?</li>
<li>YOUNG HOLMES: I believe I can accommodate you there. Did you bring a lantern with you? I think we might need it. Martha, have you salt? Good! I have salt and some matches.</li>
<li>MARTHA: ’e isn’t ’alf pleased with ’imself, is ’e?</li>
<li>YOUNG HOLMES: (AHEM) Read out the first portion of The Ritual if you’d be so kind, Reginald.</li>
<li>REGINALD: ‘Whose was it?’<br>‘His who is gone.’<br>‘Who shall have it?’<br>‘He who will come.’</li>
<li>MARTHA: Meanin’?</li>
<li>YOUNG HOLMES: The treasure belonged to Charles the First and was intended for his heir. Read on, Reginald.</li>
<li>REGINALD: ‘What was the month?’<br>‘The sixth from the first.’<br>‘Where was the sun?’<br>‘Over the oak.’<br>‘Where was the shadow?’<br>‘Under the elm.’<br>Well, that makes no sense.</li>
<li>YOUNG HOLMES: Actually it’s quite elementary. The instructions fix a point in time that will reveal the location from which the search begins.</li>
<li>REGINALD: Oh? (SKEPTICALLY) How?</li>
<li>YOUNG HOLMES: (IMPATIENT) The sixth from the first month is July and the sun is above the oak at approximately ten a.m.</li>
<li>REGINALD: Now hang on. It’s after ten now and the oak is still hiding the sun&#8230;</li>
<li>YOUNG HOLMES: Yes, but you are looking with modern eyes. Two hundred and thirty years ago, give or take, the oak would have been much smaller.</li>
<li>REGINALD: Alright, I can see that but what I don’t see is&#8230;</li>
<li>YOUNG HOLMES: (SIGH) During the month of July at ten a.m. the furthest extent of the elm tree’s shadow marks the starting point for the map’s instructions.</li>
<li>REGINALD: (CATCHING ON) Oh! So that would put the starting point&#8230; somewhere around&#8230; here.</li>
<li>YOUNG HOLMES: No.</li>
<li>REGINALD: What?</li>
<li>YOUNG HOLMES: Miss Hudson?</li>
<li>MARTHA: (TO HOLMES) Stop bein’ such a bally show-off. (TO REGINALD) The elm ’as been ’ere for two ’undred’n thirty odd years since the Civil War as well. It’ll ’ave grown some in that time, changin’ the location o’ the shadow.</li>
<li>YOUNG HOLMES: Well done. (BEAT) Given the yearly rate of growth in the elm the starting point for our expedition would actually be about&#8230; here.</li>
<li>MARTHA: You know that self-satisfied smirk o’ yours is one of your least attractive features, Mr ’olmes.</li>
<li>YOUNG HOLMES: I dare say. (TO REGINALD) Can we have some more of the verse, Reginald?</li>
<li>REGINALD: (SULKILY) ‘How was it stepped?’<br>‘North by ten and by ten, east by five and by five, south by two and by two, west by one and by one, and so under.’</li>
<li>YOUNG HOLMES: If we take the numbers to mean steps or paces then we can trace something of a spiral to the treasure’s location.</li>
<li>REGINALD: What? Twenty by ten by four by two?</li>
<li>YOUNG HOLMES: Not quite. That would place the treasure roughly in the center of your carriageway. A little too obvious and a most unlikely spot for a treasure to have remained hidden for over two hundred years. No, I believe the numbers should be multiplied. One hundred paces North by twenty five East by four paces South by one pace West. Come on, let’s test my hypothesis.</li>
<li><span style="text-decoration: underline;">SOUND: [37] TRUDGING FEET — FADE OUT.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>


<h3 class="wp-block-heading">SCENE 8: EXT. — MUSGRAVE HALL GROUNDS — LATER (YOUNG HOLMES, REGINALD, MARTHA)</h3>


<ol start="331">
<li><span style="text-decoration: underline;">SOUND: [12] (WALLA) BIRD NOISES, TREES SWAYING IN LIGHT BREEZE ETC. — ESTABLISH AND UNDER.</span></li>
<li>YOUNG HOLMES: (FADE IN) &#8230;Four, three, two, one. Face west and pace one!</li>
<li>REGINALD: Hmpf. (MOCKINGLY) You’ve discovered a hillock, Holmes. Perhaps you’d like to rethink those instructions of yours.</li>
<li>YOUNG HOLMES: Perhaps you’re right, Reginald. Would you mind just leaning up against the wall of this overhang for a moment while I think.</li>
<li>REGINALD: Alright&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [38] CRACKING AND GIVING WAY OF OLD WOOD AND THUMP OF REGINALD FALLING THROUGH — LET IT FINISH.</span></li>
<li>REGINALD: (GROAN THEN COUGHING) Good grief, man! There was a door hidden beneath that overhang! Quick, come in here, and help me up!</li>
<li>MARTHA: (COYLY TO HOLMES) If I didn’t know better, I’d say you did that on purpose.</li>
<li>YOUNG HOLMES: (WITH FALSE SHOCK) Why, Martha, it would never have occurred to me to do such a thing!</li>
<li>MARTHA: Hmmm!</li>
<li>YOUNG HOLMES: Shall we?</li>
<li><span style="text-decoration: underline;">MUSIC: [6] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH.</span></li>
<li><u>MUSIC; CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>


<h3 class="wp-block-heading"><a id="GM002_40"></a> CASTING SHEETS — MAJOR CHARACTERS</h3>



<p class="wp-block-paragraph"><strong>ELDER SHERLOCK HOLMES:</strong> I am an older and wiser Sherlock Holmes — one who looks back on his life with the clear sight of age. These are my reminiscences, both of the events themselves and also of their meaning.</p>



<p class="wp-block-paragraph"><strong>YOUNG SHERLOCK HOLMES:</strong> I am the famous Sherlock Holmes, though early in my career and not yet consumed by the monomania with which I was later afflicted. I am the smartest man in any room in which I am found. I am egotistical, somewhat uncaring of the feelings of others, obsessive when it comes to unraveling a riddle, and about to prove myself the greatest of unsung ghost hunters in all of England.</p>



<p class="wp-block-paragraph"><strong>MARTHA HUDSON:</strong> I was a farm girl with a no-nonsense attitude. Now I’m a landlord in London. I’ve seen the ’ard side of life and I’ve got no illusions. I’m smart and determined, and I’ve made my way well to date. I know about the old ways — the folk stories and the things that go bump in the night. I’m not afraid of ’em and I’m not afraid of you neither.</p>



<p class="wp-block-paragraph"><strong>REGINALD MUSGRAVE:</strong> I am an acquaintance of Holmes’ from <g class="gr_ gr_6 gr-alert gr_gramm gr_inline_cards gr_run_anim Grammar only-ins doubleReplace replaceWithoutSep" id="6" data-gr-id="6">university</g>. I am easily impressed by the latest intellectual fad and just as easily captured by the sight of a pretty face. Some call me flighty, but I am merely enthusiastic. That my enthusiasm tends to be intense but short-lived should come as no surprise to anyone.</p>



<h2 class="wp-block-heading"><a id="GM002_41"></a>
  CASTING SHEETS — MINOR CHARACTERS
</h2>



<p class="wp-block-paragraph">
  <strong>BRUNTON:</strong> I am a con-man and a swindler. I took work with Lord Musgrave because he was stupid and easy to rob. Sadly, he is not so well off as I had first thought, but I have a plan to steal a great treasure out from under him. One he isn’t even aware is there.
</p>



<p class="wp-block-paragraph">
  <strong>RACHEL HOWELL:</strong> (TEARFUL) I wish I’d never come to this ’ouse. First the master and then ’is manservant took advantage of me. I never lived away from ’ome ’afore ’n now I’m goin’ to ’ave a baby. Mr Brunton reckons ’e can ’elp me&#8230; so long as I ’elp ’im. ’e’s a brute ’n I wish I was rid of ’im. I jus’ want to protect my baby is all.
</p>



<p class="wp-block-paragraph">
  <strong>GHOST:</strong> I served my King. I was given a charge to guard the crown until it could be handed back to my King’s heirs. This I do. I will guard this treasure for eternity if I must.
</p>



<p class="wp-block-paragraph">
  <strong>MRS CASEY:</strong> I keep ’ouse, make tea, and try to keep an eye on the maidservant. It was ’ard enough when that lazy Brunton was ’ere clutterin’ up the place but now that ’e and the girl are gone, it’s all up to me. If only the master wasn’t so tight fisted we might’ve ’ad some ’elp around the place. As it is, this place is too big to be managed solely by the likes of me.
</p>



<p class="wp-block-paragraph">
  <strong>INSPECTOR DIAMOND:</strong> We’re a fair way from the city out ’ere, but we knows our business. I’m an inspector just like what you’d get up in London, so don’t you go bringin’ me any o’ that Londoner sauce. Now, if you don’t mind, I’ll just finish ’avin’ me cup o’ tea, n’ I’ll be about me business.
</p>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/.">https://weirdworldstudios.com/product-category/our-products/.</a></p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>



<h2 class="wp-block-heading">The Ritual</h2>



<ul class="wp-block-list"><li><a href="https://weirdworldstudios.com/ritual-episode-1-mystery-musgrave-hall/">The Ritual – Episode 1 – Mystery at Musgrave Hall</a></li><li><a href="https://weirdworldstudios.com/ritual-episode-2-girl-ghost-guide/">The Ritual – Episode 2 – A Girl, A Ghost and a Guide</a></li><li><a href="https://weirdworldstudios.com/ritual-episode-3-beneath-musgrave-hall/">The Ritual – Episode 3 – Beneath Musgrave Hall</a></li></ul>
<p>The post <a href="https://weirdworldstudios.com/ritual-episode-2-girl-ghost-guide/">The Ritual &#8211; Episode 2 &#8211; A Girl, a Ghost, and a Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Ritual &#8211; Episode 1 &#8211; Mystery at Musgrave Hall</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 12 Aug 2016 23:13:13 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Mystery at Musgrave Hall&#8217;; episode 1 of The Ritual. THE RITUAL EPISODE #1 – MYSTERY AT MUSGRAVE HALL by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ritual-episode-1-mystery-musgrave-hall/">The Ritual &#8211; Episode 1 &#8211; Mystery at Musgrave Hall</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Below we present the complete text of &#8216;Mystery at Musgrave Hall&#8217;; episode 1 of The Ritual.</p>



<div class="wp-block-image wp-image-2451 size-full"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="200" height="283" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/08/010GM2Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM002 - The Ritual" class="wp-image-2451" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/08/010GM2Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption>Gaslamp Mystery &#8211; GM002 &#8211; The Ritual</figcaption></figure></div>



<div class="wp-block-image wp-image-3380 size-thumbnail"><figure class="alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" width="150" height="150" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" class="wp-image-3380" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption>Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></div>



<h2 class="wp-block-heading">THE RITUAL</h2>



<h3 class="wp-block-heading">EPISODE #1 – MYSTERY AT MUSGRAVE HALL</h3>



<p class="wp-block-paragraph">by Philip Craig Robotham</p>



<p class="wp-block-paragraph">Cover Illustration by Miyukiko</p>



<p class="wp-block-paragraph">Edited by Margaret Wilkins</p>



<p class="wp-block-paragraph">Copyright 2013 Philip Craig Robotham</p>



<p class="wp-block-paragraph">Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>



<div class="wp-block-image size-full wp-image-3314"><figure class="alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" width="85" height="30" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" class="wp-image-3314"/><figcaption>CC by-nc-nd 4.0</figcaption></figure></div>



<p class="wp-block-paragraph">This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>



<p class="wp-block-paragraph">Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>



<h2 class="wp-block-heading">Episode 1: Mystery at Musgrave Hall</h2>



<p class="wp-block-paragraph">In this episode:</p>



<p class="wp-block-paragraph">“The game’s afoot:</p>



<p class="wp-block-paragraph">Follow your spirit, and upon this charge</p>



<p class="wp-block-paragraph">Cry ‘God for Harry, England, and Saint George!’”</p>



<p class="wp-block-paragraph">— William Shakespeare</p>



<p class="wp-block-paragraph">Sherlock Holmes has just left university and is seeking to make a name for himself as an investigator of the unusual when Reginald Musgrave, an acquaintance from the university, arrives requesting Holmes look into the disappearance of two of his domestic staff. Holmes immediately asks Martha Hudson to go undercover at Musgrave’s stately home while he himself is visiting to ascertain what has taken place. The investigation enters them in a race to find a hidden local treasure but ultimately pits them against the treasure’s ghostly guardian and Musgrave’s rivals. Can Holmes’ uncanny deductive abilities and understanding of folklore help him to win the treasure before others with more sinister motives do the same?</p>



<p class="wp-block-paragraph">Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>



<h2 class="wp-block-heading">CAST LIST</h2>



<p class="wp-block-paragraph"><strong>ELDER SHERLOCK HOLMES:</strong> The Narrator</p>



<p class="wp-block-paragraph"><strong>YOUNG SHERLOCK HOLMES:</strong> The famous Detective</p>



<p class="wp-block-paragraph"><strong>MARTHA HUDSON:</strong> Holmes’ Companion on his investigation</p>



<p class="wp-block-paragraph"><strong>REGINALD MUSGRAVE:</strong> Owner of Musgrave Hall and client to Sherlock Holmes</p>



<p class="wp-block-paragraph"><strong>SFX :</strong> SFX operator (1 required)</p>



<h2 class="wp-block-heading">ACT 1</h2>



<h3 class="wp-block-heading">INTRODUCTION (ELDER SHERLOCK HOLMES)</h3>



<ol class="wp-block-list"><li><span style="text-decoration: underline;">MUSIC: [1] OPENING THEME — LET IT FINISH.</span></li><li>ELDER HOLMES: As I have noted elsewhere, the reminiscences recorded by my esteemed friend Dr John Watson (via the equally estimable Arthur Conan Doyle) were largely fabrications.<br>Each held a kernel of truth of course, but Watson kept the real facts of the matters secret at my behest, awaiting a time when they could more safely be made known to the world.<br>Few realize just how dangerous the world really is and it has been my experience that those whose curiosity is piqued to too high a degree can find themselves in serious danger, a fact well illustrated by my first “paying” case.<br>In 1881 I had graduated from the university and was looking to establish myself as a consulting detective. To say this displeased my older brother Mycroft is rather like referring to the Pacific Ocean as “that little lake.”<br>Mycroft, who was also my legal guardian after the deaths of our parents, had wanted me to enter government service (as he had done) and when I showed little inclination to do so, had cut me off financially — in the hope it would bring me to my senses. Sadly, being of a stubborn disposition, his actions only served to harden my resolve and formed a breach between us that would be years in the mending.<br>Having finished at university I came to London and proceeded to search for lodgings. My only money was what was left over from the university year and, as I had not expected to encounter such straitened times, there was little enough of it to go around. I put one month’s rent down on a tiny room in Soho and then, rather extravagantly, put my last few coins into a small advertisement in <em>The Times</em>.</li></ol>



<h3 class="wp-block-heading">SCENE 1: INT. — HOLMES’ SOHO ROOM — MIDDAY (REGINALD, YOUNG HOLMES)</h3>



<ol start="3"><li><span style="text-decoration: underline;">SOUND: [17] KNOCKING ON DOOR — LET IT FINISH.</span></li><li>REGINALD: Holmes? Holmes, are you there, man?</li><li><span style="text-decoration: underline;">SOUND: [18] DOOR OPENING — LET IT FINISH.</span></li><li>REGINALD: Good Lord, man! Is this the way you open the door to company. Throw some clothes on at least.</li><li>YOUNG HOLMES: What? Oh, of course! One moment! (BEAT) What time is it?</li><li>REGINALD: (DISAPROVING) It is after twelve.</li><li>YOUNG HOLMES: Oh, don’t give me that look. I was up most of the night engaging in some research&#8230; not bending the elbow. Come in.</li><li><span style="text-decoration: underline;">SOUND: [19] DOOR CLOSES — LET IT FINISH.</span></li><li>REGINALD: This isn’t the sort of digs I expected to find you in, Holmes! Is everything alright?</li><li>YOUNG HOLMES: What? Oh, yes, of course. A temporary financial setback I’m afraid. What can I do for you?</li><li>REGINALD: (DOUBTFULLY) I see. Perhaps, my visit isn’t convenient at the moment?</li><li>YOUNG HOLMES: Lord Musgrave, you have travelled quite some distance by train to come and see me. The least you can do, having arrived, is tell me the reason for your visit.</li><li>REGINALD: Well, one thing hasn’t changed since university. You can still do that parlor trick of yours. What was it this time? The mud on my boots? Some tell-tale mark about my clothing?</li><li>YOUNG HOLMES: The soot. You’ve obviously been travelling on one of the Overlanders and gotten off at Victoria Station. You haven’t so much as brushed the soot from the train off your top-coat so I surmised you went straight to a cab and came here.</li><li>REGINALD: As unnerving as that ability of yours is, it does give me some comfort that I have come to the right place.</li><li>YOUNG HOLMES: I’m sure. May I ask what enabled you to find me? We were hardly good chums at the university and, while I am eager for an engagement, I don’t believe there was anyone, with the possible exception of Victor Trevor, who knew enough of my doings to be able to locate me in London.</li><li>REGINALD: It was your advertisement in <em>The Times</em>. But of course you already knew that, didn’t you?</li><li>YOUNG HOLMES: It is useful to have these things confirmed. (BEAT) Well, what brings young Lord Reginald Musgrave, most recently of Musgrave Hall, to my door?</li><li>REGINALD: A mystery, Sherlock. One that is beyond my meager powers and highly vexing to me. Naturally, I will pay your consultation fee, but I would also consider it a personal favor if you would look into the matter.</li><li>YOUNG HOLMES: I would be delighted, old man. But first give me the data. What has happened — and be as complete in the telling of the facts as you can be?</li><li>REGINALD: I would be glad to&#8230; (BEAT) But perhaps not here. Could we perhaps&#8230;</li><li>YOUNG HOLMES: Come, come, man. It’s not as if the walls have ears.</li><li>REGINALD: It’s not that Holmes. (WEARILY) As you have rightly surmised I have had a long and tiring journey and would, if you would indulge me, prefer to be seated while we discuss the matter further. As your lodgings are in no fit state for such a discussion — do you really need to cover every surface with books? — I thought perhaps a trip to the Criterion Bar might be in order.</li><li>YOUNG HOLMES: Forgive me. We shall get underway posthaste.</li><li><span style="text-decoration: underline;">SOUND: [20] DOOR OPENS — UNDER.</span></li><li>REGINALD: Er&#8230; Holmes?</li><li>YOUNG HOLMES: Yes. Old Chap?</li><li>REGINALD: Your wardrobe.</li><li>YOUNG HOLMES: What? (BEAT) Oh. I see. Yes. Of course. I’ll be but a moment.</li><li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading">SCENE 2: INT — THE CRITERION BAR — MID AFTERNOON (YOUNG HOLMES, REGINALD, MARTHA)</h3>



<ol start="33"><li><span style="text-decoration: underline;">SOUND: [8] (WALLA) MURMUR OF PATRONS, CLINK OF GLASSES — ESTABLISH AND UNDER.</span></li><li>YOUNG HOLMES: Alright, Musgrave, you’ve grown more and more tight-lipped and mysterious the longer this has gone on. I apologize for the circuitous route we took getting here. The reason will become apparent fairly shortly. As for your own concerns, now is the time, man. Spit it out. What’s bothering you?</li><li>REGINALD: I’m sorry, Holmes. It is all so dashed confounding. Someone has tried to kill me. A musket, of all things, was fired at me through my sitting-room window. The ball missed me but I was covered in the glass from the shattered window. An attempt to break in was also made an evening later — last evening to be precise. I was hoping to bring you down to Musgrave Hall to look into things for me.</li><li>YOUNG HOLMES: I see. I take it this isn’t the only thing that has confounded you.</li><li>REGINALD: You’re right again. Two members of my domestic staff have disappeared. Neither has taken their belongings. They are just missing. I am concerned that something may have happened to them.</li><li>YOUNG HOLMES: Hmmm.</li><li>REGINALD: Dash it all, what do you mean by “hmmm?”</li><li>YOUNG HOLMES: Simply that, Reginald. You are obviously distressed at the disappearances but you suspect something more than foul play or you would have brought them to my attention earlier. What is it you are afraid of?</li><li>REGINALD: I was not on the best of terms with the two staff members who disappeared. I had threatened one with dismissal and the other I had actually dismissed (while granting him a week to locate a new position).</li><li>YOUNG HOLMES: And you are concerned that the two of them may have more to do with what has been occurring than merely being among its first victims? I see.</li><li>REGINALD: True enough, Sherlock. I would like to avoid a scandal if possible.</li><li>YOUNG HOLMES: (DISTRACTED) Very wise&#8230; (MUTTERING) Now where is she? She’s usually found me by now.</li><li>SOUND: [21] SHOCKED MURMURING. COMMOTION IN THE BAR — LET IT FINISH.</li><li>MARTHA: (DISTANT) If’n you don’t get out of my way right now, long shanks, I’ll be forced to cripple you. I’m ’ere to see Mr Sherlock ’olmes.</li><li>YOUNG HOLMES: Ah, there she is. And carrying fresh bread too.</li><li>MARTHA: ’allo Mr ’olmes. Fancy finding you ’ere.</li><li>YOUNG HOLMES: It took you a little longer than usual this time, Miss Hudson.</li><li>MARTHA: Well, the turn you took round Piccadilly Circus ’ad me thrown for a moment but I never quite lost your trail. ’ow goes your research?</li><li>YOUNG HOLMES: Swimmingly, thank you.</li><li>MARTHA: I see. (TO MUSGRAVE) You’ll ’ave to forgive Mr ’olmes fer not introducin’ me. ’is rudeness is somewhat legendary. My name is Martha ’udson an’ I’m here to deliver Mr ’olmes ’is lunch.</li><li>REGINALD: I’m pleased to make your acquaintance, Miss Hudson. I am Lord Reginald Musgrave, at your service.</li><li>MARTHA: (TO HOLMES) Ooh! You see, Mr ’olmes. There’s still men o’ breeding what knows ’ow to address a lady.</li><li>YOUNG HOLMES: (IRRITATED) How is it, Miss Hudson, that a woman of such exceptional intellect and observational capacity should fail to teach herself simple English diction? You sound like an alley cat.</li><li>MARTHA: You what?</li><li>YOUNG HOLMES: (MOCKING IMITATION) You what? (BEAT) Is that my luncheon?</li><li>SOUND: [22] SOUND OF BREAD BEING DUMPED ON TABLE — LET IT FINISH.</li><li>MARTHA: (COLDLY) You owe me for today ’n yesterday besides.</li><li>YOUNG HOLMES: Reginald, old chap?</li><li>REGINALD: Yes, Holmes.</li><li>YOUNG HOLMES: Would you be so kind?</li><li>REGINALD: What? Oh. (BEAT) Of course. Will this cover it, Miss Hudson?</li><li>MARTHA: Why that would be most generous, sir.</li><li>REGINALD: Now, Holmes, to business. Will you accept the engagement?</li><li>YOUNG HOLMES: I think not. It sounds a little too dull, frankly.</li><li>REGINALD: Now see here!</li><li>MARTHA: I take it you are offering to pay Mr ’olmes for a consultation, Lord Musgrave.</li><li>REGINALD: (SOUNDING DECIDEDLY FLUSTERED) I was, but Mr Holmes appears to have&#8230;</li><li>MARTHA: Mr ’olmes appears to ’ave judged a little prematurely, Lord Musgrave. I believe once ’e ’as all the facts at ’is disposal ’e’ll see ’is way clear to givin’ you an ’and.</li><li>YOUNG HOLMES: And what gives you the right to pry into my business affairs, Miss Hudson?</li><li>MARTHA: Naught but the fact that right now you ’ave no business an’ you never will, less’n you get over your impatience an’ ’ear your potential clients out to the end o’ what they ’as to say.</li><li>YOUNG HOLMES: I’ll have you to understand Miss Hudson&#8230;</li><li>MARTHA: (IGNORING HOLMES) As Mr ’olmes’ largest creditor, Lord Musgrave, I think it only fitting that I ask you to inform Mr ’olmes of any other details you may ’ave so far left out.</li><li>REGINALD: (A BIT NONPLUSSED) Well, I suppose&#8230; I mean to say&#8230; We haven’t discussed the attempted robbery yet.</li><li>YOUNG HOLMES: (YAWNS THEATRICALLY)</li><li>REGINALD: Yes, well. I believe someone broke into the Hall in order to steal the Ritual.</li><li>YOUNG HOLMES: (SUDDENLY INTERESTED) I do beg your pardon, but what did you say?</li><li>REGINALD: The Ritual. It’s a piece of verse pasted into the front of the family Bible. Little more than a piece of doggerel really, but handed down from father to son since the time of King Charles the First. It’s called the Musgrave Ritual.</li><li>YOUNG HOLMES: Good Lord, man. Why didn’t you mention this at the first? It changes everything.</li><li>REGINALD: It does? So you’ll take the case?</li><li>YOUNG HOLMES: Most assuredly. But on one condition.</li><li>REGINALD: (WARILY) What’s that?</li><li>YOUNG HOLMES: I’ll need you to engage one of my most talented operatives in your employ for the duration of the investigation.</li><li>REGINALD: I am missing a cook and a butler at present so I think I can&#8230;</li><li>YOUNG HOLMES: Perfect, she’s an excellent cook. We’ll travel back to Musgrave Hall with you this afternoon. (BEAT) Miss Hudson, how soon can you pack?</li><li>MARTHA: What?</li><li>YOUNG HOLMES: How soon can you pack? We need to be underway immediately.</li><li>MARTHA: But I’m not&#8230;</li><li>YOUNG HOLMES: Miss Hudson, let us imagine for a moment that, without the diversion of tracking me around London in order to deliver my meals, keeping house for your tenants at 221B (TWO TWO ONE B) Baker Street will be the most exciting and interesting thing you do during the next few days&#8230;</li><li>MARTHA: Ah&#8230;</li><li>YOUNG HOLMES: Quite so. I can count on you then?</li><li>MARTHA: Mr ’olmes, I think I’d best be off ’n pack&#8230; but if you ever represent me as one of your operatives again, talented or not&#8230;</li><li>YOUNG HOLMES: Yes, Miss Hudson?</li><li>MARTHA: Well, Mr ’olmes, you’ll be nursing a black eye fer a week.</li><li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li></ol>



<h2 class="wp-block-heading">ACT 2</h2>



<h3 class="wp-block-heading">SCENE 3: INT. — THE KITCHEN AT MUSGRAVE HALL — EARLY EVENING (ELDER HOLMES, YOUNG HOLMES, REGINALD, MARTHA)</h3>



<ol start="97"><li><span style="text-decoration: underline;">SOUND: [9] (WALLA) KITCHEN NOISES, BREAD BEING CUT, SOUP BUBBLING, CLINK OF CROCKERY ETC. — ESTABLISH AND UNDER.</span></li><li>ELDER HOLMES: We arrived at Musgrave Hall shortly after dark&#8230;</li><li>YOUNG HOLMES: When you said you had lost two of your domestic staff, Reginald, I had rather assumed you did not mean you had lost your entire retinue.</li><li>REGINALD: Oh, I haven’t, Holmes. But I have lost all but one. My housekeeper remains, but she lives in the village rather than on the premises, and I had given her the day off due to my absence.</li><li>YOUNG HOLMES: I see. Why so small a group? It’s not like you don’t have the money.</li><li>REGINALD: Ah, I see? No, Holmes, I’m not in financial difficulties, but I do live here alone and a large staff seemed a little, well, self-indulgent for one bachelor on his own.</li><li>YOUNG HOLMES: Mmmm.</li><li>MARTHA: Look out, Mr ’olmes, Lord Musgrave. This (GRUNTING) pot of soup is both ’eavy and ’ot.</li><li><u>SOUND: [23] CLUNK OF HEAVY POT BEING PLACED ON TABLE — LET IT FINISH</u>.</li><li>REGINALD: You know, I don’t believe I’ve actually been inside this kitchen since I was a boy. I used to spend a lot of time here trying to steal cakes from the pantry.</li><li>MARTHA: Well, listen to ’im. You’d think it were a lark to be eatin’ in the same space as most of us ’ave ’ad to do our entire lives.</li><li>REGINALD: You’re refreshingly outspoken, Miss Hudson.</li><li>YOUNG HOLMES: Oh, don’t pay Miss Hudson too much mind, Reginald. She may sound like a scullery maid&#8230;</li><li>MARTHA: (AFFRONTED) Mr ’olmes!</li><li>YOUNG HOLMES: But she’s firmly lodged in the middle class; a woman of property who runs a rooming house in London.</li><li>REGINALD: Is that so, Miss Hudson?</li><li>MARTHA: (COLDLY) Yes it is. Now eat yer soup!</li><li>REGINALD: You don’t seem particularly pleased to have that fact known. Why is that? I would have thought you’d be proud.</li><li>MARTHA: Frankly, Lord Musgrave&#8230;</li><li>YOUNG HOLMES: Listen carefully, Reginald, I think you’ll enjoy this.</li><li>MARTHA: Frankly, Lord Musgrave, I try not to care what people think of me, one way or t’other. It quite winds me up that whether you were born man or woman, whether you were born to the big ’ouse or the cottage, and the way you speak all combine to determine ’ow seriously you’ll be taken in this world regardless o’ what you know ’n what you can do.</li><li>REGINALD: (AMUSED) Well, Mr Holmes, you’ve brought a radical into my house.</li><li>MARTHA: A what?</li><li>REGINALD: Are you a member of Mr Shaw’s Fabians by any chance?</li><li>MARTHA: Am I what?</li><li>REGINALD: (AS TO A CHILD) Are you a socialist, Miss Hudson?</li><li>MARTHA: Well, why didn’t you say so? No, Lord Musgrave, I’m not. I believe in an ’onest day’s wage fer an ’onest day’s work (whether yer from the palace or the market). I just don’t believe that where ye’re from an’ ’ow you speak should ’old you back.</li><li>REGINALD: How commendable. And what of heredity? Surely you recognize that breeding allows the higher nature to be refined and distilled within the upper classes?</li><li>YOUNG HOLMES: Reginald is somewhat enamored with the writings of Malthus and the Eugenicists.</li><li>MARTHA: And ’oo are they when the lights are on?</li><li>YOUNG HOLMES: They believe in the survival of the fittest. Basically, they believe that less fit members of our society should be sterilized in order to prevent less worthwhile traits from being passed on and polluting the race. It’s only the latest in quite a string of philosophical viewpoints Reginald has adopted.</li><li>REGINALD: Now, Holmes, don’t be like that. I’ll admit that in my youth I did indulge in a number of misplaced enthusiasms for fringe notions and ideas. But this time it’s hardly a fashion. In a few short years, it will be a brand new century. One in which only the brave and strong will have a place. Surely you can see that, can’t you?</li><li>MARTHA: A little impractical, isn’t it?</li><li>REGINALD: (DISTRACTED) How so?</li><li>MARTHA: Well, sterilization o’ the useless is all fine ’n good in theory but I doubt you’ll be able to get the ’ouse of Lords to stand idly by while its entire membership is castrated.</li><li>REGINALD: (DEEPLY SHOCKED) Good grief, woman! Do you hear yourself? Are you a fool?</li><li>YOUNG HOLMES: Oh, Martha’s hearing is only too good and, as you yourself noted, she’s also quite outspoken. But one thing she is not, Reginald, is a fool.</li><li>REGINALD: But dash it all, Holmes, she just suggested I be castrated&#8230; and in my own home what’s more.</li><li>YOUNG HOLMES: Actually she did not.</li><li>REGINALD: What? But I distinctly heard her say&#8230;</li><li>YOUNG HOLMES: No, Reginald, you heard her say that she thought YOU wanted the members of the House of Lords castrated and that SHE thought it was a rather impractical idea.</li><li>REGINALD: What? But I never?</li><li>YOUNG HOLMES: Really, Reginald, you do need to make your meaning plainer if these misunderstandings are going to be avoided.</li><li>REGINALD: Well, I never intended&#8230;</li><li>MARTHA: Apology accepted, Lord Musgrave.</li><li>REGINALD: (SPLUTTERING WITH INDIGNATION) Apology?</li><li>MARTHA: (BUSINESS-LIKE AND IGNORING MUSGRAVE) Now, Mr ’olmes. ’ow do you propose to begin your investigation?</li><li>YOUNG HOLMES: To start with, I would be very surprised if our thieves did not stage another attempt to retrieve The Ritual this evening. After a quick look at the ritual itself, I believe we should take turns standing watch over the Musgrave family Bible. I will happily take first watch.</li><li>MARTHA: Fair enough. I will take over at midnight.</li><li>YOUNG HOLMES: Be sure to stay away from any windows. We know that, whoever is responsible, they have at least one weapon, possibly more.</li><li>REGINALD: Is it wise to let a woman stand watch, Holmes?</li><li>MARTHA: You are aware that I’m right ’ere, aren’t you?</li><li>YOUNG HOLMES: Martha is extremely capable, Reginald. You need have no concerns on that account.</li><li>MARTHA: Thank you, Mr ’olmes.</li><li>YOUNG HOLMES: She has a scream that would wake the dead and we can be by her side in the merest of moments.</li><li>MARTHA: ’ere!</li><li>REGINALD: (SULKILY) Well, you seem to have everything in hand. I think I will call it an evening.</li><li>SOUND: [24] SCRAPING OF CHAIRS ETC. — LET IT FINISH.</li><li>YOUNG HOLMES: Very good, Reginald. Keep your door open and be ready for action if called upon.</li><li>REGINALD: Good night.</li><li>MARTHA: Good night.</li><li>SOUND: [25] FOOTSTEPS. KITCHEN DOOR OPENS AND CLOSES — LET IT FINISH.</li><li>MARTHA: Don’t you think you were a little hard on the poor fellow, Mr ’olmes?</li><li>YOUNG HOLMES: Not especially. His ideas are particularly offensive at present. I note that you didn’t exactly hold back yourself.</li><li>MARTHA: No, but I was mainly followin’ your lead. Was there a purpose to that little set to?</li><li>YOUNG HOLMES: Well, yes. But I doubt you will be very happy with it.</li><li>MARTHA: Out with it then?</li><li>YOUNG HOLMES: As you may now realize, Reginald, while being a splendid specimen of manhood in many respects, is&#8230; somewhat flighty and a bit of an ass.</li><li>MARTHA: True enough.</li><li>YOUNG HOLMES: He also fancies himself something of a ladies man.</li><li>MARTHA: So?&#8230;</li><li>YOUNG HOLMES: Well, I felt it prudent to direct his attentions away from you while we are working in his house.</li><li>MARTHA: You what?</li><li>YOUNG HOLMES: I simply felt we could do without the distraction of having him following you about the place making puppy-dog eyes.</li><li>MARTHA: (ANGRY) I see. And you figure I’m not good enough for ’is Lordship, is that it?</li><li>YOUNG HOLMES: Not at all, Martha. In fact quite the opposite. You outclass Reginald in almost every way. Put flatly, you are far TOO good for him.</li><li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li><li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li></ol>



<h3 class="wp-block-heading"><a id="GM002_40"></a> CASTING SHEETS — MAJOR CHARACTERS</h3>



<p class="wp-block-paragraph"><strong>ELDER SHERLOCK HOLMES:</strong> I am an older and wiser Sherlock Holmes — one who looks back on his life with the clear sight of age. These are my reminiscences, both of the events themselves and also of their meaning.</p>



<p class="wp-block-paragraph"><strong>YOUNG SHERLOCK HOLMES:</strong> I am the famous Sherlock Holmes, though early in my career and not yet consumed by the monomania with which I was later afflicted. I am the smartest man in any room in which I am found. I am egotistical, somewhat uncaring of the feelings of others, obsessive when it comes to unraveling a riddle, and about to prove myself the greatest of unsung ghost hunters in all of England.</p>



<p class="wp-block-paragraph"><strong>MARTHA HUDSON:</strong> I was a farm girl with a no-nonsense attitude. Now I’m a landlord in London. I’ve seen the ’ard side of life and I’ve got no illusions. I’m smart and determined, and I’ve made my way well to date. I know about the old ways — the folk stories and the things that go bump in the night. I’m not afraid of ’em and I’m not afraid of you neither.</p>



<p class="wp-block-paragraph"><strong>REGINALD MUSGRAVE:</strong> I am an acquaintance of Holmes’ from university. I am easily impressed by the latest intellectual fad and just as easily captured by the sight of a pretty face. Some call me flighty, but I am merely enthusiastic. That my enthusiasm tends to be intense but short-lived should come as no surprise to anyone.</p>



<p class="wp-block-paragraph">###</p>



<h2 class="wp-block-heading">ABOUT THE AUTHOR</h2>



<p class="wp-block-paragraph">Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>



<p class="wp-block-paragraph">He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>



<p class="wp-block-paragraph">You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>



<p class="wp-block-paragraph">THE END</p>



<p class="wp-block-paragraph">###</p>



<p class="wp-block-paragraph">Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/.">https://weirdworldstudios.com/product-category/our-products/.</a></p>



<p class="wp-block-paragraph">This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>



<h2 class="wp-block-heading">The Ritual</h2>



<ul class="wp-block-list"><li><a href="https://weirdworldstudios.com/ritual-episode-1-mystery-musgrave-hall/">The Ritual – Episode 1 – Mystery at Musgrave Hall</a></li><li><a href="https://weirdworldstudios.com/ritual-episode-2-girl-ghost-guide/">The Ritual – Episode 2 – A Girl, A Ghost and a Guide</a></li><li><a href="https://weirdworldstudios.com/ritual-episode-3-beneath-musgrave-hall/">The Ritual – Episode 3 – Beneath Musgrave Hall</a></li></ul>
<p>The post <a href="https://weirdworldstudios.com/ritual-episode-1-mystery-musgrave-hall/">The Ritual &#8211; Episode 1 &#8211; Mystery at Musgrave Hall</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Visitor from the Gloria Scott &#8211; Episode 3 &#8211; Salting the Bones</title>
		<link>https://weirdworldstudios.com/visitor-gloria-scott-episode-3-salting-bones/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 06 Aug 2016 00:11:50 +0000</pubDate>
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		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Visitor from the Gloria Scott]]></category>
		<category><![CDATA[salting the bones]]></category>
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		<category><![CDATA[the visitor from the gloria scott]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Return to Donnithorpe&#8217;; episode 2 of The Visitor from the Gloria Scott. THE VISITOR FROM THE GLORIA SCOTT EPISODE #2 – SALTING THE BONES by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-3-salting-bones/">The Visitor from the Gloria Scott &#8211; Episode 3 &#8211; Salting the Bones</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Return to Donnithorpe&#8217;; episode 2 of The Visitor from the Gloria Scott.</p>
<p><figure id="attachment_2416" aria-describedby="caption-attachment-2416" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-2416 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/07/009GM1Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM001 - The Visitor from the Gloria Scott" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2416" class="wp-caption-text">Gaslamp Mystery &#8211; GM001 &#8211; The Visitor from the Gloria Scott</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE VISITOR FROM THE GLORIA SCOTT</h2>
<h3>EPISODE #2 – SALTING THE BONES</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30"><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 3: Salting the Bones</h3>
<p>The case that sets Sherlock Holmes on the path that will forever dominate and define his life occurs while holidaying with a friend during his final year at university. When his holiday-companion’s dog is killed under mysterious circumstances, Holmes begins an investigation that will pit him against the very forces of darkness. With the help of Martha Hudson, Holmes sets out to uncover the true nature of the evil which has settled in “Donnithorpe”. On the way he encounters spectral possession, evil enchantment, and a hidden sorcerer of immense power. Will Holmes’ deductive abilities and expertise in folklore carry the day? Tune in to “The visitor from the Gloria Scott” and uncover the terrifying truth for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE VISITOR FROM THE GLORIA SCOTT</h2>
<h2>CAST LIST</h2>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>ELDER SHERLOCK HOLMES: </strong>Reminiscing Narrator</p>
<p><strong>MR TREVOR (SNR): </strong>Owner of the Donnithorpe Estate</p>
<p><strong>YOUNG HOLMES: </strong>Detective of the Supernatural</p>
<p><strong>VICTOR TREVOR: </strong>Holmes’ Friend</p>
<p><strong>MARTHA HUDSON: </strong>Runs her dead Father’s farm</p>
<p><strong>IRENE HUDSON: </strong>Martha’s Sister</p>
<p><strong>BEDDOES:</strong> Mutineer in life, possessed Specter in death</p>
<p><strong>MR ADLER (SNR):</strong> Local Farmer</p>
<p><strong>CAPTAIN GREGORY:</strong> Captain of the Gloria Scott</p>
<p><strong>SHIP’S MATE:</strong> Ship’s Mate aboard the Gloria Scott</p>
<p><strong>JOE ADLER:</strong> Eldest son of Mr Adler</p>
<p><strong>MICHAEL ADLER:</strong> Middle son of Mr Adler</p>
<p><strong>PETER ADLER: </strong>Youngest son, married to Irene</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 12: INSIDE THE BURNING MANSION — NIGHT (VICTOR, MARTHA, YOUNG HOLMES)</h3>
<ol start="301">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: In our last episode the young Sherlock Holmes returns to Donnithorpe at the invitation of Martha Hudson to find a community living in fear and suffering under a baleful influence (the spirit of a sailor, mutineer, and pirate murdered by the mansion&#8217;s owner)&nbsp; that has extended to infect even, the otherwise upstanding, local residents.&nbsp; As a mob of locals sets fire to the Mansion at Donnithorpe, Holmes and Martha enter from behind hoping to save Mr Trevor and his son.</li>
<li><u>SOUND: [3] (WALLA) CRACKLING OF FLAMES — ESTABLISH AND UNDER</u></li>
<li>&nbsp;YOUNG HOLMES: (COUGHING) Miss Hudson, make sure the servants are out. I’ll check the upstairs bedrooms.</li>
<li>MARTHA: There’s been no servants in this ’ouse for a month. No-one’ll abide the place.</li>
<li>YOUNG HOLMES: Check anyway. We can’t afford to make a mistake.</li>
<li>MARTHA: (COUGHING) As you say.</li>
<li><u>SOUND: [35] MAN’S FOOTSTEPS APPROACHING ON THE STAIRS — LET IT FINISH</u></li>
<li>VICTOR: (COUGHING) Who’s there? Somebody raise the alarm. I can’t wake my father.</li>
<li>YOUNG HOLMES: It’s me, Victor — Sherlock Holmes. I’ll come up and help you break down the door.</li>
<li><u>SOUND [50] (MUSIC) SUSPENSEFUL SCENE ENDER — LET IT FINISH</u></li>
</ol>
<h3><a id="PA5_33"></a> SCENE 13: OUTSIDE MR TREVOR’S BEDROOM DOOR (VICTOR, YOUNG HOLMES, MARTHA)</h3>
<ol start="312">
<li><u>SOUND: [4] (WALLA) CRACKLE OF FLAMES; OCCASIONAL CRASH OF COLLAPSING WOODWORK ETC. — ESTABLISH AND UNDER</u></li>
<li><u>SOUND: [36] CRUNCH OF MEN TRYING TO BREAK DOWN DOOR — LET IT FINISH</u></li>
<li>YOUNG HOLMES: Again!</li>
<li><u>SOUND: [36] CRUNCH OF MEN TRYING TO BREAK DOWN DOOR — LET IT FINISH</u></li>
<li><u>SOUND: [37] CRASH OF DOOR BREAKING OPEN — LET IT FINISH</u></li>
<li>VICTOR: (SHOUTING) Father! Wake up! Father!</li>
<li>YOUNG HOLMES: (BEAT) It’s too late. He’s gone. Died in his sleep.</li>
<li>VICTOR: (COUGHING) No. It can’t be.</li>
<li>YOUNG HOLMES: You’re right, Victor. Or at least it shouldn’t be. But, there’s no time to determine the “whys” of this mystery now. We have to get out. The roof will come down on us if we stay much longer.</li>
<li>VICTOR: But we can’t just leave him here to burn.</li>
<li>YOUNG HOLMES: (URGENTLY) The bed’s already alight, man. There’s nothing you can do.</li>
<li>VICTOR: No, I can’t just&#8230;</li>
<li><u>SOUND: [38] THUMP OF A SOMETHING STRIKING VICTOR ON THE HEAD AND THEN HIS BODY FALLING TO THE FLOOR — LET IT FINISH</u></li>
<li>MARTHA: (AS IF NOTHING HAD HAPPENED) The servants’ quarters are empty like I said.</li>
<li>YOUNG HOLMES: (SHOCKED) Martha!</li>
<li>MARTHA: (URGENTLY) What? We’d all be dead by the time you finished talkin’ ’im into runnin’. Now pick ’im up and let’s get out of ’ere ’afore we get roasted ourselves.</li>
<li><u>SOUND: [51] (MUSIC) ADVENTUROUS SCENE ENDER — LET IT FINISH</u></li>
</ol>
<h3><a id="PA5_34"></a> SCENE 14: OUTSIDE THE BURNING MANSION — NIGHT (MR ADLER (SNR), JOE, MICHAEL)</h3>
<ol start="329">
<li><u>SOUND: [5] (WALLA) CRACKLE OF BURNING MANSION IN DISTANCE — ESTABLISH AND UNDER</u></li>
<li>MR ADLER (SNR): That’s it, lads. Watch it burn. This’ll put an end to the monster.</li>
<li>JOE: Da’! There’s some’t movin’ out back o’ the mansion.</li>
<li>MR ADLER (SNR): No! We can’t let the villain survive.</li>
<li>MICHAEL: Take up the rifle, Da’. Ye’re still the best shot ’ere. Even in the dark.</li>
<li><u>SOUND: [39] CHAMBERING OF A RIFLE ROUND — LET IT FINISH</u></li>
<li>MR ADLER (SNR): Alright&#8230; ’ere goes&#8230; And&#8230;</li>
<li>SOUND: [40] RIFLE SHOT — LET IT FINISH</li>
<li>MICHAEL: Did you get ’im, Da’?</li>
<li>MR ADLER (SNR): I can’t be sure after the muzzle flash, but I think so. Let’s get down there and make sure.</li>
<li>JOE: What’ll we do with this journal?</li>
<li>MR ADLER (SNR): Throw it on the flames. It can burn with the rest o’ old Trevor’s chattels.</li>
<li><u>MUSIC: [50] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</u></li>
</ol>
<h2><a id="PA5_35"></a> ACT 3</h2>
<h3><a id="PA5_36"></a> SCENE 15: IN THE DONNITHORPE GROUNDS — NIGHT (YOUNG HOLMES, VICTOR, MARTHA, BEDDOES, MR ADLER (SNR))</h3>
<ol start="342">
<li><u>SOUND: [6] (WALLA) STUMBLING THROUGH GRASS — ESTABLISH AND UNDER</u></li>
<li>MARTHA: We’ve got to get away, Mr ’olmes&#8230; and Master Victor’s been shot!</li>
<li>YOUNG HOLMES: If we can get to the tree-line we’ll be fine. They haven’t brought any dogs.</li>
<li>VICTOR: (GROANS)</li>
<li>YOUNG HOLMES: Victor, you’re awake. Can you travel under your own steam?</li>
<li>VICTOR: (GROANING) I’ll try. What hit me?</li>
<li>BEDDOES: (ECHOING HOLLOW LAUGHTER — AT A DISTANCE) Mwa ha hahahahaha!</li>
<li>MARTHA: Look! Back up the ’ill. Standing in the flames of the ’ouse. It’s the specter. (BEAT) ’e looks almost solid.</li>
<li>YOUNG HOLMES: Yes. With the elder Trevor dead, it will have absorbed the entirety of his life force. Now it will start looking for others to kill.</li>
<li>VICTOR: (PANTING AND OBVIOUSLY IN PAIN) What is that thing? I don’t understand.</li>
<li>MARTHA: I don’t understand neither. It’s some’t as shouldn’t be&#8230; (BEAT) but it’s there all the same.</li>
<li><u>SOUND: [42] SOUND OF SALT BEING SHAKEN FROM A BAG — UNDER</u></li>
<li>YOUNG HOLMES: Yes, there’s something very wrong here. Adler and his sons seemed to know what a specter was when we first saw them on the lawn, yet their actions since they opened the journal have been that of a crazed mob. Mr Trevor was already dead in his bed. The specter had already absorbed his life force, yet it wanted the house burned anyway.</li>
<li>VICTOR: Holmes. What the devil are you doing?</li>
<li>YOUNG HOLMES: A little trap of my own. I’m laying out some salt. If I make the perimeter wide enough and leave a gap on each side, it may not notice that it can be enclosed until it’s too late.</li>
<li>MR ADLER (SNR): (AT A DISTANCE CALLING TO HIS SONS) Well, someone was ’ere ’n I nicked ’im at least. There’s blood on the grass.</li>
<li>MICHAEL: (CALLING BACK) Can you tell which way e’s gone?</li>
<li>JOE: (CHIMING IN FROM A DISTANCE) If it’s the ol’ man, ’e can’t ’ave gone far. I reckon ’e’s ’eaded for the trees. (SUDDENLY CHOKING) Ack!</li>
<li>BEDDOES: (ECHOING HOLLOWLY AT A DISTANCE BUT IN A SURPRISINGLY CULTURED TONE) Fools! Yet you had just the wit to play the part I required, and thanks to my enchantment you set the house to burn as I desired. You will be held responsible for the murder of Trevor and his son, and I have no further need of you. Die you useless cattle!</li>
<li>MR ADLER (SNR), MICHAEL, AND JOE: (CHOKING TO DEATH)</li>
<li><u>SOUND: [41] BODIES COLLAPSING TO THE GROUND</u></li>
<li>MARTHA: Saints alive! I think it’s seen us.</li>
<li>YOUNG HOLMES: That would be our cue to keep moving then. We must get Victor out of harm’s way.</li>
<li><u>SOUND: [33] HIGH PITCHED RINGING TONE (UNDER) — INDICATIVE OF SOMETHING STRANGE HAPPENING — LET IT FINISH</u></li>
<li>BEDDOES: (ECHOING HOLLOWLY FROM NEARBY) Oh, I think not!</li>
<li>MARTHA: (GIVES A SHORT SCREAM OF FRIGHT) ’ow’d you get down ’ere so fast?</li>
<li>BEDDOES: (ECHOING HOLLOWLY) Movement is almost instantaneous in this form, Miss Hudson. And you have the younger Trevor, I see. But I don’t know you, Mr?</li>
<li>YOUNG HOLMES: Sherlock Holmes. I’m a friend of the family. But since we’re all being introduced, who might you be?</li>
<li>BEDDOES: Why I’m Beddoes, of course.</li>
<li>YOUNG HOLMES: Oh, I think not. You have none of the coarseness to be expected of Beddoes. There’s strong magic at work here: a specter which has grown powerful so quickly; the corpse-light, and the enchantment of the farmers; and now this&#8230; a specter possessed by a living sorcerer?</li>
<li>BEDDOES: Oh, well done. There aren’t many who could guess the truth so soon. But as for who I am, you’ll never find out. It grieves me a little to say this now that I meet you but&#8230; Ah well, <em>c’est la vie</em>&#8230; I’m here to kill you, Mr Holmes, you and your companions&#8230; (BEAT) Wait&#8230; what are you doing?</li>
<li><u>SOUND: [42] SALT BEING SHAKEN FROM A BAG — ESTABLISH AND UNDER</u></li>
<li>YOUNG HOLMES: Pay no attention “Mr Beddoes.” It’s just a little salt. (TO MARTHA) Get around behind him and complete the circle, Miss Hudson.</li>
<li><u>SOUND: [42] MORE SALT BEING SHAKEN FROM A SECOND BAG — UNDER</u></li>
<li>MARTHA: (BUSINESSLIKE) Almost there.</li>
<li>BEDDOES: (HOLLOWLY) No! No, you can’t!</li>
<li><u>SOUND: [43] CHIMING BELL-LIKE TONE OR A THUNDEROUS BOOM TO INDICATE THE CIRCLE IS SEALED — LET IT FINISH</u></li>
<li>YOUNG HOLMES: Well, Mr Beddoes. I think that will keep you till morning.</li>
<li>BEDDOES: (ROARS WITH FURY)</li>
<li><u>SOUND: [56] TWO OR THREE GONG-LIKE CLANGS AS THE CREATURE TRIES TO BREAK OUT — LET IT FINISH</u></li>
<li>BEDDOES: (ENRAGED) You’ll pay for this, Sherlock Holmes. This salt circle will only hold me till dawn. After that, I’ll be free again&#8230; and I won’t forget you. I know your name. (BEAT) Oh no&#8230; I’ll never forget you!</li>
<li>YOUNG HOLMES: Come on, let’s away to somewhere quieter. There are still things to be done and considered.</li>
<li>BEDDOES: (FADING AS THEY MOVE AWAY) Holmes! Do you hear me, Holmes? I won’t forget you. Holmes!</li>
<li>VICTOR: (WEAKENING) What of Mr Adler and his sons?</li>
<li>MARTHA: Victor. You’re losing a lot of blood.</li>
<li><u>SOUND: [45] STRIP BEING TORN FROM DRESS — LET IT FINISH</u></li>
<li>MARTHA: Here, let me tie this around the wound.</li>
<li>YOUNG HOLMES: I think our pursuers are dead, but I’ll check, of course. The salt circle would have broken the spell over them anyway but I believe the specter has already killed them.</li>
<li>MARTHA: Does that mean it’s over, Mr ’olmes?</li>
<li>YOUNG HOLMES: Almost. We still need to retrieve Beddoes’ bones from the well before tomorrow night — an easy task now we know where they lie. They’ll need to be salted and burned, of course. Daylight will dispel the creature in the salt circle until the evening, so we’ll have to make sure all arrangements have been made by then.</li>
<li>MARTHA: I’ll take Master Victor up to the cottage. ’e needs to ’ave that wound looked at.</li>
<li>VICTOR: (WEAKLY) Well at least it’s a clean wound. The bullet seems only to have nicked me, despite all the blood.</li>
<li>YOUNG HOLMES: Alright. I’ll take care of the rest.</li>
<li><u>SOUND: [48] NEUTRAL SCENE ENDER — LET IT FINISH</u></li>
</ol>
<h3><a id="PA5_37"></a> SCENE 16: IN THE DONNITHORPE GROUNDS — NEXT DAY (YOUNG HOLMES, IRENE, ELDER HOLMES)</h3>
<ol start="396">
<li><u>SOUND: [7] (WALLA) BIRDSONG — ESTABLISH AND UNDER</u></li>
<li><u>SOUND: [46] MATCH LIGHTING AND WHOOMPH OF FLAME RISING UP —ESTABLISH AND UNDER</u></li>
<li><u>SOUND: [8] (WALLA) CRACKLE OF FLAME — UNDER</u></li>
<li>IRENE: Does this bring it all to an end, Mr Holmes?</li>
<li>YOUNG HOLMES: Ah, Miss Hudson, or should I call you Mrs Adler?</li>
<li>IRENE: I’m not Mrs Adler yet, Mr Holmes.</li>
<li>YOUNG HOLMES: Oh, but you are. The indentation of the ring is quite plain. You’ve been Mrs Adler for quite some time.</li>
<li>IRENE: You’re very observant, Mr Holmes.</li>
<li>YOUNG HOLMES: Why keep it a secret? Didn’t Mr Adler Senior approve of the match?</li>
<li>IRENE: No, he did not.</li>
<li>YOUNG HOLMES: Pity, after all your hard work training yourself out of the family accent etc. He still saw you as the farmer’s daughter from up the hill?</li>
<li>IRENE: Quite the opposite. He felt my attempts to better myself were putting on airs.</li>
<li>YOUNG HOLMES: And now that he’s dead?</li>
<li>IRENE: I don’t know Mr Holmes. I feel so lost.</li>
<li>YOUNG HOLMES: Oh my. You are good, aren’t you? Perhaps it’s the way you put that little catch in your voice as you say, “I feel so lost.”</li>
<li>IRENE: I’m sure I don’t know what you mean!</li>
<li>YOUNG HOLMES: Really, Mrs Adler? You’ve come out of this rather well, haven’t you? With the older brothers and the father dead, your Peter stands to inherit the entire Adler estate. I would have thought you would be celebrating your good fortune.</li>
<li>IRENE: How dare you!</li>
<li>YOUNG HOLMES: How dare you, Mrs Adler! I can’t prove you were behind this, and I’m sure that you never intended for anyone to get hurt, but I’m as certain as I can be that this bed is of your making.</li>
<li>IRENE: I don’t have to stand here and listen to this nonsense.</li>
<li>YOUNG HOLMES: No, you don’t. I didn’t ask you to come down here, Mrs Adler. It’s a rather ghoulish task, salting and burning the bones of the dead. Not for the faint of heart. But maybe something for the desperate.</li>
<li>IRENE: (GROWING UPSET) What do you mean?</li>
<li>YOUNG HOLMES: Let me know if I’m getting warm, Mrs Adler. You had managed an engagement to the youngest son of a reasonably wealthy local landowner — not a man of education, particularly, but one with an income well above his station. When you discovered the marriage would not be met with approval you arranged to elope discreetly on the side. But how to secure a share of the inheritance? It was quite possible that on discovering the marriage, your beau would be disinherited entirely. Was that when you sought out the sorcerer’s help?</li>
<li>IRENE: (CRYING NOW) You don’t understand.</li>
<li>YOUNG HOLMES: Oh, I understand well enough. Irene Adler née Hudson, the girl who could wrap everyone she ever met around her little finger, encountered one of the most dangerous people in England and thought she could do the same to him. (MOCKINGLY) She wanted to hire him to secure her husband’s inheritance and he?&#8230; let us assume for now that it’s a he&#8230; and he agreed. But now, five deaths later — if we include that wretch Beddoes in the count — this naïve but clever girl, is scared. She’s suddenly aware that she has been playing a very dangerous game and, like the fly caught in the spider’s web, is struggling to find a way out.<br />
Well, Mrs Adler, as I believe I have already stated, this is a bed of your own making and, unlike most of the other men in your life, I do not intend to become a pawn in your attempts to escape it. Good day.</li>
<li><u>SOUND: [9] FADE OUT BACKGROUND WALLA</u></li>
</ol>
<h3><a id="PA5_38"></a> CONCLUSION</h3>
<ol start="422">
<li>ELDER HOLMES: [CUE] Thus ended my first adventure. This case was the first I ever undertook and set me on the path that ultimately defined my life. I bade my goodbyes to Martha Hudson — somewhat surprised once more at the odd feeling of loss it engendered — and prepared to depart. Victor sold Donnithorpe soon after and set off to the West Indies to create himself a new life. As for Peter and Irene Adler, they too soon sold the Adler property and moved to London. I think it was this more than anything which compelled Miss Hudson to sell up as well. She bought a rooming house at 221B Baker Street in London on the proceeds, a place with which I would later become intimately familiar. I never told her of my suspicions regarding her sister’s involvement in the affair, however.<br />
It was some year’s later that I discovered that each of the properties sold were bought up by the same man, a local landholder who, by securing them, came to be the wealthiest man in the district. He was a young man and something of a mathematical genius. It was rumored at the time that he was likely to be offered a professorship at one of the better English universities. It would be a very long time before our paths crossed again and he would be well established in his places of power by that time. Life is full of coincidences and, had I but realized, it was this man who held the final key to unlocking the mystery at Donnithorpe. For you see, just as I was embarking on the beginnings of my career as an investigator, James Moriarty — for that was his name — was also engaging for the first time in an enterprise that would define his future existence. In order to secure for himself some prime farmland, he agreed to undertake an act of sorcery on behalf of a young woman named Irene Adler. By this one act he tied all our destinies together.<br />
And this, in a round-about way, returns me to the beginning of my story. It was the death of Mr Adler Senior and his two sons that led me to seek to actively control the flow of information around the dark forces which my calling in life has led me to confront. A little knowledge about the things which inhabit the edges of our nightmares can indeed be a dangerous thing. I endeavored from that day forward to ensure that the truth of my doings remained opaque until such time as the world could safely discuss them in the light of day.</li>
<li><span style="text-decoration: underline;">SOUND: [53] (MUSIC) CLOSING THEME AND CREDITS —LET IT FINISH</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>YOUNG HOLMES:</strong> I am the famous Sherlock Holmes, though embarking on my first case and not yet consumed by the monomania with which I was later afflicted. I am the smartest man in any room in which I am found. I am egotistical, somewhat uncaring of the feelings of others, obsessive when it comes to unravelling a riddle, and about to prove myself the greatest of unsung ghost hunters in all of England.</p>
<p><strong>MARTHA HUDSON:</strong> I’m a farm girl with a no-nonsense attitude. I’ve seen the ’ard side of life and I’ve got no illusions. I’m smart and determined, and I’ve made my way well to date. I know about the old ways — the folk stories and the things that go bump in the night. I’m not afraid of ’em and I’m not afraid of you neither.</p>
<p><strong>MR TREVOR (SNR):</strong> I appear a harmless gentleman of property. I manage my land for the benefit of my son — who has yet to show the maturity I have been hoping to see in him — and I am a good neighbor to my fellows. I also hold a dark secret. There is a scandal in my past, long hidden, that could be the ruin of my son’s prospects and I would do anything to protect him.</p>
<p><strong>BEDDOES:</strong> I am a mutineer, on the run these last twenty-five years. I know “Mr Trevor” from way back, and while I’ve been livin’ the life of a fugitive, e’s been livin’ high off the hog. I know some things about ol’ “Mr Trevor,” I do, and I reckon ’e’ll be glad to share a little of ’is good fortune with the likes of ’is old dear friend Beddoes.</p>
<p><strong>IRENE HUDSON:</strong> My name is Irene and I am secretly married to Peter, the youngest son of the Adler family. I, having been unfairly burdened with a mean parentage, intend to climb well above my class and secure for myself the life I have always dreamed of. Martha, bless her heart, dotes upon me and suspects nothing, but I have a plan to secure my happiness that involves crossing a few lines, and nothing will be allowed to stand in my way.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ELDER HOLMES:</strong> I am an older and wiser Sherlock Holmes — one who looks back on his life with the clear sight of age. These are my reminiscences, both of the events themselves and also of their meaning.</p>
<p><strong>VICTOR TREVOR:</strong> I’m an airhead&#8230; or at least that’s how most of my friends see me&#8230; and who am I to argue? I have a wonderful dog, Emerson, whom I count as my dearest friend. He does have an unfortunate habit of taking to the ankles of people he doesn’t know — which is how I came into the acquaintance of Sherlock Holmes and invited him to my father’s estate at Donnithorpe. My interests lie in having fun and enjoying my misspent youth, but there are rumblings on the horizon that “responsibility” may have me in its sights and the glory days of youth are coming to an end.</p>
<p><strong>MR ADLER (SNR):</strong> I’m a farmer, hard of head and clear of sight. Along with the ’udsons and the Trevors, I own some of the finest farming land in the district. My youngest is smitten by the youngest ’udson girl, Irene. She doesn’t fool me though. She’s a climber and she has designs on my family’s land. It’ll be a cold day in ’ell ’afore I give that marriage me blessin’.</p>
<p><strong>JOE ADLER:</strong> I’m the eldest o’ the Adlers. Not the sharpest tool in the shed, but ’ardworkin’ an’ I know the way of runnin’ a farm. I work the land with my Da’ and two brothers.</p>
<p><strong>MICHAEL ADLER:</strong> I’m the middle son in the Adler family. I spend most of my time followin’ my elder brother around and repeatin’ what ’e says. I’ve got no opinions of my own and ’ate makin’ decisions. As a kid I was big and needed direction in everything — includin’ whether I should ’old t’ other kids arms behind ’em or whether I should do the ’ittin’.</p>
<p><strong>PETER ADLER:</strong> I’m the youngest Adler ’n despite my Da’s objections I secretly married Irene Hudson from up the ’ill. She’s beautiful and smart ’n everything a man could want in a wife. I don’ understand why my Da’s so against the match. When I first said I wanted to marry Miss Hudson ’e was ’appy as a pig in mud. Then ’e found out I meant Irene ’n not Martha. There’s jes no accountin’ fer it.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
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<p>This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Visitor from the Gloria Scott</h2>
<ul>
<li><a href="https:/www.weirdworldstudios.com/visitor-gloria-scott-episode-1-dogs-death/">The Visitor from the Gloria Scott – Episode 1 – Of Dogs and Death</a></li>
<li><a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-2-return-donnithorpe/">The Visitor from the Gloria Scott – Episode 2 – Return to Donnithorpe</a></li>
<li><a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-3-salting-bones/">The Visitor from the Gloria Scott – Episode 3 – Salting the Bones</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-3-salting-bones/">The Visitor from the Gloria Scott &#8211; Episode 3 &#8211; Salting the Bones</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Visitor from the Gloria Scott &#8211; Episode 2 &#8211; Return to Donnithorpe</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 Jul 2016 23:10:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Visitor from the Gloria Scott]]></category>
		<category><![CDATA[return to donnithorpe]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the visitor from the gloria scott]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Return to Donnithorpe&#8217;; episode 2 of The Visitor from the Gloria Scott. THE VISITOR FROM THE GLORIA SCOTT EPISODE #2 – RETURN TO DONNITHORPE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-2-return-donnithorpe/">The Visitor from the Gloria Scott &#8211; Episode 2 &#8211; Return to Donnithorpe</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Return to Donnithorpe&#8217;; episode 2 of The Visitor from the Gloria Scott.</p>
<p><figure id="attachment_2416" aria-describedby="caption-attachment-2416" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-2416 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/07/009GM1Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM001 - The Visitor from the Gloria Scott" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2416" class="wp-caption-text">Gaslamp Mystery &#8211; GM001 &#8211; The Visitor from the Gloria Scott</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE VISITOR FROM THE GLORIA SCOTT</h2>
<h3>EPISODE #2 – RETURN TO DONNITHORPE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 2: Return to Donnithorpe</h3>
<p>The case that sets Sherlock Holmes on the path that will forever dominate and define his life occurs while holidaying with a friend during his final year at university. When his holiday-companion’s dog is killed under mysterious circumstances, Holmes begins an investigation that will pit him against the very forces of darkness. With the help of Martha Hudson, Holmes sets out to uncover the true nature of the evil which has settled in “Donnithorpe”. On the way he encounters spectral possession, evil enchantment, and a hidden sorcerer of immense power. Will Holmes’ deductive abilities and expertise in folklore carry the day? Tune in to “The visitor from the Gloria Scott” and uncover the terrifying truth for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE VISITOR FROM THE GLORIA SCOTT</h2>
<h2>CAST LIST</h2>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>ELDER SHERLOCK HOLMES: </strong>Reminiscing Narrator</p>
<p><strong>MR TREVOR (SNR): </strong>Owner of the Donnithorpe Estate</p>
<p><strong>YOUNG HOLMES: </strong>Detective of the Supernatural</p>
<p><strong>VICTOR TREVOR: </strong>Holmes’ Friend</p>
<p><strong>MARTHA HUDSON: </strong>Runs her dead Father’s farm</p>
<p><strong>IRENE HUDSON: </strong>Martha’s Sister</p>
<p><strong>BEDDOES:</strong> Mutineer in life, possessed Specter in death</p>
<p><strong>MR ADLER (SNR):</strong> Local Farmer</p>
<p><strong>CAPTAIN GREGORY:</strong> Captain of the Gloria Scott</p>
<p><strong>SHIP’S MATE:</strong> Ship’s Mate aboard the Gloria Scott</p>
<p><strong>JOE ADLER:</strong> Eldest son of Mr Adler</p>
<p><strong>MICHAEL ADLER:</strong> Middle son of Mr Adler</p>
<p><strong>PETER ADLER: </strong>Youngest son, married to Irene</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 2</h2>
<h3>INTRODUCTION (ELDER HOLMES, MARTHA)</h3>
<ol start="129">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: In our last episode the young Sherlock Holmes had encountered some strange goings on at his friend&#8217;s estate of Donnithorpe while on holiday.  His friend&#8217;s father had taken offense at Holmes&#8217; attempt to investigate the matter.  As a result, Sherlock returned, more or less content, to London&#8230; until a letter arrived.</li>
<li>ELDER HOLMES: [CUE] The letter was addressed by a woman’s hand but was neither scented nor on expensive paper. The postmark indicated it was from the general vicinity of Donnithorpe.<br />
It read&#8230;</li>
<li>MARTHA: “Dear Mr ’olmes,</li>
<li>Please come at once. The dogs are all dead and the cabbages ’ave been blighted. Mr Trevor Senior is supposed to ’ave engaged a new man-servant, but no one, not even ’is son, seems to have laid eyes on ’im for some weeks. I’m sure you understand what this means.<br />
Your ’umble servant,<br />
Martha ’udson.</li>
<li>ELDER HOLMES: It’s true. I did know what her missive meant. Our nocturnal visitor of so many weeks before had made a home for itself at Donnithorpe and was growing stronger. The situation had, in fact, grown quite alarming in the intervening period and it was essential that I return as soon as possible. I telegrammed my intentions immediately and headed directly for the train station.</li>
</ol>
<h3><a id="PA5_26"></a> SCENE 6: EXT. CHISWELL COTTAGE ON THE NEIGHBORING HUDSON PROPERTY — MIDDAY (YOUNG HOLMES, MARTHA)</h3>
<ol start="135">
<li><span style="text-decoration: underline;">SOUND: [57] (WALLA) COUNTRY NOISES (BIRDS, A FARM ANIMAL OR TWO) — ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: [17] IMPATIENT LOUD KNOCKING ON THE DOOR — LET IT FINISH</span></li>
<li>MARTHA: (FROM BEHIND THE DOOR) ’oo’s that knocking on my parlor door like that. It’s fit to knock the door clean off its ’inges.</li>
<li><span style="text-decoration: underline;">SOUND: [18] DOOR OPENS — LET IT FINISH</span></li>
<li>MARTHA: Oh, it’s you Mr ’olmes. That was quick. You must’ve come up from London in a tearin’ ’urry.</li>
<li>YOUNG HOLMES: Tell me about the dogs!</li>
<li>MARTHA: And a fine how’d-ya-do to you too Mr ’olmes. Don’t they teach manners up in London no more?</li>
<li>YOUNG HOLMES: Miss Hudson, we have very little time to lose. Please. Tell me about the dogs.</li>
<li>MARTHA: Actually, we’ve a little time yet. The blight only reached our cabbages on Monday last, and ’ere it’s only Wednesday. The thing itself ’asn’t grown so strong as to take on shape just yet. (BEAT) Where’re you staying if I might be so bold?</li>
<li>YOUNG HOLMES: (A LITTLE WRONG FOOTED) I suppose I shall try Donnithorpe, though I haven’t had time to communicate with Victor just yet.</li>
<li>MARTHA: I doubt you’ll be finding any welcome there Mr ’olmes. Donnithorpe isn’t a terribly welcoming or ’ospitable locale at present.(BUSINESS LIKE) I think it’d be best if you stayed ’ere. We’ve a spare room at the back of the cottage and Irene’ll kip in with me.</li>
<li>YOUNG HOLMES: Aren’t you concerned about creating a scandal?</li>
<li>MARTHA: Mr ’olmes, I can take care o’ meself. I’ve been looking after Irene since my old da’ passed on and workin’ this cottage without much fear of the neighbors’ gossip.</li>
<li>YOUNG HOLMES: Irene is your sister, of course. Not here at the moment though?</li>
<li>MARTHA: (COLDLY) No. She’s out.</li>
<li>YOUNG HOLMES: In fact, she’s not around very much at all, is she? I’d wager you do most of the work to keep the place running. Where is she right now?</li>
<li>MARTHA: She’s over at the Adler farm. She’s found ’erself a nice young man there with “good prospects” as they say. ’e’s the youngest, but’ll ’ave a decent income nonetheless.</li>
<li>YOUNG HOLMES: Yes, I’m sure. Spoiled her a bit after your father died, did you? And she let you, by the look.</li>
<li><span style="text-decoration: underline;">SOUND: [19] FACE BEING SLAPPED — HARD —LET IT FINISH</span></li>
<li>MARTHA: (ANGRY) Mr ’olmes, life ’asn’t been easy ’ere at the cottage, and I’ve made my share of mistakes as far as Irene’s concerned&#8230; but I’ll ’ave you to understand that she is my concern&#8230; and none of yours&#8230; (THREATENING) Do we ’ave an understandin’?</li>
<li>YOUNG HOLMES: Absolutely. (BEAT) And I accept by the way.</li>
<li>MARTHA: You what?</li>
<li>YOUNG HOLMES: Your hospitality, Miss Hudson. I accept it.</li>
<li>MARTHA: (BEWILDERED) After what you just&#8230; You think I’m just going to let you&#8230;</li>
<li>YOUNG HOLMES: Miss Hudson, if my capacity to so thoroughly insult both you and your sister hasn’t gone some way towards demonstrating that I am as safe and scandal-free a house guest as you’re ever likely to get, I don’t know what will. And you might give some consideration to the notion that the demonstration of that fact also cost me a slapped face.</li>
<li>MARTHA: (AMUSED) I see. (BUSINESS LIKE AGAIN) Well, you’d best come in and I’ll be telling you about them dogs.</li>
<li><span style="text-decoration: underline;">MUSIC: [48] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></li>
</ol>
<h3><a id="PA5_27"></a> SCENE 7: EXT. DONNITHORPE — NIGHT (MARTHA, YOUNG HOLMES, MR ADLER, IRENE, JOE, MICHAEL, PETER)</h3>
<ol start="162">
<li><span style="text-decoration: underline;">SOUND: [1] WALLA — CRICKETS, WIND IN TREES, OCCASIONAL OWL HOOT — ESTABLISH AND UNDER</span></li>
<li>MARTHA: This is trespassin’ you know. Donnithorpe is private property.</li>
<li>YOUNG HOLMES: Really? I had no idea. We’d best be careful then, lest someone calls “the peelers.”</li>
<li>MARTHA: Are you makin’ fun o’ the way I talk?</li>
<li>YOUNG HOLMES: It never crossed my mind.</li>
<li><span style="text-decoration: underline;">SOUND: [20] TWANG-CRACK OF BRANCH — LET IT FINISH</span></li>
<li>YOUNG HOLMES: (GRUNTS AS STRUCK BY BRANCH)</li>
<li>MARTHA: Mind your ’ead, Mr ’olmes. Movin’ through the countryside at night takes a bit o’ care if’n yer not used to it.</li>
<li>YOUNG HOLMES: You did that on purpose.</li>
<li>MARTHA: (CHEERFULLY) Never crossed my mind.<br />
Anyways, that’s the ’ouse up ahead. We’d best be especially careful from this point.</li>
<li>YOUNG HOLMES: How many dogs did you say have died recently?</li>
<li>MARTHA: Near as I can tell, every dog in a ten-mile radius o’ this place.</li>
<li>YOUNG HOLMES: Yes, and I can see that the house is the source of the vegetation blight. Every blade of grass is withered around the place in an ever-growing circle.</li>
<li>MARTHA: Can you feel it Mr ’olmes? It’s like someone’s got their ’and around my ’eart. Everthing feels cold an’ ’orrible.</li>
<li>YOUNG HOLMES: Yes. Even the lights in the house appear muted and dull. This specter is unusually strong. I believe it will become physical soon. At which point the killing will begin in earnest.</li>
<li>MARTHA: So ’oo do you think it’s feeding on. Young Mr Trevor or the old man?</li>
<li>YOUNG HOLMES: Undoubtedly Mr Trevor senior. At least initially. I’d be very surprised if Victor hasn’t sickened as well in this unwholesome atmosphere.<br />
What of the neighbors? Are any besides yourselves suspicious of what’s been going on here?</li>
<li>MARTHA: Ours is the closest property, so I don’t think anyone else’s been affected. The Adler’s are on t’other side, but the blight hasn’t spread so far yet.</li>
<li>YOUNG HOLMES: And Irene? Can she keep a secret?</li>
<li>MARTHA: Irene may be smarter than the two of us combined, Mr ’olmes. You don’t know ’er, but I do. She won’t be blabbin’ about this.</li>
<li>YOUNG HOLMES: I may know her better than you think, Miss Hudson. From my examination of your living arrangements I am willing to own that she’s as clever as you say. However, she is also cunning and gives all the signs of being the kind of person who would sell their own mother if there was a profit to be made from it.</li>
<li>MARTHA: (SHOCKED) Mr ’olmes!</li>
<li>YOUNG HOLMES: I’m willing to own that you’re uncommonly clever yourself, Miss Hudson, but you do seem to have something of a blind spot when it comes to your younger sibling. What is it between the two of you that makes you so unwilling to look with clear eyes upon your domestic arrangements?</li>
<li>MARTHA: (COLDLY) What’s between me an’ my sister’s between us, Mr ’olmes an’ I’ll thank ye to remember it.</li>
<li>YOUNG HOLMES: As you say, Miss Hudson. Do you have the salt with you?</li>
<li>MARTHA: O’ course. You don’t think I’d come out on a job like this without something I could use as a barrier against the specter. (BEAT) I’m ’oping you’ve not forgotten yours neither.</li>
<li>YOUNG HOLMES: No, it’s here. I suggest you get ready to use it at short notice. I doubt we’ll get much more than a fleeting opportunity to try and trap the thing. (BEAT) Look, there’s something moving across the grounds.</li>
<li>ELDER HOLMES: It was at this point that I saw the creature for the first time. There was something of an ethereal glow surrounding it but it was looking decidedly solid and well defined. The specter was very close to adopting a physical form and we were none the wiser as to the place where its bones lay. It appeared in the dress of a sailor, shabby, and damp. If we were not miles from the ocean I would have said that it gave the impression of one who had been drowned or at least choked. My curiosity was most definitely piqued.</li>
<li>MARTHA: What’s it doing, Mr ’olmes? It appears to be carryin’ a box of sorts.</li>
<li>YOUNG HOLMES: If my guess is correct, I’d say it is setting a trap.</li>
<li><span style="text-decoration: underline;">SOUND: [21] SHOVEL DIGGING IN DIRT — ESTABLISH AND UNDER — CONTINUE UNTIL 192</span></li>
<li>MARTHA: It’s diggin’ an ’ole in the lawn. Is it buryin’ some’t?</li>
<li>YOUNG HOLMES: Keep watching, Miss Hudson. All will be revealed.</li>
<li>SOUND: [22] SHOVEL PATTING DOWN SOIL — LET IT FINISH</li>
<li>MARTHA: It buried the box. I don’t understand.</li>
<li>YOUNG HOLMES: It’s not over yet.</li>
<li>BEDDOES: (CHANTS SOMETHING INDISTINCT)</li>
<li>SOUND: [23] ROLLING THUNDERCLAP THEN SILENCE FOR TWO BEATS — FADE IN THE NIGHT WALLA ONCE MORE</li>
<li>MARTHA: It’s going back up to the house. (BEAT) Mr ’olmes, what’s ’appening? That’s no ordinary specter.</li>
<li>YOUNG HOLMES: No, it’s not. See, above the turned earth. That’s a corpse-light starting to glow.</li>
<li>MARTHA: A magical marker? A specter can’t create one of those.</li>
<li>YOUNG HOLMES: No, it can’t.</li>
<li>MARTHA: So, what? It’s not a specter?</li>
<li>YOUNG HOLMES: Oh, it’s definitely a specter. The real question is how this is being done&#8230; and, more importantly, who’s doing it?</li>
<li>MARTHA: ’oo?</li>
<li>YOUNG HOLMES: Yes, who! That corpse light is the work of a sorcerer. And that specter? There’s little enough about it to suggest it could have spontaneously grown this strong in so short a time. A spectral haunting usually takes decades to develop. This thing is being helped. Donnithorpe and its surrounds have been targeted by a monster, true, but behind the monster stands one who is all too human, I’m afraid.</li>
<li><span style="text-decoration: underline;">SOUND: [24] STICK CRACKING AND MARCHING FEET — ESTABLISH AND UNDER — CONTINUE UNTIL 209</span></li>
<li>MARTHA: What’s that?</li>
<li>IRENE HUDSON: (AT A DISTANCE) Look to your courage, gentlemen. See the way the heath has been blasted. There is something unnatural in that house. And there, glowing upon the lawn, a marker of evil.</li>
<li>MR ADLER (SNR): I see it, Miss Irene. Well enough to say I’m sorry I doubted ye. Joe, Michael. Dig it out. We’ll salt its bones and burn it away yet.</li>
<li>JOE AND MICHAEL ADLER: Yes, Da’.</li>
<li><span style="text-decoration: underline;">SOUND: [25] GRUNTS AND DIGGING — ESTABLISH AND UNDER —CONTINUE UNTIL 230</span></li>
<li>MR ADLER (SNR): (TO IRENE) As for you, my Peter’ll see you safely back to yer cottage.</li>
<li>IRENE: But Mr Adler, I&#8230;</li>
<li>MR ADLER (SNR): Now, Irene. You’ve done your part. This is a matter for the menfolk and I’ll not be crossed in this by you.</li>
<li>IRENE: (DEMURELY) Yes, sir.</li>
<li>YOUNG HOLMES: Now why is it you haven’t learned to speak with such an educated accent, Miss Hudson?</li>
<li>MARTHA: (SHOCKED) Irene? ’ow? But? I don’t understand&#8230;</li>
<li>YOUNG HOLMES: Quiet. They’ll be passing right by us.</li>
<li>MARTHA: But&#8230;</li>
<li>YOUNG HOLMES: (WARNINGLY) They can’t be allowed to know we are here. Your sister will realize it as soon as she gets home anyway.</li>
<li>IRENE: (COMING NEAR THEN MOVING AWAY) Peter, you are a dear! Thank you for speaking up to your father this evening. I doubt he would have paid me any mind otherwise.</li>
<li>PETER ADLER: ’is bark is worse than ’is bite. Still ’is bark is pretty frightening ’n all.</li>
<li>IRENE: (LAUGHING) True enough, darling. (SOBERING) I do hope they’ll be all right.</li>
<li>PETER: It’ll take more than a specter to stop my old Da’.</li>
<li>IRENE: Also true&#8230; I hope.</li>
<li><span style="text-decoration: underline;">SOUND: [26] FOOTSTEPS FADE INTO DISTANCE</span></li>
<li>MARTHA: They’re gone. Now what?</li>
<li>YOUNG HOLMES: Look back at the lawn. The others — Mr Adler Senior and his older sons I presume — are digging it up.</li>
<li>MARTHA: They’ll not be finding bones to salt though.</li>
<li>YOUNG HOLMES: Indeed.</li>
<li><span style="text-decoration: underline;">SOUND: [27] CRUNCH OF SHOVEL AGAINST A METAL BOX — LET IT FINISH</span></li>
<li>MR ADLER (SNR): ’ere, that’s not the sound of bone bein’ struck.</li>
<li>JOE: Aye, it’s not. ’tis a box. Pull it up.</li>
<li>MR ADLER (SNR): Give it ’ere. What’s inside?</li>
<li>SOUND: [28] HINGE CREAKING — LET IT FINISH</li>
<li>MR ADLER (SNR): It looks like a journal, it does. Bring over that torch and let me get a better look.</li>
<li><span style="text-decoration: underline;">SOUND: [55] PAGES FLIPPING IN A JOURNAL — LET IT FINISH</span></li>
<li>MR ADLER (SNR): (SLOWLY AS IF UNUSED TO READING) “I thought it was all past me&#8230;”</li>
<li>MR TREVOR: (OVERLAPPING AS WE TRANSITION INTO THE PAST) I thought it was all past me. I changed my name to Trevor, made my fortune, and put my back to all the unpleasantness that had come before. A fresh start. That was all I wanted, but the true start of my journey was hardly fresh. (BEAT) There was a time, some twenty-five or so years past by my reckoning, that I sat in irons aboard the Gloria Scott. I had been fool enough to embezzle a small amount of money from my employer and, more foolishly, when my conscience would not let me rest, I confessed to the crime. The result was transport into penal servitude chained alongside as bloodthirsty a group of miscreants as were ever gathered in one spot. Not all mind you. Some were poor young fools who, whether due to privation or stupidity, had been caught taking bread or engaged in some form of petty pilfering. But there were others, hard men and violent, for whom crime was their mother and hate the very atmosphere they breathed. And these had devised a plan.</li>
<li><span style="text-decoration: underline;">MUSIC: [49] (BRIDGE) HARP TRANSITION TO SHIP — LET IT FINISH</span></li>
</ol>
<h3><a id="PA5_28"></a> SCENE 8: INT. ABOARD THE GLORIA SCOTT — 25 YEARS EARLIER (BEDDOES, MR TREVOR)</h3>
<ol start="243">
<li><span style="text-decoration: underline;">SOUND: [54] (WALLA) SHIP CREAKING, WAVES LAPPING ETC. — ESTABLISH AND UNDER</span></li>
<li>BEDDOES: Alright lads, we’ve a plan and the Mate’s been bribed to hide weapons in the barrels on deck. The cook’s been bribed to put the keys to the irons in our hands at breakfast. After that, it’s hold to your courage and take the ship.</li>
<li>MR TREVOR: We’ll not be party to murder whatever else, Tom Beddoes.</li>
<li>BEDDOES: (DISGUSTED) Oh aye. You want your freedom well enough but you and the other fancy gents who’ve been locked up with us cut-throats don’t want to sully yer soft ’ands with any o’ the real work. Well, from the looks o’ yer, ye’d faint at the first sight o’ blood anyway. But blood there’ll be. Mark my words.</li>
<li>MR TREVOR: I guess it can’t be avoided. But the price of our silence is that it won’t be more than is necessary.</li>
<li>BEDDOES: Aye, ye have my word. Not one more drop’n is necessary.</li>
<li>MR TREVOR: (SUSPICIOUS) Hmmm.</li>
<li><span style="text-decoration: underline;">MUSIC: [48] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></li>
</ol>
<h3><a id="PA5_29"></a> SCENE 9: EXT. ABOVE DECK ON THE GLORIA SCOTT — LATER (BEDDOES, MR TREVOR, CAPTAIN GREGORY, THE MATE, THE COOK)</h3>
<ol start="251">
<li><span style="text-decoration: underline;">SOUND: [2] (WALLA) FADE IN SOUNDS OF FIGHTING AND DYING COMING TO A CLOSE — LET IT FINISH</span></li>
<li>BEDDOES: We’ve done it lads. The ship is ours.</li>
<li>CREW: Hurrah!</li>
<li>BEDDOES: And now, Cap’n Gregory. Would you like to know who among yer crew betrayed ye? There’s no accountin’ for greed is there? It only took a few groats to get yer Cook to change sides. As fer our other conspirator, ye shouldn’ been so quick to ’ave yer Mate flogged now should ye?</li>
<li>CAPTAIN GREGORY: Damn your eyes, Tom Beddoes, I’ll see you hang for this! As for you two betrayers, I’d cut your throats myself if I could reach you.</li>
<li>BEDDOES: Cut their throats would you? Well, that seems as good a means o’ dealing with them as any.</li>
<li><span style="text-decoration: underline;">SOUND: [29] SLICING NOISE OF THROAT BEING CUT, BUBBLING GURGLING SOUND AND BODY </span>DROP — LET<span style="text-decoration: underline;"> IT FINISH</span></li>
<li>SHIP’S MATE: You’ve killed the Cook! But ’e ’elped you! Why? UGH!</li>
<li><span style="text-decoration: underline;">SOUND: [30] SOUND OF KNIFE BEING WITHDRAWN FOLLOWED BY BODY </span>DROP — LET<span style="text-decoration: underline;"> IT FINISH</span></li>
<li>BEDDOES: And now I’ve killed you too. See, a ship’s mate ’oo turns on his fellows fer money can’t be trusted I’m afraid. (CHUCKLES TO HIMSELF)</li>
<li>MR TREVOR: (OUTRAGED!) Mr Beddoes! I protest. You gave me your word.</li>
<li>BEDDOES: Aye, no more blood’n is necessary. And I says there’s more as is necessary yet, what with the gallows waitin’ if’n any witnesses survive. So, I says spillin’ every last drop is necessary&#8230; Ah, but don’t look so afeared Mr Trevor. You and yours ain’t for the knife. It’s bad luck to kill a fellow mutineer and you’re for the gallows with the rest of us if anything goes wrong.</li>
<li>MR TREVOR: I won’t stand for it, Beddoes. You can’t be allowed to kill these men in cold blood.</li>
<li>BEDDOES: Cold blood ye say? And do ye think transportation to penal servitude is any less an act o’ murder for all it takes longer? No, these men are dead already and I’ll brook no opposition on it. As for ye and t’other “gentlemen,” ye’ve a choice. Join us as part o’ the crew, killin’ an’ all, or we’ll put ye adrift in a long boat with some water. It’s as fair an offer as ye’re likely to get. What say ye?</li>
<li>MR TREVOR: I’ll have none of it, Beddoes. Put us adrift.</li>
<li>BEDDOES: As ye wish. But first we’ll be dealing with these “survivors.”</li>
<li>SOUND: [31] SCREAMS AS CAPTAIN GREGORY AND THE REMAINING SAILORS ARE PUT TO DEATH — FADE OUT</li>
<li>MR TREVOR: After the killing was over, we were set adrift and floated on the sea for a week before being collected by a merchantman. We claimed we had been shipwrecked on a whaler and the captain landed us in New Zealand. I didn’t learn of the storm, or the terrible goings-on aboard the Gloria Scott after we were set adrift, until many years later: tales of cannibalism and the sinking of the ship in a storm, told by survivors at their trials, picked up in lifeboats. Beddoes was not among them so it was assumed he had drowned. As for myself, I made a fresh start. I made myself a small fortune in the goldfields of New Zealand under an assumed name and then returned to England where I bought Donnithorpe and settled down and had a family. The years passed and I thought it was all behind me&#8230; (BEAT) and then, five years ago, Beddoes appeared at my door.</li>
<li><span style="text-decoration: underline;">MUSIC: [49] (BRIDGE) HARP TRANSITION — LET IT FINISH</span></li>
</ol>
<h3><a id="PA5_30"></a> SCENE 10: INT. DONNITHORPE — DAY — FIVE YEARS AGO (MR TREVOR, BEDDOES, MR ADLER (SNR))</h3>
<ol start="270">
<li><span style="text-decoration: underline;">SOUND: [58] (WALLA) TICKING WALL CLOCK — ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: [18] DOOR OPENS. — LET IT FINISH</span></li>
<li>BEDDOES: You’ve done well fer yerself “Mr Trevor.” Still puttin’ on gentlemanly airs I see.</li>
<li>MR TREVOR: Good Lord! You! I thought you dead with the rest.</li>
<li>BEDDOES: Oh no. I’m ’ard to kill I am. As ’ard to kill as you by the look. But not so fortunate.</li>
<li>MR TREVOR: What do you want?</li>
<li>BEDDOES: Ah, now don’t be like that. You’ve done well fer yerself “Mr Trevor” an’ I’m sure ye can spare a little o’ that good fortune fer a fellow mutineer.</li>
<li>MR TREVOR: Then it’s money, is it?</li>
<li>BEDDOES: It’s money and a roof over me ’ead. Life’s been ’ard these last twenty years, an’ you? You’ve been livin’ soft. Much softer’n you deserve. I reckon it’s about time I ’ad a share.</li>
<li>MR TREVOR: I see. Well, there’s nothing to be done for it. Can I offer you a drink?</li>
<li>BEDDOES: Oh, we are genteel, aren’t we? Don’t mind if I do.</li>
<li>MR TREVOR: Here you are.</li>
<li>BEDDOES: (BEAT) Mmm! A right drop, this. (BEAT) Not having one yerself?</li>
<li>MR TREVOR: A little early in the day for me, I’m afraid.</li>
<li>BEDDOES: (RESENTFUL) Or ye’re just too toffy to drink with the likes of me. (BEAT) (CHOKES A LITTLE) What the&#8230;?</li>
<li><span style="text-decoration: underline;">SOUND: [32] BEDDOES CHOKING TO DEATH — UNDER</span></li>
<li>MR TREVOR: No, Mr Beddoes, it’s nothing like that. You see, it turns out I’m more like you than I thought. I’ve killed you, Mr Beddoes. The drink was poisoned. I’ve finally become what I’ve spent all these years denying about myself. I’m a murderer.</li>
<li>BEDDOES: (GIVES A LAST CHOKING GASP AND DIES)</li>
<li><span style="text-decoration: underline;">MUSIC: [48] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></li>
</ol>
<h3><a id="PA5_31"></a> SCENE 11: EXT. DONNITHORPE — STILL NIGHT (MR TREVOR, MR ADLER, JOE, MICHAEL, YOUNG HOLMES, MARTHA)</h3>
<ol start="289">
<li><span style="text-decoration: underline;">SOUND: [1] WALLA — CRICKETS, WIND IN TREES, OCCASIONAL OWL HOOT — ESTABLISH AND UNDER</span></li>
<li>MR TREVOR: I don’t regret it. Beddoes would have destroyed the life I’ve made for myself here. He would have ruined me and any prospects my son may have had. I threw his body down a dried-up well near the edge of the property, boarded up the opening, and tried to forget the blood on my hands.</li>
<li>MR ADLER (SNR): (OVERLAPPING AS WE TRANSITION BACK TO THE PRESENT — ONCE MORE SPEAKING SLOWLY LIKE SOMEONE UNACCUSTOMED TO READING) “I threw his body down a dried-up well near the edge of the property, boarded up the opening, and tried to forget the blood on my hands.”<br />
Well, lads. That’s all the confession we needs.</li>
<li><span style="text-decoration: underline;">SOUND: [33] HIGH PITCHED RINGING TONE (UNDER) — INDICATIVE OF SOMETHING STRANGE HAPPENING — LET IT FINISH</span></li>
<li>MR ADLER (SNR): (WORKING HIMSELF UP INTO A RAGE) It was Mr Trevor ’oo’s brought this upon us. It’s ’im ’as been blighting the land and turning the water bad. ’e’s brought the monster into our midst and ’e’s the one who ’as to pay.</li>
<li>JOE AND MICHAEL: (ANGRY MUTTERINGS)</li>
<li>YOUNG HOLMES: Something’s wrong here.</li>
<li>MR ADLER (SNR): (SHOUTING, EXCITED) Grab your torches lads. Let’s put to the ’ouse. We’ll soon be rid o’ this demon.</li>
<li>JOE AND MICHAEL: (CHEERING)</li>
<li>MARTHA: They’re going to burn down the mansion.</li>
<li>YOUNG HOLMES: This is wrong. The way they’re behaving. Something else is at work here.</li>
<li>SOUND: [34] WINDOW SMASHING AND FLAMES TAKING HOLD — A CHEER GOES UP FROM THE MOB — LET IT FINISH</li>
<li>MARTHA: Victor’s asleep inside as well. We have to do something or Mr Trevor and his son will both die.</li>
<li>YOUNG HOLMES: Follow me. We’ll get around the back and see if we can’t get them out before it’s too late.</li>
<li><span style="text-decoration: underline;">SOUND: [48] (MUSIC) NEUTRAL SCENE ENDER — LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET IT FINISH.<br />
</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>YOUNG HOLMES:</strong> I am the famous Sherlock Holmes, though embarking on my first case and not yet consumed by the monomania with which I was later afflicted. I am the smartest man in any room in which I am found. I am egotistical, somewhat uncaring of the feelings of others, obsessive when it comes to unravelling a riddle, and about to prove myself the greatest of unsung ghost hunters in all of England.</p>
<p><strong>MARTHA HUDSON:</strong> I’m a farm girl with a no-nonsense attitude. I’ve seen the ’ard side of life and I’ve got no illusions. I’m smart and determined, and I’ve made my way well to date. I know about the old ways — the folk stories and the things that go bump in the night. I’m not afraid of ’em and I’m not afraid of you neither.</p>
<p><strong>MR TREVOR (SNR):</strong> I appear a harmless gentleman of property. I manage my land for the benefit of my son — who has yet to show the maturity I have been hoping to see in him — and I am a good neighbor to my fellows. I also hold a dark secret. There is a scandal in my past, long hidden, that could be the ruin of my son’s prospects and I would do anything to protect him.</p>
<p><strong>BEDDOES:</strong> I am a mutineer, on the run these last twenty-five years. I know “Mr Trevor” from way back, and while I’ve been livin’ the life of a fugitive, e’s been livin’ high off the hog. I know some things about ol’ “Mr Trevor,” I do, and I reckon ’e’ll be glad to share a little of ’is good fortune with the likes of ’is old dear friend Beddoes.</p>
<p><strong>IRENE HUDSON:</strong> My name is Irene and I am secretly married to Peter, the youngest son of the Adler family. I, having been unfairly burdened with a mean parentage, intend to climb well above my class and secure for myself the life I have always dreamed of. Martha, bless her heart, dotes upon me and suspects nothing, but I have a plan to secure my happiness that involves crossing a few lines, and nothing will be allowed to stand in my way.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ELDER HOLMES:</strong> I am an older and wiser Sherlock Holmes — one who looks back on his life with the clear sight of age. These are my reminiscences, both of the events themselves and also of their meaning.</p>
<p><strong>VICTOR TREVOR:</strong> I’m an airhead&#8230; or at least that’s how most of my friends see me&#8230; and who am I to argue? I have a wonderful dog, Emerson, whom I count as my dearest friend. He does have an unfortunate habit of taking to the ankles of people he doesn’t know — which is how I came into the acquaintance of Sherlock Holmes and invited him to my father’s estate at Donnithorpe. My interests lie in having fun and enjoying my misspent youth, but there are rumblings on the horizon that “responsibility” may have me in its sights and the glory days of youth are coming to an end.</p>
<p><strong>MR ADLER (SNR):</strong> I’m a farmer, hard of head and clear of sight. Along with the ’udsons and the Trevors, I own some of the finest farming land in the district. My youngest is smitten by the youngest ’udson girl, Irene. She doesn’t fool me though. She’s a climber and she has designs on my family’s land. It’ll be a cold day in ’ell ’afore I give that marriage me blessin’.</p>
<p><strong>JOE ADLER:</strong> I’m the eldest o’ the Adlers. Not the sharpest tool in the shed, but ’ardworkin’ an’ I know the way of runnin’ a farm. I work the land with my Da’ and two brothers.</p>
<p><strong>MICHAEL ADLER:</strong> I’m the middle son in the Adler family. I spend most of my time followin’ my elder brother around and repeatin’ what ’e says. I’ve got no opinions of my own and ’ate makin’ decisions. As a kid I was big and needed direction in everything — includin’ whether I should ’old t’ other kids arms behind ’em or whether I should do the ’ittin’.</p>
<p><strong>PETER ADLER:</strong> I’m the youngest Adler ’n despite my Da’s objections I secretly married Irene Hudson from up the ’ill. She’s beautiful and smart ’n everything a man could want in a wife. I don’ understand why my Da’s so against the match. When I first said I wanted to marry Miss Hudson ’e was ’appy as a pig in mud. Then ’e found out I meant Irene ’n not Martha. There’s jes no accountin’ fer it.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
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<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Visitor from the Gloria Scott</h2>
<ul>
<li><a href="https:/www.weirdworldstudios.com/visitor-gloria-scott-episode-1-dogs-death/">The Visitor from the Gloria Scott – Episode 1 – Of Dogs and Death</a></li>
<li><a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-2-return-donnithorpe/">The Visitor from the Gloria Scott – Episode 2 – Return to Donnithorpe</a></li>
<li><a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-3-salting-bones/">The Visitor from the Gloria Scott – Episode 3 – Salting the Bones</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-2-return-donnithorpe/">The Visitor from the Gloria Scott &#8211; Episode 2 &#8211; Return to Donnithorpe</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Visitor from the Gloria Scott &#8211; Episode 1 &#8211; Of Dogs and Death</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Jul 2016 01:59:21 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Of Dogs and Death&#8217;; episode 1 of The Visitor from the Gloria Scott. THE VISITOR FROM THE GLORIA SCOTT EPISODE #1 – OF DOGS AND DEATH by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-1-dogs-death/">The Visitor from the Gloria Scott &#8211; Episode 1 &#8211; Of Dogs and Death</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Of Dogs and Death&#8217;; episode 1 of The Visitor from the Gloria Scott.</p>
<p><figure id="attachment_2416" aria-describedby="caption-attachment-2416" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-2416 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/07/009GM1Sml.png?resize=200%2C283" alt="Gaslamp Mystery - GM001 - The Visitor from the Gloria Scott" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/07/009GM1Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2416" class="wp-caption-text">Gaslamp Mystery &#8211; GM001 &#8211; The Visitor from the Gloria Scott</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE VISITOR FROM THE GLORIA SCOTT</h2>
<h3>EPISODE #1 – OF DOGS AND DEATH</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30"><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play&nbsp;may not be commercially reproduced, performed, or sold. &nbsp; Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. &nbsp;No derivative content or use is allowed. &nbsp;It&nbsp;can be freely&nbsp;shared in its current form (without change) under this license. &nbsp;If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a>&nbsp;and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 1: Of Dogs and Death</h3>
<p>The case that sets Sherlock Holmes on the path that will forever dominate and define his life occurs while holidaying with a friend during his final year at university. When his holiday-companion’s dog is killed under mysterious circumstances, Holmes begins an investigation that will pit him against the very forces of darkness. With the help of Martha Hudson, Holmes sets out to uncover the true nature of the evil which has settled in “Donnithorpe”. On the way he encounters spectral possession, evil enchantment, and a hidden sorcerer of immense power. Will Holmes’ deductive abilities and expertise in folklore carry the day? Tune in to “The visitor from the Gloria Scott” and uncover the terrifying truth for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE VISITOR FROM THE GLORIA SCOTT</h2>
<h2>CAST LIST</h2>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>ELDER SHERLOCK HOLMES: </strong>Reminiscing Narrator</p>
<p><strong>MR TREVOR (SNR): </strong>Owner of the Donnithorpe Estate</p>
<p><strong>YOUNG HOLMES: </strong>Detective of the Supernatural</p>
<p><strong>VICTOR TREVOR: </strong>Holmes’ Friend</p>
<p><strong>MARTHA HUDSON: </strong>Runs her dead Father’s farm</p>
<h2>ACT 1</h2>
<h3>INTRODUCTION</h3>
<ol>
<li><span style="text-decoration: underline;">SOUND: [52] (MUSIC) OPENING THEME. LET IT FINISH.</span></li>
<li>NARRATOR: The details related in the following audio drama were first uncovered in documents found in the attic of a tenement house in London in late 1985. They were the property of a well-to-do gentleman who had lived at the end of the nineteenth century — a doctor and soldier who had been invalided back to England after a tour in Afghanistan, later married, and had received the documents as a bequest. The contents of this property amounted to some sixty manuscripts of varying sizes, upon the pages of which were recorded, in a spidery hand, a good number of tales both fantastic and macabre. We do not make any claims regarding the veracity of this material — since there is much it contains that is frankly unbelievable. Nonetheless, its author most certainly believed that what was recorded was true, and we now make it available to you so you may attach your own verdict to it.</li>
<li>ELDER SHERLOCK HOLMES: As much as it pains me to admit this of so honest and amiable a man as my biographer, he was never one to let the truth get in the way of the telling of a good story. On my instructions he was persuaded to, and actively endeavored to, obscure a great many things about my life that have, of necessity, remained carefully guarded until now. For example, it is true that I lived at 221B (TWO TWO ONE B) Baker Street throughout the late nineteenth century, and it is also true that I was a consulting detective. However, the true facts of the cases I investigated have, for the most part, been substantially embroidered, where they have not, in fact, been falsified altogether. I should like to say at this point that I accept a full apportionment of blame for this sorry state of affairs. I have, even in those recollections I penned myself, hidden much of the truth deliberately from the public eye. In my defense, let me just say that the truth — by which I mean the whole truth — if it were revealed in a less enlightened age, would likely have given rise to a panic within the general populace and a wholesale embrace of the worst excesses of superstition. This was a lesson I learned the hard way. As it happens, the case of “The <em>Gloria Scott</em>,” as it came to be known, was the very first case upon which I ever embarked.<br />
In 1880 I was studying organic chemistry at the university and, due to an accident involving a bull terrier which had taken an unhealthy interest in my ankle, found myself laid up in the infirmary for ten days. The miserable beast’s owner was beside himself with remorse and felt compelled to sit at my bedside apologizing over and over for the better part of a week.<br />
The man’s incessant chatter seemed designed to distract me from every fruitful avenue of thought that my enforced convalescence might have availed me. Despite the frustration this caused, there was something disarmingly likeable about the young chap and by the end of the term we were fast friends. (CONTINUES OVER)</li>
<li>ELDER SHERLOCK HOLMES: (CONTINUING FROM PREVIOUS) Oh, do not look at me like that. I am quite capable of making friends you know! Admittedly he was the only friend I made while at the university, but a friendship it was, and its existence should go some way to putting to rest these rumors that I am friendless and less than salubrious company.<br />
Anyway, returning to the case at hand, at the end of the university term my “friend,” one Victor Trevor, invited me to visit his country home, “Donnithorpe,” and stay with him and his father.</li>
</ol>
<h3>SCENE 1: INT. THE PARLOR AT THE TREVOR ESTATE (MR TREVOR, YOUNG HOLMES, ELDER HOLMES)</h3>
<ol start="5">
<li><span style="text-decoration: underline;">SOUND: [57] (WALLA) COUNTRY NOISES (BIRDS, A FARM ANIMAL OR TWO) — ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: [18] DOOR OPENS — LET IT FINISH</span></li>
<li>MR TREVOR (SNR): (VERY HEARTILY) Ah, welcome young man. You must be Victor’s friend, young Mr Holmes.</li>
<li>YOUNG SHERLOCK HOLMES: Uh, yes, thank you.</li>
<li>MR TREVOR: Come in. Come in. Don’t stand in the doorway like a hat stand. May I offer you some tea? Never drink the stuff myself, but there it is. (BEAT) I can’t think where Victor’s got to. I sent him out to pick you up an hour ago.</li>
<li>YOUNG HOLMES: I didn’t realize someone was coming to meet me, it would have saved me some trouble. I walked over from the station. We must have missed one another.</li>
<li>MR TREVOR: You didn’t come by the road I’ll be bound, not given the state of your boots. Besides, Victor would never have missed you on that narrow track. (BEAT) You didn’t lug that bag of yours across those hills did you?</li>
<li>YOUNG HOLMES: (DEFIANTLY) As a matter of fact, I did. The day looked rather wonderful and I thought the walk might be fun.</li>
<li>MR TREVOR: Well, I’ll be blowed. That’s a good fifteen miles as the crow flies. And you’d have had to cross the bog down where the creek passes through that last little valley on the Hudson property. I’ll wager you didn’t enjoy that greatly.</li>
<li>YOUNG HOLMES: You’d be right, sir. I made the mistake of thinking I’d shave some time off the trip by cutting overland.</li>
<li>MR TREVOR: “Short cuts make for long delays” as they say in these parts. You’re not from the country, are you, lad?</li>
<li>YOUNG HOLMES: No, I’m not.</li>
<li>MR TREVOR: I can tell. (BEAT) Confound it! Where is that boy?</li>
<li>YOUNG HOLMES: I’m quite happy to wait for him in the parlor, sir, if you want to get back to your ledger.</li>
<li>MR TREVOR: What? Yes&#8230; now how did you&#8230;?</li>
<li>YOUNG HOLMES: Your sleeve. The ledger wasn’t quite dry when you leaned on it and some of the numbers have come off on your sleeve.</li>
<li>MR TREVOR: Aaah. Victor said you were a clever one. I hope some of that studiousness rubs off on him. He’s been up at the university for a year and a half now and I’m damned if I can see any difference it’s made to him.</li>
<li><span style="text-decoration: underline;">SOUND: [10] JINGLE OF BELL. </span>CLIP CLOP<span style="text-decoration: underline;"> OF HORSE AND TRAP DRAWING UP IN THE YARD — ESTABLISH AND UNDER</span></li>
<li>MR TREVOR: Ah, that sounds like him now. I’ll leave you at this point, my boy. I hope you have a very fine stay.</li>
<li>YOUNG HOLMES: Thank you, sir.</li>
<li>ELDER HOLMES: From the first I was concerned that accepting this invitation had been a mistake. Between the inanities of Victor’s conversation, his incessant demands that we engage in “a spot of tennis,” and that damnable dog of his always trotting at his heels and taking a bite out of anything less dull witted or watchful than itself, I was almost beside myself with boredom. Still, the weather was fine, and I enjoyed the fresh air and exercise, and Victor’s father kept as fine a table as one could wish. All in all I was inclined to conclude that Victor’s company was not too great a price to pay for a (EMPHASIZING) short holiday. And then it happened&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: [50] (BRIDGE) SUSPENSFUL SCENE ENDER — LET IT FINISH</span></li>
</ol>
<h3>SCENE 2: INT. HOLMES’ BEDROOM ON THE TREVOR ESTATE (YOUNG HOLMES, VICTOR)</h3>
<ol start="27">
<li><span style="text-decoration: underline;">SOUND: [11] (WALLA) NIGHT TIME. CRICKETS CHIRPING. A DOG BARKING WILDLY IN THE DISTANCE — ESTABLISH AND UNDER</span></li>
<li>YOUNG HOLMES: Confound that animal! Does it have to spoil our nights as well as our days?</li>
<li>SOUND: [12] WINDOW SILL SLIDING UP —LET IT FINISH</li>
<li>YOUNG HOLMES: Quiet, you barbaric hound! If you don’t cease that vexatious yapping I will be forced to come down there and remove your capacity to engender offspring.</li>
<li><span style="text-decoration: underline;">SOUND: [13] PAINED YELP OF DOG FOLLOWED BY SILENCE — LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">SOUND: [12] ANOTHER WINDOW SILL SLIDING UP — LET IT FINISH</span></li>
<li>VICTOR TREVOR: Steady on, old man. That was a bit ripe, don’t you think! What did you throw at him?</li>
<li>YOUNG HOLMES: (SUDDENLY SERIOUS) Quiet, Victor. I threw nothing at your dog. Something’s wrong.</li>
<li><span style="text-decoration: underline;">SOUND: [14] SILENCE — EVEN THE CRICKETS HAVE GONE QUIET</span></li>
<li>YOUNG HOLMES: (BEAT) Something’s very wrong. Grab a gown and a lantern, and meet me downstairs. This bears some investigating.</li>
<li><span style="text-decoration: underline;">MUSIC: [50] (BRIDGE) SUSPENSFUL SCENE ENDER — LET IT FINISH</span></li>
</ol>
<h3>SCENE 3: EXT. THE BOG ON THE NEIGHBORING HUDSON PROPERTY — NIGHT (ELDER HOLMES, YOUNG HOLMES, VICTOR, MARTHA)</h3>
<ol start="38">
<li><span style="text-decoration: underline;">SOUND: [1] (WALLA) NIGHT TIME. CRICKETS CHIRPING. AN OCCASIONAL OWL’S HOOT</span></li>
<li><span style="text-decoration: underline;">SOUND: [16] SQUELCHING THROUGH MUD — CONTINUE UNDER UNTIL 40</span></li>
<li>ELDER HOLMES: Needless to say my investigation took us to the very same bog that I had been forced to wade through on my arrival at Victor’s Donnithorpe estate. A willow overhung the foul-smelling sludge, but it wasn’t the only thing to be found hanging there. Impaled on one of the branches was Victor’s beloved pet, sliced and gutted like a hog in a meat-packing warehouse.</li>
<li>VICTOR: (WAILS) No! Emerson! What have they done to you?</li>
<li>ELDER HOLMES: I have to admit that I have never understood grief — I can’t seem to relate to people’s attachments: to things, to animals, even to one another. I have no insight. Frankly, as I looked at this grown man wracked with loss I wanted to laugh, but I have had enough experience of life among my fellows to stifle such urges. As it happens, I was feeling rather elated. This was the first real challenge that had presented itself to my mind since I had left London. And the more I looked, the more excited I came to feel. In the lantern light I could clearly see the tracks of the dog in the mud of the bog, just as my own and Victor’s were also clearly visible. Nothing heavier than a lizard could have crossed that stinking morass to hoist that dog into the tree without leaving any tracks — and yet — none were present but our own.</li>
<li>MARTHA HUDSON: ’ere, ’oo’s that on our manor? I’ve got twin barrels ’ere and I ain’t afraid ter use ’em, neither.</li>
<li>ELDER HOLMES: This was my first encounter with Martha. Martha, who, later, due to another of my biographer’s attempts at misinformation, would be cast as my housekeeper and landlady of many years — a deeply unflattering portrayal of someone so integral to my life and work. Still, it did the job in the end. No one ever guessed who she really was: Mrs H indeed!</li>
<li>MARTHA: Did you ’ear me, long shanks? And what’s ’e blathering about? (BEAT) Eh? Is that Master Victor&#8230;?<br />
What’s going on ’ere? Oh my Lord, that’s Emerson ’anging in that tree.</li>
<li>YOUNG HOLMES: You’ve a remarkable grasp of the obvious, miss&#8230;</li>
<li>MARTHA: (SUSPICIOUS AND A LITTLE BIT AFRAID) ’ere, I don’t know you, so don’t you move a step closer. What’s going on ’ere?</li>
<li>YOUNG HOLMES: Why don’t you tell us?</li>
<li>MARTHA: (MORE SUSPICIOUS) Well, you two clearly didn’t do this. (INDICATING VICTOR) ’e’s too broken up and, though you’d’ve done it in a heartbeat I’d wager, still there’s not a drop of blood on you&#8230; And where’s the tracks? Nothin’d move through this bog that didn’t sink a foot deep.</li>
<li>ELDER HOLMES: My estimation of the girl immediately rose. Behind her rough mode of speech lay a surprisingly quick intellect and there was a ready courage to her as well, backed up though it was by her “twin barrels.”</li>
<li>MARTHA: (KINDLY) Mr Victor? (PAUSE) Mr Victor? C’mon, lad. You can’t be stayin’ out here all night. You need to be gettin’ indoors.</li>
<li>YOUNG HOLMES: And what brought you out? It hardly seems a clement evening, or an agreeable location, for a young woman to be taking a night stroll.</li>
<li>MARTHA: Make fun of me, will ya? Who’re you to be asking questions in the dark? This is my land, this is. And we’ve ’ad trouble with poachers before. I’ve got every right to be ’ere&#8230; and a lot more right than some.</li>
<li>YOUNG HOLMES: True enough. I take it we can leave&#8230; Emerson&#8230; here until morning?</li>
<li>MARTHA: (UNCERTAINLY) Uh&#8230; I guess that’d be alright.</li>
<li>YOUNG HOLMES: Victor! Pull yourself together. There’s a young woman here who needs an escort back to her cottage and there is clearly something malevolent in the vicinity this night. We shouldn’t leave her sister unguarded either.</li>
<li>MARTHA: ’ow’d you know about my sister?</li>
<li>YOUNG HOLMES: The bracelet around your wrist. You don’t appear to be wearing anything else in the way of adornment so the bracelet must be special to you. It has the letters I.H. engraved in a floral pattern, unlikely to be a man’s initials. Your mother perhaps, but no, you’ve been brought up to be sensible and unsentimental. You’re wearing it for someone who’s still alive. My guess is a sister. Was I right?</li>
<li>MARTHA: Ooh, we are pleased with ourselves, aren’t we?</li>
<li>VICTOR: What? But Emerson&#8230; we can’t just&#8230;</li>
<li>YOUNG HOLMES: We can and we will. Things are far too serious to allow a girl to wander these hills on her own, however armed she might be.</li>
<li>VICTOR: (PULLING HIMSELF TOGETHER) Yes. Yes of course. It’s Miss Hudson, isn’t it? From <em>Chiswell Cottage</em>?</li>
<li>MARTHA: Yes, sir, it is.</li>
<li>VICTOR: (SNIFFLING ONCE) Then let’s be getting on.</li>
<li>ELDER HOLMES: And that was how we left it that night. We returned Martha to her cottage where, as I rightly surmised, she lived with her sister, and made our way back to Donnithorpe. The poor man kept mumbling to himself over and over&#8230;</li>
<li>VICTOR: Who’d hurt such a lovable dog? Who’d do it? Who’d want to hurt my dog?</li>
<li>ELDER HOLMES: I’m sorry to say that as far as I could see, the list of suspects would be difficult to narrow down. If my own experience was anything to go by then everyone who had ever met the damnable creature — with the possible exception of its grief-stricken owner himself — was a suspect.</li>
<li><span style="text-decoration: underline;">MUSIC: [47] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 4: EXT. CHISWELL COTTAGE ON THE NEIGHBORING HUDSON PROPERTY — MORNING (YOUNG HOLMES, MARTHA)</h3>
<ol start="69">
<li><span style="text-decoration: underline;">SOUND: [57] (WALLA) COUNTRY NOISES (BIRDS, A FARM ANIMAL OR TWO) — ESTABLISH AND UNDER</span></li>
<li><span style="text-decoration: underline;">SOUND: [15] KNOCKING ON DOOR FOLLOWED BY DOOR OPENING — LET IT FINISH</span></li>
<li>MARTHA: (SUSPICIOUS) ’oo is it?</li>
<li>YOUNG HOLMES: Ah, Miss Hudson. We meet again.</li>
<li>MARTHA: You’d be the gentleman I threatened with Old Bessie last night.</li>
<li>YOUNG HOLMES: “Old Bessie”?</li>
<li>MARTHA: My Da’s old shotgun.</li>
<li>YOUNG HOLMES: Ah. Just so.</li>
<li>MARTHA: Well? Who you be? And what you be wanting?</li>
<li>YOUNG HOLMES: Oh very well. It’s always such a relief to dispense with the niceties. It was Mr Trevor who insisted I come up here and ask permission to cross your land anyway. (TAKES A BREATH) My name is Sherlock Holmes and I am here for the dog.</li>
<li>MARTHA: The dog?</li>
<li>YOUNG HOLMES: You’re not really going to make me repeat everything I say, are you? This conversation has been tiresome enough already.</li>
<li>MARTHA: Ooh! You’re a fine one, aren’t you? Go on then, get your damned mutt out of my tree and be off with you&#8230; and take that ghost with you while you’re about it.</li>
<li>YOUNG HOLMES: That what?</li>
<li>MARTHA: (MOCKINGLY) You’re not really going to ask me to repeat everything I say, are you?</li>
<li>YOUNG HOLMES: (AHEM) No, but I’ll settle for an explanation of that last statement.</li>
<li>MARTHA: Well, “when you’ve ruled out everything that’s possible, whatever is left, ’owever impossible, ’as to be the truth.” That dog was the victim of an ’aunting&#8230; but I think you know that already.</li>
<li>YOUNG HOLMES: And what makes you think that?</li>
<li>MARTHA: That’s an obsidian ring on your finger, that is. And you ’ave sage poking out of your pockets or I’m a march ’are. I suspect the chain around your neck is silver ’n all, and putting it all together I’m willing to guess that the bulge in your waistcoat pocket is&#8230; a bag of salt?</li>
<li>YOUNG HOLMES: Beans actually, the salt’s in my breast pocket.</li>
<li>MARTHA: All good ghost remedies, Mr ’olmes.</li>
<li>YOUNG HOLMES: So the folklorists say.</li>
<li>MARTHA: But unlikely to do yer much good ’ere, is it?</li>
<li>YOUNG HOLMES: Why not?</li>
<li>MARTHA: You don’t know where yer ghost is, or what it wants. ’ard to get rid of, under those circumstances, I’d say.</li>
<li>YOUNG HOLMES: And you’d be right. But I’m not your average folklorist any more than you are your average farmer’s daughter.</li>
<li>MARTHA: Now ’oo’s bein’ cryptic?</li>
<li>YOUNG HOLMES: There’s a salt circle by the window on your porch. Catching spirits, were we?</li>
<li>MARTHA: You don’t miss much, do you? Yes, we ’ad a mischief makin’ visitor botherin’ us a few night’s back. Just a wee sprite, but a nuisance. Salt’s the best kind of trap for the unnatural that I know.</li>
<li>YOUNG HOLMES: Yes it is. Nothing magical or “unnatural,” once enclosed, can pass the barrier it creates. Did you catch your pest?</li>
<li>MARTHA: Yes, and the mornin’s light dispelled it. Nothin’ like sunlight for dealin’ with what’s been trapped in a salt circle.</li>
<li>YOUNG HOLMES: At least until the sun goes down. Has it come back?</li>
<li>MARTHA: No. It’s gone in search of easier pickin’s, I reckon. I doubt it’ll be back. ’n’ if it is, I know how to deal with it.</li>
<li>YOUNG HOLMES: Yes, I think you do. (BEAT) (AS IF STRUCK BY A NEW THOUGHT) Would you care to accompany me in the examination of the dead animal by daylight, Miss Hudson?</li>
<li>MARTHA: Since it’s on my land, I’d be a fool to stay behind. And you certainly need some watching. No mistake.</li>
<li><span style="text-decoration: underline;">MUSIC: [48] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></li>
</ol>
<h3>SCENE 5: EXT. THE BOG ON THE NEIGHBORING HUDSON PROPERTY. MORNING (VICTOR, YOUNG HOLMES, MARTHA, MR TREVOR, ELDER HOLMES)</h3>
<ol start="105">
<li><span style="text-decoration: underline;">104. SOUND: [16] FADE IN SQUELCHING OF BOOTS THROUGH MUD FOR A FEW STEPS — LET IT FINISH</span></li>
<li>VICTOR: (AT A DISTANCE) Are you alright there, Holmes?</li>
<li>YOUNG HOLMES: (IGNORING VICTOR AND ADDRESSING MARTHA) Well, what do you make of it?</li>
<li>MARTHA: It’s not much different to last night.</li>
<li>YOUNG HOLMES: Nothing strikes you as a little off?</li>
<li>MARTHA: Everything about this strikes me as off, Mr ’olmes. Was there something, in particular, you ’ad in mind?</li>
<li>YOUNG HOLMES: The cuts, Miss Hudson. They are as straight and clean as a surgeon’s scalpel might make.</li>
<li>MARTHA: So?</li>
<li>YOUNG HOLMES: How many ghosts have you come across that can carry cold iron?</li>
<li>MARTHA: Oh! Why none of course. Silver and cold iron’s something the dead can’t abide.</li>
<li>YOUNG HOLMES: Exactly! (BEAT) And what’s this?</li>
<li>MARTHA: ’ere, that looks like letters. Carved into the right side of its belly. What’s it say?</li>
<li>YOUNG HOLMES: It’s a name: Gloria Scott. Does it mean anything to you?</li>
<li>MARTHA: Not a thing? Should it?</li>
<li>YOUNG HOLMES: It reminds me of something but I can’t quite&#8230; (CALLING TO VICTOR) Victor? Mr Trevor? Does the name “Gloria Scott” mean anything to either of you?</li>
<li>MR TREVOR: (AT A DISTANCE, GROWING SUDDENLY ANGRY) What? Is this some kind of joke? If it is I’ll have you know I do not find it funny in any way!</li>
<li>YOUNG HOLMES: It is no joke, Mr Trevor. Far from it in fact. The animal has the words “Gloria Scott” carved into its belly.</li>
<li>MR TREVOR: (NOW VERY ANGRY INDEED) Now see here! I don’t know what you’re playing at but I want you out of my house. It wouldn’t surprise me if you were behind this whole thing. Nothing like this happened before you arrived&#8230; and you had no love for that dog. Just what’s your game?</li>
<li>VICTOR: (SHOCKED) Father, please!</li>
<li>YOUNG HOLMES: (BEMUSED) It’s no game, Mr Trevor, I assure you. But if you know something about the importance of that name I suggest you share it right away.</li>
<li>MR TREVOR: (ALMOST FEARFUL) I’m having none of this. You get out of my house&#8230; and don’t you come back.</li>
<li>YOUNG HOLMES: But Mr Trevor&#8230;</li>
<li>MR TREVOR: Get out! You hear me? Get out!</li>
<li>ELDER HOLMES: And so I left Donnithorpe. Victor was most apologetic. He took pains to separate himself from his father’s attitude, saying he had no idea what had gotten into the man. I did not see Martha again, nor did I have time to ascertain what she may have thought of the whole affair before I returned to London. It surprised me how much my attention returned to her over the next few weeks. Our acquaintance could hardly have been called warm — in fact, her hostility had been rather obvious to me in our brief encounters to that point — but I nonetheless felt an odd kinship for the fierce intellect that hid behind her graceless mode of speech. As for myself, I returned to my experiments at the university and while there took the liberty of tracking down what references there were to the name “Gloria Scott.”<br />
As it happens, I had a little luck in that regard. A convict transport ship named the “Gloria Scott” underwent mutiny and was sunk in a storm on November 6, 1855. It was this event which had registered in my memory while at Donnithorpe. I had encountered the tale of the mutiny while conducting some research in the records of the Admiralty the previous year. It had made a singular impression upon me, having been marked by an unusual degree of violence and cruelty. There were even rumors to the effect that some of the officers had been eaten by the mutineers.<br />
Having solved at least that much of the mystery, I put the affair from my thoughts and contented myself with my researches in biological chemistry for the following seven weeks. But then the letter arrived&#8230;</li>
<li><span style="text-decoration: underline;">MUSIC: [47] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></li>
<li><span style="text-decoration: underline;">MUSIC: CLOSING THEME AND CREDITS &#8211; LET THEM FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>YOUNG HOLMES:</strong> I am the famous Sherlock Holmes, though embarking on my first case and not yet consumed by the monomania with which I was later afflicted. I am the smartest man in any room in which I am found. I am egotistical, somewhat uncaring of the feelings of others, obsessive when it comes to unraveling a riddle, and about to prove myself the greatest of unsung ghost hunters in all of England.</p>
<p><strong>MARTHA HUDSON:</strong> I’m a farm girl with a no-nonsense attitude. I’ve seen the ’ard side of life and I’ve got no illusions. I’m smart and determined, and I’ve made my way well to date. I know about the old ways — the folk stories and the things that go bump in the night. I’m not afraid of ’em and I’m not afraid of you neither.</p>
<p><strong>MR TREVOR (SNR):</strong> I appear a harmless gentleman of property. I manage my land for the benefit of my son — who has yet to show the maturity I have been hoping to see in him — and I am a good neighbor to my fellows. I also hold a dark secret. There is a scandal in my past, long hidden, that could be the ruin of my son’s prospects and I would do anything to protect him.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ELDER HOLMES:</strong> I am an older and wiser Sherlock Holmes — one who looks back on his life with the clear sight of age. These are my reminiscences, both of the events themselves and also of their meaning.</p>
<p><strong>VICTOR TREVOR:</strong> I’m an airhead&#8230; or at least that’s how most of my friends see me&#8230; and who am I to argue? I have a wonderful dog, Emerson, whom I count as my dearest friend. He does have an unfortunate habit of taking to the ankles of people he doesn’t know — which is how I came into the acquaintance of Sherlock Holmes and invited him to my father’s estate at Donnithorpe. My interests lie in having fun and enjoying my misspent youth, but there are rumblings on the horizon that “responsibility” may have me in its sights and the glory days of youth are coming to an end.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham&nbsp;and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. &nbsp;The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement.&nbsp;However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Visitor from the Gloria Scott</h2>
<ul>
<li><a href="https:/www.weirdworldstudios.com/visitor-gloria-scott-episode-1-dogs-death/">The Visitor from the Gloria Scott – Episode 1 – Of Dogs and Death</a></li>
<li><a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-2-return-donnithorpe/">The Visitor from the Gloria Scott – Episode 2 – Return to Donnithorpe</a></li>
<li><a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-3-salting-bones/">The Visitor from the Gloria Scott – Episode 3 – Salting the Bones</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/visitor-gloria-scott-episode-1-dogs-death/">The Visitor from the Gloria Scott &#8211; Episode 1 &#8211; Of Dogs and Death</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>On the Fence &#8211; Episode Four &#8211; Puck&#8217;s Revenge</title>
		<link>https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 16 Jul 2016 00:24:29 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[puck's revenge]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Puck&#8217;s Revenge&#8217;; episode 4 of On the Fence. ON THE FENCE EPISODE #4 – PUCK&#8217;S REVENGE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/">On the Fence &#8211; Episode Four &#8211; Puck&#8217;s Revenge</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Puck&#8217;s Revenge&#8217;; episode 4 of On the Fence.</p>
<p><figure id="attachment_2326" aria-describedby="caption-attachment-2326" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2326" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN004 - On the Fence" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2326" class="wp-caption-text">Fantasy Noir &#8211; FN004 &#8211; On the Fence</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ON THE FENCE</h2>
<h3>EPISODE #4 – PUCK&#8217;S REVENGE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /></a><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #4: On the Fence</h3>
<p>Claire Templeton, crime reporter, often wonders what she sees in her boyfriend, Tully Bing.</p>
<p>Being bookish and timid, he just isn’t her type. But when the information Tully provides about the black market puts her in touch with a fence who is quickly murdered by means that can only be described as magical, she and Tully are drawn into a brand new faery plot to destroy the city, sever and isolate the mortal realm, and pave the way for a faery takeover.</p>
<p>With her sometime ally, Tony Wells, effectively neutralized by a clever faery plot, Claire finds herself working for and with the High Queen of the Realm of Darkness. Unfortunately, the Queen tops Claire’s list of suspects with regard to who’s behind all the mayhem. Can Claire solve the case and save the day before her hometown becomes a giant crater? Tune in to “On the Fence” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>ON THE FENCE</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Private Detective</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>MAB:</strong> High Queen of the Dark Realm</p>
<p><strong>SYLVAESTRON (STINK):</strong> A faery of the wee folk of darkness</p>
<p><strong>TULLY BING: </strong>Cartographer and researcher (current boyfriend to Claire)</p>
<p><strong>PUCK:</strong> Lord of Mischief, currently exiled from the Realm of Light</p>
<p><strong>FAERY, MINION #1 AND MINION #2:</strong> Faery minions of Puck</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 3</h2>
<h3>SCENE 11: INT – PUCK’S APARTMENT BUILDING (THE CRATER ILLUSION) – sometime LATER (PUCK, CLAIRE)</h3>
<ol start="535">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Detective Tony Wells has been taken prisoner by the representatives of the Fae Realms for agreeing to help Queen Mab of the realm of darkness to clear her name.  In Tony&#8217;s absence, Claire Templeton has been investigating on his behalf.  She has now discovered that The Puck, a member of the Fae exiled to the mortal realm, is behind it all but has been taken captive herself&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [10] (WALLA) SLOW BUBBLING OF BOILING MUD, CREAKING OF ROPE &#8211; ESTABLISH AND UNDER.</span></li>
<li>CLAIRE: I woke to find myself hanging over a boiling pool of mud. My body ached, my clothes had been reduced to rags and I was covered in scratches and bite marks, put there presumably by the teeth of the dogs. The ringing in my ears slowly gave way to an even less welcome noise. Puck was talking.</li>
<li>PUCK: (GLOATING) So here it is. After all this time I finally have the sword. Such fools these mortals be. It is probably the second most powerful object in existence. It renders its owner second in power only to the members of the royalty of the fae realms. It can unmake even immortals when used properly. I should know, I forged it in the long ago. None of its wielders have ever known all its secrets as I do. If I’d known when it was being forged that it was going to be handed over to these witless mortals I never would have agreed to make it.</li>
<li>FRED: You’re my maker? I can’t say I’m all that impressed.</li>
<li>PUCK: Why doesn’t that surprise me? All that time among the humans has ruined you. I designed you to absorb and reflect the personality of your owners. I expected you would be given to mighty fae warrior of the realm of light. We were at war. I thought you would be used to bring ruin to our enemies. I had no idea that Oberon was about to betray everything we were working towards and try to establish a peace.</li>
<li>FRED: And what, you’ve been plotting and waiting for the last ten thousand years?</li>
<li>PUCK: Don’t be absurd. I’ve bided my time. Immortal remember? I’ve watched the mortals grow and spread, turning this realm into a ruin, full of poisoned soil and plant-life. I even arranged for my own exile so I could better keep an eye on things here. I mourned for the paradise that was being destroyed, but even mortals have their uses.</li>
<li>FRED: Oh, and how’s that?</li>
<li>PUCK: Their capacity for destruction is nearly infinite. With enough time, I believe they will succeed in destroying this world completely.</li>
<li>FRED: Is that so?</li>
<li>PUCK: It is. They are petty and greedy and duplicitous. What Oberon saw in them I’ll never know. But I’ll give them this, they are inventive. They have invented guns, cannons, and explosives and herein have I found my opportunity.</li>
<li>FRED: Yes? You’re obviously pretty impressed with yourself, try and impress me as well.</li>
<li>PUCK: I’ve fashioned a bomb. One which can absorb magical energy. The explosion will be huge. The devastation and loss of life in this city immense. The blast will be felt across the realms. In fact, it will sever this realm’s connection to the realms of faery entirely.</li>
<li>FRED: Leaving you to take over?</li>
<li>PUCK: Yes. The released energy of the bomb will have a devastating effect on human technology as well. Everything they have relied upon to ruin the world, their machines, etc will stop working. They will be forced back to the horse and cart. Millions worldwide will die. It will make their Great War look like a picnic. The only real power left in this world will be magic. And I will be its sole genuine practitioner.</li>
<li>FAERY: (AT A DISTANCE) My Lord Puck! My Lord Puck!</li>
<li>PUCK: Did I not say that I was not to be disturbed?</li>
<li>FAERY: I apologize my Lord. A courier has arrived with the crown.</li>
<li>PUCK: (SUDDENLY GLEEFUL) Haha! The crown is here. Then there is nothing left to stand in my way.<br />
Girl! I know you are awake. It is a shame you tried to betray me and keep the sword. I would have liked to show you the world that is to come, but as it is, I’m fairly certain you will be dead before it arrives. Minion!</li>
<li>FAERY: Sir?</li>
<li>PUCK: Give me your torch.</li>
<li><span style="text-decoration: underline;">SOUND: [35] SOUND OF FLAMING TORCH BEING BROUGHT FORWARD. &#8211; LET IT FINISH.</span></li>
<li>PUCK: If I place it here, then in a matter of moments it will burn through the rope that suspends you and will drop you into the boiling mud below. I’m sorry I’ll miss it, but the satisfaction it would give me is rather fleeting in comparison to the mayhem to come&#8230; and, what can I say, if I have a weakness, it is a taste for the grandiose. (APOLOGETICALLY) Your agonized death just isn’t going to compare with the death of an entire city. (DEPARTING) Bwahahahaha!</li>
<li>CLAIRE: (BEAT) (RELIEVED) I thought he’d never leave. (BEAT) Stink, are you there?</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li>SYLVAESTRON: That’s Sylvaestron if you please.</li>
<li>CLAIRE: Sorry, but that name’s a mouthful. And Stink suits you better.</li>
<li>SYLVAESTRON: (SIGHS) What do you need?</li>
<li>CLAIRE: Get me down from here before the rope burns through.</li>
<li>SYLVAESTRON: Your wish is my command.</li>
<li>CLAIRE: You guys really say that?</li>
<li>SYLVAESTRON: No, I saw it on late-night TV and thought it sounded cool.</li>
<li>CLAIRE: Oh!</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME &#8211; LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [36] BODY DROP. LET IT FINISH.</span></li>
<li>CLAIRE: (GRUNTS) Ugh! Did you have to let me down so hard?</li>
<li>SYLVAESTRON: You didn’t land in the mud did you?</li>
<li>CLAIRE: No.</li>
<li>SYLVAESTRON: So, shut up. What now, fearless leader?</li>
<li>CLAIRE: Well, if the crown has arrived, we’ve only got moments to save the day.</li>
<li>SYLVAESTRON: You know, for someone who can keep an intelligent expression on her face, you aren’t all that smart.</li>
<li>CLAIRE: What?</li>
<li>SYLVAESTRON: You don’t have to save anything.</li>
<li>CLAIRE: Huh?</li>
<li>SYLVAESTRON: How come the pendant didn’t protect you against Puck’s dogs, huh?</li>
<li>CLAIRE: I don’t know. I hadn’t really thought…</li>
<li>SYLVAESTRON: Uhuh. Mab wants you here. Here right now. All you need to do is remember to follow her instructions.</li>
<li>CLAIRE: Huh? (BEAT) Oh!!!!</li>
<li>SYLVAESTRON: (PLEASED)Now the lights are turning on!</li>
<li>CLAIRE: I need to get to that throne in the center. Stink, can you create a distraction and buy me some time?</li>
<li>SYLVAESTRON: That noise you’re hearing is me raising hell. (ROCKETING INTO THE DISTANCE) Wheeeeeeeeee!</li>
<li>MINION #1: (AT A DISTANCE) What was that?</li>
<li>MINION #2: (LIKEWISE AT A DISTANCE) I don’t know but we better catch it before the boss finds out!</li>
<li>SOUND: [13] DOGS BAYING AND BARKING INTO THE DISTANCE – ESTABLISH AND FADE.</li>
<li><span style="text-decoration: underline;">SOUND: [37] RUNNING FEMALE FEET – LET IT FINISH.</span></li>
<li>CLAIRE: Thank goodness. No-one’s here&#8230; and uh oh. The bomb’s under the throne&#8230; but there’s the crown. I’ll grab it!</li>
<li>SOUND: [30] MAGICAL CHIME – LET IT FINISH.</li>
<li>PUCK: Oh, I think you’ll find that would not be a good idea. (BEAT) Surprise!</li>
<li>CLAIRE: Really? Well, I think you’ll find that the jig is up, Puck. You’re finished.</li>
<li>PUCK: Oh? And what makes you so confident?</li>
<li>CLAIRE: I got out of your little trap didn’t I?</li>
<li>PUCK: I assume, with the help of the little pollution faery currently leading my dogs on a run. I should have searched you, a mistake I won’t repeat.</li>
<li>CLAIRE: But I have something else as well. Something even more powerful than either the crown or the sword. Am I lying?</li>
<li>PUCK: (SNIFFING THE AIR) No you’re not! (GREEDILY) But what could it be? The sword is the second most powerful object in existence? You couldn’t possibly have the “touchstone”. There’s no way you could even reach it, let alone steal it away from its guardian&#8230;</li>
<li>CLAIRE: No, I don’t have any object. What I have is this&#8230; Mab! Mab! Mab!</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME – LET IT FINISH.</span></li>
<li>MAB: I answer the call!</li>
<li>PUCK: (WITH A SQUEAL) Mab! I mean, your majesty! How wonderful to see you. And so unexpected.</li>
<li>MAB: Hello Puck. It has been some time, has it not? I do not believe I have seen you since you were exiled from Oberon’s court. What mischief have you been working this time?</li>
<li>PUCK: Mischief, your Majesty? Why, I follow my nature as all must. In fact, I have done you a great service.</li>
<li>MAB: Oh yes?</li>
<li>PUCK Indubitably. I have obtained these many items, stolen from the realms of the fae. I present them to you, your majesty.</li>
<li>MAB: Oh, you are a little trickster aren’t you? Fully aware that I know you stole them in the first place, you still try to salvage the situation by attempting to make of them a treacherous little gift. I could return the crown directly to Oberon and so place him in my debt. And for this service, you would also place me in your debt. No, that will not do at all. I’ve summoned the protectors. They will take you into custody and present you to Oberon.</li>
<li>PUCK: Damn you, Mab! Having Oberon in your debt would have given you power unequaled. Would you really turn your back on this opportunity?</li>
<li>MAB: Foolish Puck. I enjoy games as much as you do, and blood, and chaos. But I am far wiser than you. (STERNLY) The balance must be maintained. If that means occasionally giving up the opportunity for advantage, so be it. Like you I am a slave to my nature. And my nature is&#8230; calculating.</li>
<li>PUCK: Then you give me no choice. I will cast the spell that will set off the explosion. Manhua&#8230; Glup! (SPLUTTERING INCOHERENTLY).</li>
<li>CLAIRE: (NARRATING) I watched as Puck opened his mouth to speak only to have it filled with a well-aimed glob of gunk. I wasn’t about to speculate regarding the contents of the glob, but given Puck’s expression, and the triumphant look on Stink’s face as she swooped in, it was pretty disgusting.<br />
At that moment the protectors arrived. They took one look at Mab, another at the Puck, and with a glance at the bomb sitting beneath the throne they put all the pieces together.<br />
From the glint in Mab’s eye I could tell that, fine words about maintaining the balance not-withstanding, she was going to have a lot of fun berating Oberon and Titania (and the protectors) for suspecting her.<br />
Oberon and Titania turned up shortly to offer their apologies and the words were clearly ashes in Titania’s mouth. Their stay was short and their departure was as rapid as protocol would allow.<br />
Finally, Puck was taken away by Eberon, presumably to face the (considerable) wrath of Oberon.</li>
<li>MAB: Well, Miss Templeton, all is now as it should be. You’ve done quite well. Your world is saved and the balance has been restored.</li>
<li>CLAIRE: But how did you know all this&#8230;</li>
<li>MAB: Now, now, dear. We all have our secrets. And some are a very great burden to carry. Are you sure you’d like to know this one?</li>
<li>CLAIRE: Er no. On second thought, ignorance is bliss.</li>
<li>MAB: Very wise. I’m going to need my pendant back now.</li>
<li>CLAIRE: Oh, of course. What will happen to Stink&#8230; I mean Sylvaestron, now?</li>
<li>MAB: She has provided me with a service that makes up for the stomach worms. I will grant her the freedom to go where she wishes.</li>
<li>CLAIRE: And Tony? What’s happened to him?</li>
<li>MAB: Ah, of course. He will be freed. In fact, he will probably appear here any moment.</li>
<li>CLAIRE: Why here?</li>
<li>MAB: This is where the sword is. It will act as a beacon when they send him back.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME – LET IT FINISH.</span></li>
<li>CLAIRE: Speak of the devil.</li>
<li>MAB: Indeed!</li>
<li>TONY: Where? What are we doing here?</li>
<li>CLAIRE: Hey, Tony. Nice to see you too. Damn, but they worked you over good.</li>
<li>FRED: (JOYOUS) Boss! Great to see ya. A whole lot’s been happening while you’ve been gone.</li>
<li>TONY: (TO MAB) (GROANS) Ugh. I take it, most of this was your doing?</li>
<li>MAB: Of course. But don’t be too angry mortal. Your realm has been saved in the process. And as for me, I’ve made a small profit as well.</li>
<li>TONY: Profit? How&#8230;</li>
<li>MAB: Don’t you know? Well, you’ll work it out soon enough. And with that, I’ll bid you farewell.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME – LET IT FINISH.</span></li>
<li>TONY: Ooookay?</li>
<li>CLAIRE: Oh no! I almost forgot! Tully! We’ve got to go get Tully back.<br />
(NARRATING) We grabbed the sword, as battered and bruised a pair as you were ever likely to meet, and I quickly filled the aching and very confused tough guy in on the events of the day as we hurried over to Lefty Louie’s. Inside we found the place abandoned. It seemed that Louie had chosen to leave town in the wake of his unmasking as an exiled member of the fae. He was none too happy about the situation either if the state that poor Tully was in was any guide. We found Tully trussed up in the basement. He was covered in honey and feathers and his clothes were in the next room. He’d been beaten once or twice. I tried to apologize for leaving him behind but he wouldn’t even look at me. He gathered himself up with as much dignity as he could, climbed stickily into his clothes and left saying…</li>
<li>TULLY: We are never going to talk about this day ever again. As far as I am concerned everything after breakfast this morning never happened.</li>
<li>CLAIRE: (NARRATING) I went to follow him, but Wells stopped me.</li>
<li>TONY: He needs a little time, kid. He’ll be fine.</li>
<li>CLAIRE: (NARRATING) Just to be on the safe side I returned the glamour bracelet to the now empty desk. To nobody’s surprise, it shimmered for a moment and vanished. With that out of the way, we went back to Tony’s office.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER – LET IT FINISH.</span></li>
</ol>
<h3>SCENE 12: INT &#8211; TONY’S OFFICE – EARLY EVENING (TONY, CLAIRE, FRED)</h3>
<ol start="643">
<li><span style="text-decoration: underline;">SOUND: [38] DOOR OPENS, TWO PEOPLE ENTER, DOOR CLOSES – LET IT FINISH.</span></li>
<li>TONY: (GROANING) Ugh. It’s getting late and I need a belt! There’s some rye in the filing cabinet under “h”.</li>
<li>CLAIRE: Under “h”?</li>
<li>TONY: Yeah, for “hooch”.</li>
<li><span style="text-decoration: underline;">SOUND: [39] SCREECH OF FILING CABINET OPENING – LET IT FINISH.</span></li>
<li>CLAIRE: That better not be typical of your filing system.</li>
<li>TONY: Give it a rest will ya? I’ve been chained to a wall and tortured most o’ the day.</li>
<li>CLAIRE: Yeah? And while you were just hanging around getting your bell rung (pun intended) I was out being savaged by magical dogs and saving the world from a psychotic faery. (BEAT) I win!</li>
<li>TONY: Just pass me a glass!</li>
<li><span style="text-decoration: underline;">SOUND: [40] WHISKY BEING POURED – LET IT FINISH.</span></li>
<li>CLAIRE: What are we drinking to?</li>
<li>TONY: That’s easy. Success to crime!</li>
<li>CLAIRE: Bottom’s up.</li>
<li>TONY: (BEAT) Looks like the mail’s been.</li>
<li>CLAIRE: What’s the big one?</li>
<li>TONY: Ain’t you nosy!</li>
<li>CLAIRE: Reporter, remember? And, oh damn. The city’s black market is out of business and I won’t be able to print a word about it.</li>
<li><span style="text-decoration: underline;">SOUND: [41] SHUFFLING PAPER, TEARING LETTER OPEN – LET IT FINISH.</span></li>
<li>TONY: Aw hell!</li>
<li>CLAIRE: What?</li>
<li>TONY: Aw hell! The letter’s from Mab. (BEAT) “Dear Sir,” Nice! &#8220;You were contracted to conduct an investigation on my behalf but in the end, it was accomplished by Miss Templeton. As a result, you have received payment for services which have not been rendered. Naturally, this failure means that you are in my debt. I will not forget! Mab&#8221; (BEAT) Aw hell!</li>
<li>CLAIRE: That’s what she meant by profit. You just can’t get a break, can you?</li>
<li>TONY: She set me up. Right from the start!</li>
<li>CLAIRE: Have another drink. We’ll just have to come up with something to take your mind off it.</li>
<li>FRED: (CHEERFULLY) Oh yeah! This news should help. Hey boss, I forgot to tell you. You’ve got yourself a new apprentice.</li>
<li>TONY AND CLAIRE: (SPLUTTERING IN THEIR DRINKS) What!?</li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I used to work as a detective in the City Police Department. Now I’m a private detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>TULLY BING:</strong> I’m a cartographer — which means I like maps. I make maps of everything. Recently I’ve developed an ability with maps that is scaring me to death. But then, everything scares me to death. I’m dating Claire Templeton. That scares me to death too. Nothing’s normal with her and I never know where I stand. She seems to like it that way.</p>
<p><strong>PUCK:</strong> I am the Lord of Mischief and I love this mortal realm. Sadly, the humans are destroying it and, since no one else seems willing to do anything about it, I have taken it upon myself to take over. Lord of Mischief! Lord of Nature! Lord of the Mortal Realm! I shall save it all and rule it all!</p>
<p><strong>MAB:</strong> I am Mab, High Queen of the Realm of Darkness. I am&#8230; calculating. I am beautiful, cold, and cruel. I don’t like humans, except as playthings. They are usually beneath my interest. But the balance must be maintained. That is my overriding commitment. The balance must be maintained. Of course, if I can make a small profit while keeping things in balance, then, of course, I’d be a fool not to. The balance is delicate and adjusting it takes no small amount of finesse.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>SYLVAESTRON (STINK):</strong> I’m a helpful pollution faery. What? You thought all faeries were cute and stuff? Well, I suppose that can be forgiven because I was cute once&#8230; but then the land to which I am linked was poisoned by a mining company. None of those ugly flowers and bird-songs for me. Now it’s all stink and slag and slime. Cool, huh! Now, what would you like poisoned? Didn’t I mention that I’m helpful?</p>
<p><strong>FAERY, MINION #1 AND #2:</strong> We are the faery minions of the Puck. We dance and delight in chaos. We are mischief personified. Our attention spans are short but we can move incredibly fast. We follow the Puck because he provides us with fun and blood, but mostly fun.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>On the Fence</h2>
<ul>
<li><a href="https://weirdworldstudios.com/fence-episode-1-immortal-visitor/">On the Fence – Episode 1 – Immortal Visitor</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-2-paths-asunder/">On the Fence – Episode 2 – Paths Asunder</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-three-dogs-war/">On the Fence – Episode 3 – Dogs of War</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/">On the Fence – Episode 4 – Puck&#8217;s Revenge</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/">On the Fence &#8211; Episode Four &#8211; Puck&#8217;s Revenge</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>On the Fence &#8211; Episode Three &#8211; The Dogs of War</title>
		<link>https://weirdworldstudios.com/fence-episode-three-dogs-war/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 09 Jul 2016 00:20:22 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[dogs of war]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2377</guid>

					<description><![CDATA[<p>Below we present the complete text of &#8216;The Dogs of War&#8217;; episode 3 of On the Fence. ON THE FENCE EPISODE #3 – THE DOGS OF WAR by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/fence-episode-three-dogs-war/">On the Fence &#8211; Episode Three &#8211; The Dogs of War</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;The Dogs of War&#8217;; episode 3 of On the Fence.</p>
<p><figure id="attachment_2326" aria-describedby="caption-attachment-2326" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2326" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN004 - On the Fence" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2326" class="wp-caption-text">Fantasy Noir &#8211; FN004 &#8211; On the Fence</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ON THE FENCE</h2>
<h3>EPISODE #3 – THE DOGS OF WAR</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /></a><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #4: On the Fence</h3>
<p>Claire Templeton, crime reporter, often wonders what she sees in her boyfriend, Tully Bing.</p>
<p>Being bookish and timid, he just isn’t her type. But when the information Tully provides about the black market puts her in touch with a fence who is quickly murdered by means that can only be described as magical, she and Tully are drawn into a brand new faery plot to destroy the city, sever and isolate the mortal realm, and pave the way for a faery takeover.</p>
<p>With her sometime ally, Tony Wells, effectively neutralized by a clever faery plot, Claire finds herself working for and with the High Queen of the Realm of Darkness. Unfortunately, the Queen tops Claire’s list of suspects with regard to who’s behind all the mayhem. Can Claire solve the case and save the day before her hometown becomes a giant crater? Tune in to “On the Fence” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>ON THE FENCE</h2>
<h3>CAST LIST</h3>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>PROFESSOR WARD:</strong> Tully’s boss</p>
<p><strong>TULLY BING: </strong>Cartographer and researcher (current boyfriend to Claire)</p>
<p><strong>LEFTY LOUIE:</strong> Smuggler, black marketeer, and club owner</p>
<p><strong>LACKEY:</strong> Lefty Louie’s Hireling</p>
<p><strong>PUCK:</strong> Lord of Mischief, currently exiled from the Realm of Light</p>
<p><strong>DOGS #1 AND #2:</strong> Faery minions of Puck in dog form</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 2</h2>
<h3>SCENE 6: INT. — THE UNIVERSITY — EARLY EVENING (TULLY, CLAIRE, PROFESSOR WARD)</h3>
<ol start="317">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Private Detective, Tony Wells, has been taken prisoner by the Fae Courts for agreeing to investigate a series of thefts on behalf of Mab, the Queen of the Fae Realm of Darkness. The thefts have the potential to significantly shift the balance of power among the Fae and pose a direct threat to the mortal realm as a consequence. Claire Templeton, Ace Reporter, and the only other mortal who is aware of Tony&#8217;s role as a Protector of the Covenant between humanity and the Fae, now faces the daunting task of trying to get to the bottom of the mystery on her own.</li>
<li><span style="text-decoration: underline;">SOUND: [25] DOOR HURRIEDLY OPENING AND CLOSING — LET IT FINISH.</span></li>
<li>CLAIRE: Tully? Tully? Where are you?</li>
<li>PROFESSOR WARD: Excuse me, miss, this is a place of research. You can’t just come in here and&#8230;</li>
<li>TULLY: I’m sorry, Professor Ward. I know her. It’ll be okay.</li>
<li>PROFESSOR: Bing, isn’t it? If you say so, but believe me when I tell you we’ll be discussing this interruption further when you appear before the grants board next week.</li>
<li><span style="text-decoration: underline;">SOUND: [31] PROFESSOR WALKING AWAY — LET IT FINISH.</span></li>
<li>CLAIRE: What a grouch!</li>
<li>TULLY: What are you doing here? This is where I work. You could get me into all kinds of trouble yelling like that!</li>
<li>CLAIRE: What, with him? I’ve seen bigger blowhards, I guess.</li>
<li>TULLY: Yeah, well he has the power to deny or approve my research grant so I’m not in the mood to pick a fight with him.</li>
<li>CLAIRE: He’s the chair of the grants committee?</li>
<li>TULLY: Yeah.</li>
<li>CLAIRE: And he’s the one who’s had you jumping through all those hoops over the last four weeks, doing overtime, etc., in the hopes you can earn yourself a grant?</li>
<li>TULLY: Yeah, why?</li>
<li>CLAIRE: I didn’t realize it was the same guy. He gave an interview to the science editor of the <em>Tribune</em> last week.</li>
<li>TULLY: So?</li>
<li>CLAIRE: So he’s on the record saying that, due to new stringency measures being imposed on the university, his department won’t be approving any funding grants for the foreseeable future.</li>
<li>TULLY: Son of a &#8230; why I oughta&#8230;</li>
<li>CLAIRE: That’s not why I’m here. Tully, I need to know where Lefty Louie is right now.</li>
<li>TULLY: Right now? I know you’re always desperate for a story, Claire, but&#8230;</li>
<li>CLAIRE: It’s important, Tully. Much more than you know. The survival of the entire city could be at stake.</li>
<li>TULLY: What? Claire, you’re not making any sense.</li>
<li>CLAIRE: Remember how we were talking about the weird stuff that’s been happening lately? Well, this is related.</li>
<li>TULLY: You mean faery folk and mortal peril? Again?</li>
<li>CLAIRE: That’s exactly what I mean. Will you help me?</li>
<li>TULLY: I guess there’s nothing to keep me here.</li>
<li>CLAIRE: Are you going to tell the others about the interview?</li>
<li>TULLY: Nah, the only other one here besides me at the moment is Jefferson and he’s a jackass. He and Ward deserve each other.</li>
<li>CLAIRE: Okay then. Grab your map. We’re going to need it.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 7: EXT. — LEFTY LOUIE’S NIGHTCLUB — MIDDAY (CLAIRE, TULLY, LACKEY)</h3>
<ol start="349">
<li><span style="text-decoration: underline;">SOUND: [8] (WALLA) STREET SOUNDS, OCCASIONAL CAR PASSING —ESTABLISH AND UNDER.</span></li>
<li>CLAIRE: This is it? It’s not exactly subtle, is it?</li>
<li>TULLY: Neon lights and a giant statue of Louie himself? As black-market bases go, no, not so much. Why are we doing this, again?</li>
<li>CLAIRE: I want some intelligence on the newcomer. If we go in knowing nothing, we’re likely to end up dead. At least Louie is a known quantity and likely to have some good information on the guys muscling in on his area of business.</li>
<li>TULLY: I don’t know, Claire. What do you know about this guy, really?</li>
<li>CLAIRE: Only what I hear on the streets. Louie is, or at least he was, the most reliable fence in town. He never welshed on a deal and, as far as I know, he’s never had to kill anyone — though he’s happy enough to work with killers and worse.</li>
<li>TULLY: Not very comforting, Claire.</li>
<li>CLAIRE: Well, in for a penny. Shall I knock?</li>
<li>TULLY: (MOROSELY) Be my guest.</li>
<li>SOUND: [22] KNOCKING ON DOOR — LET IT FINISH.</li>
<li>SOUND: [29] DOOR PANEL BEING SLID OPEN — LET IT FINISH.</li>
<li>LACKEY: Whattaya want? We’re closed.</li>
<li>CLAIRE: Fergus the Fence sent us.</li>
<li>LACKEY: Yeah? Well, you better come in, then.</li>
<li>SOUND: [27] DOOR UNLOCKS AND SWINGS OPEN — LET IT FINISH.</li>
<li>LACKEY: Follow me.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 8: INT. — LEFTY LOUIE’S PRIVATE OFFICE — MOMENTS LATER (LACKEY, LOUIE, CLAIRE, TULLY)</h3>
<ol start="366">
<li>CLAIRE: We were ushered into a sumptuous office. All mahogany woodwork and red leather. Incongruously, the wall held what appeared to be a forged DaVinci painting in a golden frame. Behind his enormous desk, the elderly proprietor looked an extraordinary mix of dandy, gentleman, and hobo — fine clothes, outrageously expensive yet gaudy jewelry, and a battered old felt hat upon his head.</li>
<li>LACKEY: [CUE] Mr. Louie, I’ve got some folks here to see you. They say Fergus sent ’em.</li>
<li>LEFTY LOUIE: Thanks, Charles. Welcome. I understand you come bearing tidings?</li>
<li>CLAIRE: Uh&#8230; Mr. Louie&#8230; you know I always thought that was a nickname.</li>
<li>LOUIE: Names have power, miss. I find it useful to keep people guessing. Now, I’m a busy man. What news do you bring?</li>
<li>CLAIRE: Actually I was hoping you might be able to give us some news.</li>
<li>LOUIE: Really? Then you don’t work for Fergus?</li>
<li>CLAIRE: No, I’m sorry we don’t.</li>
<li>LOUIE: And to what then, should I put down this impertinence? Insanity? A wish to put an end to the harshness of living? Perhaps you are simply stupid?</li>
<li>TULLY: It remains to be seen. (RECEIVING AN ELBOW FROM CLAIRE) Ooof!</li>
<li>CLAIRE: What my friend means is that we have business that may interest you and hoped we could use Fergus’ name to get a hearing.</li>
<li>LOUIE: I see. Well, that all depends on the business. If I decide you are wasting my time, you will be required to make recompense. If on the other hand there is a profit to be made from your “business” then you will find me very&#8230; friendly. Do we have an understanding?</li>
<li>CLAIRE: Okay.</li>
<li>LOUIE: Good, now tell me what brings you to my club. And do be truthful. You’d be surprised how easy I find it to tell when someone is lying to me.</li>
<li>CLAIRE: Ahem. Right. We’re aware that you have a new competitor in town and that he has been causing you some difficulties.</li>
<li>LOUIE: And what interest would this hold for&#8230; a pretty young crime reporter and&#8230; and a cartographer, hmmm?</li>
<li>TULLY: How’d he?</li>
<li>CLAIRE: Shh! Mr. Louie, according to some information I received this morning, I believe that unless extraordinary measures are taken, something terrible will befall this city — and this new crime boss/competitor of yours is behind it.</li>
<li>LOUIE: But I’m just a humble nightclub owner — how might I be of assistance?</li>
<li>CLAIRE: As I said, this new figure is a competitor of yours. We need information and fast. Anything at all about his business would be a help. And your business would benefit in proportion to how much assistance you provide us in taking him down.</li>
<li>LOUIE: No, I don’t think so.</li>
<li>CLAIRE: No?</li>
<li>LOUIE: No. If I were to help you, and the news got out, it would be extremely bad for business. As it is, I make my way as best I can. And you seem a little too ignorant of what is really going on here to provide me with any advantage.</li>
<li>CLAIRE: But&#8230;</li>
<li>LOUIE: I’ve been more than patient with you, youngsters. But I’m afraid this interview is coming to an end.</li>
<li>CLAIRE: Tully, look at your map.</li>
<li>TULLY: What?</li>
<li>CLAIRE: Just do it. I’m willing to bet there isn’t a single piece of cold iron in this building.</li>
<li>LOUIE: What are you&#8230;</li>
<li>TULLY: You’re right. There’s iron in most of the buildings surrounding us, but not here.</li>
<li>CLAIRE: You’re not quite what you seem, are you, Mr. Louie? You’re from somewhere in the fae realms. An exile, perhaps?</li>
<li>LOUIE: I see. You know I can’t allow you to leave here with that knowledge, don’t you?</li>
<li>CLAIRE: Maybe, but at the least, it demonstrates I’m not as ignorant as you first thought. Perhaps a deal might be made after all?</li>
<li>LOUIE: And my secret?</li>
<li>CLAIRE: I’m a crime reporter. I keep my sources secret as a matter of professional ethics.</li>
<li>LOUIE: No. I think it would be easier to simply kill you both. You have violated my hospitality by coming here under false pretenses. There is no reason I can think of that I should take a risk on your “professional ethics.”<br />
Yes, my first instinct is to kill you and, as much as it gives me genuine regret, I think that will remain my choice.</li>
<li>SOUND: [30] MAGICAL CHIME — LET IT FINISH.</li>
<li>CLAIRE AND TULLY: (MUFFLED AND IMMOBILIZED) Mmmf! Mmmmf!</li>
<li>LOUIE: I’m a hands-on kind of guy. Now you are under my power, I need only reach over and snap your&#8230;</li>
<li>SOUND: [32] SUDDEN ELECTRICAL DISCHARGE — LET IT FINISH.</li>
<li>LOUIE: (IN PAIN) Aaargh! What have you? No, where did you get that pendant?</li>
<li>CLAIRE: Mmmf! Mmmf!</li>
<li>SOUND: [30] MAGICAL CHIME — LET IT FINISH.</li>
<li>LOUIE: Speak! Where did the pendant come from?</li>
<li>CLAIRE: (GASPING) It was given to me by the Queen of the Realm of Darkness. I’m acting as her agent.</li>
<li>LOUIE: (IMPRESSED) No wonder I couldn’t touch you. This&#8230; now, this does change things.</li>
<li>CLAIRE: Does that mean you’ll help us?</li>
<li>LOUIE: No. It means I’ll help you. This other one, Mr. Bing, however, will stay with me until your debt to me for the flouting of the rules of hospitality is paid.</li>
<li>CLAIRE: No! You can’t keep Tully as a hostage.</li>
<li>LOUIE: Yes, as a matter of fact, I can. I believe he will prove quite entertaining. You do not think I’m going to pass up an opportunity like this, do you? It is the leverage I need to be assured that you will, in fact, be working against, and not for, the Puck.</li>
<li>CLAIRE: The Puck?</li>
<li>LOUIE: That’s right. He is your adversary. An exile from the Realm of Light. He is a wild fae of the most unpredictable sort. Puck is powerful and very dangerous. He has no love for mortals and a great thirst for chaos and power.</li>
<li>CLAIRE: But what’s he doing here?</li>
<li>LOUIE: I’m not sure I understand his aim. I’ve lost a number of agents trying to find out. What I do know is that he is collecting magical artifacts. Somehow he has managed to recruit a team of fae thieves and, with their aid, most of the better known magical items in the city (with the exception of the few I have in my own possession) have been gathered under his roof.</li>
<li>CLAIRE: And not just in the mortal realm. He has also orchestrated the theft of the crown of the King of the Realm of Light.</li>
<li>LOUIE: What madness is this? Does he want to start a war?</li>
<li>CLAIRE: Given the events of recent months I’m beginning to wonder if any of you don’t?</li>
<li>LOUIE: Explain!</li>
<li>CLAIRE: Alright. In the last few months, three different entities from the fae realms have attempted to destroy the covenant and bring about a new conflict: Jack Frost, the Pan, and the Winter Queen.</li>
<li>LOUIE: And you would know this because?</li>
<li>CLAIRE: I’m friends with the current mortal Protector of the Covenant.</li>
<li>LOUIE: Interesting. I’m still not sure how this all fits together. But if one of us was actively in the business of starting a war, the Puck would certainly fit the bill.</li>
<li>CLAIRE: Who’s powerful enough to stop him?</li>
<li>LOUIE: Not many — I’ve avoided open conflict with him for that reason: the Protectors of the Covenant, of course, and the royal families, Oberon, Titania, Mab, Finyarra. No one else, really. But Puck’s never taken an interest in politics before.</li>
<li>CLAIRE: If that’s the case then he’s off to an exceptional start for a beginner. He’s already taken one protector off the board and got the other two fighting between themselves. The royal houses have been thrown into disarray by successfully casting suspicion upon the Queen of Darkness regarding the crown’s theft.</li>
<li>LOUIE: This is dire news. The balance must be restored.</li>
<li>CLAIRE: That much I understand. The real question is how?</li>
<li>LOUIE: You will need to gather evidence and bring it before either the covenant members or one of the royal family heads.</li>
<li>CLAIRE: That explains the instructions that were left with Tony. The Queen of Darkness is a clever old bird, isn’t she?</li>
<li>LOUIE: Don’t take offense at this&#8230; but you have no idea.</li>
<li>CLAIRE: It sounds like I’m going to need to get inside Puck’s headquarters in order to get the goods on him.</li>
<li>LOUIE: And you won’t be able to do that without my help. Puck has wards surrounding the building he has adopted as his home. He knows immediately when anyone approaches.</li>
<li>CLAIRE: Damn. How do I keep getting into these situations?</li>
<li>LOUIE: The Queen obviously thinks you can do it or you wouldn’t have the pendant. As for getting in, I think I may be able to help you. I’ve got a glamor around here somewhere that should keep you hidden from the wards.</li>
<li>CLAIRE: (EXCITED) Like invisibility?</li>
<li>LOUIE: No. You won’t be invisible. But the wards won’t detect you. He won’t know you are coming.</li>
<li>CLAIRE: (SUSPICIOUS) Did your other agents get this far?</li>
<li>LOUIE: I didn’t try sneaking them in if that’s what you’re asking. I sent them in as honest brokers to see if we could reach a deal. (BEAT) As it turns out, we couldn’t.</li>
<li>CLAIRE: Okay, hit me.</li>
<li>SOUND: [33] SMACK OF A HAND ACROSS THE FACE — LET IT FINISH.</li>
<li>CLAIRE: (OUTRAGED) Ow. You knew what I meant&#8230; and hey, the pendant didn’t protect me this time.</li>
<li>LOUIE: Yes, that’s right. The invitation came from your own lips and I don’t pass up opportunities like that when they arise. It is in my nature. Besides, I don’t like you. You are putting my entire livelihood at risk. Consider that a warning. (BEAT) Ah, here is the glamor.</li>
<li>CLAIRE: (VERY UNIMPRESSED) Hmmm. You fae do like your jewelry, don’t you? Is that a bracelet?</li>
<li>LOUIE: Yes. Bring it back to me when this is over. Your friend will be waiting for you.</li>
<li>CLAIRE: And if I don’t make it?</li>
<li>LOUIE: I will consider him a fair exchange for the loss of the bracelet.</li>
<li>TULLY: (INCREASINGLY AGITATED) Mmmf. MMMMF! MMMMMMMMF!</li>
<li>CLAIRE: It’s alright, Tully. I’ll be back soon. I promise. (TO LOUIE) Give me the bracelet. I’d better get going.</li>
<li>LOUIE: (LAUGHING) I like your spirit even if I do find you personally repulsive. Good luck.</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 9: EXT. TO INT. — PUCK’S HEADQUARTERS — LATER (CLAIRE, PUCK)</h3>
<ol start="456">
<li><span style="text-decoration: underline;">SOUND: [8] (WALLA) STREET NOISES, OCCASIONAL CARS, ETC. — ESTABLISH AND UNDER.</span></li>
<li>CLAIRE: (NARRATING) The apartment building was small and ugly. The glamor seemed to be working because nothing had leaped out at me yet. I had to keep reminding myself why I was putting myself through all this. Yeah, preventing the destruction of the city was motivating, but that was hearsay from Fergus — and he was dead. Tony, on the other hand, was very much alive, and he let himself get tortured to get me out of a jam not so long ago. The least I could do is return the favor. I’d been in tight jams before, but it didn’t get much worse than dealing with these supernatural types. Get inside and get undercover fast. That was the plan. What could possibly go wrong?&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: DOOR OPENS FOLLOWED BY A BEAT OR THREE THEN SHUTS BLOCKING OUT THE STREET NOISES — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [9] (WALLA) PUCK CHANTING THE TAIL END OF A SPELL — FADE IN AND REMAIN UNDER.</span></li>
<li>CLAIRE: (NARRATING) I was almost too shocked by the interior of the building to hide. Aside from the door standing behind me, the walls and ceiling had disappeared. Instead of the gutted building, I was expecting I stood in a rough and cratered wasteland. It looked like the epicenter of a major bomb blast. In the distance around the edges stood the remains of city buildings; ruins partially reclaimed by nature. At its very center was a stone chair around which a group of about fifteen faeries cavorted and danced in a disturbing cavalcade of misformed limbs and weird animalistic heads. Standing on the chair itself was, I assumed, the Puck. He looked like a small and savage warrior king from a time barely removed from the Stone Age. I took the opportunity to hide behind a small pile of rubble while the inhabitants appeared distracted and began listening in.</li>
<li>PUCK: (FADE UP CHANTING) And so it is done. The spell is ready. All the artifacts except the crown have been fused to the machine. We will be able to make the illusion around us reality once that final piece is in place. Jack Frost may have failed to obtain the sword, and Pan’s attempt at merging human and fae technology may have failed also, but the combination of magic and technology they were working toward has, nonetheless, borne fruit beyond my imagining. A human bomb powered by the energy of the magical items we have collected will be powerful enough to destroy the bridge between the realms, cutting us off from the fae for all time. The pulse of energy created by the explosion will not only render the world free of the fae, it will also destroy all of humanity’s most sophisticated technology. Then this plane will be ours for the taking. Trevelyana Masreskega!</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>CLAIRE: (STAGE WHISPER) Damn. The building is fading back in. I think I’m too late.</li>
<li>PUCK: Ah, Miss Templeton. How nice of you to visit. You can come out now. I’ve been expecting you.</li>
<li>CLAIRE: And I suppose I was supposed to see all that.</li>
<li>PUCK: Actually no. I must admit to being a little embarrassed by your timing. But never mind, you can still serve a purpose. I’ve been watching you, Miss Templeton, and you and that dratted detective have been getting in my hair quite regularly.</li>
<li>CLAIRE: Is that so. Have you forgotten whose world it is you’ve been messing with?</li>
<li>PUCK: Nice try. But you were unaware of my part in recent history until, well, almost this very moment.</li>
<li>CLAIRE: Doesn’t change my point. If you didn’t want mortals sticking their noses in your business you should have kept it out of their realm.</li>
<li>PUCK: Feisty. I can see I did well not to underestimate you.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [28] MANY LOCKS CLICKING SHUT — LET IT FINISH.</span></li>
<li>PUCK: (ALMOST APOLOGETICALLY) A precaution, I’m afraid. I can’t have you running off now, can I? At least not before I kill you.</li>
<li>CLAIRE: [CUE] Hang on, let’s not be too hasty about this. Maybe I have a deal for you.</li>
<li>PUCK: And what could you possibly have that I might want, hmmm? I think you’re just trying to put off the inevitable.</li>
<li>CLAIRE: Well, you know what they say? Where there’s life there’s hope. (WEAK LAUGH)</li>
<li>PUCK: Pathetic! Minions, seize her!</li>
<li>CLAIRE: (DESPERATE) I know where the sword is.</li>
<li>PUCK: Stop! (BEAT) Which sword?</li>
<li>CLAIRE: You know which sword. The mortal Covenant Protector has been arrested. His sword is unprotected and I know where it is.</li>
<li>PUCK: And you’d get it for me? Willingly? Why?</li>
<li>CLAIRE: Well, you were about to kill me. It seemed like the best bargaining chip I had.</li>
<li>PUCK: True enough — you know I can smell lies, don’t you? I sometimes forget just how precious you mortals find life. A function of it being so short, I imagine. But you must know I could drag that knowledge from you myself.</li>
<li>CLAIRE: True, but it would take time. And I’m betting you’re in a hurry. You’ve missed the sword once. Do you really want to miss it again? And I’m willing to go get it&#8230; if you let me go.</li>
<li>PUCK: You don’t actually know what I want it for, do you?</li>
<li>CLAIRE: No.</li>
<li>PUCK: And you don’t really care so long as I let you go?</li>
<li>CLAIRE: Oh I care. I just figure I’m better off not knowing.</li>
<li>PUCK: Clever girl. And honest answers all. Alright, but I’m sending a pair of my dogs with you&#8230; just to be sure.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>SOUND: [20] LOW GROWLS AS TWO DOGS BECOME AUDIBLE — LET IT FINISH.</li>
<li>CLAIRE: (NARRATING) I watched as two of Puck’s dancing minions transformed into huge black wolf-like dogs.</li>
<li>PUCK: Easy, boys! Accompany her wherever she goes. Make sure she brings the sword back here. And don’t harm her so long as she does what we want.</li>
<li><span style="text-decoration: underline;">SOUND: [21] TWO DEEP BARKS OF ASSENT — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 10: INT. — TONY’S OFFICE — EARLY AFTERNOON (CLAIRE, DOGS, FRED).</h3>
<ol start="496">
<li><span style="text-decoration: underline;">SOUND: [24] DOOR OPENS, FEMALE FOOTSTEPS — LET IT FINISH.</span></li>
<li>CLAIRE: (NARRATING) The trip across town to Tony’s office was a nightmare. For one thing, I couldn’t catch a cab with the two monster dogs by my side, so we had to walk. For another, their growling jabber regarding how I would taste in a wine sauce if I tried to cheat them made concentrating a little tricky.</li>
<li>FRED: I see you’re back and you’ve brought a couple of friends.</li>
<li>CLAIRE: Heya, Fred. I seem to have gotten into a bit of a jam.</li>
<li>FRED: Looks like. Am I right in guessing they’re meant to strong-arm you into cooperating with the villain?</li>
<li>CLAIRE: That’s about the sum of it.</li>
<li>DOG #1: (IN A LOW GROWL) No talk. Get!</li>
<li>DOG #2: Yes. Remember wine sauce.</li>
<li>CLAIRE: I haven’t forgotten. It’s right about now, I wish I was an Apprentice Protector.</li>
<li>DOG #1: (SNORTS AND GROWLS) You be quiet.</li>
<li>CLAIRE: Yes, boss. C’mon, Fred, you’re coming with me.</li>
<li>FRED: (STAGE WHISPER) Are you ready to take on the role now?</li>
<li>CLAIRE: (STAGE WHISPER) Uh-huh.</li>
<li>FRED: (STAGE WHISPER) Are you sure?</li>
<li>CLAIRE: (STAGE WHISPER) Yeah, I’m accepting the job.</li>
<li>FRED: (STAGE WHISPER) Okay. Here goes.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>DOG #1: Hey, you feel that?</li>
<li><span style="text-decoration: underline;">SOUND: [34] SWORD BEING DRAWN — LET IT FINISH.</span></li>
<li>DOG #2: She got sword. Bite now!</li>
<li><span style="text-decoration: underline;">SOUND: [14] GROWL FOLLOWED BY BARK AND YELP.</span></li>
<li>CLAIRE: That’s one of you. Come on, who’s next. I could do this all day.</li>
<li>DOG #2: Think so? Me bite!</li>
<li><span style="text-decoration: underline;">SOUND: [15] BARKS, SWORD SWINGS, AND YELP.</span></li>
<li>FRED: Not bad, toots! I gotta say you’re better at this than your boss. He just throws me at things.</li>
<li>CLAIRE: And how does that usually work out for him?</li>
<li>FRED: He’s still alive, but I have trouble believing it sometimes.</li>
<li>CLAIRE: I have trouble believing he can tie his shoes and remember to keep breathing at the same time.</li>
<li>FRED: Heh! Was that all of ’em?</li>
<li><span style="text-decoration: underline;">SOUND: [16] MANY GROWLS NEAR BY — ESTABLISH AND UNDER.</span></li>
<li>CLAIRE: (VERY NERVOUS) Apart from the eight or so others that are now standing in the hall and doorway? Yeah sure.</li>
<li>FRED: I’m not sure we can deal with that many at once.</li>
<li>CLAIRE: Wells always said you were a little ray of sunshine. Is there anything else I can try?</li>
<li>FRED: You could leap out the window and fall six stories to your death.</li>
<li>CLAIRE: (DARKLY) Right. I guess there’s nothing for it. (TO THE DOGS) Have at you.</li>
<li><span style="text-decoration: underline;">SOUND: [17] BARKS, GROWLS </span>AND<span style="text-decoration: underline;"> HOWLS ALL HAPPENING AT ONCE.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>TULLY BING:</strong> I’m a cartographer — which means I like maps. I make maps of everything. Recently I’ve developed an ability with maps that is scaring me to death. But then, everything scares me to death. I’m dating Claire Templeton. That scares me to death too. Nothing’s normal with her and I never know where I stand. She seems to like it that way.</p>
<p><strong>PUCK:</strong> I am the Lord of Mischief and I love this mortal realm. Sadly, the humans are destroying it and, since no one else seems willing to do anything about it, I have taken it upon myself to take over. Lord of Mischief! Lord of Nature! Lord of the Mortal Realm! I shall save it all and rule it all!</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p>&nbsp;</p>
<p><strong>SYLVAESTRON (STINK):</strong> I’m a helpful pollution faery. What? You thought all faeries were cute and stuff? Well, I suppose that can be forgiven because I was cute once&#8230; but then the land to which I am linked was poisoned by a mining company. None of those ugly flowers and bird-songs for me. Now it’s all stink and slag and slime. Cool, huh! Now, what would you like poisoned? Didn’t I mention that I’m helpful?</p>
<p><strong>LEFTY LOUIE:</strong> Alright, so I’m an exiled fae. I’ve been hiding out in this world for centuries. And it suits me. Running black-market schemes allows me to make deals all the time. I’ve grown wealthy and powerful, and I get to have lots of fun at the expense of these puny mortals. My true identity is my greatest secret — and no, I’m not telling. It’s enough that you know I’m of the fae. In fact, I’m pretty sure I’m going to have to do something about that. You already know more than I am comfortable with.</p>
<p>&nbsp;</p>
<p><strong>PROFESSOR WARD:</strong> What do you want! I’m too important and too busy for the likes of you! Of course, I treat my juniors with contempt. Respect is something you have to earn. People work harder when they’re scared and properly motivated with the right incentives. No, I don’t intend to deliver on my promises. Are you totally naive! This lot’ll be lucky if I don’t fire them.</p>
<p><strong>LACKEY:</strong> I just does what the boss says. No, I’m not too smart but I can still deal with smart guys like you. Yeah, I’ve dealt with lots of smart guys like you.</p>
<p><strong>DOG #1 AND #2:</strong> We are the faery minions of the Puck when in dog form. Our thoughts are basic. Kill, bite, eat, fetch. We can speak but only in simple words. Our minds slow down in dog form.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>On the Fence</h2>
<ul>
<li><a href="https://weirdworldstudios.com/fence-episode-1-immortal-visitor/">On the Fence – Episode 1 – Immortal Visitor</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-2-paths-asunder/">On the Fence – Episode 2 – Paths Asunder</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-three-dogs-war/">On the Fence – Episode 3 – Dogs of War</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/">On the Fence – Episode 4 – Puck&#8217;s Revenge</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/fence-episode-three-dogs-war/">On the Fence &#8211; Episode Three &#8211; The Dogs of War</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>On the Fence &#8211; Episode 2 &#8211; Paths Asunder</title>
		<link>https://weirdworldstudios.com/fence-episode-2-paths-asunder/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 01 Jul 2016 23:48:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[paths asunder]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Paths Asunder&#8217;; episode 2 of On the Fence. ON THE FENCE EPISODE #2 – PATHS ASUNDER by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/fence-episode-2-paths-asunder/">On the Fence &#8211; Episode 2 &#8211; Paths Asunder</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Paths Asunder&#8217;; episode 2 of On the Fence.</p>
<p><figure id="attachment_2326" aria-describedby="caption-attachment-2326" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2326" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN004 - On the Fence" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2326" class="wp-caption-text">Fantasy Noir &#8211; FN004 &#8211; On the Fence</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ON THE FENCE</h2>
<h3>EPISODE #2 – PATHS ASUNDER</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /></a><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #4: On the Fence</h3>
<p>Claire Templeton, crime reporter, often wonders what she sees in her boyfriend, Tully Bing.</p>
<p>Being bookish and timid, he just isn’t her type. But when the information Tully provides about the black market puts her in touch with a fence who is quickly murdered by means that can only be described as magical, she and Tully are drawn into a brand new faery plot to destroy the city, sever and isolate the mortal realm, and pave the way for a faery takeover.</p>
<p>With her sometime ally, Tony Wells, effectively neutralized by a clever faery plot, Claire finds herself working for and with the High Queen of the Realm of Darkness. Unfortunately, the Queen tops Claire’s list of suspects with regard to who’s behind all the mayhem. Can Claire solve the case and save the day before her hometown becomes a giant crater? Tune in to “On the Fence” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>PATHS ASUNDER</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Private Detective</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>FINBARRA:</strong> The Covenant Guardian of Darkness</p>
<p><strong>EBERON:</strong> The Covenant Guardian of Light</p>
<p><strong>OBERON:</strong> High King of the Light Realm</p>
<p><strong>TITANIA:</strong> High Queen of the Light Realm</p>
<p><strong>SYLVAESTRON (STINK):</strong> A faery of the wee folk of darkness</p>
<p><strong>PROFESSOR WARD:</strong> Tully’s boss</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 4: INT. — THE COURT OF OBERON, HIGH KING OF THE FAE REALM OF LIGHT — IMMEDIATELY FOLLOWING (TONY, FRED, OBERON, TITANIA, EBERON, FINBARRA, CHORUS)</h3>
<ol start="166">
<li><span style="text-decoration: underline;">MUSIC: OPENING THEME &#8211; LET IT FINISH.</span></li>
<li>NARRATOR: Private Detective, Tony Wells, has been hired by the Queen of the fae Realm of Darkness to clear her name with regard to a crime she claims she didn&#8217;t commit.  Meanwhile, his occasional partner, Claire Temepleton &#8211; Crime Reporter,  was trying to get his assistance looking into the death of one of her contacts when he vanished in front of her eyes.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>SOUND: [7] (WALLA) MURMURING OF FAE NOBILITY IN THE FAERY COURT — ESTABLISH AND UNDER.</li>
<li>TONY: Fred, what just happened?</li>
<li>FRED: Oh, that’s right. You’ve never been summoned under the stipulations of the covenant before. In the past, you’ve been the one doing the summoning so you haven’t experienced it from this side. We’re in the courtroom of the palace of Oberon and Titania, High King and Queen of the fae Realm of Light.</li>
<li>TONY: You mean this is how it works? I get zapped off somewhere without any say in it, the moment a summons comes in?</li>
<li>FRED: That’s about the size of it, boss. If it’s any consolation, Eberon and Finbarra are bound by the same deal. See they’re here as well.</li>
<li>TONY: No wonder they were cheesed off last time. You could be doing anything&#8230;</li>
<li>OBERON: Welcome, honored guests, to the court of Oberon and Titania, High King and Queen of the fae Realm of Light. I have summoned you into our august presence to deal with a matter of some considerable import.</li>
<li>FRED: (STAGE WHISPER) Aw hell!</li>
<li>TONY: What?</li>
<li>FRED: Oberon’s crown is missing!</li>
<li>OBERON: This matter is one which threatens the dignity of our entire realm. As you can see, the crown, which acts as sign and warrant of our right to rule in this realm, has been taken. A nearly impossible task and an unforgivable insult. One which, if it is not rectified, can only result in war and a breaking of the covenant that has so long held the realms in balance.</li>
<li>CHORUS: (SHOCKED MURMURS FROM LISTENING NOBILITY)</li>
<li>TONY: These guys would go to war over a hat?</li>
<li>FRED: You betcha!</li>
<li>OBERON: I have summoned the Covenant Protectors here to enlist their aid in recovering the crown and punishing the perpetrators of this crime!</li>
<li>TITANIA: Oh, for goodness sake. It seems that the longer you live the more ridiculous this penchant of yours for speeches gets! We know who took the crown. Have them at it!</li>
<li>OBERON: (WEARILY) Titania, must you always interrupt. There are formalities and protocols that must be observed.</li>
<li>TITANIA: Nonsense! I’ll bet the mortal wants you to get to the point. After all, mortal lives are too short for your speechifying.</li>
<li>OBERON: Titania&#8230;</li>
<li>TITANIA: At least tell them who did it!</li>
<li>OBERON: I apologize for Queen Titania, dear guests. The seriousness of this matter makes her more impatient by the hour. (BEAT) It is true that we have our suspicions&#8230;</li>
<li>TITANIA: (SNORTS DERISIVELY) Hmpf!</li>
<li>OBERON: &#8230;but, as the evidence all points to someone of singular importance, this revelation must be handled with delicacy.</li>
<li>TITANIA: Oh, for goodness sake&#8230; it was Mab! Stop acting as though we need to tread lightly around that unpredictable cow. We’ve been treading softly for the last millennia and, if anything, she’s more insane than ever.</li>
<li>OBERON: Whatever else can be said about your sister — and I’m the first to admit that her thought processes are murky at best —</li>
<li>TITANIA: (DERISIVE) Ha!</li>
<li>OBERON: she has never given the slightest indication of insanity. Extraordinary deviousness, yes. But insanity? No.</li>
<li>FINBARRA: My Lord Oberon, Queen Mab is my mother. She has always been ambitious, and she enjoys mayhem, but I cannot believe she would risk breaking the covenant. After all, she convinced my father, against his better judgment, to sign the covenant in the first place.</li>
<li>OBERON: We are aware of the history, Prince Finbarra, we were there after all. And, the hasty words of Titania notwithstanding, we do NOT make a formal accusation against your mother at this time. We do ask that the Covenant Protectors investigate this matter.</li>
<li>TONY: Your Majesty, if I might&#8230;</li>
<li>FRED: Boss, no! This isn’t the&#8230;</li>
<li>OBERON: Speak, mortal. Our court recognizes you.</li>
<li>TONY: Er, right! Um&#8230; Mab believes that she is being framed&#8230; er, set up to appear the villain&#8230; and&#8230;</li>
<li>OBERON: And how would you know this?</li>
<li>TONY: She came to my office this morning and&#8230;</li>
<li>TITANIA: Your office? In the mortal realm?</li>
<li>TONY: Er&#8230; that’s right. And she hired me to look&#8230;</li>
<li>CHORUS: (SHARP INTAKES OF BREATH ALL ROUND).</li>
<li>TONY: &#8230;into this for her.</li>
<li>FRED: Here it comes&#8230;</li>
<li>TITANIA: You imbecile. You allowed yourself to be bound to Mab’s cause?</li>
<li>TONY: What? No, I merely agreed&#8230;</li>
<li>OBERON: Your neutrality is now suspect. Instead of being able to bring the power of the three swords to bear on this matter, we are now down to two.</li>
<li>TONY: Now hang on a minute&#8230;</li>
<li>TITANIA: This changes everything. She has successfully neutralized one of her opponents. Why would she do this if she were not guilty?</li>
<li>TONY: But&#8230;</li>
<li>OBERON: Silence!</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME. LET IT FINISH.</span></li>
<li>TONY: (MUFFLED) Mmpf. Mmm. Mmmpf.</li>
<li>OBERON: You have violated the pact of neutrality. Until this matter is resolved you will remain bound in this castle. (BEAT) Eberon?</li>
<li>EBERON: Yes, father?</li>
<li>OBERON: I expect you to pursue this matter with impartiality and thoroughness.</li>
<li>EBERON: Yes, father.</li>
<li>FINBARRA: (INTERRUPTING) The enmity between your house and my mother is well known, Your Majesty. How can I be sure this is not some scheme to discredit her for your own purposes.</li>
<li>OBERON: You forget your place, Finbarra. As a guest in my house, you have no right to accuse&#8230;</li>
<li>FINBARRA: I do not accuse, Your Majesty. I merely investigate. Much as I hate to admit it, the mortal would have proved useful as an impartial third party in this matter. As it is, you have arrested him. It does not take a genius to see what advantage might accrue to your side if this is, as circumstances suggest, some form of scheme on the part of the Realm of Light?</li>
<li>EBERON: How dare you! If your mother had not sought to hire him, the mortal would still be in play.</li>
<li>OBERON: Enough. It is clear that the two of you cannot work together under these circumstances. Investigate separately then&#8230; but the mortal will remain here.<br />
(TO TONY) By virtue of this breach of neutrality, mortal, you are hereby bound in silver chains until this matter is resolved. You are relieved of all warrants, benefits, and privileges that accrue to a duly appointed Protector of the Covenant.<br />
Now, tell us. Where can we find Mab?</li>
<li>TONY: Mmff. mm. mmmmfff.</li>
<li>OBERON: Oh, of course!</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>OBERON: There. Let’s try again. Where’s Mab?</li>
<li>TONY: Go to hell!</li>
<li>OBERON: Tsk. Tsk. You are making a mistake by defying me, mortal. Without your role to protect you, you are just another insignificant human in my realm. I can do with you as I wish&#8230; but Titania has always been the more persuasive of us. I think I’ll leave it up to her to gain Mab’s location from you.</li>
<li>TITANIA: Oh darling, a present? How delicious.</li>
<li>TONY: Why you. I never asked for this. Both of you can go and &#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>TITANIA: Enough of that! There’ll be plenty of time for talk&#8230; when you stop screaming.</li>
<li>OBERON: And as for you, sword. I am sending you back to your secure place of refuge to await the outcome of these matters. Be gone!</li>
<li>FRED: But&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 5: INT. — TONY’S OFFICE — EARLY EVENING (TONY, CLAIRE, FRED)</h3>
<ol start="241">
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>CLAIRE: Just in time. I was about to give up waiting for you and leave. (BEAT) Hey, where’s Wells?</li>
<li>FRED: He’s been arrested.</li>
<li>CLAIRE: He’s what?</li>
<li>FRED: He’s been arrested. You know, he’s banged up, been sent up the river, locked in the hoosegow, dining on bread and water, doing stir&#8230;</li>
<li>CLAIRE: Yeah, yeah. I get it. But what for?</li>
<li>FRED: Well, you know how Mab just hired him to clear her name?</li>
<li>CLAIRE: Yeah?</li>
<li>FRED: Well, Tony and the other Covenant Protectors were summoned to Oberon’s court. You do know who Oberon is, right, kid?</li>
<li>CLAIRE: Don’t get fresh.</li>
<li>FRED: Anyway, Oberon wants Mab investigated for stealing his crown and your idiot friend, Wells, lets out that he’s just been hired by Mab to clear her. Bang. He’s locked up for violatin’ his neutrality quicker’n you can shout “cruel and unusual.”</li>
<li>CLAIRE: (ALARMED) But we’ve got to get him back. The mortal realm is in danger.</li>
<li>FRED: You think I don’t know that? They banished me back here before I could get a word in edgeways. It’s just as well Tony keeps me propped in the corner most times or I wouldn’t be here to even have this conversation.</li>
<li>CLAIRE: But you can still communicate with the other Covenant Protectors, right? I mean, you can let them know what’s going on?</li>
<li>FRED: Uh, uh, sister. I can only be wielded by a protector and Tony’s currently in another universe (or as good as).</li>
<li>CLAIRE: What am I going to do?</li>
<li>FRED: Well, that’s an interesting question. One I don’t think you’ll like the answer to.</li>
<li>CLAIRE: Go on.</li>
<li>FRED: Mab’s incredibly devious, even by fae standards. She left specific instructions that you be given that pendant on the table&#8230; which I see you have yet to pick up.</li>
<li>CLAIRE: You don’t think I’ve had enough experience of faeries to NEVER take what they offer, ever again?</li>
<li>FRED: Fair enough, but you’ll remember that Tony was given assurances by Mab that accepting this gift would not place you under any obligation to her and that it would aid you in sorting this mess out.</li>
<li>CLAIRE: You think this is what she meant?</li>
<li>FRED: Ahuh. And I’ll tell you this much for nothin’, too. From what I saw going on between the fae realms, and with Tony out of the way, you’re pretty much the only game in town. If you don’t figure this out, then no one will.</li>
<li>CLAIRE: Just great! (BEAT) (TO HERSELF) Okay, here goes. I’m going to pick the pendant up. There’s nothing too scary about a pendant, right? So I’m going to pick it up and nothing’s going to happen. Yup, I’m going to pick it up&#8230; right&#8230;now!</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>SYLVAESTRON: (IN A TINY PIPING VOICE) Behold, mortal, it is I, Sylvaestron. Kneel before me and cower!</li>
<li>CLAIRE: (LONG BEAT) What the hell are you?</li>
<li>SYLVAESTRON: (WRONG-FOOTED) Let me try that again&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>SYLVAESTRON: (BEAT) Behold, mortal, it is I, Sylvaestron. Look on me and writhe in terror! (BEAT) Are you quivering, mortal?</li>
<li>CLAIRE: Afraid not. Slightly nauseated, perhaps, but hardly quivering.</li>
<li>SYLVAESTRON: Nauseated, huh? I guess I can work with that. You’re feeling some fear deep in the pit of your stomach and it’s turning you&#8230;</li>
<li>CLAIRE: No. I simply mean you smell&#8230; bad!</li>
<li>FRED: Stink? Stink Sylvaestron? Is that you?</li>
<li>SYLVAESTRON: Aw, damn. And it was going so well. (TO THE SWORD) Hiya, Sword. I didn’t expect to see you here. I heard you got a new owner. What are they calling you these days? Silverbright? Spirit Cleanser? Something like that?</li>
<li>FRED: That was my last owner. This time I’m called Fred.</li>
<li>SYLVAESTRON: Fred? You’re kidding?</li>
<li>FRED: Mortals! What can I say? (TO CLAIRE) Uh, Claire, this is Stink, I mean Sylvaestron — she’s a pollution faery.</li>
<li>CLAIRE: She’s a what?</li>
<li>SYLVAESTRON: (WITH WOUNDED DIGNITY) A pollution faery. I used to be a nature sprite but a mining company got into my region of the mortal realm.</li>
<li>FRED: Some sections of the fae community are more connected to the mortal realm than others. Nature sprites tend to reflect the way that their associated area of mortal land is being treated. Stink went toxic a few years back.</li>
<li>CLAIRE: I’m sorry.</li>
<li>SYLVAESTRON: Don’t be. I’ve been hoping that with time I’d stop looking so disgusting and start looking more&#8230; scary — you know, like those machines with their sharp digging teeth, etc. As it is I’m still more sludge than steel.</li>
<li>CLAIRE: Uhuh. (BEAT) Why exactly are you here?</li>
<li>SYLVAESTRON: Oh yeah. I owed Mab a favor. I have to give aid to whoever is carrying the pendant — up till now, that’s been Mab.</li>
<li>CLAIRE: Some favor. Were you locked in that pendant?</li>
<li>SYLVAESTRON: Do I look like something you’d find locked in a pendant?</li>
<li>CLAIRE: Actually you look like something I’d find locked in an S-bend.</li>
<li>SYLVAESTRON: (INSULTED) Very funny. Ha Ha! Pick on the pollution faery, why don’t you. Just ’cause you don’t smell of raw sewage, and instead, carry around the scent of disgusting flowers and stuff.</li>
<li>CLAIRE: (TO FRED) Is she quite the full deck?</li>
<li>FRED: Not remotely. She’s been bound to the pendant since she tried to turn Mab’s pet ice-wolves into stomach worms as a gift.</li>
<li>SYLVAESTRON: The palace just didn’t seem to have enough slime, is all. I still don’t see what all the fuss was about.</li>
<li>CLAIRE: And this is what Mab leaves to help me? Are you sure Mab’s the full deck?</li>
<li>FRED: No comment!</li>
<li>CLAIRE: Alright, better get this show on the road. I’m going to pick up Tully and we’re going to see what we can learn about this trade in magical do-dads. I have a feeling that all of this connects to the stolen crown somehow and the sooner I find the crown the better.</li>
<li>FRED: What about me? You’re not going to just leave me here, are you?</li>
<li>CLAIRE: Yeah, I am. At least for now. If Tony manages to come back I think it would be best if you were here to greet him. Besides I thought you can only be wielded by the “one and only” Protector of the Covenant.</li>
<li>FRED: Yeah, but there is a way you could wield me.</li>
<li>CLAIRE: What’s that?</li>
<li>FRED: Become an Apprentice Protector.</li>
<li>CLAIRE: This again?</li>
<li>FRED: He offered you the job with his own lips — even if he did think he was joking — and the terms are pretty straightforward. You agree to take up the sword if anything happens to the boss and you become an Apprentice Protector. He trains you and&#8230;</li>
<li>CLAIRE: Wait, Wells would become something like my boss?</li>
<li>FRED: Yup! He could order you around. Make you fetch coffee etc. And in exchange he’d train you to do his job for him.</li>
<li>CLAIRE: (BEAT)</li>
<li>FRED: What? It’s not so bad. It’s what all the others did.</li>
<li>CLAIRE: I’m taking a raincheck. Besides, doesn’t Wells have to be here or something?</li>
<li>FRED: No one had to be there when he took up the sword, did they?</li>
<li>CLAIRE: I’m assuming that was a special circumstance. But while you’re on the topic, why didn’t the other guy have an apprentice?</li>
<li>FRED: Oh, he did. Three in fact.</li>
<li>CLAIRE: What happened to them?</li>
<li>FRED: All dead! Being an Apprentice Covenant Protector is pretty risky. There were none left when my old master finally bit the dust.</li>
<li>CLAIRE: (BEAT) Right, I’m out of here. (TO SYLVAESTRON) And as for you, Stink, jump back in the pendant for now. I’ll call you if I need you.</li>
<li>SYLVAESTRON: Sure thing, boss.</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I used to work as a detective in the City Police Department. Now I’m a private detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>OBERON:</strong> I am the ruler of the Realm of Light. I love order, protocol, and ceremony. After so many eons of existence, they bring me comfort in an otherwise constantly changing universe. I am the dusk to my wife’s dawn.</p>
<p><strong>TITANIA:</strong> I am Titania, Queen of the Realm of Light. I am impatient and love new things. Change is my friend. The only thing I don’t like is my sister, Mab. She is a conniving cow and cannot be trusted. If the balance did not have to be maintained I would attempt to be rid of her once and for all, and consequences be damned.</p>
<p><strong>SYLVAESTRON (STINK):</strong> I’m a helpful pollution faery. What? You thought all faeries were cute and stuff? Well, I suppose that can be forgiven because I was cute once&#8230; but then the land to which I am linked was poisoned by a mining company. None of those ugly flowers and bird-songs for me. Now it’s all stink and slag and slime. Cool, huh! Now, what would you like poisoned? Didn’t I mention that I’m helpful?</p>
<p><strong>EBERON:</strong> I am Eberon, Protector of the Covenant, and son to Oberon, high king and lord of all the light realms of the fae. Perhaps you have heard of me. Even in the mortal realm, my father’s name is still known — if only because of that English bard. My fate is bound to the protection of the covenant between the dark, light, and mortal realms. For thousands of years, the covenant has kept the animosity between our various peoples in check. A new and inexperienced mortal protector has now taken up the mantle as well. What this means for us all is hard to say.</p>
<p><strong>FINBARRA:</strong> I am Finbarra, Protector of the Covenant, and son to Finyarra, high king and lord of all the dark realms of the fae. I care not whether you have heard of me any more than I care what a mortal’s opinion is on any matter at all. Like Eberon, my fate is bound to the protection of the covenant between the dark, light, and mortal realms. Unlike Eberon, I chafe under the restrictions that this places upon me. For thousands of years the covenant has kept the animosity between our various peoples in check, and now a new and inexperienced mortal protector has taken up the mantel. The moment is rife with opportunity but for now, I will wait and watch.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>On the Fence</h2>
<ul>
<li><a href="https://weirdworldstudios.com/fence-episode-1-immortal-visitor/">On the Fence – Episode 1 – Immortal Visitor</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-2-paths-asunder/">On the Fence – Episode 2 – Paths Asunder</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-three-dogs-war/">On the Fence – Episode 3 – Dogs of War</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/">On the Fence – Episode 4 – Puck&#8217;s Revenge</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/fence-episode-2-paths-asunder/">On the Fence &#8211; Episode 2 &#8211; Paths Asunder</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>On the Fence &#8211; Episode 1 &#8211; Immortal Visitor</title>
		<link>https://weirdworldstudios.com/fence-episode-1-immortal-visitor/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 24 Jun 2016 23:41:08 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[On the Fence]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[immortal visitor]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Immortal Visitor&#8217;; episode 1 of On the Fence. ON THE FENCE EPISODE #1 – IMMORTAL VISITOR by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/fence-episode-1-immortal-visitor/">On the Fence &#8211; Episode 1 &#8211; Immortal Visitor</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Immortal Visitor&#8217;; episode 1 of On the Fence.</p>
<p><figure id="attachment_2326" aria-describedby="caption-attachment-2326" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2326" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN004 - On the Fence" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/06/008FN4Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2326" class="wp-caption-text">Fantasy Noir &#8211; FN004 &#8211; On the Fence</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>ON THE FENCE</h2>
<h3>EPISODE #1 – IMMORTAL VISITOR</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /></a><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #4: On the Fence</h3>
<p>Claire Templeton, crime reporter, often wonders what she sees in her boyfriend, Tully Bing.</p>
<p>Being bookish and timid, he just isn’t her type. But when the information Tully provides about the black market puts her in touch with a fence who is quickly murdered by means that can only be described as magical, she and Tully are drawn into a brand new faery plot to destroy the city, sever and isolate the mortal realm, and pave the way for a faery takeover.</p>
<p>With her sometime ally, Tony Wells, effectively neutralized by a clever faery plot, Claire finds herself working for and with the High Queen of the Realm of Darkness. Unfortunately, the Queen tops Claire’s list of suspects with regard to who’s behind all the mayhem. Can Claire solve the case and save the day before her hometown becomes a giant crater? Tune in to “On the Fence” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theatre of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>ON THE FENCE</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Private Detective</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>MAB:</strong> High Queen of the Dark Realm</p>
<p><strong>TULLY BING: </strong>Cartographer and researcher (current boyfriend to Claire)</p>
<p><strong>FERGUS THE FENCE:</strong> Small-time purveyor of stolen goods</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 1</h2>
<h3>SCENE 1: INT. — CROWDED CAFETERIA — MORNING (TULLY, CLAIRE)</h3>
<ol>
<li><span style="text-decoration: underline;">MUSIC: [1] OPENING THEME — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">SOUND: [5] (WALLA) BREAKFAST NOISES IN A CROWDED CAFÉ — ESTABLISH AND UNDER.</span></li>
<li>CLAIRE TEMPLETON: (NARRATING) As a crime reporter, accustomed to lots of night work, I tend not to be categorized, by those who know me, as a morning person. For that reason, meeting my “boyfriend” — and you gotta believe me when I say I hate that word — at the university cafeteria first thing in the morning was not something I was accustomed to doing. It helped that the morning edition had a nice “by Claire Templeton, Crime Reporter” byline underneath its main headline.</li>
<li>TULLY BING: Thanks for coming at such short notice, honey.</li>
<li>CLAIRE TEMPLETON: Honey?</li>
<li>TULLY: I was trying it on for size.</li>
<li>CLAIRE: Tully Bing, how long have we been seeing each other now?</li>
<li>TULLY: (NERVOUS) A couple of months.</li>
<li>CLAIRE: A couple of months. And in all that time, have I ever given you even the slightest reason to believe that Ma Templeton’s eldest daughter, Claire, is the sort of girl to encourage the application of “cute” pet names to herself?</li>
<li>TULLY: Well, no. Not as such.</li>
<li>CLAIRE: Not as such, no. (BEAT) I’d suggest then, that if you don’t want me to break each and every one of those soft academic fingers of yours, you don’t ever try and do that again.</li>
<li>TULLY: But&#8230;</li>
<li>CLAIRE: No buts. What am I here for this morning?</li>
<li>TULLY: Dammit, Claire, why can’t we have anything normal about our relationship?</li>
<li>CLAIRE: (ADMIRING) Tully Bing! That almost sounded assertive!</li>
<li>TULLY: Sorry, it’s just that&#8230;</li>
<li>CLAIRE: And then you go spoiling it with an apology. Damn, but I don’t know what I’m doing here with you.</li>
<li>TULLY: (BITTERLY) Me neither.</li>
<li>CLAIRE: (MORE GENTLY) Look, precious&#8230;</li>
<li>TULLY: And that’s another thing, you use names for me all the time.</li>
<li>CLAIRE: Oh for crying out&#8230; You know, you’ve got a really unattractive tendency to whine, kid?<br />
(BEAT AS CLAIRE GIVES IN AND EXPLAINS) From me a pet name is cute. From you, it’s possessive and proprietary&#8230; and you can guess how things’ll turn out if you start getting possessive and proprietary, can’t you?</li>
<li>TULLY: (SLIGHTLY SULKING) Yeah, heaven forbid I should want to have you to myself?</li>
<li>CLAIRE: (IMPATIENTLY CHANGING THE TOPIC) Just tell me why I’m here, already?</li>
<li>TULLY: Aside from me just wanting to see you?</li>
<li>CLAIRE: (WARNINGLY) Tully!</li>
<li>TULLY: Alright. You know how things have gotten a little strange since that business with the troll?</li>
<li>CLAIRE: You’re getting pretty good at understatement there, sunshine&#8230; (BEAT) but is a point coming along any time soon?</li>
<li>TULLY: Well, I know you’ve been involved in a bunch of strange stuff since that business with the troll, but things have been getting weirder for me too.</li>
<li>CLAIRE: (PATRONIZING) Oh, Tully. Are you getting jealous? Is that what this is about? You know you don’t have to make things up to feel like you’re a part of my life.</li>
<li>TULLY: Claire, if you don’t shut up and let me get on with this&#8230;</li>
<li>CLAIRE: (SUDDENLY ALL BUSINESS) Alright, genius. Impress me.</li>
<li>TULLY: Ever since we came back from&#8230; well, from wherever that was, I’ve been able to find things.</li>
<li>CLAIRE: I’m sorry, what now?</li>
<li>TULLY: I can find things. Give me a map of the city and tell me you want something, and I can find it.</li>
<li>CLAIRE: Tully, honey, I don’t quite&#8230;</li>
<li>TULLY: Things I couldn’t possibly know the location of. I can find them if I have a map in front of me. Somehow I just know where they are.</li>
<li>CLAIRE: I’m still not sure I get&#8230;</li>
<li>TULLY: Look, you know how you told me your next story was going to be about the black market in stolen goods in the city?</li>
<li>CLAIRE: Yeah?</li>
<li>TULLY: Well, I know nothing about the black market, right? But look at this.</li>
<li><span style="text-decoration: underline;">SOUND: [11] SOUND OF MAP BEING UNFOLDED ON THE TABLE — LET IT FINISH.</span></li>
<li>CLAIRE: Tully, are those what I think they are?</li>
<li>TULLY: Ahuh, that’s the location of every black-market front operation in town. And look here. See these two, sitting like spiders at the centre of a web. These two are the biggest operators in the city. Everything — and I mean everything — eventually makes its way through these two.</li>
<li>CLAIRE: (AMAZED) How did you?</li>
<li>TULLY: That’s what I’ve been trying to tell you. I haven’t the foggiest. I mean, I’ve always been interested in maps. That’s why I do the research I do at the university — but this? I’ve got no explanation.</li>
<li>CLAIRE: But this is fantastic! This one here, the first big nexus. That’s Lefty Louie’s club. But this second one? I don’t know this one.</li>
<li>TULLY: That’s ’cause it’s new. Only recently set up.</li>
<li>CLAIRE: But how do you know that?</li>
<li>TULLY: It’s the patterns. I’m not sure how to explain it. This one over here, Lefty Louie’s, it’s well established, like a waterhole that game have been using regularly for years. This one, over here, is like a new water source that’s just appeared. It’s beginning to disrupt the old movement patterns but isn’t quite established and the patterns haven’t settled down yet.</li>
<li>CLAIRE: That’s brilliant! I’ve never seen anything like it.</li>
<li>TULLY: Doesn’t it bother you, even a little bit, that this ability isn’t natural?</li>
<li>CLAIRE: You’re kidding right? This could net me the biggest story of the year.</li>
<li><span style="text-decoration: underline;">SOUND: [12] SOUND OF CHAIR PULLING BACK AND FOOTSTEPS DEPARTING — LET IT FINISH.</span></li>
<li>TULLY: Hey, where’re you going? You haven’t even finished breakfast.</li>
<li>CLAIRE: (AT A DISTANCE) No time. I’ve got to go set up a meeting with Fergus the Fence. It’s time to see what I can discover about the new player on the board.</li>
<li>TULLY: (BITTERLY) Just great!</li>
<li><span style="text-decoration: underline;">MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<h3>SCENE 2: EXT. — AN ALLEY IN ONE OF THE SEEDIER AREAS OF TOWN — LATER THAT MORNING (CLAIRE, FERGUS)</h3>
<ol start="58">
<li><span style="text-decoration: underline;">SOUND: [6] (WALLA) DISTANT TRAFFIC, A CAT BEING SCARED BY A FALLING TRASHCAN LID, ETC. — ESTABLISH AND UNDER.</span></li>
<li>CLAIRE: (NARRATING) There’s something nerve-racking enough about waiting in an alley for a contact to arrive and don’t get me wrong, it comes with the territory, but, when your contact is also twenty minutes late, I think you can be forgiven for feeling a little skittish.<br />
(BEAT) I’d used all my feminine charms on Fergus to get him to cooperate in the first place, and, when that didn’t work, I’d threatened to tell the cops about the stolen goods in his warehouse. Fergus the Fence was a lot of things, but stupid wasn’t one of them and he’d agreed to help me out. But if this was a double-cross I could be in some serious trouble.</li>
<li>FERGUS THE FENCE: (OUT OF BREATH) Claire. Claire. You gotta help me!</li>
<li>CLAIRE: Fergus! What’s the matter?</li>
<li>FERGUS: That place you sent me. There’s something not right about it. It’s a front.</li>
<li>CLAIRE: Yeah, I know that, already. They fence stolen goods.</li>
<li>FERGUS: No. No. The fence is a front. They handle stolen goods alright, but that’s just a way of finding special items.</li>
<li>CLAIRE: What do you mean?</li>
<li>FERGUS: Claire, there’s no time. You gotta hide me!</li>
<li>CLAIRE: You’re not making sense, Fergus. What’s happened?</li>
<li>FERGUS: Look, I went there alright, like you said. It’s a big apartment building. From the outside, it looks abandoned. Inside it’s&#8230; well it’s opulent.</li>
<li>CLAIRE: Who’s been teaching you words like that?</li>
<li>FERGUS: I’m serious. This place was swish. I met the boss, a little guy — calls himself Mr. P. I made like I was there on business — I’d been thinking about visiting the joint since I’d heard they started operation anyways, so it wasn’t exactly a lie.</li>
<li>CLAIRE: So?</li>
<li>FERGUS: So they take me in and show me around. I’m impressed. He’s happy to take anything I bring him&#8230; but&#8230;</li>
<li>CLAIRE: But..?</li>
<li>FERGUS: Come on, Claire, can’t we get outta here? I already told you they’re after me&#8230; and sister, there’s something not right about ’em.</li>
<li>CLAIRE: Fergus, you’re fine. I need to know what you found out.</li>
<li>FERGUS: (STARTING TO SOUND MORE PANICKED) Aw, sheesh. Alright, but you gotta protect me, okay?</li>
<li>CLAIRE: Okay, calm down.</li>
<li>FERGUS: It was like this: they said they’d handle anything I brought ’em, but they was particularly interested in anything old or strange&#8230; artefacts Mr. P called ’em. If I came across anythin’ like that, he’d make it completely worth my while.</li>
<li>CLAIRE: And you thought that was a little strange?</li>
<li>FERGUS: Well, yeah, sort of. You know, I thought, maybe Mr. P has a thing for antiques, and maybe there was a way I could use this to my advantage.</li>
<li>CLAIRE: And&#8230;</li>
<li>FERGUS: Well, anyways&#8230; I’m walking out the door and nobody seems to be paying me any mind so I duck behind a partition. I figure I’ll see if I can pick up anything useful with a little eavesdropping&#8230;<br />
(BEAT) Claire, these guys ain’t natural and I’m getting’ nervous. Can we please get outta here?</li>
<li>CLAIRE: (IMPATIENTLY) For crying out loud, Fergus, you’d be done by now if you’d just get to the point.</li>
<li>FERGUS: Look, I ain’t crazy, Claire! You gotta believe I’m telling you exactly what happened. I’d been hiding for just a few seconds when everything started turning pale and see-through like. Suddenly the partition is gone and I’m standing in this big gutted building. The employees are slowly turning into huge black dogs and Mr. P&#8230; Mr. P is turning green and shrinking into this goblin-like thing. I think they’s aliens or something. Anyway, Mr. P’s talking to one o’ the dogs about destroying the city when he looks up and sees me standin’ there without nothin’ to hide behind. I just ran. But he sent the dogs after me. They’ve been tracking me all over town.<br />
C’mon, Claire, that’s everything I know. You’ve gotta help me.</li>
<li>SOUND: [13] DISTANT HOWLING — GETTING CLOSER — LET IT FINISH.</li>
<li>FERGUS: (ALMOST CRYING) You gotta do something. You gotta get me outta &#8230; urk (CHOKING NOISES).</li>
<li>CLAIRE: Fergus, are you okay?</li>
<li>FERGUS: (MORE CHOKING NOISES).</li>
<li><span style="text-decoration: underline;">SOUND: [18] UNDER — FLAME, HISSING AND BUBBLING — UNTIL THE END OF THE NEXT DIALOG.</span></li>
<li>CLAIRE: (NARRATING) Fergus’ skin began to change color before my eyes. First, it went grey then black and began to flake away as if he was being burned from the inside out. He crumpled to the ground and began to dissolve completely until there was nothing left but a foul-smelling puddle on the ground.</li>
<li><span style="text-decoration: underline;">SOUND: [19] LOW WOLF-LIKE GROWL — LET IT FINISH.</span></li>
<li>CLAIRE: (NARRATING) I looked up and saw a huge black shape at the entrance to the alley. It was black, shaggy, and wolf-like. It eyed me hungrily for a moment then turned and padded away. It was at this point that I decided I’d better enlist the aid of Tony Wells.</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
</ol>
<p>&nbsp;</p>
<h3>SCENE 3: INT. — OFFICE OF TONY WELLS, PRIVATE EYE —MORNING (TONY, MAB, CLAIRE, FRED)</h3>
<ol start="94">
<li>TONY WELLS: [CUE] (NARRATING) They say it’s always darkest just before the dawn&#8230; and who am I to argue with the “it’s-half-full” crowd. After all, things often do have a way of working themselves out. But I’ve been at this job a little too long to believe, even remotely, that life brings along many happy endings. The revolving door of hapless spouses, hoping against hope that the one they love isn’t cheating on them; the roster of blackmail victims hoping to be rescued from potential scandal; even the occasional client wanting to discover the dirt on a business associate or their daughter’s latest suitor — all teach you one thing: that life is in no way fair, and that, while things do occasionally work out, they just as often don’t. Perhaps it’s just that the people who present themselves at the shabby office door of Tony Wells, Private Detective — depressingly few though they be — just aren’t being seen at their best. Maybe. To quote another of the “old wives” brigade, “you can’t always judge a book by its cover.” Anyway, the person who came knocking on my door next was about to test the truth of both those proverbs.</li>
<li><span style="text-decoration: underline;">SOUND: [22] SHARP KNOCKING ON DOOR — LET IT FINISH.</span></li>
<li>TONY: Come in.</li>
<li><span style="text-decoration: underline;">SOUND: [24] DOOR OPENS QUICKLY AND HIGH-HEELED SHOES ENTER —LET IT FINISH.</span></li>
<li>MAB: (IMPATIENTLY/IMPERIOUSLY) Mr. Wells? I want to hire you!</li>
<li>TONY: (NARRATING) I looked her over and immediately smelled money. Whoever this dame was, she was from the better end of town. Everything, from the tasteful angle of her hat, through the line of her elegant suit, to the exquisite gold wedding band on her finger, and the tips of her expensive shoes, screamed money. But at the same time, it all felt wrong.<br />
(TO MAB) And what brings you to my humble offices this fine morning, Miss&#8230;</li>
<li>MAB: I already told you, Mr. Wells, or are you as stupid as you look? And it is Mrs, or hadn’t you noticed?</li>
<li>TONY: Yes, Ma’am, you’ve stated that you wish to hire me, but it is customary to get a little background before entering into a contract and you seem to be if you’ll pardon my saying so, a long way from your usual neighbourhood.</li>
<li>MAB: I see. (BEAT) I’m being set up, Mr. Wells. And, since the perpetrators of my distress are almost certainly grubby little individuals of low character, I thought I would find a grubby little individual of my own to even the odds, someone who is as happy to play as dirty as they are. Does that satisfy your need to know why I am at your particular door, Mr. Wells?</li>
<li>TONY: Not remotely, but we’ll let that pass for the moment. It’s my job, so I am willing to help, but only in so far as that help can be given legally. I don’t know what you’ve heard about me, but if you’re looking for a leg-breaker you’ve come to the wrong place.</li>
<li>MAB: Is that so? Well, perhaps I have heard wrong. But you needn’t worry about soiling what’s left of your conscience. I won’t be asking you to do anything contrary to your laws.</li>
<li>TONY: (NARRATING) “Your laws,” she said. That should have tipped me off to just how far out of town her neighbourhood was and, beautiful or not, I was more than half inclined to send her packing without even hearing her out. Sometimes I should listen to my hunches more closely.<br />
(TO MAB) Alright, you’d best tell me why you are here and what you want.</li>
<li>MAB: Fair enough. My husband is a very powerful man and, like all powerful men, he has rivals, one in particular who is every bit his equal and opposite.</li>
<li>TONY: And I take it, this rival is the source of your distress?</li>
<li>MAB: You assume correctly. Some extremely valuable items were recently stolen from my husband’s rival. He is planning to make a formal accusation against me. I have no knowledge of where these items are, how they were obtained, or who has taken them. Despite this, I am assured he has strong evidence implicating me in the matter. This would seriously embarrass my husband and provide his rival with a significant advantage. I need you to find the thieves, return the stolen goods, and so clear my name.</li>
<li>TONY: And that name would be, Ma’am?</li>
<li>MAB: Are you such a fool? That name would be Mab, High Queen of the Realm of Darkness.</li>
<li><span style="text-decoration: underline;">MUSIC: [42] (STING) OMINOUS MUSICAL ACCENT — LET IT FINISH.</span></li>
<li>TONY: [CUE] (NARRATING) I looked the High Queen of the Realm of Darkness over with something approaching terror. If Fred, my magical talking sword — and, yes, I’m being literal here —was correct, then my small office currently was host to one of the most powerful beings in existence, and one, moreover, with a reputation for cruelty and cold calculation that would make the Borgias blush. If even half the stories were true, I was in big trouble.</li>
<li>MAB: Well, Mr. Wells? Do we have a deal?</li>
<li>TONY: You want me to investigate the theft of artefacts from the fae realms. Do you have any idea where in the three realms they may have been taken?</li>
<li>MAB: Oh, I have a fair idea that the items are being sold here, in your own home city.</li>
<li>TONY: Sold. I see. So you want me to find the items and, hopefully, track down the culprits who stole them in order to prove your innocence?</li>
<li>MAB: (DECEPTIVELY MILD) That’s right.</li>
<li>TONY: And this rival of your husband&#8230;</li>
<li>MAB: Is Oberon, High King of the Realm of Light.</li>
<li>TONY: Sweet Christmas!</li>
<li>MAB: (MOCKING) You almost sound afraid, mortal.</li>
<li>TONY: That just shows I’m still sane.</li>
<li>MAB: Maybe you’re not such a fool as I thought. Will you take the job?</li>
<li>TONY: I guess I will. So long as you know you are only contracting me to attempt the task. I can’t guarantee I’ll get to the bottom of this mess for you, but I will try my best.</li>
<li>MAB: I would expect no less.</li>
<li>TONY: My usual fee is twenty-five dollars a day plus expenses. It’s traditional to pay a three-day retainer up front.</li>
<li>MAB: (AMUSED) That will not be a problem.</li>
<li>TONY: And I expect to be paid in the coin of the realm, not Leprechaun gold or anything that can’t be spent at the local drug store.</li>
<li>MAB: Yes, yes. I’m aware of the stipulations of your standard contract.</li>
<li>TONY: Alright then.<br />
(NARRATING) I put my standard contract in front of her and we both signed it. When it was done she looked up at me with a disconcertingly predatory smile. Behind me, my sword, which had been propped in the corner of the room, fell over with a loud thud.</li>
<li>MAB: Before I go, I’d like you to pass this on to Claire Templeton, your reporter friend.</li>
<li>TONY: What is it?</li>
<li>MAB: Just a pendant. She can use it to summon me — once only — by calling my name three times.</li>
<li>TONY: What’s the catch?</li>
<li>MAB: (ICILY) Your impertinence is beginning to wear on me, mortal. I am not in the habit of explaining myself to such as you, but since it may prove helpful, I’ll give you to understand this much&#8230; A number of things have been set in motion that will place Miss Templeton in need of my aid. As this will serve my own purposes admirably she will not find herself placed under any obligation to me for receiving and using this gift. Does that satisfy?</li>
<li>TONY: Well enough.</li>
<li>MAB: (IMPERIOUSLY) Then I bid you farewell. I believe Miss Templeton has just entered your hallway.</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>CLAIRE: (NARRATING) I’d just come up the stairs to the level which held Wells’ office. From the hallway, I saw the light under Tony’s door brighten to the point that I had to look away before it faded again into its usual pale daylight hues. I hurried forwards.</li>
<li>FRED: (ON THE OTHER SIDE OF THE DOOR) Haven’t you been listening to anything I’ve been telling you, boss? You can’t try to make a deal with noble fae. They always get the better of it.</li>
<li>TONY: Well you were right here and I didn’t hear you giving any warnings. Some magical adviser you are.</li>
<li>FRED: She had me under a spell, you moron. I couldn’t warn you if I wanted to. But I’ve warned you enough before.</li>
<li>TONY: Aw, dammit.</li>
<li><span style="text-decoration: underline;">SOUND: [2] KNOCKING ON DOOR. DOOR OPENS — LET IT FINISH.</span></li>
<li>CLAIRE: Hi, boys. Didya miss me?</li>
<li>TONY: (DRILY) Our last guest told me you’d be coming.</li>
<li>CLAIRE: It’s like that, is it? Well, I gotta say I miss the witty repartee. I’m feeling a little cheated here.</li>
<li>TONY: I was getting my morning scolding from the magical sword in the corner when we had ourselves a supernatural visitor. It’s taken the shine off things.</li>
<li>CLAIRE: Fair enough. I need to talk with you seriously anyway.</li>
<li>TONY: You know, Fred was telling me earlier that I can take an apprentice. Someone to take over the job if I get killed or incapacitated. Someone who can fetch me coffee and do my dry-cleaning etc. You wouldn’t happen to be looking for an opening, would you?</li>
<li>CLAIRE: There’s a quip I can’t quite remember that seems to provide an appropriate answer. Something about Satan skating to work? Do you know the one?</li>
<li>TONY: Hey, you wanted the banter.</li>
<li>CLAIRE: That was then. Now I want to get down to business.</li>
<li>TONY: Okay, shoot!</li>
<li>CLAIRE: (NARRATING) Ignoring the temptation to take the invitation literally I got down to business. I told Tony about my morning meetings with Tully and Fergus the Fence. By way of exchange, he told me about his own visitation. I was particularly interested when he informed me that Mab had mentioned my name and I watched apprehensively as Wells put the locket on the table between us.<br />
(TO TONY) Do you think this is all connected?</li>
<li>TONY: The fae are as complicated in their political games as anything I’ve ever encountered. There are always wheels within wheels within plans with these guys so there’s no way to be sure. But it does look like there’s a connection and I figure Mab, at least, wants us to look into it.</li>
<li>CLAIRE: Isn’t this the kind of thing you’d normally bring the other Covenant Protectors in on? I mean an overheard threat to the existence of the mortal world by a magical creature of some sort etc.</li>
<li>TONY: Yeah, I guess it is? Fred, can you call in the cavalry?</li>
<li>FRED: I’m not sure I can.</li>
<li>TONY: What? Why not?</li>
<li>FRED: Well, you’ve bound yourself to Mab via contract. This kind of violates your neutrality and&#8230;</li>
<li><span style="text-decoration: underline;">SOUND: [30] MAGICAL CHIME — LET IT FINISH.</span></li>
<li>CLAIRE: (NARRATING) Suddenly I was the only one in the room. Wells and the sword were gone.</li>
<li><span style="text-decoration: underline;">MUSIC: [4] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</span></li>
<li><span style="text-decoration: underline;">MUSIC: [2] CLOSING THEME &#8211; LET IT FINISH.</span></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I used to work as a detective in the City Police Department. Now I’m a private detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>TULLY BING:</strong> I’m a cartographer — which means I like maps. I make maps of everything. Recently I’ve developed an ability with maps that is scaring me to death. But then, everything scares me to death. I’m dating Claire Templeton. That scares me to death too. Nothing’s normal with her and I never know where I stand. She seems to like it that way.</p>
<p><strong>MAB:</strong> I am Mab, High Queen of the Realm of Darkness. I am&#8230; calculating. I am beautiful, cold, and cruel. I don’t like humans, except as playthings. They are usually beneath my interest. But the balance must be maintained. That is my overriding commitment. The balance must be maintained. Of course, if I can make a small profit while keeping things in balance, then, of course, I’d be a fool not to. The balance is delicate and adjusting it takes no small amount of finesse.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>FERGUS THE FENCE:</strong> I’m just a little guy, you know? Not so important in the big scheme of things. I handle a little &#8220;misplaced&#8221; merchandise from time to time. Nothing too big. Mostly, I’m left alone. Never play in the big-boys’ pool. That’s my motto. It’ll only end in tears.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<h2>On the Fence</h2>
<ul>
<li><a href="https://weirdworldstudios.com/fence-episode-1-immortal-visitor/">On the Fence – Episode 1 – Immortal Visitor</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-2-paths-asunder/">On the Fence – Episode 2 – Paths Asunder</a></li>
<li><a href="https://weirdworldstudios.com/fence-episode-three-dogs-war/">On the Fence – Episode 3 – Dogs of War</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-pucks-revenge/">On the Fence – Episode 4 – Puck&#8217;s Revenge</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/fence-episode-1-immortal-visitor/">On the Fence &#8211; Episode 1 &#8211; Immortal Visitor</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>An Ephemeral Deal &#8211; Episode 3 &#8211; Playing to Win and Lose</title>
		<link>https://weirdworldstudios.com/ephemeral-deal-episode-3-playing-win-lose/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 03 Jun 2016 23:53:03 +0000</pubDate>
				<category><![CDATA[An Ephemeral Deal]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[playing to win and lose]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Playing to Win and Lose&#8217;; episode 3 of An Ephemeral Deal. AN EPHEMERAL DEAL EPISODE #3 – PLAYING TO WIN AND LOSE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ephemeral-deal-episode-3-playing-win-lose/">An Ephemeral Deal &#8211; Episode 3 &#8211; Playing to Win and Lose</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Playing to Win and Lose&#8217;; episode 3 of An Ephemeral Deal.</p>
<p><figure id="attachment_2280" aria-describedby="caption-attachment-2280" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2280" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN003 - An Ephemeral Deal" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2280" class="wp-caption-text">Fantasy Noir &#8211; FN003 &#8211; An Ephemeral Deal</figcaption></figure></p>
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<h2>AN EPHEMERAL DEAL</h2>
<h3>EPISODE #3 – PLAYING TO WIN AND LOSE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #3: An Ephemeral Deal</strong></h3>
<p>Things are slow at the office of Tony Wells, Private Eye, when crime reporter, Claire Templeton, turns up with a business proposition. Someone is trying to kidnap her and she needs Tony’s help and protection. When the kidnappers turn out to be Rock Golems in the employ of a faery queen, Tony finds himself once more plunged into the intrigues of the fae courts. When the squabbles of the faery realm escalate the fallout in the mortal realm can be dire and, with Claire’s life on the line, Tony must sort through all the double dealings and attempt a dangerous deal of his own. Can he succeed in saving Claire from this new immortal threat? Tune in to “An Ephemeral Deal” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>AN EPHEMERAL DEAL</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> Narrator</p>
<p><strong>TONY WELLS:</strong> Private Detective</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Writer</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>FAE THUG#1:</strong> A Rock Golem</p>
<p><strong>QUEEN OF WINTER:</strong> Fairy Queen of Winter within the realm of light and twin sister to the King of Summer</p>
<p><strong>KING OF SUMMER:</strong> Fairy King of Summer within the realm of light and twin brother to the Queen of Winter.</p>
<p><strong>EBERON:</strong> Fairy Prince — Son of Oberon (King of the Realm of Light)</p>
<p><strong>FINBARRA:</strong> Fairy Prince — Son of Finyarra (King of the Realm of Darkness)</p>
<p><strong>THE MOON KING:</strong> Luna, clan chief of the fae family to which the Queen of Winter and the King of Summer belong.</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 3</h2>
<h3>SCENE 12: INT. — DUNGEON OF THE SUMMER KING — SOMETIME LATER (KING, TONY, FRED)</h3>
<ol start="417">
<li><u>MUSIC: [1] OPENING THEME &#8211; LET IT FINISH</u></li>
<li>NARRATOR: Private Detective Tony Wells has been captured by the forces of the Summer King while trying to steal the ransom necessary to free his friend Claire Templeton from the dread Queen of Winter&#8230; and his day doesn&#8217;t seem to be improving any.</li>
<li><u>SOUND: [9] (WALLA) FLAMES AND BUBBLING POTS — ESTABLISH AND UNDER.</u></li>
<li>TONY: (NARRATING) There are days in a man’s life when he might wish he had made different choices; perhaps to have taken the road less traveled or become a bee-keeper instead of whatever it was he did choose. For me, this was not one of those days. There are other days when a man might conceivably wish he hadn’t gotten up in the morning, that he had just stayed in bed and let the world take care of itself for a little bit. This wasn’t one of those days either. Instead, as I stared up at an insane fairy king while locked in heavy irons against the mildewed walls of a dark torture chamber, I realized that there are days when a man could cheerfully wish he had never been born&#8230; and this was definitely one of those.</li>
<li>KING: Now tell me, why are you here?</li>
<li><u>SOUND: [44] HISS OF HOT METAL BEING PRESSED AGAINST FLESH —UNDER.</u></li>
<li>TONY: (SCREAMS) Aaargh!</li>
<li>KING: (SYMPATHETIC) Hmmm. Yes, I know it hurts. But it’s not as if you leave me much choice. The more you remain silent, the more I am forced to repeat the question: why are you here and what has this to do with my sister?</li>
<li>TONY: Go to hell!</li>
<li>KING: My, my — but you are fixated on that word, aren’t you? And, if I may say so, rather inappropriately. After all, of the two of us here present, who is the more likely to be entering that destination any time in the near future? Hmmm?</li>
<li>TONY: Go&#8230; to&#8230;</li>
<li>KING: Yes, yes. This is getting surprisingly dull. Normally it’s so much fun to entertain an uninvited guest this way. But today I’m finding it quite a chore. You see we were enjoying such a lovely feast upstairs and you’ve gone and quite spoiled it for me.</li>
<li><u>SOUND: [44] HISS OF HOT METAL BEING PRESSED AGAINST FLESH — UNDER.</u></li>
<li>TONY: (SCREAMS) Aaargh!</li>
<li>KING: I mean, really, if you were in my shoes, wouldn’t you rather be upstairs having fun?</li>
<li>FRED: Perhaps the question you should be asking is, “Who is he?”</li>
<li>KING: What? Who said that?</li>
<li>FRED: Just me, bub. Your guards tossed me into the corner thinking I was just something your unwanted guest picked up when they brought him in.</li>
<li>KING: Intriguing&#8230; But a talking sword? This is an object of power.</li>
<li>FRED: You betcha! And if I belong to him?</li>
<li>KING: Then he has some status. (TO TONY — GETTING NERVOUS) Who are you?</li>
<li>TONY: (SPITS) Fred, are you telling me that my status is of benefit here.</li>
<li>FRED: Well, generally speaking, as one of the three Protectors of the Covenant between the realms of the Fae and Humanity, you would be due the hospitality of any fae realm you entered, announced or otherwise, along with the highest of courtesies.</li>
<li>KING: One of the..? No, you can’t be!</li>
<li>FRED: You’d better take a closer look at me, Your Majesty. There are only two other swords like me in all of creation. I’m sure you are aware of my forging and the limited number of individuals who may call me their own.</li>
<li>KING: But, but&#8230; you let me torture you. Why? When you could, so easily, have been afforded the hospitality of my realm?</li>
<li>TONY: (COUGHS) I’ve been wondering about that a little myself. But, firstly, I’m kind of new at this and haven’t learned all the rules. Secondly, (COUGHS AGAIN) I’m not on official covenant business. And thirdly, I should let myself be forced into answering questions I don’t want to? No way!</li>
<li>FRED: And, most importantly, by allowing yourself to be captured and inconvenienced in so insulting a manner, the King now owes you a debt.</li>
<li>TONY: (NASTILY) Is that so? (BEAT) I was wondering why you kept silent for so long.</li>
<li>FRED: I didn’t want to give the game away and I only stayed quiet long enough for you to be properly hurt. I wouldn’t want anyone crying foul when you come to collect on what’s owed you.</li>
<li>TONY: (DRYLY) Of course not! I’m adding this (COUGHS) to the list of topics you and I are going to discuss more fully later.</li>
<li><u>SOUND: [45] CLANKING OF CHAINS — LET IT FINISH.</u></li>
<li>TONY: (TO THE KING) Would you mind getting rid of these chains for a start, and we’ll get down to business from there.</li>
<li>KING: Yes, Lord Protector. Right away.</li>
<li><u>SOUND: [46] KEYS JANGLING, CHAINS FALLING AWAY — LET IT FINISH.</u></li>
<li>KING: There you are. Feeling better.</li>
<li>TONY: (GROANS) No, and I could really use a drink.</li>
<li>FRED: (URGENTLY) No, don’t eat or drink anything here except natural spring water&#8230; and wait until the King has formally granted you his hospitality.</li>
<li>TONY: Your Majesty?</li>
<li>KING: Yes, yes. I extend you the hospitality of my realm etc. You will remain under my full protection for the entire period you remain a guest here, and so on, and so forth.</li>
<li>TONY: (TO FRED) Good enough?</li>
<li>FRED: Good enough. But from here on in, you need to mind your Ps and Qs.</li>
<li>TONY: Ahuh. Then about that water?</li>
<li>KING: (OBSEQUIOUS) Here you are.</li>
<li>SOUND: [47] SWISHES AND GLUGS OF SOME WATER BEING HASTILY DRUNK — LET IT FINISH.</li>
<li>TONY: Ah, that hit the spot. (TO FRED) Now that that’s over with, is there any purpose to be met in keeping our reason for being here a secret?</li>
<li>FRED: Not a lot. The King can’t retaliate, and his debt to you for the affront he has provided is large.</li>
<li>TONY: Good. I’d hate to have gone through all that for nothing.</li>
<li>KING: (SUSPICIOUS) I’m not sure I understand quite what you are&#8230;</li>
<li>TONY: Your sister holds a friend of ours against her will. Your sister charged us with recovering something that was taken from her — the Sylvan Orb!</li>
<li>KING: She sent you to steal it? I don’t believe it.</li>
<li>TONY: It can hardly be called stealing if she has a claim of ownership upon it now, can it?</li>
<li>KING: (DISTRACTED) What? (BEAT) I take it she led you to believe that I am the thief — in the first instance?</li>
<li>TONY: Ahuh.</li>
<li>KING: What were her exact words?</li>
<li>TONY: She said “My twin brother, the King of Summer, has taken the Sylvan Orb. I wish it returned to me.”</li>
<li>KING: And from this, you inferred that I had stolen the orb.</li>
<li>TONY: Ahuh.</li>
<li>KING: What fools these mortals be! It is true that I took the orb, but not before my sister had given it over into my care. We are its joint custodians. I, in the summer, and she, in the winter. My sister has been playing you for a fool and now she has involved me in her schemes as well.</li>
<li>TONY: Now, I think I’m beginning to feel a little lost&#8230; Of course, it could just be the blood loss.</li>
<li>KING: It’s not the orb you want, mortal.</li>
<li>TONY: Now, hang on&#8230;</li>
<li>KING: (WITH EMPHASIS) It’s not the orb that you want. What you want is to free your friend from my sister’s obligation.</li>
<li>TONY: I guess&#8230;</li>
<li>KING: And to do that, you must either make a trade or a bargain she finds acceptable&#8230;</li>
<li>TONY: Yes&#8230;</li>
<li>KING: Or make the Queen of Winter’s contract with your friend null and void.</li>
<li>TONY: But how&#8230;</li>
<li>FRED: Careful, boss. I’m starting to get a real bad feeling about this.</li>
<li>KING: (TO HIMSELF) She’s actually done it. After all these centuries upon centuries, she’s actually figured out a way to do it. No matter the outcome.</li>
<li>TONY: You need to start making sense sometime soon or this is going to get ugly.</li>
<li>KING: Hmmm? Ah, yes. She has attempted to usurp my power, mortal. This affront to my dignity cannot go unremarked. Unfortunately, I am unable to raise my hand directly against her.</li>
<li>FRED: Here it comes&#8230;</li>
<li>KING: But you, mortal. You can do what I cannot.</li>
<li>TONY: And that is&#8230;</li>
<li>KING: You can kill her! Nothing else will do.</li>
<li>TONY: And how am I supposed to achieve that? Aren’t you people supposed to be nigh immortal?</li>
<li>KING: Nigh immortal implies a little bit not. If she were to die, then your friend would be freed of my sister’s obligation and debt, as would you. I am already in your debt so any aid I give you would simply balance the scales&#8230; and you will most certainly need my aid.</li>
<li>TONY: I am having a really bad day! (BEAT) Alright, alright! Tell me what I have to do.</li>
<li>KING: Simple, I will return your amulet and give you the Scepter of Power.</li>
<li>TONY: And what, pray tell, is the Scepter of Power when it’s at home in its bed.</li>
<li>KING: I’m sorry, what did you..?</li>
<li>TONY: It’s a little expression I picked up from a friend of mine. What does the scepter do?</li>
<li>KING: It can kill us, well more specifically, my sister and me.</li>
<li>FRED: Melt me down and turn me into a salad fork!</li>
<li>TONY: What’s that?</li>
<li>FRED: He’s just identified his bane to you.</li>
<li>TONY: His what now?</li>
<li>FRED: His bane! Every creature in the faery realm has a bane. Cold Iron acts as a slow poison, for example. But as well as that more general bane there is a unique bane, keyed to the life force of each individual fairy. The fae protect the knowledge of their specific weaknesses — the objects and substances which can harm them — from everyone at all costs. Even from each other.</li>
<li>KING: Especially from each other!</li>
<li>FRED: Just so. If this “Scepter of Power” is the Winter Queen’s bane, you’re being offered a weapon that could literally unmake her.</li>
<li>TONY: I see. But couldn’t I use this knowledge against you as well, Your Majesty?</li>
<li>KING: You could. But it seems only fair compensation for what occurred earlier. If I had killed you, and I am afraid that was very definitely what I had in mind, I would have broken the covenant. My life would have been forfeit and a war between the realms would have followed. In payment of this debt, I entrust you with the secret of my own undoing.</li>
<li>TONY: I see. Then you’d best tell me how it works.</li>
<li>KING: We keep it in a lead box in the deepest vault of this, my castle. One touch is lethal to us. Take it, and never enter this realm again.</li>
<li>TONY: As for the first, no problem. But the second, despite my having seen enough of your domain to last me a lifetime, that may be beyond my power to grant. I remain a Protector of the Covenant after all.</li>
<li>KING: (LAUGHS) Hmpf. For as long as the covenant remains I guess that is true. But something tells me, things may change sooner than you think.</li>
<li>TONY: Ahuh? Come on, Fred, let’s get this lead box and get out of here.</li>
<li><u>MUSIC: [6] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 13: INT. — THE PALACE OF THE WINTER QUEEN (FRED, TONY, QUEEN, CLAIRE, KING, EBERON, FINBARRA, MOON KING)</h3>
<ol start="516">
<li><u>SOUND: [12] (WALLA) ICY WIND BLOWING — ESTABLISH AND UNDER.</u></li>
<li><u>SOUND: [21] RINGING CHIME — LET IT FINISH.</u></li>
<li>TONY: Ugh! I’m learning to really hate magical transportation.</li>
<li>FRED: (MOCKING) Aw, is it giving you a rumbly tummy?</li>
<li>TONY: How smart will you feel if I vomit on you?</li>
<li>FRED: Message received.</li>
<li>QUEEN: Ah, you’re back. I take it you have succeeded in your mission.</li>
<li>FRED: There’s no need to play games, Your Majesty. You are well aware we did not.</li>
<li>QUEEN: (MOCKING) Spoiling my fun? Ah well, I may not get the orb, but you will make a nice addition to my collection in payment for this failure.</li>
<li>TONY: You know, there are always games within games with you people. You want me to believe that your aim was to place another trophy beside Claire on your mantel — if the orb couldn’t be recovered — and I’m sure you’d be willing to settle for that as a consolation prize. But you weren’t really after the orb at all. You knew I had very little chance of recovering it. Your intention was that I should be captured and killed by your brother, or failing that, your attempt on the orb should be revealed, and that the King of Summer respond with an attempt on your own life.</li>
<li>QUEEN: Don’t be absurd. Why would I wish such a thing?</li>
<li>TONY: You said it yourself, Your Majesty. “Eternity is tedious.” These diversions you create for yourself are all so pitifully fleeting. You want an end to it. Or failing that, a diversion on a scale sufficient to reinvigorate you. That’s what this is about, isn’t it?</li>
<li>QUEEN: Very clever. But have you really figured it out?</li>
<li>TONY: I think so. The attempt on the orb has forced your brother to respond with an assassination attempt. I saw the light go on for him when he figured out what you were up to. The two of you are joined in some way. You can’t raise a hand against each other directly but you can use a cat’s paw for your dirty work. You’ve discussed this before. The interminable unending boredom of your existence and the impossibility of finding a way out. Your brother sent me here with a weapon to kill you.</li>
<li>QUEEN: I see. And do you think you will succeed?</li>
<li>TONY: I think I won’t have to. (BEAT) If I try, the attempt will violate the covenant and spark a war that will last for at least a thousand years, perhaps even forever, providing endless diversion for the eternally bored. You won’t let me succeed in killing you with the prospect of a major war ahead, any more than you ever really intended that I should obtain the orb.<br />
But I am not a murderer or an assassin. If you really want to put an end to your existence, as I believe you do, then I don’t need to kill you.</li>
<li>QUEEN: No?</li>
<li>TONY: No! I only need open this box&#8230;</li>
<li><u>SOUND: [48] CREAK OF THE LEAD BOX OPENING — UNDER.</u></li>
<li>TONY: &#8230;and place it within your reach, like this.</li>
<li>QUEEN: (GASPS IN AWE) Oh.</li>
<li>TONY: Tell me I’m wrong. Tell me I haven’t done as you wished. Tell me that this service isn’t sufficient payment for the life of my friend, Claire. The scepter was in your brother’s care because he lacked the courage to use it. Now it sits before you.</li>
<li>QUEEN: Very good, human. I had hoped you were as foolhardy and stupid as your reputation allowed, but clearly, there is more to you than meets the eye. As it is you have played me to a draw — something which has not happened in a host of centuries. This may not have been my first choice for an outcome, but it is nonetheless a welcome one.</li>
<li>TONY: Then free Claire.</li>
<li>QUEEN: Alright. So be it.</li>
<li><u>SOUND: [21, 24] MAGICAL CHIME. SOUNDS LIKE THE CRACKING OF ICE FALLING AWAY — LET IT FINISH.</u></li>
<li>CLAIRE: (GASPING) Tony, you did it! I can feel the enchantment falling away. I’m free.</li>
<li>TONY: Not quite. There are still some loose ends to tie up, aren’t there, Your Majesty? (TO THE QUEEN) I suggest you summon your brother for a visit while I call the other Covenant Protectors to act as witnesses. Fred?</li>
<li>FRED: I’m already on it.</li>
<li><u>SOUND: [21 x 3] MAGICAL CHIME FOLLOWED BY TWO MAGICAL CHIMES — LET IT FINISH.</u></li>
<li>TONY: (NARRATING) Suddenly the throne room held three new figures: Eberon, Prince of Faery and son of Oberon the King of the realm of light; Finbarra, likewise a Prince of Faery and son of Finyarra the King of the realm of darkness; and, standing beside his sister, the Summer King.</li>
<li>EBERON: I take it you have a good reason for interrupting two Princes of Faery and summoning them here, mortal?</li>
<li>FINBARRA: Yes, I grow tired of being at your beck and call.</li>
<li>TONY: My apologies. You are here as witnesses to the passing of the King of Summer and the Queen of Winter — and to ensure that no one uses the events of this day as an excuse for war.</li>
<li>QUEEN: You impress me more and more, human. I am almost sorry that our acquaintance has necessarily been so brief.</li>
<li>KING: So you worked it out? How did you know that my sister’s death would result in my passing as well?</li>
<li>TONY: It seemed logical. You share everything including susceptibility to the scepter.</li>
<li>KING: Well, sister? Do you have the courage necessary?</li>
<li>QUEEN: I believe so. Are you content, dear brother?</li>
<li>KING: I am.</li>
<li>QUEEN: So be it!</li>
<li><u>SOUND: [49] CRACKLING OF ELECTRICITY — LET IT FINISH UNDER.</u></li>
<li>QUEEN AND KING: (DYING CRIES) Aaargh!</li>
<li>551. TONY: (NARRATING) It’s said that the fae always get the better of any deal they participate in. I guess it all depends on your perspective. The Queen of Winter got what she wanted. Claire was freed and there wasn’t going to be a war. For a little while, I thought I might have made it out of this mess slightly to the good. I should have known better.</li>
<li><u>SOUND: [21] CHIMES — LOTS AND LOTS OF CHIMES — LET THEM FINISH.</u></li>
<li>CLAIRE: (NARRATING) While the Queen whose debt had held me bound for almost all my living memory lay at our feet, the air began to shimmer around us and several dozen fae lords and ladies began arriving, popping into existence around us like so many ghosts.</li>
<li>TONY: Fred? What’s going on?</li>
<li>FRED: The fae are nigh immortal, Tony. You can’t just kill them.</li>
<li>TONY: I don’t understand. I thought nigh immortal meant a little bit not!</li>
<li>FRED: Yeah, that’s right&#8230; but only a little bit.</li>
<li>SOUND: [15] (WALLA) A HIGH MUSICAL CHANT BEGINS, RISING AND FALLING ROUND ABOUT — ESTABLISH AND UNDER.</li>
<li>TONY: Who are they? What are they doing?</li>
<li>FRED: They’re restoring the balance. The loss of the King of Summer and the Queen of Winter has the potential to throw out the balance of the world, both fae and mortal.</li>
<li>TONY: But&#8230;</li>
<li>FRED: Don’t panic, boss. That’s why these others are here. They are the kin and kith of the dead King and Queen. They have come to restore the balance.</li>
<li>MOON KING: The sword speaks true, mortal. I am Luna the Moon King, and I confirm its words. Our kin lie dead but they will not remain so.</li>
<li>CLAIRE: Tony, look!</li>
<li>TONY: (NARRATING) Two shapes began to form above the bodies, rising like steam and coalescing into the forms of a young man and woman, the same, but different to the pair who had died. As I watched, the bodies on the ground faded from view, leaving only the newcomers to mark their passing.</li>
<li><u>SOUND: [16] (WALLA) CHANTING ENDS.</u></li>
<li>MOON KING: Welcome, King of Summer, Queen of Winter. Your realms await you.</li>
<li>KING AND QUEEN: Thank you, my lord.</li>
<li>QUEEN: (BEAT) Don’t look so surprised, Tony Wells. The realms of the fae are far more complex than you suppose.</li>
<li>TONY: But you know who I am. You remember me. What was it all for?</li>
<li>QUEEN: Do not make the mistake of believing I am the same person as she who ruled the Winter before my coming. I have access to her memories, but I am another. I am here afresh and new. Unlike her, I have not been jaded by the passing of years. She is gone.</li>
<li>MOON KING: And she is mourned along with her brother. (TO TONY) Technically, we cannot hold you responsible for this loss, mortal. But do not believe we hold you innocent of her blood, and that of her brother’s, either. If by word or deed we are ever presented with a means of being revenged upon you for the grief of this day, be assured we will make use of it. You know we speak only the truth, mortal. Consider yourself warned.</li>
<li>TONY: (NARRATING) And with that, they were gone.</li>
<li>I took Claire back to the city. She was surprisingly quiet for someone who never seemed at a loss for words. I decided I wasn’t going to break the silence and devoted myself to the contemplation of how little twenty-five dollars a day (plus expenses) seemed to be in light of recent events.<br />
Fred, after giving me several cheerful warnings about watching my back in future, went quietly into the corner of my office. He says I’m beginning to show a knack for dealing with the fae. I think he was trying to be encouraging, but all I could think of was the other thing he said — that no one ever gets the better of the fae in a deal.</li>
<li><u>MUSIC: [2] CLOSING THEME AND CREDITS — LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I used to work as a detective in the City Police Department. Now I’m a private detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the <em>Star City Tribune</em>. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>QUEEN OF WINTER:</strong> I am hard, cruel, and beautiful. But, aside from the turning of the seasons, there is little that changes in my world. What I wouldn’t give for an end to the eternal cycles and repetitions. Or even a nice thousand years of war!</p>
<p>I have learned to entertain myself at the expense of those foolish inhabitants of the mortal realms…and the mortals interest me so. They can lie and they can be so unpredictable. Maybe there is an opportunity to be seized here as well.</p>
<p><strong>KING OF SUMMER:</strong> I am self-indulgent, decadent, corrupt even. What? I am fae. I cannot lie, even to myself. I live to indulge my senses and be entertained. My sister tells me I am wasting eternity. But what can I do? Should I rail against my lot as she does? No, I am a coward, true, but a comfortable coward and, while I am as sick of the monotony as she is, I would still rather dance, sing, and feast my way through the centuries.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice, and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>EBERON:</strong> I am Eberon, Protector of the Covenant, and son of Oberon, high king, and lord of all the light realms of the fae. Perhaps you have heard of me. Even in the mortal realm, my father’s name is still known — if only because of that English bard. My fate is bound to the protection of the covenant between the dark, light, and mortal realms. For thousands of years, the covenant has kept the animosity between our various peoples in check. A new and inexperienced mortal protector has now taken up the mantle as well. What this means for us all is hard to say.</p>
<p><strong>FINBARRA:</strong> I am Finbarra, Protector of the Covenant, and son of Finyarra, high king, and lord of all the dark realms of the fae. I care not whether you have heard of me any more than I care what a mortal’s opinion is on any matter at all. Like Eberon, my fate is bound to the protection of the covenant between the dark, light, and mortal realms. Unlike Eberon, I chafe under the restrictions that this places upon me. For thousands of years the covenant has kept the animosity between our various peoples in check, and now a new and inexperienced mortal protector has taken up the mantel. The moment is rife with opportunity but for now, I will wait and watch.</p>
<p><strong>THE MOON KING:</strong> I am Luna, clan chieftain to the Queen of Winter and the King of Summer. I am old, even as it is reckoned among the immortals. It is I who must maintain the balance… and it is I who must act to avenge my clan should anyone threaten it!</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h2>An Ephemeral Deal</h2>
<ul>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-1-coming-collect/">An Ephemeral Deal – Episode 1 – Coming to Collect</a></li>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-2-caught/">An Ephemeral Deal – Episode 2 – Caught in Between</a></li>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-3-playing-win-lose/">An Ephemeral Deal – Episode 3 – Playing to Win and Lose</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/ephemeral-deal-episode-3-playing-win-lose/">An Ephemeral Deal &#8211; Episode 3 &#8211; Playing to Win and Lose</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>An Ephemeral Deal &#8211; Episode 2 &#8211; Caught in Between</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 27 May 2016 23:54:25 +0000</pubDate>
				<category><![CDATA[An Ephemeral Deal]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Caught in Between&#8217;; episode 2 of An Ephemeral Deal. AN EPHEMERAL DEAL EPISODE #2 – CAUGHT IN BETWEEN by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ephemeral-deal-episode-2-caught/">An Ephemeral Deal &#8211; Episode 2 &#8211; Caught in Between</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Caught in Between&#8217;; episode 2 of An Ephemeral Deal.</p>
<p><figure id="attachment_2280" aria-describedby="caption-attachment-2280" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2280" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN003 - An Ephemeral Deal" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2280" class="wp-caption-text">Fantasy Noir &#8211; FN003 &#8211; An Ephemeral Deal</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>AN EPHEMERAL DEAL</h2>
<h3>EPISODE #2 – CAUGHT IN BETWEEN</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #3: An Ephemeral Deal</strong></h3>
<p>Things are slow at the office of Tony Wells, Private Eye, when crime reporter, Claire Templeton, turns up with a business proposition. Someone is trying to kidnap her and she needs Tony’s help and protection. When the kidnappers turn out to be Rock Golems in the employ of a faery queen, Tony finds himself once more plunged into the intrigues of the fae courts. When the squabbles of the faery realm escalate the fallout in the mortal realm can be dire and, with Claire’s life on the line, Tony must sort through all the double dealings and attempt a dangerous deal of his own. Can he succeed in saving Claire from this new immortal threat? Tune in to “An Ephemeral Deal” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>AN EPHEMERAL DEAL</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> Narrator</p>
<p><strong>TONY WELLS:</strong> Private Detective</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Writer</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>FAE THUG#1:</strong> A Rock Golem</p>
<p>&nbsp;</p>
<p><strong>QUEEN OF WINTER:</strong> Fairy Queen of Winter within the realm of light and twin sister to the King of Summer</p>
<p><strong>WEEPING CHILD:</strong> A Rock Golem in disguise</p>
<p><strong>KING OF SUMMER:</strong> Fairy King of Summer within the realm of light and twin brother to the Queen of Winter.</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 6: INT. — A WAREHOUSE — EARLY EVENING (TONY, CLAIRE, FRED)</h3>
<ol start="204">
<li><u>MUSIC: [1] OPENING THEME &#8211; LET IT FINISH.</u></li>
<li>NARRATOR: Pursued by fae thugs intent on collecting a debt incurred in a bargain struck when Claire was just a child, our heroes head for a warehouse in the hope of protecting themselves with within the building&#8217;s sturdy iron construction.</li>
<li><u>SOUND: [10] (WALLA) WIND AND CREAKING METAL.</u></li>
<li><u>SOUND: [32] CANS BEING DUMPED ON A TABLE — LET IT FINISH.</u></li>
<li>TONY: Well, that’s the last of the canned goods. I’ll lock us in and we’ll be good to go.</li>
<li>CLAIRE: (DISTRACTED) Hmmm?</li>
<li>TONY: (FROM A DISTANCE) I said, I’ll just lock the door.</li>
<li><u>SOUND: [33] SCRAPE OF A RUSTY BOLT BEING THROWN — LET IT FINISH.</u></li>
<li>TONY: (APPROACHING) That takes care of that. It’s gonna be uncomfortable in here, but we’ll be okay I think, and reasonably warm as there are heating tunnels running under the building&#8230; and more importantly, the immortals can’t get in here.</li>
<li>CLAIRE: (SWOONING) Oh!</li>
<li><u>SOUND: [34] THUMP OF CLAIRE COLLAPSING TO THE GROUND — LET IT FINISH.</u></li>
<li>TONY: Claire! Are you alright? Claire?</li>
<li>CLAIRE: (WEAKLY) I-I feel so strange.</li>
<li>TONY: You’re burning up. Fred, what’s the matter with her?</li>
<li>FRED: It’s what I feared. She’s undergoing the change, boss.</li>
<li>TONY: What do you mean?</li>
<li>FRED: Well, she’s a changeling and right now she’s between two worlds. Her body’s beginning to adapt in preparation for becoming an immortal.</li>
<li>TONY: Sooo?</li>
<li>FRED: So, she’s developing an aversion to cold iron and we’ve brought her into a giant iron warehouse. It’s making her sick.</li>
<li>TONY: Oh, that’s just great! How bad is it going to get?</li>
<li>FRED: No idea. But it’ll definitely get worse before it gets better.</li>
<li>CLAIRE: (WEAKLY) I-I’ll be fine.</li>
<li>TONY: (IGNORING CLAIRE) Could it kill her?</li>
<li>FRED: Maybe. There’s a wooden table in the center of the room. Put Claire on it. That should at least break the contact she’s making with the iron floor.</li>
<li>TONY: Alright. (BEAT) (TO CLAIRE) I’m going to carry you. Get ready. (BEAT) Ugh.</li>
<li>CLAIRE: (WEAKLY) If you make any jokes about my weight right now, buster, you’re gonna regret it.</li>
<li>TONY: Well, at least you haven’t lost your ability to banter. (BEAT) Oh, and Claire?</li>
<li>CLAIRE: Yeah?</li>
<li>TONY: Are those bowling balls you’ve got in your purse or what?</li>
<li>CLAIRE: I hate you.</li>
<li><u>MUSIC: [5] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 7: INT. — WAREHOUSE — LATER (TONY, FRED, CLAIRE)</h3>
<ol start="235">
<li><u>SOUND: [10] (WALLA) IRON CREAKING IN WIND — ESTABLISH AND UNDER.</u></li>
<li>TONY: It’s really starting to blow out there. And Claire’s getting worse by the minute.</li>
<li>FRED: I’m not sure how long she can last in here.</li>
<li>TONY: Her teeth are chattering so hard it sounds like a dice game on a tin roof. (FRUSTRATED) How can she be shivering like this when her skin’s burning up?</li>
<li>FRED: It’s the poisonous effect of the iron. If we don’t find a way to counteract it, the effect will find its way into her bloodstream and then it’ll be all over.</li>
<li><u>SOUND: [21] MAGICAL RINGING CHIME — LET IT FINISH.</u></li>
<li>FAE THUG#1: (GRAVEL-LIKE RUMBLING) The sword speaks true, mortal. You will need to remove her from this place or she will die.</li>
<li>TONY: What the&#8230; I thought those things would be kept out by the iron?</li>
<li>FRED: Take it easy, boss. It’s a magical projection. The rock monster can’t get in here physically so he’s using magic to talk with us.</li>
<li>TONY: Right. I knew that.</li>
<li>FAE THUG#1: You have put up a good fight, mortal. If it weren’t for the change it might even have worked. But you must know you have lost. We have found you again. Bring the girl out to us. You have little time!</li>
<li><u>SOUND: [21] MAGICAL RINGING CHIME — LET IT FINISH.</u></li>
<li>TONY: Aaand he’s gone! (BEAT) Just like that! (BEAT) Damn it, I hate losing. There must be another way!</li>
<li>FRED: The fae can’t lie. If the creature says she is going to die if we don’t move her, then Claire is going to die.</li>
<li>TONY: Wait, what about the tunnels? We might be able to get away down there.</li>
<li>FRED: It’s a risk. Underground is a rock golem’s natural habitat. We’ll have to be in and out really fast if we stand any chance of keeping ahead of them.</li>
<li>TONY: Alright. There’s a hatch over here in the corner&#8230;</li>
<li><u>SOUND: [35] CREAK OF SQUEAKY METAL HATCHWAY BEING PRIED UP — LET IT FINISH.</u></li>
<li>TONY: &#8230; I’ll lower Claire down and we’ll see if we can’t get out of here in one piece.</li>
<li><u>MUSIC: [6] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 8: INT. — HEAT-EXCHANGE TUNNELS — A LITTLE LATER (CLAIRE, TONY, FRED, WEEPING CHILD)</h3>
<ol start="255">
<li><u>SOUND: [11] (WALLA) OCCASIONAL HISSES OF STEAM AND PIPE RUMBLES AND CREAKS — ESTABLISH AND UNDER.</u></li>
<li>CLAIRE: It’s okay, tough guy, I think I can stand on my own now. The weakness is starting to wear off.</li>
<li>TONY: Yeah? I can carry you a bit further if you need me to.</li>
<li>CLAIRE: Stop being so nice to me. It’s just too weird!</li>
<li>TONY: Uhuh? You’re definitely feeling better. (BEAT) We need to get back up to the surface&#8230; and fast!</li>
<li>CLAIRE: Don’t tell me you’re lost?</li>
<li>CHILD: (WHIMPERING — UNDER)</li>
<li>TONY: Of course I’m lost. You think I make a habit of wandering the heat-exchange tunnels under the city? I was hoping we’d come across a ladder back to the surface fairly quickly, that’s all.</li>
<li>CLAIRE: Great! I can barely see a thing.</li>
<li>TONY: Just keep holding on to my hand. I don’t want to lose you in this murk.</li>
<li>CHILD: (WHIMPERING — FADE UP)</li>
<li>CLAIRE: Wait, what’s that?</li>
<li>TONY: What’s what?</li>
<li>CLAIRE: It sounds like&#8230; someone crying.</li>
<li>TONY: Look, up ahead. I think there’s someone there.</li>
<li>CLAIRE: Yes, a kid; a little girl, I think.</li>
<li>CHILD: (SOBBING NEARBY) Mommy? Where’s my Mommy? I want to go home.</li>
<li>TONY: Hey, kid! Are you lost?</li>
<li>CHILD: (GASPS WITH FRIGHT) Who? Who are you?</li>
<li>TONY: It’s okay, kid. We aren’t going to hurt you.</li>
<li>FRED: Tony..?</li>
<li>TONY: We can help you get out of here.</li>
<li>FRED: Tony..?</li>
<li>TONY: Just give me your hand.</li>
<li>FRED: Tony, I don’t think you should&#8230;</li>
<li>FAE THUG#1: (GRAVELLY VOICE) Sure, mister, here!</li>
<li><u>SOUND: [21] MAGICAL RINGING CHIME — LET IT FINISH.</u></li>
<li><u>MUSIC: [7] (BRIDGE) TRAVELING BETWEEN REALMS SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 9: INT. — THE PALACE OF THE WINTER QUEEN — MOMENTS LATER (QUEEN, TONY, FRED)</h3>
<ol start="283">
<li><u>SOUND: [12] (WALLA) ICY WIND BLOWING — ESTABLISH AND UNDER.</u></li>
<li>WINTER QUEEN: Welcome, Covenant Protector. I grant you the protection of my court.</li>
<li>TONY: (IN AN UNDERTONE) What the&#8230; Where am I?</li>
<li>FRED: (STAGE WHISPER) Take it easy, boss. You’re in the ice castle of the Winter Queen; her throne room to be precise. Our host is one of the fae nobility. Whatever you do, don’t go insulting her after she’s extended her hospitality to you.</li>
<li>TONY: Why not?</li>
<li>FRED: (STAGE WHISPER) She’s got you snookered. She can’t hurt a duly appointed Protector of the Covenant, but as a guest in her house, if you insult her, she can have you skinned and boiled and fed to her animals.</li>
<li>TONY: Great! And what if she cheats?</li>
<li>FRED: She won’t cheat. But she may turn any minor slight into a major deal.</li>
<li>TONY: Good times. (BEAT) Where’s Claire?</li>
<li>QUEEN: (LOW AND PREDATORY) Do you not wish to make greeting, Sir Protector?</li>
<li>TONY: I apologize&#8230;</li>
<li>FRED: (STAGE WHISPER) Your Majesty.</li>
<li>TONY: &#8230;Your Majesty, but I am unfamiliar with the protocols of your court and I did not wish, through error, to cause offense.</li>
<li>FRED: (STAGE WHISPER) Ooh. Nice countermove. That should give your boorishness some wiggle room.</li>
<li>QUEEN: I see, Sir Protector, in that case, I forgive your silence. Please approach. I imagine you have some questions to ask?</li>
<li>TONY: Yes&#8230; Your Majesty&#8230; I do. What has happened to the woman who was with me — Claire?</li>
<li>QUEEN: Oh, you needn’t concern yourself with her. She is a changeling runaway and owes me payment on a deal she made as a child. It is a small disciplinary matter.</li>
<li>TONY: I see. (BEAT) I am sorry, Your Majesty, but I have sworn an oath to protect her from harm.</li>
<li>QUEEN: Oh dear. That does complicate things. (BEAT) Very well. You had best see her.</li>
<li><u>SOUND: [36] SOUND OF CHIMES AS QUEEN WAVES WAND — LET IT FINISH.</u></li>
<li>QUEEN: There you are.</li>
<li>TONY: (NARRATING) Claire suddenly appeared in the center of the icy throne room. Her hands and feet were frozen into stocks of ice and a thousand wicked-looking shards of ice had grown up around her, holding her in place by dint of their diamond-sharp points. She was immobilized to the point where the slightest turn of her head caused the spikes to tear at her skin releasing small rivulets of blood. (BEAT) I stared for a moment and then returned my attention to the “Queen.”</li>
<li>TONY: I take it that her attempt to avoid paying her debt has upset you?</li>
<li>QUEEN: As I said, a disciplinary matter. I cannot allow subjects in my realm to defy my will.</li>
<li>TONY: I see. And what payment do you require from Claire&#8230; aside from this&#8230; discipline?</li>
<li>QUEEN: I require her&#8230; um&#8230; mortality.</li>
<li>TONY: Her what now?</li>
<li>QUEEN: Her mortality, human. Her life. It will give me pleasure to take it from her. Eternity is tedious, human. I’ve no doubt that from your vantage point it looks enticing, but after a few centuries, one begins to suspect that there is nothing truly new under the sun. After a few more again, one becomes sure of it. What would we do without these little moments of diversion? You aren’t about to begrudge me my entertainments, are you?</li>
<li>TONY: I see&#8230; That places us in a rather awkward position, Your Majesty, since I am sworn — or at the very least, contracted — to protect her.</li>
<li>QUEEN: (COLDLY) I see! Perhaps, then, we can make a trade?</li>
<li>FRED: Be careful, boss. The fae like nothing more than to snare a human with a deal.</li>
<li>TONY: What do you have in mind?</li>
<li>QUEEN: Things are not as they ought to be in my realm.</li>
<li>TONY: Your realm? Are you queen of the entire realm of darkness, then?</li>
<li>QUEEN: Idiot! Though, I suppose I should be flattered. (BEAT) Firstly, I belong to the realm of light, not darkness. And secondly, I rule a sub-realm; the entire realm’s rule and my own fealty are owed to Titania and Oberon.</li>
<li>TONY: But I thought&#8230;</li>
<li>QUEEN: Do not display your ignorance further by completing that sentence. (BEAT) You consider me cruel, do you not? And so you associate me with the realm of darkness in your mind’s eye. But light can be cruel as well or have you never seen the devastation of a drought. Light and dark should never be too quickly equated with good and evil, gentleness and cruelty. To do so would be to make a serious mistake.</li>
<li>TONY: Then consider me appropriately chastened. (BEAT) What of this deal?</li>
<li>QUEEN: Alright. Something has been taken from me. Something of greater worth than the changeling — Claire, did you say her name was? If you obtain it for me, I will return her mortality to her.</li>
<li>TONY: Fred, is she on the level?</li>
<li>FRED: I keep telling you the fae can’t lie.</li>
<li>TONY: Yeah, and you also keep telling me they can’t be trusted.</li>
<li>FRED: Damn straight. The fae always gets the better of a deal.</li>
<li>TONY: Well, I don’t see how I have much of a choice. (TO THE QUEEN) What do I have to do?</li>
<li>QUEEN: (WITH CRUEL PLEASURE) Good! My twin brother, the King of Summer, has taken the Sylvan Orb. I wish it returned to me. I cannot raise my hand against him directly, but I can make use of a convenient cat’s paw.</li>
<li>TONY: Wonderful. And I take it this will require a little excursion into the heart of his realm?</li>
<li>QUEEN: Quite. But don’t be too alarmed. I can get you there quite easily and bring you back as well via the use of one of my amulets.</li>
<li>TONY: I’ve seen what happens to the people who receive one of your amulets.</li>
<li>QUEEN: Ah, but the orb is worth so much more. I am offering you a very good deal, mortal. The orb is worth five hundred amulets. By recovering it for me your friend’s life will be ransomed and payment made for the amulet, and you will still hold me in your debt.</li>
<li>TONY: And if I fail?</li>
<li>QUEEN: (GLEEFULL) Well, in that case, you would be in debt to me.</li>
<li>TONY: This just gets better and better.</li>
<li>QUEEN: Doesn’t it though? (BEAT) Are there any other questions you wish to ask before I send you on your way?</li>
<li>TONY: Yeah, what’s this dingus look like?</li>
<li>QUEEN: Oh, you can’t miss it. It’s a crystal sphere about a foot across. It is currently giving light to King Summer’s entire realm so you ought to be able to find it easily enough.</li>
<li>TONY: Fantastic. And the moment I remove it, the whole realm will know that it’s gone, right?</li>
<li>QUEEN: That’s right. But you need only squeeze this amulet and think of my throne room and you will be returned here instantaneously. How hard could it be?</li>
<li>TONY: If it’s such an easy job, why haven’t you done it yourself?</li>
<li>QUEEN: As I told you already, I am bound not to raise a hand against my brother.</li>
<li>TONY: But he has taken the orb from you?</li>
<li>QUEEN: (DEAD-PAN APOLOGETIC &#8211; AS IF THIS EXPLAINS EVERYTHING) It is only by a moment or two&#8230; but he is the youngest.</li>
<li>TONY: I see. Is there anything else I should know? (BEAT) No. Alright, let me get underway.</li>
<li>QUEEN: Very well.</li>
<li><u>SOUND: [21] MAGICAL CHIME — LET IT FINISH.</u></li>
<li><u>MUSIC: [6] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 10: INT. — THE CELLARS OF THE KING OF SUMMER — IMMEDIATELY FOLLOWING (FRED, TONY, KING)</h3>
<ol start="348">
<li><u>SOUND: [13] (WALLA) OCCASIONAL DRIPS, ECHOING — UNDER.</u></li>
<li>FRED: (GRUMPY) I thought she said this was the realm of light.</li>
<li>TONY: Yeah, me too. I can’t see my hands in front of my face. Hang on a second. I’ll try to edge towards a wall.</li>
<li><u>SOUND: [37] SPLASH OF TONY BLUNDERING INTO A SHALLOW POOL — LET IT FINISH.</u></li>
<li>TONY: Damn it! I’m up to my knees in&#8230; well let’s just hope it’s only cold water.</li>
<li>FRED: Just don’t drop me. The last thing I need is to catch a case of rust, you know?</li>
<li>TONY: (IGNORING FRED) It feels like there’s a wall here. I’m going to follow it.</li>
<li>SOUND: [38] SLOSHING ALONG FOLLOWING THE WALL — UNDER</li>
<li>TONY: Yeah, here’s a corner&#8230;</li>
<li><u>SOUND: [39] CLUNK, CLUNK OF TONY GETTING BACK ONTO DRY GROUND — LET IT FINISH.</u></li>
<li>TONY: And dry ground again. Great. I think we’re in a cellar.</li>
<li>FRED: What makes you say that?</li>
<li>TONY: These feel like barrels.</li>
<li><u>SOUND: [40] HOLLOW KNOCK, KNOCK ON WOODEN BARRELS — LET IT FINISH.</u></li>
<li>FRED: Hang on, I’ll throw some light on things.</li>
<li><u>SOUND: [50] LOW SWELLING HUM — LET IT FINISH.</u></li>
<li>TONY: You’re glowing!</li>
<li>FRED: Sure.</li>
<li>TONY: But I’ve been stumbling around in the dark. How come you didn’t tell me you could do that?</li>
<li>FRED: (WITH AFFRONTED DIGNITY) You never asked.</li>
<li>TONY: That’s just great! I should send you my dry-cleaning bill.</li>
<li>FRED: Maybe, I’d be more helpful — and less absent-minded — if I got taken out of the trunk more often.</li>
<li>TONY: (WARNING) Fred, I’m gonna&#8230;</li>
<li>FRED: (QUICKLY CHANGING THE SUBJECT) I think there’s a way out over there.</li>
<li>TONY: (RESIGNED) Could you be a bit more specific? You can’t point, remember?</li>
<li>FRED: To your left. About thirty yards. I think it’s the beginning of a stairway.</li>
<li>TONY: Alright, let’s go. But don’t think we’ve exhausted the topic of my wet clothes. I’ll be coming back to that.</li>
<li>FRED: (RESIGNED) Yes, boss.</li>
<li><u>MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 11: INT — THE UPPER REGIONS OF THE SUMMER KING’S CASTLE — MOMENTS LATER (TONY, FRED, KING)</h3>
<ol start="377">
<li><u>SOUND: [14] (WALLA) DISTANT SOUNDS OF MERRIMENT — FADE IN, ESTABLISH, AND UNDER.</u></li>
<li>TONY: Do you hear that? It sounds like someone is throwing a party.</li>
<li>FRED: That could work in our favor. If the fae are all feasting we may be able to approach the orb relatively unseen.</li>
<li>TONY: I guess we’ll still have to contend with guards of some sort?</li>
<li>FRED: Not necessarily. This is the heart of the fae realm of summer — within the realm of light. If there is anywhere that these creatures feel safe, it’s here. (BEAT) Just don’t hold your breath.</li>
<li>TONY: Ahuh. (BEAT) Anyway, after all those stairs we took from the basement it looks like we’ll be climbing another set up that tall tower. That seems to be where the light is coming from.</li>
<li>FRED: And it also seems a lot closer to the sound of the party.</li>
<li>TONY: I’m glad you’re here, Fred. I was beginning to wonder who I’d rely on upon without you to point out the silver lining all the time.</li>
<li>FRED: (OBLIVIOUS TO THE SARCASM) Thanks, boss.</li>
<li>TONY: (RESIGNED) Oh, come on!<br />
(NARRATING) We ran out from the dubious safety of the cellar stairwell, Fred slung across my back and crossed a brightly lit courtyard to the bottom of the tower. Somewhere beyond it, the sound of the feast was alarmingly loud. With heart hammering, I began the long arduous climb to the top.</li>
<li><u>SOUND: [50] (WALLA) A LOW HUM — FADE IN, ESTABLISH AND UNDER.</u></li>
<li>TONY: (PUFFING AS HE CLIMBS) Can you hear that? Is that the orb?</li>
<li>FRED: The orb gives off a huge amount of energy. The hum is just a warning.</li>
<li>TONY: Warning? Warning against what?</li>
<li>FRED: Too much exposure. An energy source like that gives off massive amounts of ambient energy. Anyone who enters unprepared is likely to feel some seriously harmful side-effects and (BEAT) oh!</li>
<li>TONY: (OUTRAGED) Oh? Oh? Is there anything else I should know before I walk blindly into certain doom?</li>
<li>FRED: Uh, no. No, I think that pretty much covers it.</li>
<li>TONY: Great! So how do I protect myself against the energy when we get to the top.</li>
<li>FRED: Beats me. Maybe we should look for a way to turn it off.</li>
<li>TONY: Good suggestion. And how do you suppose we do that? No, wait, don’t answer. You have absolutely&#8230;</li>
<li>FRED: No idea? Right!</li>
<li>TONY: You know, I think the Queen of Winter is actually counting on us to fail.</li>
<li>FRED: And people say you ain’t much of a detective.</li>
<li><u>SOUND: [41] TRAMPING FEET — UNDER.</u></li>
<li>FRED: (STAGE WHISPER) Uh oh! Whatever you do don’t tell them who you are or why you’re here. I’m going to dummy up.</li>
<li>KING OF SUMMER: (APPROACHING) Halt, human, you appear to be lost. Perhaps my guards and I may be of some assistance?</li>
<li><u>SOUND: [42] SOUNDS OF MANY SWORDS BEING DRAWN — LET IT FINISH.</u></li>
<li>TONY: Oh hell!</li>
<li>KING: (LANGUOROUSLY) Yes, I rather suspect it does feel a bit that way. (BEAT) Now before I have my, frankly rather eager, guards run you through with their swords, would you mind telling me why you are here and what this has to do with my sister?</li>
<li>TONY: Actually, do you mind if I don’t? Only I rather suspect that telling you is going to see me dead very quickly, and whetting your curiosity may give me a bit more time.</li>
<li>KING: (LAUGHING) Ha! What fun! (BEAT AND TO HIS GUARDS) I do believe I rather like this one. (TO TONY) You are so very mortal. Only a mortal would be this foolhardy.</li>
<li>TONY: (NARRATING) I reached for the amulet around my neck and started talking fast&#8230; (TO THE KING) I’m not afraid of you, Your Majesty. I can leave here at any point that I like and if I do, you’ll be no closer to the answers you are looking for.</li>
<li><u>SOUND: [43] WHOOSH OF A STRONG WIND AS AMULET FLIES TO THE HAND OF THE KING — LET IT FINISH.</u></li>
<li>KING: Really? With this I suppose. One of my sister’s trinkets? She didn’t tell you that they fly straight to my hand on my command, did she? The fact is, there is nothing of hers that I do not share dominion over. Such is the nature of our kinship.</li>
<li>TONY: Oh hell!</li>
<li>KING: Precisely. (BEAT) You will answer me, mortal. Now? Later? It matters little to me. But you are going to tell me why you are trespassing in my domain. It will simply be much easier on you if you tell me now!</li>
<li>TONY: Go to hell.</li>
<li>KING: My, but you do enjoy using that word. Guards, take him to the dungeon&#8230; and ensure the fires are hot. Oh, don’t worry, I’ll be joining you shortly.</li>
<li><u>MUSIC: [6] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</u></li>
<li><u>MUSIC: [2] CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I used to work as a detective in the City Police Department. Now I’m a private detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the <em>Star City Tribune</em>. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>QUEEN OF WINTER:</strong> I am hard, cruel, and beautiful. But, aside from the turning of the seasons, there is little that changes in my world. What I wouldn’t give for an end to the eternal cycles and repetitions. Or even a nice thousand years of war!</p>
<p>I have learned to entertain myself at the expense of those foolish inhabitants of the mortal realms…and the mortals interest me so. They can lie and they can be so unpredictable. Maybe there is an opportunity to be seized here as well.</p>
<p><strong>KING OF SUMMER:</strong> I am self-indulgent, decadent, corrupt even. What? I am fae. I cannot lie, even to myself. I live to indulge my senses and be entertained. My sister tells me I am wasting eternity. But what can I do? Should I rail against my lot as she does? No, I am a coward, true, but a comfortable coward and, while I am as sick of the monotony as she is, I would still rather dance, sing, and feast my way through the centuries.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice, and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>FAE THUG#1</strong>: I am a Rock Golem. For my queen, I do what I must, but disguising myself as a human? Ah, well. I will feel compensated if I can grind one or more of these humans into powder.</p>
<p><strong>FAE THUG#2</strong>: I am a Rock Golem too. I think like rock. I feel like rock. And I am as patient as a rock.</p>
<p><strong>MRS TEMPLETON</strong>: What are you looking at? My husband left me with the brat. So what? He was always a weakling. You think I care what you think? I’ve got enough trouble with this ungrateful parasite hanging at my apron strings. The things I could’ve done with my life… and instead, I’m stuck here with her. You can just #!$$ off!</p>
<p><strong>YOUNG CLAIRE:</strong> I’m afraid all the time. I’m afraid of Momma. I’m afraid of the other kids. I’m afraid of the dark. I wish everyone would just leave me alone. Sometimes I dream that Momma isn’t my real Momma. That somewhere out there is a real family that I belong to who will one day come and find me. Am I wicked for having those dreams?</p>
<p>WEEPING CHILD: I&#8217;m a small child, afraid and lost in the dark, and unable to do anything but cry.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h2>An Ephemeral Deal</h2>
<ul>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-1-coming-collect/">An Ephemeral Deal – Episode 1 – Coming to Collect</a></li>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-2-caught/">An Ephemeral Deal – Episode 2 – Caught in Between</a></li>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-3-playing-win-lose/">An Ephemeral Deal – Episode 3 – Playing to Win and Lose</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/ephemeral-deal-episode-2-caught/">An Ephemeral Deal &#8211; Episode 2 &#8211; Caught in Between</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>An Ephemeral Deal &#8211; Episode 1 &#8211; Coming to Collect</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 21 May 2016 00:51:34 +0000</pubDate>
				<category><![CDATA[An Ephemeral Deal]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Coming to Collect&#8217;; episode 1 of An Ephemeral Deal. AN EPHEMERAL DEAL EPISODE #1 – COMING TO COLLECT by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ephemeral-deal-episode-1-coming-collect/">An Ephemeral Deal &#8211; Episode 1 &#8211; Coming to Collect</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Coming to Collect&#8217;; episode 1 of An Ephemeral Deal.</p>
<p><figure id="attachment_2280" aria-describedby="caption-attachment-2280" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2280" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN003 - An Ephemeral Deal" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/05/007FN3Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2280" class="wp-caption-text">Fantasy Noir &#8211; FN003 &#8211; An Ephemeral Deal</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>AN EPHEMERAL DEAL</h2>
<h3>EPISODE #1 – COMING TO COLLECT</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
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<h3><strong>Serial #3: An Ephemeral Deal</strong></h3>
<p>Things are slow at the office of Tony Wells, Private Eye, when crime reporter, Claire Templeton, turns up with a business proposition. Someone is trying to kidnap her and she needs Tony’s help and protection. When the kidnappers turn out to be Rock Golems in the employ of a faery queen, Tony finds himself once more plunged into the intrigues of the fae courts. When the squabbles of the faery realm escalate the fallout in the mortal realm can be dire and, with Claire’s life on the line, Tony must sort through all the double dealings and attempt a dangerous deal of his own. Can he succeed in saving Claire from this new immortal threat? Tune in to “An Ephemeral Deal” and listen as the mystery unfolds.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>AN EPHEMERAL DEAL</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Private Detective</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Writer</p>
<p><strong>FRED:</strong> The Magical Sword</p>
<p><strong>FAE THUG#1:</strong> A Rock Golem</p>
<p><strong>FAE THUG#2:</strong> A Rock Golem</p>
<p><strong>MRS TEMPLETON:</strong> Mother of Claire</p>
<p><strong>YOUNG CLAIRE:</strong> Claire as a young girl (11 years)</p>
<p><strong>QUEEN OF WINTER:</strong> Fairy Queen of Winter within the realm of light and twin sister to the King of Summer</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 1</h2>
<h3>SCENE 1: INT. — OFFICE OF TONY WELLS, PRIVATE EYE — MIDDAY (TONY, CLAIRE)</h3>
<ol>
<li><u>MUSIC: [1] OPENING THEME — LET IT FINISH.</u></li>
<li>TONY WELLS: (NARRATING) Another lunchtime and business was really slow at the official headquarters of Tony Wells P.I. Actually, business was at a standstill. I’ve seen statues with better form.<br />
The movies would have you believe that the life of a P.I. is all glamorous dames and dodging bullets. Frankly, the reality involves large amounts of time spent staring at your own name viewed backward through the frosted glass of your office door and, when working, snooping around bedroom windows.<br />
But, as bad as things tend to get, they can always get worse.</li>
<li><u>SOUND: DOOR OPENS IN A RUSH — LET IT FINISH.</u></li>
<li>CLAIRE TEMPLETON: Heya, flatfoot. Miss me?</li>
<li>TONY: (DRYLY) With every bullet so far&#8230; and I’m a shamus now, remember, not a flat foot, or did you mistake these palatial surrounds for my old digs at police headquarters.</li>
<li>CLAIRE: Well, clearly you got out on the wrong side of the universe this morning. What’s up?</li>
<li>TONY: This is my usual cheery disposition, Claire, or hadn’t you noticed?</li>
<li>CLAIRE: Well, I’d hoped a paying customer might bring out something a little better than your usual Neanderthal grunts.</li>
<li>TONY: I save that for the suckers who can afford my twenty-five dollars a day plus expenses.</li>
<li>CLAIRE: Well, sign me up, kid. I’m here to give you a paying gig.</li>
<li>TONY: What?</li>
<li>CLAIRE: (NARRATING) There aren’t many things in this world that can catch Detective Tony Wells P.I. (formerly of Star City Police Department) by surprise but, judging by the not-so-bright expression currently creasing his beefy brows, I’d have to say this was one of them.</li>
<li>(TO TONY) Yeah, that’s right. Claire Templeton, ace reporter, wants to hire you. There just aren’t many people I can think of who could help me out of this jam&#8230; or even understand it.</li>
<li>TONY: Assuming this is on the level — and I won’t be convinced it isn’t some kind of joke until I’ve got your signature on a contract and a three-day retainer&#8230;</li>
<li>CLAIRE: Three days!</li>
<li>TONY: &#8230; not until I have a three-day retainer — standard up-front payment with the difference refunded if the work is finished sooner than the three days — sitting in my expense account.</li>
<li>CLAIRE: You mean that four-legged china monstrosity you keep on the shelf behind you.</li>
<li>TONY: The one with the curly tail, yes!</li>
<li>CLAIRE: Ahuh. Well, I’ll say it again, Wells. Sign me up. I’ve got a job for you.</li>
<li>TONY: Then you’d better sit down.<br />
(NARRATING) It wasn’t like Claire to play the damsel in distress. In fact, having seen her in action, I was beginning to worry what could be so bad she would be wanting my help. I gave her a careful once-over. The leggy blonde looked no less calm and collected than usual, but still&#8230;</li>
<li>CLAIRE: Are you gonna quit leering at me and start listening, bub?</li>
<li>TONY: What? Yeah, sorry.</li>
<li>CLAIRE: Where’s the sword?</li>
<li>TONY: What?</li>
<li>CLAIRE: C’mon shamus, keep up. You aren’t gonna inspire confidence if you can’t follow along.</li>
<li>TONY: Cute. Alright, since you seem determined to travel the distance between point A and point B by the longest available route, I’ll humor you: the sword is in the cupboard&#8230; at home.</li>
<li>CLAIRE: At home!!? What on earth is it doing there?</li>
<li>TONY: The Lindy-hop for all I know. (BEAT) What? You don’t think a honking great sword sitting in the corner of the room is likely to disconcert my potential clients?</li>
<li>CLAIRE: No, I don’t. It’s the only magic sword in this city and the darned thing is invisible to everyone except those who were present when it was found.</li>
<li>TONY: Okay, so it disconcerts me. The damn thing can talk after all. And it’s got a smart mouth and an attitude&#8230; especially lately.</li>
<li>CLAIRE: I told you that you shouldn’t have named it Fred.</li>
<li>TONY: We were going to die and there wasn’t much time. Fred was the first name that came into my head.</li>
<li>CLAIRE: Well, I’d be giving you a bit of attitude too if my cousins had names like “Sabriel the Soul Reaver,” and “Lightbringer the Sword of Runes,” and you went and called me “Fred.”</li>
<li><u>SOUND: [17]FEMALE FOOTSTEPS CROSSING TO THE DOOR AND OPENING IT — LET IT FINISH.</u></li>
<li>CLAIRE: Alright, tough guy, time to go.</li>
<li>TONY: Wait a minute, what?</li>
<li>CLAIRE: Keep up. I need protection from these kidnappers and for that, I want your sword.</li>
<li>TONY: Kidnappers? (BEAT) (FRUSTRATED) Claire, up until now our relationship, though hardly cordial, has always made a certain amount of sense. If you don’t start filling in the blanks here I’m gonna call you a doctor.</li>
<li>CLAIRE: Alright. It’s simple. A bunch of goons has tried to nab me twice in the last twenty-four hours and I’m hiring you to protect me for the next forty-eight. As such I want that sword in my corner, got it?</li>
<li>TONY: Well, it’s certainly nice to know you want me for my skills and expertise. But putting that aside, why haven’t you gone to the police?</li>
<li>CLAIRE: I made a bad deal with some even badder guys and they’re coming to collect.</li>
<li>TONY: C’mon, Claire, you know better than to mess with the leg-breakers. The best advice I can give you is to pay up.</li>
<li>CLAIRE: I can’t pay, Tony. I just have to get through the next forty-eight hours and&#8230;</li>
<li>TONY: Forty-eight hours? What happens in forty-eight hours? Just what kind of trouble are you in, Claire?</li>
<li>CLAIRE: Please, Tony, let’s just get the sword, okay? I’ll tell you all about it once we’re a bit safer.</li>
<li>TONY: Alright, but you better tell me all of it, and soon! I’ll grab my coat!</li>
<li><u>MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 2: EXT. — TONY’S APARTMENT BUILDING — LATER (TONY, CLAIRE, FAE THUG#1, FAE THUG#2)</h3>
<ol start="48">
<li><u>SOUND: [8] (WALLA) STREET SOUNDS, TRAFFIC, ETC. — ESTABLISH AND UNDER.</u></li>
<li><u>SOUND: [18] FEET (MALE AND FEMALE) WALKING TOGETHER AND COMING TO A STOP — LET IT FINISH.</u></li>
<li>TONY: Well, we’re here. I hesitate to invite you up but I’m not sure it’s terribly safe for you out here.</li>
<li>CLAIRE: I’m willing to take it on trust that you’re basically a gentleman&#8230; at least for today.</li>
<li><u>SOUND: [19] GALLOPING HORSES’ HOOVES — FADE IN AND CONTINUE UNDER UNTIL 56.</u></li>
<li>CLAIRE: Where’s the noise coming from? It sounds like horses’ hooves!</li>
<li>TONY: That car&#8230; the one that’s racing towards us. I think it’s coming from that.</li>
<li>CLAIRE: That’s not a car. It’s a carriage in disguise&#8230;</li>
<li>TONY: Some kind of spell — the edges look indistinct&#8230;</li>
<li><u>SOUND: [20] NEIGHING CLATTER AS THE HORSES’ HOOVES COME TO A HALT — LET IT FINISH.</u></li>
<li><u>SOUND: [21] RINGING MAGICAL CHIME — LET IT FINISH.</u></li>
<li>FAE THUG#1: Alright, youse guys. We wants the girl. Give her up and there’ll be no need for violence.</li>
<li>FAE THUG#2: Yeah, no need for violence.</li>
<li>TONY: Sheesh! Is that the best you can do? What are you under those glamors? Trolls? Goblins?</li>
<li>FAE THUG#2: We ain’t no trolls or such like&#8230; er, bub! We’re rough, tough, wise-talking, no-nonsense, gangster-types.</li>
<li>FAE THUG#1: Yeah, gangster-types. And we wants the girl.</li>
<li>TONY: (NARRATING) It took a moment for the weirdness to sink in. These guys weren’t real gangsters or my name’s not Tony Wells. Heckle and Jeckle were something else. They looked like street thugs in pin-striped suits but underneath I was willing to bet they were denizens of Faery. It was never less than amazing how these creatures, all but eternal in terms of lifespan, could watch humanity for millennia and still be essentially clueless about our ways. Fortunately, I knew how to deal with a minor incursion from their world — even without my magic sword — and I reached into my coat pocket.</li>
<li><u>SOUND: [22] NAILS — CLATTERING ON THE GROUND — LET IT FINISH.</u></li>
<li>FAE THUG#2: (SCREAMING IN FEAR) Nails! Cold Iron!</li>
<li><u>SOUND: [23, 19] HORSE NEIGHING IN PANIC THEN GALLOPING AWAY INTO THE DISTANCE — FADE OUT.</u></li>
<li>TONY: That’s right. Since I started running into you folks I always keep a bag of cold iron nails handy — and it looks like I managed to scare your ride away too.</li>
<li>FAE THUG#1: (WARILY) Who are you and what do you want, mortal?</li>
<li>TONY: Just think of the iron as my way of getting your undivided attention. I’m the mortal protector of the Covenant and this woman is under my protection. As such, I suggest you follow the weird horse-car-thing’s example and get lost.</li>
<li><u>SOUND: [24] CRACKING AND GRINDING NOISES — UNDER FOR A SECOND OR TWO.</u></li>
<li>TONY: (NARRATING) Before our eyes, the human facade gave way and a pair of large creatures made entirely from stone and rock emerged.</li>
<li>FAE THUG#1: (WITH A DEEP GRAVELLY VOICE) A protector of the Covenant? Hmmm! (TO CLAIRE) You have done well so far, changeling daughter, and you have chosen a powerful ally. Very well! We’ll leave you be&#8230; for now. But we’ll be back, and next time we’ll not be so courteous&#8230; nor so direct.</li>
<li><u>SOUND: [21 x 2] RINGING CHIME FOLLOWED BY A SECOND RINGING CHIME.</u></li>
<li>CLAIRE: (RELIEVED) Thank goodness! They’re gone.</li>
<li>TONY: I think you’ve got some explaining to do. Come inside.</li>
<li><u>MUSIC: [3] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 3: INT. — TONY’S APARTMENT — MOMENTS LATER (TONY, CLAIRE, FRED)</h3>
<ol start="78">
<li><u>SOUND: [25] DOOR OPENS, FEET ENTER, THEN DOOR CLOSES — LET IT FINISH.</u></li>
<li>TONY: Well, this is it. Don’t look too closely in the corners&#8230; the roaches are rather shy.</li>
<li>CLAIRE: What a charming little place. Did they forget to put up the condemned notice?</li>
<li>TONY: Oh, ha, ha! Business hasn’t been that good since I switched to P.I. work. I’ve had to move to smaller digs.</li>
<li>CLAIRE: Yeah? Well, I’ve been in shoe boxes with more floor space than this.</li>
<li>TONY: Do I come to your place and comment?</li>
<li>CLAIRE: My apartment complex wouldn’t let you past the door.</li>
<li>TONY: Ahuh. Just a moment while I find the sword.</li>
<li><u>SOUND: [26] SHUFFLING AND BANGING AS TONY SORTS THROUGH STUFF — LET IT FINISH.</u></li>
<li>CLAIRE: I thought you could do that “call it by name and it comes” thing.</li>
<li>TONY: Yeah, it doesn’t like it.</li>
<li>CLAIRE: What, the sword doesn’t like it?</li>
<li>TONY: Yeah, it’s still cheesed with me for calling it “Fred.”</li>
<li>CLAIRE: You’re kidding. I was only joking when I said that stuff about its name before.</li>
<li>TONY: &#8230;That, and I’ve been keeping it locked in a trunk most of the time.</li>
<li><u>SOUND: [26] MORE SHUFFLING AND BANGING — LET IT FINISH.</u></li>
<li>TONY: Ah, here we go!</li>
<li>FRED: So, something must be up for you to come crawling back for your old pal Fred.</li>
<li>TONY: I could put you back in the bottom of that trunk if you want?</li>
<li>FRED: Underneath those socks of yours? No way. What’s the job?</li>
<li>CLAIRE: Protecting me.</li>
<li>FRED: Oh, hey, toots, I didn’t see you there, on account of being smothered in one o’ the great detective’s sweaters.</li>
<li>TONY: Alright, that’ll do. (TO CLAIRE) It’s time you did some of that explaining we talked about, Claire.</li>
<li>CLAIRE: Well, it’s like I said, I’m being hunted by kidnappers and need protection for the next forty-eight hours.</li>
<li>TONY: Ahuh. Except you forgot to mention that the kidnappers who are chasing you just happen to be from the immortal realms of Faery.</li>
<li>FRED: Whoah. So they’ve finally come for you, have they, kid?</li>
<li>TONY: What? You know about this?</li>
<li>FRED: I’ve had my suspicions. (TO CLAIRE) You’d better fill him in on the whole thing, kid. He’s gonna need to know it all if he’s gonna be any use to you.</li>
<li>CLAIRE: (SIGHS) Alright. It was years ago, when I was still a girl&#8230;</li>
<li><u>MUSIC: [4] (BRIDGE) DREAMY FLASHBACK MUSIC — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 4: INT. — THE KITCHEN OF THE TEMPLETON FAMILY HOME — DAY (YOUNG CLAIRE, MRS TEMPLETON, ICE QUEEN)</h3>
<ol start="108">
<li><u>SOUND: [9] (WALLA) POT BUBBLING. SOUNDS OF CHOPPING, ETC. — ESTABLISH AND FADE UNDER.</u></li>
<li>YOUNG CLAIRE: (ENTERING AND TEARFUL) Mama! Mama! The Cameron boys took our grocery money!</li>
<li>MRS TEMPLETON: (SNARLING) They what! You let those little punks take that money.</li>
<li><u>SOUND: [27] SMACK OF CLAIRE BEING STRUCK ACROSS THE FACE — LET IT FINISH.</u></li>
<li>YOUNG CLAIRE: (CHILD’S CRY OF PAIN AND FEAR)</li>
<li>MRS TEMPLETON: That money was to last us a week. What did you do? Did you provoke ’em? Huh? Did you?</li>
<li>YOUNG CLAIRE: No, Mama! No! They were waiting for me. They know I always do our shopping on a Wednesday.</li>
<li><u>SOUND: [27 x 2] TWO SHARP SMACKS IN SUCCESSION — LET IT FINISH.</u></li>
<li>MRS TEMPLETON: Don’t you talk back to me, you little monster. I knew I shouldn’t have left it to you to do the shopping. You’ve always been useless.</li>
<li>Alright, I’ll have to go out and get it back. And you better hope those little punks haven’t spent it yet. Regardless, you can forget about eating any supper tonight.</li>
<li><u>SOUND: [28] IMPATIENT WOMAN’S FOOTSTEPS LEADING TO THE DOOR — LET IT FINISH.</u></li>
<li>MRS TEMPLETON: (AT A DISTANCE) I don’t know why I ever bothered keeping you. I shoulda had a boy. At least a boy woulda been some kind of use around the place.</li>
<li><u>SOUND: [29] DOOR OPENS AND CLOSES AS MRS TEMPLETON LEAVES — LET IT FINISH.</u></li>
<li>YOUNG CLAIRE: (WHIMPERING SOFT CRYING FOR A MOMENT OR TWO)</li>
<li><u>SOUND: [21] MAGICAL CHIME — LET IT FINISH.</u></li>
<li>ICE QUEEN: (LOW, FALSELY SYMPATHETIC, ALMOST WHISPERING) Claire? Come, child, what ails you so?</li>
<li>YOUNG CLAIRE: Who? Who are you?</li>
<li>ICE QUEEN: I’m a friend, Claire. See me? I’m in the corner.</li>
<li>YOUNG CLAIRE: You are? (BEAT) Oh, you are! And you’re beautiful.</li>
<li>ICE QUEEN: I am, aren’t I? &#8230; but I’m also more than that. Can you see what more there is, Claire?</li>
<li>YOUNG CLAIRE: Y-yes. You’re scary too. Hard and cold.</li>
<li>ICE QUEEN: That’s right, Claire. Can you imagine anyone pushing me around the way you are pushed around?</li>
<li>YOUNG CLAIRE: No, ma’am. I can’t.</li>
<li>ICE QUEEN: Do you know why that is, dear?</li>
<li>YOUNG CLAIRE: No.</li>
<li>ICE QUEEN: Power, dear! People with power are never pushed around. Would you like some of my power? I can give it to you.</li>
<li>YOUNG CLAIRE: W-what’s the catch?</li>
<li>ICE QUEEN: Nothing you can’t afford. (BEAT) Now, now, dear. Don’t look at me like that! Everything has a price. And some prices are so very worth paying, aren’t they?</li>
<li>YOUNG CLAIRE: I guess. But I should still know what the price is, shouldn’t I?</li>
<li>ICE QUEEN: What a clever girl you are. Of course, you should know. (BEAT) My power&#8230; my help&#8230; would cost nothing now&#8230; a fair bit more later&#8230; say, when you’re twenty-five.</li>
<li>YOUNG CLAIRE: When I’m twenty-five?</li>
<li>ICE QUEEN: Yes, and that’s such a long way away, isn’t it? You’d be positively ancient by then, wouldn’t you?</li>
<li>YOUNG CLAIRE: (DREAMILY) Yes, yes I guess I would.</li>
<li>ICE QUEEN: So, you want some of my power, don’t you, child?</li>
<li>YOUNG CLAIRE: (DREAMILY) Yes, yes I do&#8230; but no&#8230; (BEAT) what was the price?</li>
<li>ICE QUEEN: (LAUGHING) Oh, nothing to worry about. The power I give you would make you a changeling, and at twenty-five, you would cross over.</li>
<li>YOUNG CLAIRE: Crossover?</li>
<li>ICE QUEEN: That’s right. You’d cross over and become one of the fae, like me. You’d like to be like me, wouldn’t you?</li>
<li>YOUNG CLAIRE: (MUSING) Yes? But what are you?</li>
<li>ICE QUEEN: I’m a queen, dear, a queen from the realm of light, an immortal.</li>
<li>YOUNG CLAIRE: An immortal?</li>
<li>ICE QUEEN: That’s right, dear; an immortal. That means I cannot die.</li>
<li>YOUNG CLAIRE: I don’t want to die.</li>
<li>ICE QUEEN: No, I don’t suppose you do. Do you want my help?</li>
<li>YOUNG CLAIRE: Yes, yes. Please help me.</li>
<li>ICE QUEEN: Do you enter into this bargain freely and of your own choosing?</li>
<li>YOUNG CLAIRE: Yes, I do.</li>
<li>ICE QUEEN: And without compulsion or coercion? This is very important, dear.</li>
<li>YOUNG CLAIRE: (STILL DREAMILY) Yes. Yes, I do.</li>
<li><u>SOUND: [21] MAGICAL CHIME — LET IT FINISH</u>.</li>
<li>ICE QUEEN: Good, good! Now take this amulet and put it around your neck. Yes, that’s it. Can you feel its power?</li>
<li>YOUNG CLAIRE: Yes, it’s almost hot against my skin.</li>
<li>ICE QUEEN: That’s right. Never take it off. While it’s against your skin you need never feel afraid. That’s what you want, isn’t it? To never be afraid again?</li>
<li>YOUNG CLAIRE: Yes, that’s right.</li>
<li>ICE QUEEN: Alright, Claire. I’ll say goodbye now. And I will see you again&#8230; when you turn twenty-five.</li>
<li><u>SOUND: [21] MAGICAL CHIME — LET IT FINISH.</u></li>
<li>YOUNG CLAIRE: (AS IF WAKING UP) She’s gone. Was I dreaming? No, wait. I’ve got the amulet.</li>
<li><u>SOUND: [30] IMPATIENT FOOTSTEPS APPROACHING, DOOR OPENS — LET IT FINISH.</u></li>
<li>MRS TEMPLETON: Still here, are you? Typical shiftless brat. It’s just as well I was able to get the money back.</li>
<li>YOUNG CLAIRE: You aren’t going to hit me again.</li>
<li><u>SOUND: [31] SCRAPE OF KNIFE BEING PICKED UP — LET IT FINISH.</u></li>
<li>MRS TEMPLETON: What? I’ll beat you into next week for talking back to&#8230; (SCARED) now Claire, put that knife down, honey.</li>
<li>YOUNG CLAIRE: You’re not going to hit me again&#8230; or call me names.</li>
<li>MRS TEMPLETON: Now, just put the knife down, sweetheart. We can talk about this.</li>
<li>YOUNG CLAIRE: (WITH IRON RESOLVE) You know why you’re not going to hit me? Because if you do I’ll wait until you’re asleep and then I’ll come into your room and I’ll cut your throat.</li>
<li><u>MUSIC: [4] (BRIDGE) DREAMY FLASHBACK MUSIC — LET IT FINISH.</u></li>
</ol>
<h3>SCENE 5: INT. — BACK IN TONY’S APARTMENT — DAY (CLAIRE, TONY, FRED)</h3>
<ol start="174">
<li>CLAIRE: [CUE] My Mom never hit me again after that, but she never went to sleep again without locking her bedroom door either.</li>
<li>TONY: I’m sorry, Claire, I didn’t know. (BEAT) But you were just a kid. They can’t think that agreement was binding.</li>
<li>FRED: (BLOWS RASPBERRY) Wrong! Thanks for playing. The fae don’t have any truck with your mortal notions about age of responsibility. If you make a deal, you’re bound by it, period.</li>
<li>TONY: (TO FRED) So, is there any way out?</li>
<li>FRED: Sure, she could die. That’s always an option. They can’t extract payment from a dead body&#8230; most of the time&#8230;</li>
<li>CLAIRE: Let’s rule that out for the moment.</li>
<li>FRED: &#8230;or she could hide until after her twenty-fifth birthday.</li>
<li>TONY: Which I’m guessing is over in forty-eight hours?</li>
<li>CLAIRE: Uhuh.</li>
<li>TONY: And how likely is that to work?</li>
<li>FRED: I’ve never heard of it being done, but you never know.</li>
<li>TONY: Do we have any other options?</li>
<li>FRED: Claire could just pay her debt.</li>
<li>TONY: And what would that involve?</li>
<li>FRED: No idea. But that was a noble fae that Claire made her deal with and those guys are only in it for the high stakes. I’m guessing it wouldn’t be pretty.</li>
<li>CLAIRE: Hey, Claire’s still here you know.</li>
<li>TONY: Sorry. I think our only option is to hide somewhere and try to wait it out.</li>
<li>CLAIRE: You’re darn tootin! But how do we manage it?</li>
<li>TONY: I’m gonna try and take you somewhere safe.</li>
<li>CLAIRE: Safe?</li>
<li>TONY: Yeah, there’s a warehouse I know.</li>
<li>CLAIRE: But what good is a warehouse? They’ve been able to find me all over the city. They’ll find me there.</li>
<li>TONY: And on that subject, how have you managed to keep out of their clutches so far? Those looked like big bruisers.</li>
<li>CLAIRE: They’ve only been escalating their attempts slowly. First, they sent an emissary to ask me to come nicely. I refused and he went away peaceably enough. The next time they tried to grab me at home and I ran for it. Most recently they sent the guys we saw outside. Next time I imagine they’ll up the ante again.</li>
<li>TONY: Fair enough. It just makes it all the more urgent that I get you to the warehouse.</li>
<li>CLAIRE: But they’ll be able to find me there.</li>
<li>TONY: Yeah, but it’s made, floor to ceiling, of iron. It should give us our best chance.</li>
<li>CLAIRE: (PLEASED) Oh! Then, what are we waiting for?</li>
<li><u>MUSIC: [5] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</u></li>
<li><u>MUSIC: [2] CLOSING THEME AND CREDITS &#8211; LET IT FINISH.</u></li>
</ol>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I used to work as a detective in the City Police Department. Now I’m a private detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the <em>Star City Tribune</em>. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>QUEEN OF WINTER:</strong> I am hard, cruel, and beautiful. But, aside from the turning of the seasons, there is little that changes in my world. What I wouldn’t give for an end to the eternal cycles and repetitions. Or even a nice thousand years of war!</p>
<p>I have learned to entertain myself at the expense of those foolish inhabitants of the mortal realms…and the mortals interest me so. They can lie and they can be so unpredictable. Maybe there is an opportunity to be seized here as well.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>FAE THUG#1</strong>: I am a Rock Golem. For my queen, I do what I must, but disguising myself as a human? Ah, well. I will feel compensated if I can grind one or more of these humans into powder.</p>
<p><strong>FAE THUG#2</strong>: I am a Rock Golem too. I think like rock. I feel like rock. And I am as patient as a rock.</p>
<p><strong>MRS TEMPLETON</strong>: What are you looking at? My husband left me with the brat. So what? He was always a weakling. You think I care what you think? I’ve got enough trouble with this ungrateful parasite hanging at my apron strings. The things I could’ve done with my life… and instead, I’m stuck here with her. You can just #!$$ off!</p>
<p><strong>YOUNG CLAIRE:</strong> I’m afraid all the time. I’m afraid of Momma. I’m afraid of the other kids. I’m afraid of the dark. I wish everyone would just leave me alone. Sometimes I dream that Momma isn’t my real Momma. That somewhere out there is a real family that I belong to who will one day come and find me. Am I wicked for having those dreams?</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/ </a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h2>An Ephemeral Deal</h2>
<ul>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-1-coming-collect/">An Ephemeral Deal – Episode 1 – Coming to Collect</a></li>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-2-caught/">An Ephemeral Deal – Episode 2 – Caught in Between</a></li>
<li><a href="https://weirdworldstudios.com/ephemeral-deal-episode-3-playing-win-lose/">An Ephemeral Deal – Episode 3 – Playing to Win and Lose</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/ephemeral-deal-episode-1-coming-collect/">An Ephemeral Deal &#8211; Episode 1 &#8211; Coming to Collect</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Island of Never &#8211; Episode 3 &#8211; Industrial Strength Poison</title>
		<link>https://weirdworldstudios.com/island-never-episode-3-industrial-poison/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 13 May 2016 23:06:58 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[The Island of Never]]></category>
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		<category><![CDATA[the island of never]]></category>
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					<description><![CDATA[<p>Below we present the complete text of ‘Industrial Strength Poison’; episode 3 of The Island of Never. THE ISLAND OF NEVER EPISODE #3 – INDUSTRIAL STRENGTH POISON by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/island-never-episode-3-industrial-poison/">The Island of Never &#8211; Episode 3 &#8211; Industrial Strength Poison</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of ‘Industrial Strength Poison’; episode 3 of The Island of Never.</p>
<p><figure id="attachment_1985" aria-describedby="caption-attachment-1985" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1985" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/04/006FN2Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN002 - The Island of Never" width="200" height="283" /><figcaption id="caption-attachment-1985" class="wp-caption-text">Fantasy Noir &#8211; FN002 &#8211; The Island of Never</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ISLAND OF NEVER</h2>
<h3>EPISODE #3 – INDUSTRIAL STRENGTH POISON</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #2: The Island of Never</strong></h3>
<p>Tony Wells’ life is changed forever when his vindictive Lieutenant assigns him a particularly difficult case. A mysterious series of kidnappings leads Tony and tenacious reporter Claire Templeton from the streets of Star City through a magical portal and into a pocket universe where they must defeat an evil fae noble or face being trapped forever. With the assistance of the exotic Threx, they make their way into the heart of the kidnapper’s place of power for a final confrontation. Can they defeat him and retrieve the children… and if so, at what cost? Tune in to “The Island of Never” and experience the wonder and terror for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ISLAND OF NEVER</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Police Detective</p>
<p><strong>MAGIC SWORD (FRED):</strong> Snarky magic Sword</p>
<p><strong>HARRY JONES:</strong> Street Kid</p>
<p><strong>BILL CASEY:</strong> Police Constable and stooge</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter for the <em>Tribune</em></p>
<p><strong>PAN:</strong> Fae ruler of the Island of Never</p>
<p><strong>TINKER #1:</strong> Small Faery Henchman to Pan</p>
<p><strong>THREX:</strong> Giant talking Spider</p>
<p><strong>BOY#1:</strong> Kidnapped Boy</p>
<p><strong>BOY#2:</strong> Kidnapped Boy</p>
<p><strong>BOY#3:</strong> Kidnapped Boy</p>
<p><strong>BOY#4:</strong> Kidnapped Boy</p>
<p><strong>EBERON:</strong> Light Fae Noble and Covenant Protector</p>
<p><strong>FINBARRA:</strong> Dark Fae Noble and Covenant Protector</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 13: INT. — ABOVE THE STOKING ROOM OF THE FURNACE WITHIN THE TOWER — A SHORT WHILE LATER (TONY, CLAIRE)</h3>
<p><u>447. MUSIC: [1] OPENING THEME &#8211; LET IT FINISH.</u></p>
<p>448. NARRATOR: Tony Wells and Claire Templeton have tracked the creature known as Pan to an alternative universe in which it has imprisoned numerous kidnapped children.  Entering a large chamber full of industrial machinery deep within the Pan’s stronghold, Tony and Claire seek to rescue their young friend, Harry.</p>
<p><u>449. SOUND: [17] (WALLA) — MECHANICAL STEAM-ENGINE NOISE GROWS VERY LOUD — FADE IN.</u></p>
<p>450. TONY: I can hardly hear myself think in all this noise!</p>
<p>451. CLAIRE: Well, at least it covers our movements for the most part. These boys don’t seem to be able to see us at all.</p>
<p>452. TONY: Some kind of spell perhaps?</p>
<p>453. CLAIRE: You’re asking me?</p>
<p>454. TONY: Come on. I think I can see Harry on the other side of the stoking room. He’s shoveling coal with a group of three other boys.</p>
<p>455. CLAIRE: Okay. You try to talk to him while I keep a lookout for short, fae and nasty.</p>
<p>456. TONY: (AMUSED) How long have you been waiting to use that?</p>
<p>457. CLAIRE: A little while. You like?</p>
<p>458. TONY: Wherever you got it from&#8230; send it back!</p>
<p>459. CLAIRE: Just get on with it.</p>
<p><u>460. MUSIC: [3] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_33"></a><br />
SCENE 14: INT. — THE STOKING-ROOM FLOOR OF THE FURNACE WITHIN THE TOWER — A SHORT WHILE LATER (TONY, CLAIRE, HARRY, BOY#2, BOY#3, BOY#4, PAN)</h3>
<p>461. TONY: [CUE] Psst. Harry. Over here. (BEAT)</p>
<p>Hey, Harry. Are you alright? Harry!</p>
<p>462. HARRY: Oh no! Don’t talk to me&#8230; it will set off the (BEAT)(CROWING LOUDLY LIKE A ROOSTER) Cock-a-doodle-doo. Cock-a-doodle-doo!</p>
<p><u>463. SOUND: [60] (WALLA) STOP STEAM-ENGINE NOISE WITH A LONG HISS OF STEAM — FADE OUT.</u></p>
<p>464. BOY #2: (OVERLAPPING SLIGHTLY) Cock-a-doodle-doo. Cock-a-doodle-doo!</p>
<p>465. BOY #3: (OVERLAPPING SLIGHTLY AGAIN) Cock-a-doodle-doo. Cock-a-doodle-doo!</p>
<p>466. BOY #4: (OVERLAPPING SLIGHTLY AGAIN) Cock-a-doodle-doo. Cock-a-doodle-doo!</p>
<p>467. TONY: For criminy&#8217;s sake, be quiet. You’ll draw the attention of that&#8230;</p>
<p>468. PAN: That what, Protector of the Covenant? That illustrious and most noble Pan of the Island of Never? I hope that’s what you were going to say. (BEAT)</p>
<p>No, don’t move! If you so much as blink an eye I will be forced to slit the throat of this pretty young mortal girl that you’ve brought me.</p>
<p>469. CLAIRE: Sorry, Wells, I didn’t see him&#8230; URK.</p>
<p>470. PAN: That’s enough out of you. I didn’t give you permission to speak. (BEAT) Well, well, Wells. New guests to grace my humble abode. I’m not sure whether to be delighted by your capture or distraught that my Hell Hounds failed to stop you from making it this far.</p>
<p>471. TONY: Don’t congratulate yourself too early&#8230; Pan, was it? You don’t have me quite yet!</p>
<p>472. PAN: Really, I guess you didn’t notice one of my Tinkers sneaking up on you and putting that knife to your throat. Honestly, you humans are amazingly short on perception.</p>
<p>No, the only thing left to do now, is decide how to dispose of you? Do I feed you to my Hell Hounds or to my crocodile? Or perhaps something else entirely? Well, in the meantime I think it best that you be&#8230;</p>
<p>473. SOUND: [22] MUFFLED THUMP — LET IT FINISH.</p>
<p>474. TONY: (GRUNTS) Ugh!</p>
<p>475. PAN: (ECHOING FROM A DISTANCE) &#8230;put to sleep.</p>
<p><u>476. MUSIC: [6] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</u></p>
<h2><a id="FN2_34"></a>ACT 3</h2>
<h3><a id="FN2_35"></a><br />
SCENE 15: INT. — PAN’S MUSEUM — AN UNKNOWN TIME LATER. (TONY, PAN, TINKER #1, SWORD, CLAIRE, FINBARRA, EBERON)</h3>
<p>477. TONY: [CUE] (NARRATING) The lights had gone out very suddenly — those ugly little Tinkers could pack quite a wallop — and fighting my way back to consciousness was one of the less pleasant experiences I’ve ever had. As my vision began to clear I could see, despite my head pounding like a trip-hammer, a vast treasure room or museum. There were bronze statues all around me and nearby sat Claire, tied up in a pose like a Grecian statue, the effect spoiled only by the way her head lay unconscious upon her chest. I was suddenly aware that I had been tied in some form of idiotic Grecian pose as well. From nearby my ears were being assaulted by the sound of a raving immortal sociopath in full voice.</p>
<p>478. PAN: (FRUSTRATED) Why can’t I pick it up! You can pick it up! Why can’t I?</p>
<p>479. TINKER#1: I don’t know, master. The sword did not seem very heavy. We were able to transport it here easily.</p>
<p><u>480. SOUND: [43] MEATY SLAP AS TINKER IS SLAPPED FROM THE AIR — LET IT FINISH.</u></p>
<p>481. TINKER#1: Ow. But master, we don’t know!</p>
<p>482. PAN: I am surrounded by idiots and fools. I try to pick it up and it burns me. Why? If you can’t aid me then get out of my sight.</p>
<p>483. TINKER#1: Yes, master. We obey. We obey.</p>
<p>484. SOUND: [44] WHOOSHING NOISE AS THE TINKERS DEPART — LET IT FINISH.</p>
<p>485. PAN: Well, here we are again. As alone as we can be. Tell me, little sword, what is your secret?</p>
<p>486. SWORD: Are you really such a fool?</p>
<p>487. PAN: It speaks!</p>
<p>488. SWORD: Of course I speak. I am a covenant sword! And I know who you are as well. You were not always as you are now. Once you were the Pan, a protector of orphans and ally to humanity. What has happened to you?</p>
<p>489. PAN: Bwahahaha. A protector of orphans? Me? Well, well. Is that what they say? No. I’ve never been a protector of orphans. I’ve always been what I am. I just have a really good press agent. Bwahahaha.</p>
<p>490. SWORD: You’re quite insane, aren’t you? Your proximity to the human technology has done it, I think.</p>
<p>491. PAN: Don’t try to diagnose me, you useless hunk of metal. Why can’t I pick you up?</p>
<p>492. SWORD: Because, unlike your Tinkers, you wish to wield me&#8230; and none may wield me except my master.</p>
<p>493. PAN: Aaah. I see. But what happens when your master is gone? At that point you can be claimed by another — is that not true?</p>
<p>494. SWORD: &#8230; (NO ANSWER)</p>
<p>495. PAN: Oh, has the cat got your&#8230; well, whatever passes for a tongue in a talking sword? I’m right, aren’t I? Yes, I am? Well, I intend to kill the humans very soon. See the pipes above their heads. When I throw that switch over there those pipes will pump molten bronze in here and turn your friends into statues to add to my collection.</p>
<p>496. TONY: (GROANS) Ugh!</p>
<p>497. PAN: Ah, you’re awake! Excellent news. The most pleasing statues are those with the most aware expressions on their faces. You know, expressions of pain and agony? Bwahahaha.</p>
<p>498. TONY: You really are insane, aren’t you?</p>
<p>499. PAN: It’s a fine line between insanity and genius, you know? An easy enough mistake to make.</p>
<p>500. TONY: What, and you’d have us believe you are a genius?</p>
<p>501. PAN: (SCORNFUL) You humans! Petty, warlike, barbaric! Yet with such power, if only you had someone to direct you properly. What could not be accomplished?</p>
<p>502. TONY: Is that your game? World domination? You want to rule the mortal realm?</p>
<p>503. PAN: Don’t look so incredulous! You humans are the key. That’s why the covenant was created in the first place. The realms of the fae realized that your inventiveness, if harnessed properly, could accomplish the destruction of all our worlds&#8230; or their enslavement.</p>
<p>504. TONY: What? Today, the mortal realm, tomorrow the realms of Faery?</p>
<p>505. PAN: Ah, I see you have it! Yes, exactly. My machines are a hybrid of magic and human technology. They are transmitting dark magic back into your home city and the histories of the boys I have taken are being erased.</p>
<p>506. TONY: Meaning what?</p>
<p>507. PAN: (DISAPPOINTED) Oh. And I thought you understood. I am affecting the minds within your city. Making them think and believe what I choose. Think of it as a trial run. With more slaves and larger machines I shall be able to establish a foothold on your world and from there spread my influence until all do my bidding. Then I can begin building in earnest. Machines capable of countering even the high fae. I will become King of the three realms!</p>
<p>508. TONY: &#8230; or check into a sanatorium. Whichever comes first.</p>
<p>509. PAN: Insect! You think you can mock me? I have lived far longer than you can comprehend, and I will still be here, long after you are gone.</p>
<p>510. TONY: (TO NOBODY IN PARTICULAR) You know? If a certain magical sword was waiting for an opportunity to do something&#8230; I don’t know&#8230; magical&#8230; this would probably be the moment.</p>
<p>511. SWORD: Give me a name.</p>
<p>512. TONY: What?</p>
<p>513. SWORD: Give me a name!</p>
<p>514. TONY: Okay&#8230; um&#8230; Fred!</p>
<p>515. SWORD: (INCREDULOUS) Fred? I’m a covenant sword, the most powerful in existence, and you are naming me Fred?</p>
<p>516. TONY: It was all I could think of at short notice.</p>
<p>517. SWORD: But Fred?</p>
<p>518. TONY: A little short on time here.</p>
<p>519. PAN: Oh, no you don’t. I’m pulling the lever.</p>
<p><u>520. SOUND: [45] LEVER BEING PULLED FOLLOWED BY A RUMBLING, CLANKING, PUMPING SOUND — ESTABLISH AND UNDER.</u></p>
<p>521. PAN: Alright, sword, whatever you have in mind is not going to work. The humans will be dead momentarily.</p>
<p>522. SWORD: (TO TONY) Tony, call me to you. Call me by name.</p>
<p>523. TONY: Alright. Fred, to me!</p>
<p><u>524. SOUND: [46] WHOOSH OF SWORD FLYING THROUGH THE AIR AND CUTTING THE ROPES — LET IT FINISH.</u></p>
<p>525. SWORD: There! The ropes are cut. Now use me to free Claire.</p>
<p>526. PAN: No. No. No. No. No! This is not how things were meant to go at all!</p>
<p><u>527. SOUND: [46] WHOOSH OF SWORD CUTTING CLAIRE’S ROPES — LET IT FINISH.</u></p>
<p>528. TONY: (GRUNT) Okay, that’s Claire’s ropes. (BEAT) Come on, Claire, wake up. There’s a lunatic I have to go fight.</p>
<p>529. CLAIRE: Hmmm. What? Where are we?</p>
<p><u>530. SOUND: [47] POURING MOLTEN METAL COMING THROUGH THE PIPES. STEAM HISS AFTERWARDS — LET IT FINISH.</u></p>
<p>531. TONY: Just in time!</p>
<p>532. PAN: A near miss, but you don’t honestly think you can win (BEAT) against ME!!??</p>
<p>533. TONY: Perhaps not. But I’m pretty sure I can keep you busy for a bit while Claire goes and shuts down your machines.</p>
<p>534. CLAIRE: What? Right! I’m on it.</p>
<p><u>535. SOUND: [48] RUNNING FEET (FEMALE) — ESTABLISH AND FADE UNDER AND OUT.</u></p>
<p>536. PAN: Nooo! I am going to kill you. You’re not the only one with a magical sword you know?</p>
<p>537. TONY: Yeah? Let’s see it.</p>
<p><u>538. SOUND: [49] SWORD BEING DRAWN — LET IT FINISH.</u></p>
<p>539. PAN: Have at you!</p>
<p><u>540. SOUND: [18] (WALLA) CLASHING SWORDS — CONTINUE UNTIL TWO MAGICAL CHIMES AT 560.</u></p>
<p>541. SWORD: I should warn you.</p>
<p>542. TONY: (GRUNTING) What now?</p>
<p>543. SWORD: The Pan can fly.</p>
<p>544. TONY: What??</p>
<p><u>545. SOUND: [50] WHOOSH AS PAN STRIKES FROM ABOVE — LET IT FINISH.</u></p>
<p>546. PAN: What did I tell you? I’m too good. You can’t beat me.</p>
<p>547. TONY: (GRUNTING) Think so? That doesn’t seem so much. Flapping about like a wounded gull.</p>
<p>548. PAN: Flapping about like a wounded&#8230;? Why you&#8230; (GRUNTS).</p>
<p>549. TONY: Seriously? A child could have turned that one away. I thought you were supposed to be the Great and Glorious Pan. More like the slow and uncoordinated.</p>
<p>550. PAN: (SHRIEKING) Why you impudent&#8230; (GRUNT).</p>
<p>551. SWORD: What are you doing? You’re making him angry!</p>
<p>552. TONY: (TO THE SWORD) And (GRUNT) it’s making him (GRUNT) sloppy.</p>
<p>553. PAN: Sloppy? Sloppy? I’ll show you sloppy&#8230; (GRUNTS)</p>
<p>554. TONY: (TO PAN) You’ve been too near your machines for too long (GRUNT). You’re getting weak (GRUNT) and your attempts at rejuvenation aren’t working as effectively as they used to. (GRUNT). You’re poisoning yourself.</p>
<p>555. PAN: Rubbish. (GRUNT) I grow stronger and stronger!</p>
<p><u>556. SOUND: [51] POWERING DOWN SOUND AS LIGHTS DIM AND PAN’S MACHINES TURN OFF — LET IT FINISH.</u></p>
<p>557. TONY: Ah. I think Claire found the off switch. (GRUNT)</p>
<p>558. PAN: What matters that? I will merely kill you, then her, and turn them back on! You have accomplished nothing.</p>
<p>559. TONY: Is that so? (BEAT) Your field of magical interference is down now. Fred, make the call.</p>
<p>560. SOUND: [52] TWO MAGICAL CHIMES IN SUCCESSION — LET IT FINISH.</p>
<p>561. TONY: Finbarra! Eberon! That was faster than I expected.</p>
<p>562. EBERON: You called and we came.</p>
<p>563. FINBARRA: What business drags me from my entertainments, mortal.</p>
<p>564. PAN: No, not all three of you?</p>
<p>565. EBERON: My Lord Pan, we have been summoned under the stipulations of the covenant. What say you in your defense?</p>
<p>566. FINBARRA: Speak quickly!</p>
<p>567. PAN: I need not explain myself to such as you, the by-blow of the so-called Kings of Faery.</p>
<p>568. FINBARRA: You do not accept our authority? Then you admit you are a traitor.</p>
<p>569. PAN: I am no traitor. I should be King, ruler of all the realms. I am powerful. More powerful than you know. I will&#8230;</p>
<p>570. SWORD: Throw me now!</p>
<p>571. PAN: &#8230;crush you and the fae councils beneath my feet. Not even the combined might of the three realms can stop me. I will urghhhh!</p>
<p>572. EBERON: (INCREDULOUS) Mortal, you have cast your sword into him.</p>
<p>573. TONY: I have. (BEAT) Anything to stop that racket.</p>
<p><u>574. SOUND: [53] RUNNING FEET (FEMALE) APPROACH AND STOP — LET IT FINISH.</u></p>
<p>575. CLAIRE: Wells, are you alright? Is it over?</p>
<p>576. EBERON: (SURPRISED) Another mortal? And one we have met before. You haven’t taken an apprentice, have you?</p>
<p>577. TONY: What? Not on your life!</p>
<p>578. FINBARRA: Don’t be so quick to scoff. There is something about this one&#8230; something&#8230;</p>
<p>579. CLAIRE: (CUTTING FINBARRA SHORT) I’ve shut down the machines&#8230; and the children are coming back to themselves. We can’t leave them alone for long. We need to take them back to the city.</p>
<p>580. TONY: Sounds good, but I’m guessing that there are some formalities that have to be dealt with regarding the Pan first.</p>
<p>581. CLAIRE: (NARRATING) And so there were. The tough guy explained how we came to be there, the purpose of the “illegal machines” and the Pan’s plot to take over the realms — or at least as much of it as we had learned. All the while Finbarra kept staring at me with a speculative eye.</p>
<p>(BEAT) It’s not that I’m shy. I enjoy turning heads when the occasion calls for it. But the look Finbarra was giving me was anything but admiring&#8230; perhaps calculating is a better word.</p>
<p>In the end, as a vassal of the realm of light, the wounded Pan was handed over to Eberon for sentencing. What this would mean I couldn’t guess (BEAT) — and Wells didn’t ask.</p>
<p>With the formalities out of the way Wells went and collected the boys.</p>
<p><u>582. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_36"></a><br />
SCENE 16: INT. — PAN’S MAIN HALL — LATER (TONY, CLAIRE, SWORD)</h3>
<p>583. TONY: [CUE] Alright, is anyone missing? No. Good. Form a line. In a minute I’m going to create a circle on the floor. When I give the word I want you all to walk forward into the circle.</p>
<p>(TO THE SWORD) Fred, is there any way to return them to their families directly?</p>
<p>584. SWORD: We can do that. The spell that the Pan was using to rewrite the memories of the boys’ families and friends etc. has been reversed. No one will even know they were gone&#8230; except you and Miss Templeton, of course.</p>
<p>585. TONY: Great! Alright, kids. One at a time.</p>
<p><u>586. SOUND: [54] CHIMES, ONE AFTER ANOTHER IN AN UNEVEN RHYTHM AS THE BOYS GO THROUGH — LET IT FINISH.</u></p>
<p>587. TONY: That just leaves us, Claire. You ready?</p>
<p>588. CLAIRE: Ready as I’ll ever be. But if everyone’s memory is being readjusted, does that mean there’s no longer a story to print regarding their rescue.</p>
<p>589. SWORD: That’s about the sum of it.</p>
<p>590. CLAIRE: Aw damn. My editor’s gonna want my hide&#8230; and even Tully’s gonna have forgotten what this was about.</p>
<p>591. SWORD: ’Fraid so.</p>
<p>592. TONY: Come on, let’s go home.</p>
<p><u>593. SOUND: [35] MAGICAL CHIME AS TONY AND CLAIRE RETURN TO THE CITY — LET IT FINISH.</u></p>
<p><u>594. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_37"></a><br />
SCENE 17: EXT. — THE RUINED STREETS OF STAR CITY — DUSK (TONY, CLAIRE, CASEY)</h3>
<p><u>595. SOUND: [19] (WALLA) SIRENS, PEOPLE YELLING, CALLS FOR HELP ETC. — ESTABLISH AND UNDER.</u></p>
<p>596. TONY: What the hell? What’s going on here?</p>
<p>597. CLAIRE: It looks like half the city has collapsed. There are fallen buildings everywhere.</p>
<p>598. TONY: I don’t understand&#8230; over there, I think I see a police officer. Hey! Hey you!</p>
<p>599. CASEY: Wells? Is that you?</p>
<p>600. TONY: Casey? Yeah, it’s me? What’s going on?</p>
<p>601. CASEY: Where the hell have you been? The Technomaster launched an attack on the city and Commissioner Doogan called in every able-bodied man. We’ve had people falling into comas, corpses walking around in broad daylight, and even rampaging dinosaur skeletons, for crying out loud.</p>
<p>602. TONY: Hey, take it easy. Just tell me what’s going on?</p>
<p>603. CASEY: Most of the North East of the city has collapsed. We’re gonna be digging people out for days. You need to get to the precinct and see the Lieutenant. Now!</p>
<p>604. TONY: Right! On my way. (BEAT) Claire? You gonna be alright?</p>
<p>605. CLAIRE: Yeah. I need to see my editor. This is the biggest story of the year and it looks like I missed it.</p>
<p>606. TONY: (DISBELIEVING) Story! Are you kidding me? Can’t you see what’s happened here?</p>
<p>607. CLAIRE: What? Yeah, sorry. I guess I’m in shock.</p>
<p>608. TONY: (BEAT) You sure you’ll be all right?</p>
<p>609. CLAIRE: Yeah, tough guy! Get a move on. I’ll be fine.</p>
<p>610. TONY: Okay.</p>
<p><u>611. MUSIC: [6] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_38"></a><br />
SCENE 18: INT. — OFFICE OF THE TONY WELLS DETECTIVE AGENCY — A WEEK LATER (TONY, CLAIRE, SWORD)</h3>
<p><u>612. SOUND: [55] DOOR OPENS, JINGLE OF BELL — LET IT FINISH.</u></p>
<p>613. CLAIRE: Miss me, tough guy?</p>
<p>614. TONY: With every bullet, so far.</p>
<p>615. CLAIRE: Nice. (BEAT) You seem to be settling in. The boxes are all unpacked at least.</p>
<p>616. TONY: Yeah. Quite the cozy little office.</p>
<p>617. CLAIRE: I like the sign on the door. Tony Wells — Private Detective. It’s got a nice ring to it.</p>
<p>618. TONY: Ahuh.</p>
<p>619. CLAIRE: Come on, Tony. It’s not that bad.</p>
<p>620. TONY: (ANGRY) Not that&#8230;? I was fired, Claire, a dishonorable discharge. I lost my job, my reputation, my pension fund&#8230; Hell, I even stand to lose my apartment&#8230; and all because I did what I was told and tried to rescue those kids.</p>
<p>621. CLAIRE: And you did! That’s gotta count for something.</p>
<p>622. TONY: But no one even remembers they were gone, not even the kids themselves.</p>
<p>623. SWORD: (MUFFLED) Mmmfpff. Mmmfpff.</p>
<p>624. CLAIRE: What was that?</p>
<p>625. TONY: That’s Fred.</p>
<p>626. CLAIRE: What?</p>
<p>627. TONY: He kept trying to tell me “it’s not so bad” too&#8230; and I muffled him in a coat</p>
<p>628. CLAIRE: Well, unlike Fred I come bearing a peace offering.</p>
<p>629. TONY: Oh yeah?</p>
<p>630. CLAIRE: Some rye whiskey and an order of Jimmy Changs. Whattaya say?</p>
<p>631. TONY: Sister, given the week I’ve had since we got back&#8230; that sounds like heaven.</p>
<p><u>632. SOUND: [56] WHISKY POURING INTO PAPER CUPS — LET IT FINISH.</u></p>
<p>633. CLAIRE: What’ll we drink to?</p>
<p>634. TONY: That’s easy. Success to crime!</p>
<p>(NARRATING) And so we sat, drinking whiskey from paper cups and chowing down on some of Jimmy Chang’s amazing Chinese food in the brand new office of Tony Wells — Private Eye.</p>
<p>As I looked Claire over I realized there was something about her that I still didn’t get. She hadn’t been affected by Pan’s spell, even when we had stepped right inside its zone of influence. I’d been protected by the sword, but Claire didn’t have any such protection. It made my head hurt to think about it too much&#8230; and I had other things on my mind.</p>
<p>My new job wasn’t exactly one I would have chosen for myself but still, I wasn’t quite ready to become some rent-a-cop night watchman either. In the end, I figured, why not? I’d let myself indulge in a bit of optimism for a change. I had, with Claire’s help, gotten the kidnapped boys back. It was possible things mightn’t be as bleak as they seemed. But then again, how many of the million stories in the big city ever have a happy ending?</p>
<p><u>635. MUSIC: [2] CLOSING THEME AND CREDITS — LET IT FINISH.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner and the Lieutenant have both got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the <em>Star City</em> <em>Tribune</em>. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical, remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>PAN:</strong> I’m insane. Not just a little nuts, mind you: massively, psychotically, monumentally insane. I want applause. I want recognition. I want to pull the wings off flies and laugh as I do it. But most of all, I want to rule the world and watch you worship me adoringly while I peel the skin from your bones.</p>
<p><strong>HARRY JONES:</strong> I know I’ve told stories in the past. It’s not like I meant to trick anyone. I really did think aliens were invading. Honest! But now my friends are going missing and no one will believe me. I’ve got to convince Tony somehow. He’s the only one who can help find them and bring them back home.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>BILL CASEY:</strong> I’m Casey, that’s what everyone calls me. They all think I’m stupid, but I know which side my bread is buttered on. The Commissioner and I are friends, yes we are. I tell him what’s going on with Wells and he promises I’ll get my pick of postings around the precinct. Not bad for a junior guy, no sir!</p>
<p><strong>TINKER #1:</strong> I have a high pitched voice, almost as high as my spirits. I like to torment things. I like to throttle things. I like to break things. One of the human younglings I throttled said I sounded just like Gollum (whoever that is). He didn’t say much more after I finished squeezing though. Would you like to play?</p>
<p><strong>BOYS#1-4:</strong> We are caught in a spell. We can barely remember our own names. If we are disturbed we crow like a rooster in order to alert the Pan. Please! Help us! The Pan will kill us just for entertainment, but he also uses us to make himself younger. He steals our lives away.</p>
<p><strong>EBERON:</strong> I am Eberon, Protector of the Covenant, and son of Oberon, high king, and lord of all the light realms of the fae. Perhaps you have heard of me. Even in the mortal realm, my father’s name is still known — if only because of that English bard. My fate is bound to the protection of the covenant between the dark, light, and mortal realms. For thousands of years, the covenant has kept the animosity between our various peoples in check. A new and inexperienced mortal protector has now taken up the mantle as well. What this means for us all is hard to say.</p>
<p><strong>FINBARRA:</strong> I am Finbarra, Protector of the Covenant, and son of Finyarra, high king, and lord of all the dark realms of the fae. I care not whether you have heard of me any more than I care what a mortal’s opinion is on any matter at all. Like Eberon, my fate is bound to the protection of the covenant between the dark, light, and mortal realms. Unlike Eberon, I chafe under the restrictions that this places upon me. For thousands of years the covenant has kept the animosity between our various peoples in check, and now a new and inexperienced mortal protector has taken up the mantle. The moment is rife with opportunity but for now, I will wait and watch.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Island of Never</h2>
<ul>
<li><a href="https://weirdworldstudios.com/island-never-episode-1-missing-kids/">The Island of Never &#8211; Episode 1 &#8211; More Missing Kids</a></li>
<li><a href="https://weirdworldstudios.com/island-never-episode-2-island-universe/">The Island of Never &#8211; Episode 2 &#8211; Island Universe</a></li>
<li><a href="https://weirdworldstudios.com/island-never-episode-3-industrial-poison/">The Island of Never &#8211; Episode 3 &#8211; Industrial Strength Poison</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/island-never-episode-3-industrial-poison/">The Island of Never &#8211; Episode 3 &#8211; Industrial Strength Poison</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Island of Never &#8211; Episode 2 &#8211; Island Universe</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 07 May 2016 03:43:45 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;Island Universe&#8217;; episode 2 of The Island of Never. THE ISLAND OF NEVER EPISODE #2 – ISLAND UNIVERSE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/island-never-episode-2-island-universe/">The Island of Never &#8211; Episode 2 &#8211; Island Universe</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;Island Universe&#8217;; episode 2 of The Island of Never.</p>
<p><figure id="attachment_1985" aria-describedby="caption-attachment-1985" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1985" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/04/006FN2Sml.png?resize=200%2C283" alt="Fantasy Noir - FN002 - The Island of Never" width="200" height="283" /><figcaption id="caption-attachment-1985" class="wp-caption-text">Fantasy Noir &#8211; FN002 &#8211; The Island of Never</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ISLAND OF NEVER</h2>
<h3>EPISODE #2 – ISLAND UNIVERSE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #2: The Island of Never</strong></h3>
<p>Tony Wells’ life is changed forever when his vindictive Lieutenant assigns him a particularly difficult case. A mysterious series of kidnappings leads Tony and tenacious reporter Claire Templeton from the streets of Star City through a magical portal and into a pocket universe where they must defeat an evil fae noble or face being trapped forever. With the assistance of the exotic Threx, they make their way into the heart of the kidnapper’s place of power for a final confrontation. Can they defeat him and retrieve the children… and if so, at what cost? Tune in to “The Island of Never” and experience the wonder and terror for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ISLAND OF NEVER</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Police Detective</p>
<p><strong>MAGIC SWORD (FRED):</strong> Snarky magic Sword</p>
<p><strong>HARRY JONES:</strong> Street Kid</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter for the <em>Tribune</em></p>
<p><strong>PAN:</strong> Fae ruler of the Island of Never</p>
<p><strong>THREX:</strong> Giant talking Spider</p>
<p><strong>BOY#1:</strong> Kidnapped Boy</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 2</h2>
<h3><a id="FN2_25"></a><br />
SCENE 6: EXT. — THE STREET OUTSIDE THE HOME OF HARRY JONES — NINE P.M. (TONY, CLAIRE, SWORD)</h3>
<p><u>197. MUSIC: [1] OPENING THEME – LET IT FINISH.</u></p>
<p>198. NARRATOR: Someone is kidnapping children in Detective Tony Wells’ city! And, to add strangeness to the horrific, none of the families of the victims seem to have any reliable memories of their missing children. Tony, his sarcastic talking sword, and (much to Tony’s chagrin) Claire Templeton – ace crime reporter, are now on the case and have arrived in front of the home of Harry Jones, the young boy who brought the missing children to Wells’ notice in the first place.</p>
<p><u>199. SOUND: [10] (WALLA) OCCASIONAL CARS, NIGHT NOISES ETC. — ESTABLISH AND UNDER.</u></p>
<p><u>200. SOUND: [31] CAR PULLING UP. DOORS OPEN AND CLOSE. SOUND OF TWO PEOPLE EMERGING — LET IT FINISH.</u></p>
<p>201. TONY: I could drop you off somewhere you know.</p>
<p>202. CLAIRE: Not a chance, bub. There’s a story here or I’m a pastrami sandwich. I’m sticking to you like glue.</p>
<p>203. TONY: (SARCASTIC) Just peachy. (PAUSE) Alright, here’s how we’ll play this. You can hang around&#8230;</p>
<p>204. CLAIRE: Just try to stop me.</p>
<p>205. TONY: You can hang around while I look into this, but nothing hits the presses until we’ve got the kids back. Deal?</p>
<p>206. CLAIRE: Sure. (BEAT) Don’t worry, tough guy. I didn’t get into crime reporting to put kids in danger. I won’t print a thing until the kids are recovered. Scout’s honor. (BEAT) So long as I get the exclusive. Is it a deal?</p>
<p>207. TONY: Alright.</p>
<p>208. CLAIRE: Wells&#8230; you know getting the kids back is a best-case scenario, right?</p>
<p>209. TONY: Yeah, it is. But aiming to recover a bunch of corpses isn’t going to help anyone.</p>
<p>210. CLAIRE: Fair point. (BEAT) Hey, what’s that?</p>
<p>211. TONY: Hmmm?</p>
<p>212. SOUND: [32] WHOOSH. THUNK. ARROW STRIKES NEARBY &#8211; LET IT FINISH.</p>
<p>213. SWORD: It’s an attack. Get me out of this scabbard and get down.</p>
<p>214. SOUND: [32] WHOOSH. THUNK.THUNK.THUNK. ARROWS STRIKING AROUND OUR HEROES — LET IT FINISH.</p>
<p>215. TONY: What the&#8230;? Arrows?</p>
<p>216. SWORD: That tears it. This is definitely fae business. Is everyone alright?</p>
<p>217. TONY: I’m fine. How about you, Claire?</p>
<p>218. CLAIRE: Aside from putting a hole in the knee of a perfectly good pair of nylons? I’m good. Ready to go.</p>
<p><u>219. SOUND: [32] WHOOSH. THUNK.THUNK.THUNK. MORE ARROWS STRIKING AROUND OUR HEROES — LET IT FINISH.</u></p>
<p>220. CLAIRE: &#8230; or maybe not. Looks like we’re pinned down until the shooter takes off. (BEAT) No pun intended.</p>
<p>221. TONY: Pun? I don’t get it.</p>
<p>222. CLAIRE: “Pinned down?” Arrows? You know, long feathery pins?</p>
<p>223. TONY: (GROANS) Don’t give up your day job, kid!</p>
<p>224. HARRY: Help! Help!</p>
<p>225. TONY: Oh no! Someone’s got Harry.</p>
<p>226. CLAIRE: Harry?</p>
<p>227. TONY: Yeah, you know? Harry Jones? The kid we’ve come here to see?</p>
<p>228. CLAIRE: Sorry, Wells. All this nearly getting killed threw me for a second.</p>
<p>229. SWORD: If I could just interrupt for a moment&#8230; your kidnapper is getting away.</p>
<p>230. TONY: Where?</p>
<p>231. SWORD: Up there, against the side of the building. Looks like he just came out of that window.</p>
<p>232. CLAIRE: What on earth? That’s the strangest thing I’ve ever seen. It looks like a little old man, all skin and bones, but he’s clambering along the side of the building like a spider.</p>
<p>233. TONY: Yeah, and he’s got Harry on his back&#8230; with chains by the look. I can’t get a clear shot.</p>
<p>234. CLAIRE: Tony, he’s about to turn down the side of the house into that alley. He’s going to get away.</p>
<p>235. SWORD: Then get after him.</p>
<p>236. TONY: Well, you only live once. Let’s go.</p>
<p><u>237. SOUND: [33] FOOTSTEPS (MALE AND FEMALE) RUNNING TOWARDS ALLEY — LET IT FINISH.</u></p>
<p><u>238. MUSIC: [3] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_26"></a><br />
SCENE 7: EXT. — DARK ALLEY — MOMENTS LATER (TONY, CLAIRE, SWORD, PAN)</h3>
<p><u>239. SOUND: [34] CLANG OF SOMEONE BUMPING INTO A DUSTBIN — LET IT FINISH.</u></p>
<p>240. TONY: Ow! Damn it, I can’t see a thing back here.</p>
<p><u>241. SOUND: [35] MAGICAL CHIME — LET IT FINISH.</u></p>
<p>242. CLAIRE: Look at the alley’s end. There’s some kind of light.</p>
<p>243. TONY: Yeah, it’s growing longer, like a rip in the air. Is that&#8230;</p>
<p>244. SWORD: Yes. That’s a tear into the realms of the fae. Somewhere full of sunshine, so I’m guessing it’s the realm of the light fae.</p>
<p>245. PAN: (CREEPY LAUGH) Ah-hahahahaha!</p>
<p>246. CLAIRE: He’s getting away.</p>
<p>247. TONY: And he’s still got Harry. Let’s hustle, people.</p>
<p><u>248. SOUND: [33] RUNNING STEPS — ESTABLISH AND UNDER.</u></p>
<p>249. TONY AND CLAIRE: (GRUNTING AS THEY RUN, THEN “AAARGH!” AS THEY DIVE THROUGH THE RIP).</p>
<p><u>250. SOUND: [35] MAGICAL CHIME — LET IT FINISH.</u></p>
<p>251. TONY: Where the&#8230;?</p>
<p><u>252. MUSIC: [5] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_27"></a><br />
SCENE 8: EXT. — ISLAND OF NEVER — DAY (TONY, CLAIRE, SWORD, TINKER #1)</h3>
<p><u>253. SOUND: [12] (WALLA) GENTLE LAPPING OF WAVES ON BEACH, DISTANT SOUND OF SEABIRDS ETC. — ESTABLISH AND UNDER.</u></p>
<p>254. CLAIRE: Alright, Wells. What on earth have you got us into this time?</p>
<p>255. TONY: Does this place look to you like it belongs any place on earth?</p>
<p>256. CLAIRE: I’ll admit that it bears little in common with Kansas but it certainly feels like it could be real. A Caribbean island perhaps?</p>
<p>257. TONY: With a purple sky?</p>
<p>258. CLAIRE: Well, I’ll own that’s a little strange.</p>
<p>259. SWORD: (NERVOUS) You’re both right. This is a piece of earth, but somehow it has been transported into Faery.</p>
<p>260. TONY: You don’t sound terribly pleased with the situation.</p>
<p>261. SWORD: I’m not. It takes immense power to move something of this size from the mundane realm into Faery. And even more power to anchor it here. This island has been locked away in here for several hundred years at least.</p>
<p>262. TONY: So&#8230;</p>
<p>263. SWORD: That creature we followed&#8230; it has to be one of the fae nobility. Nothing less would have the power. I think we might be severely outgunned.</p>
<p>264. TONY: Does that mean I should be calling in the other Protectors of the Covenant for an assist?</p>
<p>265. SWORD: Normally, I would say yes, but something is interfering with my broadcast magic.</p>
<p>266. CLAIRE: Broadcast magic?</p>
<p>267. SWORD: Yeah. I have a link with the other swords used by the signatories to the covenant. It allows me to act like a police dispatch radio. (BEAT) It’s amazing how you humans have managed to develop machines that can take the place of magic.</p>
<p>268. TONY: Yeah, yeah. Another time. (BEAT) If something here is interfering with your magic and you can’t get a message through&#8230;</p>
<p>269. CLAIRE: &#8230;what about your other abilities? Can you still get us home?</p>
<p>270. SWORD: I’m a lot weaker, but I think so. So long as we don’t move too far from here. The rip that we came through has created a weakness I can use to get us back&#8230; and a little residual magic from the real world is still leaking through so I’m not completely cut off.</p>
<p>271. CLAIRE: So how is this working? What’s (BEAT) dampening? (BEAT) your magic?</p>
<p>272. SWORD: I’m not sure exactly but I think it has something to do with that over there.</p>
<p>273. CLAIRE: You do know you don’t have any arms to point with or anything, don’t you?</p>
<p>274. SWORD: (EMBARRASSED) Oh, yeah. (BEAT) Look, up past the tree-line. See that mountain? Over on the right is some kind of tower. I can feel energy pulsing out of it. That seems to be what’s sapping my power.</p>
<p>275. TONY: I’m also willing to bet that’s where our noble fae has taken Harry and the other boys.</p>
<p>276. CLAIRE: Tony? Is that a smoke cloud over the treetops? It looks like it’s getting closer.</p>
<p>277. TONY: What? I don’t know. I think it might be a cloud of birds.</p>
<p>278. SWORD: Not birds, sprites! Look out!</p>
<p>279. TINKER #1: (HIGH-PITCHED SQUEAKY VOICE) They have an object of power. Get it and take it to the master. Attack the interlopers!</p>
<p><u>280. SOUND: [13] (WALLA) — WHOOSHES, HIGH-PITCHED SHOUTS, WHAPS AND BANGS AS TINKER FAE DIVE BOMB THE HEROES — ESTABLISH AND UNDER.</u></p>
<p>281. SWORD: No! Put me down! Put me down! (FADES INTO DISTANCE) Aaargh!</p>
<p>282. TONY: Damn it. They got the sword. They’re heading back to the tower.</p>
<p>283. CLAIRE: Thanks for the update. What do we do now? And what were those things?</p>
<p>284. TONY: In order? We head for that tower and get our sword back&#8230; and I don’t know. They were small, about six inches tall, looked humanoid in shape, shiny&#8230;</p>
<p>285. CLAIRE: Or slimy.</p>
<p>286. TONY: &#8230; with enormous heads and sharp teeth.</p>
<p>287. CLAIRE: I thought that sword was supposed to be training you to recognize these things.</p>
<p>288. TONY: Yeah, but there are nearly a thousand different kinds of fae. I guess we haven’t reached that part of the curriculum yet&#8230; and I was kind of counting on the sword being around to help me out when I encountered anything new.</p>
<p>289. CLAIRE: Figures. I guess we better get going. It looks like a long climb.</p>
<p><u>290. MUSIC: [3] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_28"></a><br />
SCENE 9: EXT. — THE JUNGLE — LATER (CLAIRE, TONY, THREX)</h3>
<p><u>291. SOUND: [14] (WALLA) JUNGLE NOISES, FEET CRUNCHING THROUGH UNDERGROWTH — UNDER.</u></p>
<p>292. CLAIRE: You know, I always thought that fairyland would be a little more idyllic.</p>
<p>293. TONY: What do you mean?</p>
<p><u>294. SOUND: [36] SLAPPING NOISE — LET IT FINISH.</u></p>
<p>295. CLAIRE: Well, I thought there’d be fewer mosquitoes and bugs for a start.</p>
<p>296. TONY: Personally, I never thought about it&#8230; probably owing to the fact that before two months ago I would have considered a conversation about fairyland nonsense. (BEAT) I’m also pretty sure the inhabitants don’t call it that.</p>
<p>297. CLAIRE: What do they call it then?</p>
<p>298. TONY: Beats me. Ask the sword when we get it back.</p>
<p>299. CLAIRE: Speaking of the sword, is that really what you call it? — “the sword?”</p>
<p>300. TONY: Sure. What else should I call it?</p>
<p>301. CLAIRE: Well it can talk. Don’t you think it should have a name?</p>
<p>302. TONY: You’re kidding, right?</p>
<p>303. CLAIRE: What do you mean?</p>
<p>304. TONY: Well, here we are marching through a jungle that isn’t even on earth (BEAT) in search of a talking sword and a bunch of kidnapped boys (BEAT) and you want to talk about naming the sword?</p>
<p>305. CLAIRE: Well, yeah! You got any better ideas for passing the time?</p>
<p>306. TONY: Maybe a couple. Ouch!</p>
<p><u>307. SOUND: [36] SLAPPING NOISE — LET IT FINISH.</u></p>
<p>308. TONY: Is it just me, or are the bugs getting bigger?</p>
<p>309. CLAIRE: Eeeeugh! I think they’re getting more plentiful too. Look at the trees.</p>
<p>310. TONY: Ugh. You’re right. The trees are crawling with bugs. We seem to have stumbled into some kind of insect nesting area. Maybe we should go back aways and see if we can’t find a way around.</p>
<p>311. CLAIRE: You’re not afraid of a few bugs, are you, Wells?</p>
<p>312. TONY: I’m not usually bothered by anything I can step on but some of these things are as big as my fist and it looks like they get bigger the further forward we go.</p>
<p>313. CLAIRE: Then what are we waiting for? Let’s back out aways.</p>
<p><u>314. SOUND: [37] HIDEOUS BAYING ROAR FROM BEHIND THEM. ANSWERED BY NUMEROUS OTHERS AND SOUNDS OF ALARM FROM JUNGLE ANIMALS ETC. — LET IT FINISH.</u></p>
<p>315. CLAIRE: &#8230; or maybe not. (BEAT) I mean, who’s afraid of a few bugs anyway?</p>
<p>316. TONY: Damn straight. Let’s keep going.</p>
<p>317. THREX: (IN A CREEPY SIBILLANT WHISPER) Really? You don’t fear me? How interessssting.</p>
<p>318. CLAIRE: What was that?</p>
<p>319. THREX: Please, O fearlesssssonesss, continue forwardssss and you will soon dissscover “what” I am&#8230; (BEAT) or go back. Tisss only the houndsss that wait for you. They appear to have found your sssscent. But I’m ssssure that, to sssuch bold ssstrangers, being torn apart by hell houndsss is of little conssscern.</p>
<p>320. TONY: Who’s there?</p>
<p>321. THREX: Just an inssssect&#8230; sssomething for you to ssstep on&#8230; nothing to be afraid of, no?</p>
<p>322. CLAIRE: I don’t like this, Wells.</p>
<p>323. THREX: Oh, don’t disssssappoint me by ssshowing hesssitation now, my dear.</p>
<p>324. TONY: I don’t know about you, Claire, but I’m more comfortable dealing with something that can speak than with what’s behind us. At least there is some hope it can be reasoned with.</p>
<p>325. THREX: Ha hahahahaha! Oh, very good! Yesssss, I like that. I sssspeak therefore I can be reassssoned with. Maybe not sssomething to be sssstepped on after all? Come forward, come forward, let me sssee you.</p>
<p>326. CLAIRE: Wells?</p>
<p>327. TONY: It’s alright. I don’t think we have much of a choice.</p>
<p>328. CLAIRE: It’s getting darker overhead. The trees are closing in. Blocking out the sky.</p>
<p>329. TONY: And I think there’s also a cave ahead.</p>
<p><u>330. SOUND: [15] (WALLA) FADE IN LOTS OF INSECTILE SCUTTLING AND CLICKING NOISES — FADE IN, ESTABLISH AND UNDER.</u></p>
<p>331. CLAIRE: Ugh. Wells, they’re all around us. Insects too big to contemplate.</p>
<p>332. THREX: Yesss. That’sss right. My ssssubjects are numeroussss. Enter the cave. Come and face me.</p>
<p>333. TONY: And what guarantee do we have that you will do us no harm?</p>
<p>334. THREX: Why none at all, human. I have yet to determine whosssse sssside you are on. (BEAT) But have no fear, until I do, you will be left unmolessssted.</p>
<p>335. TONY: And those things you say are tracking us?</p>
<p>336. THREX: The hell houndssss, yesss? They will not bother you in here. Very few creaturessss are foolissh enough to enter my domain uninvited. And thossssse that do, fare rather&#8230; poorly.</p>
<p>337. TONY: It’s a choice between the devil and the deep blue sea. (BEAT) Claire?</p>
<p><u>338. SOUND: [37] MORE ROARS AND HOWLS — LET IT FINISH.</u></p>
<p>339. CLAIRE: I vote for the cave.</p>
<p>340. TONY: Me too. Let’s go.</p>
<p><u>341. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_29"></a><br />
SCENE 10: INT. — THREX’S CAVE — MOMENTS LATER (THREX, CLAIRE, TONY)</h3>
<p><u>342. SOUND: [57] (EFFECT) SLIGHT ECHO IN VOICES TO INDICATE WE ARE IN A CAVE — CONTINUE UNTIL 406.</u></p>
<p>343. CLAIRE: [CUE] (NARRATING) We entered the cave. The tough guy went ahead of me without so much as a hesitant blink and I was damned if I was going to do any less.</p>
<p>344. THREX: I am Threx the Inssssatiable. Welcome to my humble home. I hope it issss to your tasssste.</p>
<p>345. CLAIRE: Where are you? It’s dark in here but not so dark that I shouldn’t be able to see you.</p>
<p>346. THREX: Aahhh. Typical prey. You never sssseem to look up!</p>
<p>347. CLAIRE: Wells, on the ceiling. It’s a spider.</p>
<p>348. THREX: Where’ssss your imagination? A mere sssspider? I expected sssscreaming&#8230; and running&#8230; and perhapssss sssome dying. I am very dissssappointed.</p>
<p>349. CLAIRE: I’ve washed nastier bugs than you down the drain, buster.</p>
<p>350. THREX: What’re you ssssaying? Don’t you find my eight hairy legsss disssconcerting? My dozensss of eyesss a little alarming? No?</p>
<p>351. CLAIRE: No.</p>
<p>352. THREX: And may I asssk why not?</p>
<p>353. CLAIRE: Well, for a start, I thought you’d be bigger. It’s a little anti-climactic.</p>
<p>354. THREX: You thought&#8230;? (INDIGNANT) I’m four feet acrossss if an inch!</p>
<p>355. CLAIRE: Ahuh. Not exactly gargantuan. And that’s another thing. What’s with the big scary voice? I mean really? How many English speakers do you get to practice on around here?</p>
<p>356. THREX: Ahahahahaha. You amusssse me, little human. You don’t behave sssso much like prey after all. Perhapsss I’ll reconssssider my decision to eat you after our interview. (BEAT)</p>
<p>(SUDDENLY THREATENING) Now tell me — jusssst which ssside are you on?</p>
<p>357. CLAIRE: We don’t know anything about sides.</p>
<p>358. THREX: Really? You mussst be new. It’sss the firssst thing everyone doesss when they arrive, don’t you know. Take a name and choosssse a sssside.</p>
<p>359. CLAIRE: Well, we’ve done neither. We’re here with a job to do and have little interest in local politics.</p>
<p>360. THREX: Is that sssso? Interesssting. And jussst what is thisss job you are here to do?</p>
<p>361. CLAIRE: We’ve come to recover the kidnapped children.</p>
<p>362. THREX: Oho! You want to sssteal the boysss back from the Pan&#8230; you do have a ssside after all.</p>
<p>363. CLAIRE: Oh yes? Whose side would that be?</p>
<p>364. THREX: Why, the ssside of the not-Pan, of coursssse.</p>
<p>365. CLAIRE: And what side would you be on?</p>
<p>366. THREX: Asss it happensss, the sssame ssside asss you. Nothing would give me greater pleasssure than to sssee the Pan lossse hisss precioussss cargo of children.</p>
<p>367. CLAIRE: Who or what is this Pan?</p>
<p>368. THREX: Ssso ignorant&#8230; Perhapsss you can’t be trusssted to sssucceed after all.</p>
<p>369. CLAIRE: Is that so? We’ve come this far, haven’t we?</p>
<p>370. THREX: Oh, I don’t think that’sss much of an achievement. You have ssstumbled into my domain without even the sssmallest idea who you are up againssst or what you are doing. Ssso far you are only alive out of dumb luck&#8230; but I think I like you. And more importantly, you may be able to create a good deal of mayhem and inconveniencssssse for our mutual enemy if I let you go.</p>
<p>371. CLAIRE: So what’s your decision? Time’s pressing.</p>
<p>372. THREX: Rude. But no matter. I have decsssided to help you. At the back of my cave isss a tunnel that leadsss all the way to Pan’sss tower. Go now, before I change my mind. Let mayhem enssssue.</p>
<p>373. CLAIRE: Thank you. (BEAT) Hey, Wells, c’mon&#8230; Wells!&#8230; C’mon, this way.</p>
<p><u>374. SOUND: [16] (WALLA) CRUNCHING FOOTSTEPS MOVE AWAY FROM MAIN CAVE — CONTINUE UNTIL MUSICAL BRIDGE.</u></p>
<p>375. CLAIRE: You kept pretty quiet back there. Uncharacteristically so actually. (BEAT) Come to think of it, you haven’t said a word since we entered that thing’s cave.</p>
<p>376. TONY: D&#8230;d&#8230;did you see that th&#8230;thing?</p>
<p>377. CLAIRE: Oh, there he is. (BEAT) (CONCERNED) Hey, are you alright?</p>
<p>378. TONY: Th..that was a g..g..giant s..spider.</p>
<p>379. CLAIRE: Yup. Don’t tell me you’re afraid of spiders, tough guy?</p>
<p>380. TONY: What? No. Not when they’re smaller th..th..than my fist. I just have a problem with them when they’re f&#8230;f..four feet across.</p>
<p>381. CLAIRE: Huh! I never thought I’d see the thing that would make you weak at the knees. C’mon. Let’s get out of here.</p>
<p>382. TONY: I’ll s-second that and th-then some!</p>
<p><u>383. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_30"></a><br />
SCENE 11: INT. — TUNNEL’S END — LATER (TONY, CLAIRE)</h3>
<p><u>384. SOUND: [15] (WALLA) INSECTILE CLICKING AND SCUTTLING NOISES — FADE IN, ESTABLISH AND UNDER.</u></p>
<p>385. TONY: (NARRATING) We walked for what seemed like hours in the half-light of the cave tunnel. I’m not sure where the light was coming from but it never seemed pitch dark and I could see the girl reporter behind me whenever I chanced a glance over my shoulder. Not that I needed to see her. I could feel the smirk radiating off her at a hundred yards.</p>
<p>I don’t care what anyone says. Spiders should not be bigger than your fist!</p>
<p>386. CLAIRE: (NARRATING) The discomfort of the detective with the lantern jaw would have been more enjoyable under less serious circumstances but beggars can’t be choosers and a girl needs to seize what joy the world offers. It was probably a good thing that Wells was concentrating on his embarrassment though. The walls were covered in spiders — not of the gargantuan proportions of the one we had just left — but plenty big enough to freeze the detective in his tracks.</p>
<p>387. TONY: Aw nuts! We’ve reached a dead end.</p>
<p>388. CLAIRE: There were no turns or branches that I noticed on the way down here. Could it be a trap?</p>
<p><u>389. SOUND: [38] CLICKING AND SCUTTLING SOUNDS GROW LOUDER — ESTABLISH AND UNDER.</u></p>
<p>390. CLAIRE: I suggest you keep your eyes off the walls while we figure this out.</p>
<p>391. TONY: You what?</p>
<p>392. CLAIRE: Don’t look at the walls, tough guy.</p>
<p>393. TONY: Oh no! Now, why’d you have to go and say that?</p>
<p><u>394. SOUND: [38] CLICKING AND SCUTTLING GETS LOUDER STILL — ESTABLISH AND UNDER.</u></p>
<p>395. CLAIRE: Well, I told you not to look.</p>
<p>396. TONY: (ANGRY) Damn it, Claire, everyone knows that the first thing you do when someone says don’t look&#8230; is look!</p>
<p>397. CLAIRE: Well, at least you’re angry this time instead of comatose. It’ll give us a chance to look around.</p>
<p>398. TONY: You look around. I’ll just stare at my feet while my heart rate gets back to normal.</p>
<p>399. CLAIRE: Aw hell. Fat lot of good you are! (BEAT) Well, this dead end of yours isn’t cave-rock. It’s bricked. I’m guessing it’s probably the entrance to the tower.</p>
<p>400. TONY: Keep talking&#8230;</p>
<p>401. CLAIRE: There seems to be some kind of depression in the center. If I put my hand in here and&#8230;yep, I can feel something. A handle or a lever&#8230;</p>
<p><u>402. SOUND: [39] CLICK FOLLOWED BY THE SOUND OF STONE GRINDING ON STONE AS A SECRET DOOR OPENS — LET IT FINISH.</u></p>
<p>403. CLAIRE: We’re in. Can you move yet?</p>
<p>404. TONY: Can a fish swim? Let me out of here.</p>
<p>405. CLAIRE: You can at least help me close the door again before you do the hundred yard dash!</p>
<p>406. TONY: What? Yeah. Okay.</p>
<p><u>407. SOUND: [40] STONE ON STONE OF DOOR BEING PUSHED SHUT. NOISE OF CLICKING AND SCUTTLING SUDDENLY CUT OFF ON CLOSURE — LET IT FINISH.</u></p>
<p>408. TONY: Thank heaven that’s over&#8230; (AHEM) Yes. Well. I guess we’d better find out where we are.</p>
<p>409. CLAIRE: After you, fearless leader.</p>
<p><u>410. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_31"></a><br />
SCENE 12: INT. — TOWER OF THE PAN — MOMENTS LATER (CLAIRE, TONY, PAN, BOY #1).</h3>
<p><u>411. SOUND: [17] (WALLA) MECHANICAL STEAM-ENGINE-LIKE NOISE IN DISTANCE — ESTABLISH AND UNDER.</u></p>
<p>412. TONY: You hear that, Claire?</p>
<p>413. CLAIRE: Hear what?</p>
<p>414. TONY: It sounds like there’s some kind of steam-works nearby.</p>
<p>415. CLAIRE: Now that you mention it, yes. The noise is coming from somewhere up ahead.</p>
<p>416. TONY: I think it’s just on the other side of this door.</p>
<p>417. CLAIRE: Does it bother you that we haven’t seen any guards or security yet? I mean we are in the tower, aren’t we?</p>
<p>418. TONY: So far, I’m just thankful.</p>
<p>419. CLAIRE: Yeah? Well I’m still waiting for the other shoe to drop.</p>
<p>420. TONY: (FRUSTRATED) What do you suggest, then? Do you want us to stay on this side of the door until we starve to death or someone does come along and finds us?</p>
<p>421. CLAIRE: Easy there, big fella. I’m not suggesting anything of the kind. It’s just that when I’m about to do something that all common sense tells me is ridiculously stupid — you know, like charging unarmed into a potentially dangerous enemy stronghold — I like to catalogue the full extent of that stupidity for future reference. (BEAT) You know? In case we don’t die.</p>
<p>422. TONY: Ahuh. C’mon then.</p>
<p><u>423. SOUND: [41] LATCH CLICKS THEN DOOR CREAKS OPEN — LET IT FINISH.</u></p>
<p><u>424. SOUND: [17] (WALLA) MECHANICAL STEAM-ENGINE NOISE GROWS VERY LOUD — ESTABLISH AND UNDER.</u></p>
<p>425. TONY: (YELLING TO BE HEARD ABOVE THE MACHINERY) At least we don’t have to worry about being heard by anyone.</p>
<p>426. CLAIRE: What is this place?</p>
<p>427. TONY: I think it’s some kind of industrial prison. Look, down there. The central chamber appears to be some kind of chimney.</p>
<p>428. CLAIRE: And at the bottom, that’s a giant furnace. It must be what’s powering the machinery&#8230; but I can’t figure out what the machinery is for.</p>
<p>429. TONY: But feeding the furnace — can you see them?</p>
<p>430. CLAIRE: Yes, it’s kids. Loads and loads of boys, all shoveling coal into the furnace.</p>
<p>431. TONY: I’m guessing those are our kidnapped children.</p>
<p>432. CLAIRE: But I don’t understand. I thought technology was a no-no for the fae.</p>
<p>433. TONY: Sometime soon you’re going to have to tell me where you get your information. Come to think of it, this is your second trip into the realms of the fae, and both times you’ve been surprisingly calm. Is there something you’re not telling me, Claire?</p>
<p>434. CLAIRE: What? No. I’m a reporter. Not much fazes me. Besides, I figure everyone knows a little about faeries. You know, from the folk tales and such you hear as a kid?</p>
<p>435. TONY: Hmmmm! Yeah, well&#8230; I guess I missed the memo on faeries and technology then. (BEAT) Hey, what’s going on down there?</p>
<p>436. CLAIRE: Something. There’s a commotion near those large doors. Isn’t that little old guy who’s entering the clown we saw kidnapping Harry Jones?</p>
<p>437. PAN: (POMPOUSLY) Boys, I have returned!</p>
<p>(WAITS FOR APPLAUSE) What? No applause? No affectionate greetings for your master? Ah, never mind. I’m in a furiously good mood so I won’t be killing any more of you today than is strictly necessary. Bwahahahahaha.</p>
<p>(BEAT) But wait? None of you wants to know what puts me in this glorious mood? No? None of you is even the least bit curious? Well good! At least I’ve beaten that out of you. But since I’m feeling so&#8230; so&#8230; magnanimous&#8230; I’m going to share it with you anyway. I, the Great and Powerful Pan of the Island of Never, have had delivered unto me by the Tinkers a sword. But not just any old pig sticker, no! I have been given one of the three great covenant swords. Which also means that somewhere on this island there is a Protector of the Covenant. Don’t worry, however, there’s no cause for any hope of a rescue. My Hell Hounds are out hunting him even as we speak. I already have his sword&#8230; and an unarmed Protector is of no more consequence to me than a bug.</p>
<p>Still, a little rejuvenation may yet be in order. You, boy, step forward!</p>
<p>438. BOY #1: No!</p>
<p>439. PAN: Now, don’t be frightened, child. This will only hurt you a great deal more than it will hurt me.</p>
<p><u>440. SOUND: [42] CRACKLE OF ELECTRICITY — CONTINUE UNTIL BOY IS DEAD (442).</u></p>
<p>441. BOY #1: (SCREAMING) Noooo! Aaargh!</p>
<p>442. CLAIRE: That monster! He’s killed the child. Sucked all the life out of him with the touch of his hand.</p>
<p>443. TONY: And look at the effect it’s having. The little old man-thing is growing&#8230; younger?</p>
<p>444. PAN: Bwahahahahaha. How kind of you, my brothers, to so willingly sacrifice yourselves for my eternal youth. These machines are aging me prematurely even as they help anchor this mortal island in the realm of the fae and transmit dark energy back to your home city in order to keep you all forgotten. Still, the demonstration of power is worth it. Keeping this island anchored here so impresses the nobles of the court that I remain high in the council of the realm of light. The technology is forbidden, true, but what the council doesn’t know can’t hurt it&#8230; or maybe it can? (FADING INTO THE DISTANCE) Bwahahahaha.</p>
<p>445. CLAIRE: (BEAT) Oh, thank God, he’s gone.</p>
<p>446. TONY: Come on. We’ve got to get down to those kids. There’s a ladder over there. Let’s start climbing.</p>
<p><u>447. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<p><u>448. MUSIC: [2] CLOSING THEME AND CREDITS – LET IT FINISH.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner and the Lieutenant have both got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the <em>Star City</em> <em>Tribune</em>. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical, remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>PAN:</strong> I’m insane. Not just a little nuts, mind you: massively, psychotically, monumentally insane. I want applause. I want recognition. I want to pull the wings off flies and laugh as I do it. But most of all, I want to rule the world and watch you worship me adoringly while I peel the skin from your bones.</p>
<p><strong>HARRY JONES:</strong> I know I’ve told stories in the past. It’s not like I meant to trick anyone. I really did think aliens were invading. Honest! But now my friends are going missing and no one will believe me. I’ve got to convince Tony somehow. He’s the only one who can help find them and bring them back home.</p>
<p><strong>THREX:</strong> Ssssso, human, you wish to deal with me. I am old, even by the reckoning of thessssse foolish fae. And I hunger. Do you fear me, sssskinny mortal? Issss my sssspider form a sssssource of terror for you? Or are you braver than your fellowsssss? Come into my parlor and let usssss talk awhile. There issss only one thing that I dissssslike more than intrudersssss and that isssss the Pan. Are you here to causssssse him trouble? Perhapsssss I can help.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>BOYS#1-4:</strong> We are caught in a spell. We can barely remember our own names. If we are disturbed we crow like a rooster in order to alert the Pan. Please! Help us! The Pan will kill us just for entertainment, but he also uses us to make himself younger. He steals our lives away.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Island of Never</h2>
<ul>
<li><a href="https://weirdworldstudios.com/island-never-episode-1-missing-kids/">The Island of Never &#8211; Episode 1 &#8211; More Missing Kids</a></li>
<li><a href="https://weirdworldstudios.com/island-never-episode-2-island-universe/">The Island of Never &#8211; Episode 2 &#8211; Island Universe</a></li>
<li><a href="https://weirdworldstudios.com/island-never-episode-3-industrial-poison/">The Island of Never &#8211; Episode 3 &#8211; Industrial Strength Poison</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/island-never-episode-2-island-universe/">The Island of Never &#8211; Episode 2 &#8211; Island Universe</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Island of Never &#8211; Episode 1 &#8211; More Missing Kids</title>
		<link>https://weirdworldstudios.com/island-never-episode-1-missing-kids/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Apr 2016 03:40:04 +0000</pubDate>
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		<category><![CDATA[The Island of Never]]></category>
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					<description><![CDATA[<p>Below we present the complete text of &#8216;More Missing Kids&#8217;; episode 1 of The Island of Never THE ISLAND OF NEVER EPISODE #1 – MORE MISSING KIDS by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/island-never-episode-1-missing-kids/">The Island of Never &#8211; Episode 1 &#8211; More Missing Kids</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of &#8216;More Missing Kids&#8217;; episode 1 of The Island of Never</p>
<p><figure id="attachment_1985" aria-describedby="caption-attachment-1985" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1985" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/04/006FN2Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN002 - The Island of Never" width="200" height="283" /><figcaption id="caption-attachment-1985" class="wp-caption-text">Fantasy Noir &#8211; FN002 &#8211; The Island of Never</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ISLAND OF NEVER</h2>
<h3>EPISODE #1 – MORE MISSING KIDS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #2: The Island of Never</strong></h3>
<p>Tony Wells’ life is changed forever when his vindictive Lieutenant assigns him a particularly difficult case. A mysterious series of kidnappings leads Tony and tenacious reporter Claire Templeton from the streets of Star City through a magical portal and into a pocket universe where they must defeat an evil fae noble or face being trapped forever. With the assistance of the exotic Threx, they make their way into the heart of the kidnapper’s place of power for a final confrontation. Can they defeat him and retrieve the children… and if so, at what cost? Tune in to “The Island of Never” and experience the wonder and terror for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ISLAND OF NEVER</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Police Detective</p>
<p><strong>MAGIC SWORD (FRED):</strong> Snarky magic Sword</p>
<p><strong>OGRE:</strong> Short-lived Ogre</p>
<p><strong>HARRY JONES:</strong> Street Kid</p>
<p><strong>LIEUTENANT OWENS:</strong> Police Lieutenant</p>
<p><strong>BILL CASEY:</strong> Police Constable and stooge</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter for the <em>Tribune</em></p>
<p><strong>JAFFE: </strong>Butler to the Myraveil family</p>
<p><strong>MRS MYRAVEIL:</strong> Matriarch of the Myraveil family</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2><a id="PA4_17"></a>ACT 1</h2>
<h3><a id="FN2_19"></a><br />
SCENE 1: EXT. — ALLEY SOMEWHERE IN STAR CITY — DUSK (TONY, SWORD, HARRY)</h3>
<p><u>1. MUSIC: [1] OPENING THEME — LET IT FINISH.</u></p>
<p>2. TONY WELLS: It had been a strange day. Just that morning I’d been sent to escort some friends of mine to the city lockup to interview some crazy gypsy lady about “the doom of the city.” It seems like the Commissioner and Lieutenant are finding stranger and stranger things to waste my time with. But that don’t even come close to some of the stuff I’ve been running into on my own.</p>
<p>Normally I don’t patrol dark alleys at night, but the rumor of a giant that was attacking hobos and other homeless people had somehow caught the attention of my magic sword.</p>
<p>Yeah, you heard me right. Magic Sword.</p>
<p>I’d accidentally picked it up on a recent outing and it seemed intent on ruining my life.</p>
<p>For a month since returning from the Realm of the Dark Fae, the sword had been trying to train me in the duties of a Protector of the Covenant. Apparently, humanity and the realms of Faery had signed an accord several thousand years ago that brought an end to some particularly destructive wars between the realms of the Fae.</p>
<p>Humanity is now represented in this accord by providing a kind of “sheriff” whose job it is to help enforce the stipulations of the covenant. These duties (which are conferred by being dumb enough to pick up a magic sword that happens to be lying in your path) include defending humanity from supernatural threats and investigating breaches of the terms of the covenant. Not something I really thought of as part of my job description when I joined the Star City Police Department and worked my way up to detective. Even less so now that I am fighting for my life in a dark alley with an ogre.</p>
<p><u>3. SOUND: [8] (WALLA) CLASHING SWORDS, GRUNTS, AND GROWLS ETC. — CONTINUE UNTIL 14.</u></p>
<p>4. MAGIC SWORD: You’re kidding me? What is it with you twentieth-century types? None of you can hold a sword!</p>
<p>5. TONY: This isn’t as easy as it looks, you know. (GRUNTS)</p>
<p>6. SWORD: Yeah, yeah. But you’ve genuinely got no idea. I mean, seriously, a century or two ago and the merest child would have been able to best you.</p>
<p>7. TONY: (PUFFING) Do you have to keep up the running commentary?</p>
<p>8. SWORD: Look, stop trying to hack with me. I know it feels awkward but swords are most effective when stabbing something vital. Hack off an ogre’s arm and it’ll finish you off with the other one, but a well-placed stab has a good chance of dropping the creature in its tracks.</p>
<p>9. TONY: And why is it that I can’t just pull a gun on it again?</p>
<p>10. SWORD: Because you’re a duly appointed and sworn Protector of the Covenant and I’m your badge of warrant.</p>
<p>11. TONY: Badge of what now?</p>
<p>12. SWORD: Yeah. You know? The symbol of your authority to intervene in human and fae affairs.</p>
<p>13. TONY: Well, in my world, we show people our badges and use guns to deal with hostile intent.</p>
<p>14. SWORD: Oh alright then, but I’m telling you it’s not going to work.</p>
<p><u>15. SOUND: [20] GUNSHOT FOLLOWED BY TWO MORE. ONCE OVER RENEW SWORD FIGHT SOUNDS UNTIL 19 — LET IT FINISH.</u></p>
<p>16. OGRE: (ROARS)</p>
<p>17. SWORD: See. I told you so.</p>
<p>18. TONY: Alright. Alright. What if I do this&#8230;? (GRUNTS)</p>
<p><u>19. SOUND: [21] WHOOSH THUNK OF SWORD FLYING THROUGH THE AIR AND STRIKING THE OGRE IN THE CHEST — LET IT FINISH.</u></p>
<p>20. OGRE: (GURGLING) Aaaagh!</p>
<p>21. SOUND: [22] HEAVY THUD OF BODY FALLING — LET IT FINISH.</p>
<p>22. SWORD: (INCENSED) You threw me!</p>
<p>23. TONY: Uh-huh!</p>
<p>24. TONY: I’m good at throwing things.</p>
<p>25. SWORD: But what if it’d parried the blade?</p>
<p>26. TONY: But it didn’t.</p>
<p>27. SWORD: (INCREDULOUS) But what if it did?</p>
<p>28. TONY: But it didn’t.</p>
<p>29. SWORD: (EXASPERATED) R.I.P. Tony Wells. You’re gonna be the shortest-lived Protector of the Covenant ever!</p>
<p>30. TONY: (WRYLY) Thanks for the vote of confidence. (BEAT) Do they always start smoking like that once they’re dead?</p>
<p><u>31. SOUND: [23] WHOOMPH OF OGRE EXPLODING INTO A CLOUD OF ASHES — LET IT FINISH.</u></p>
<p>32. SWORD: Pretty much. You haven’t actually killed it — merely sent it back to its own realm. Immortal, remember?</p>
<p>33. TONY: But doesn’t that mean it can come back?</p>
<p>34. SWORD: Not usually. Ogres are fairly dumb beasts. They only find their way into the mortal realm by accident. It’s incursions by higher fae — the nobility if you like — that are more problematic. If you come across one of those you’ll need to call in the other covenant protectors.</p>
<p>35. TONY: No thank you! Dealing with those guys was like wrestling in a pit full of snakes.</p>
<p><u>36. SOUND: [24] BOY’S RUNNING FOOTSTEPS APPROACHING — FADE IN.</u></p>
<p>37. SWORD: Someone’s coming, boss.</p>
<p>38. TONY: (NARRATING) The sword clammed up whenever anyone else was around and somehow it was never noticed by anyone when it was slung over my back&#8230; or at least by anyone except for Claire Templeton the reporter who was with me when I got the sword in the first place&#8230; and except for her improbable boyfriend, Tully Bing.</p>
<p>39. HARRY JONES:(CALLING OUT) Detective Wells! Detective Wells? Are you down here?</p>
<p>40. TONY: Harry Jones? Is that you?</p>
<p>41. HARRY: Detective Wells? Yeah, it’s me. Gosh, I’m glad I found you.</p>
<p>42. TONY: Harry, isn’t it a little late — not to mention dangerous — for a kid like you to be following people down dark alleys?</p>
<p>43. HARRY: But Detective&#8230;</p>
<p>44. TONY: What would your mother say?</p>
<p>45. HARRY: “Pass me another bottle,” probably&#8230;</p>
<p>46. TONY: (WARNINGLY) Harry&#8230;?</p>
<p>47. HARRY: Well, she would&#8230; but I’ve got to talk to you, Detective. Something terrible is going on.</p>
<p>48. TONY: Like that time you uncovered a plot by aliens to take over all of the city’s Malt Shops?</p>
<p>49. HARRY: Well no, but&#8230;</p>
<p>50. TONY: Or that time you thought you saw Al Capone and his gang moving into your neighborhood in order to set up a protection racket?</p>
<p>51. HARRY: No, but&#8230;</p>
<p>52. TONY: Or most recently, when you thought ghosts had possessed the city’s postmen in order to steal the contents of US mail?</p>
<p>53. HARRY: I know. I know. I was wrong about those things&#8230; but you’ve gotta believe me. This time it’s for real. Kids all over my neighborhood are going missing. Something terrible is happening.</p>
<p>54. TONY: I don’t have any time for more of your tall tales, Harry. I’m taking you home to your mother and seeing you get safely indoors&#8230; and don’t come bothering me with these stories any more.</p>
<p>55. HARRY: But&#8230;</p>
<p>56. TONY: No, Harry. It was kind of funny at first. But if you go wasting police time with these stupid tales of yours, you’re gonna get in big trouble. Understand me, son?</p>
<p>57. HARRY: (DEJECTED) Yes sir.</p>
<p>58. TONY: Okay then.</p>
<p><u>59. MUSIC: [3] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_20"></a><br />
SCENE 2: INT. — POLICE HEADQUARTERS — LATER (LIEUTENANT, CASEY, TONY)</h3>
<p><u>60. SOUND: [9] (WALLA) SOUND OF TYPING AND MURMURING VOICES — ESTABLISH AND UNDER.</u></p>
<p>61. LIEUTENANT OWENS: (SHOUTING) Wells! Wells! Is Wells out there?</p>
<p>62. BILL CASEY: Yeah, he’s here, Lieutenant. I’ll get ’im?</p>
<p>63. TONY: Thanks, Casey. That’s all I need.</p>
<p>64. CASEY: Best to just get it over with, don’t you think?</p>
<p>65. TONY: Frankly, if I’m going to be forced to endure a scolding night after night, I needn’t make it easy for them.</p>
<p>66. CASEY: By “them” you mean?</p>
<p>67. TONY: The Lieutenant and by proxy the Commissioner, that’s right. Am I talking too quickly for you?</p>
<p>68. CASEY: What do you mean?</p>
<p>69. TONY: I mean, Casey, that somehow every time I mention my frustration at being stuck at a desk doing the graveyard shift instead of working homicide where I belong, it somehow reaches the ears of the Police Commissioner, and I get hauled in for another chewing out.</p>
<p>70. CASEY: (OUTRAGED) You don’t think that has anything to do with me?</p>
<p>71. TONY: Actually, I think it has everything to do with you (BEAT) and with those Friday lunches you’ve been having with the Lieutenant where you report on my activities.</p>
<p>72. CASEY: (SPLUTTERING) Now wait just a minute&#8230;</p>
<p>73. LIEUTENANT:(SHOUTING) Wells! Where in Sam Hill are you?</p>
<p>74. TONY: Looks like they’re playing my song. You’ll have to protest your innocence some more later.</p>
<p>75. TONY: (NARRATING) I walked into the Lieutenant’s office feeling far more bad-tempered than usual and braced myself for the tirade. He was already looking red in the face from yelling my name.</p>
<p>(WITH A SMIRK) What’s the rumpus, boss?</p>
<p>76. LIEUTENANT: I’m getting pretty tired of your attitude, Wells.</p>
<p>77. TONY: That makes two of us. What are you doing hauling me in here every night for another yelling match? Don’t you and the Commissioner have anything better to do than make me your whipping boy?</p>
<p>78. LIEUTENANT: Don’t you take that tone with me. You know exactly why you’re being hauled in here.</p>
<p>79. TONY: It was months ago! So, I went behind the Commissioner’s back and brought in those League of Adventure Seekers yo-yos on that alligator case. They got the job done (BEAT) and they’ve helped save the city twice since then. You even had me escort them to the prison this morning to consult some gypsy whack-job on some regular police business. When does this punishment stop?</p>
<p>80. LIEUTENANT: You know as well as I do that the business this morning was just the Commissioner’s way of wasting everybody’s time&#8230; and as for the League? The Commissioner is never going to endorse vigilantes, so you can drop the indignation right now. Martin Rodriguez died as a direct result of those vigilantes’ participation in the alligator case. And, as if you didn’t know, he was the richest man in Star City. Everyone from his widow to the mayor has been baying for blood&#8230; and since those vigilantes themselves are proving too popular to touch, the role of sacrificial lamb has fallen on you.</p>
<p>81. TONY: (DISGUSTED) It was months ago!</p>
<p>82. LIEUTENANT: Tell that to the Rodriguez widow. (BEAT) But that’s not why I’ve called you in. I’ve got an assignment for you.</p>
<p>83. TONY: (SURPRISED) What?</p>
<p>84. LIEUTENANT: Yeah, direct from the Commissioner himself.</p>
<p>85. TONY: Aw hell. What is it this time?</p>
<p>86. LIEUTENANT: This may be your ticket out of the doghouse, Wells. The Commissioner asked me to pass on that if you handle this right you’ll be moved back to homicide and will be able to get back to work.</p>
<p>87. TONY: Really? (BEAT) (SUSPICIOUSLY) What’s the catch?</p>
<p>88. LIEUTENANT: It’s a kidnapping. The Myraveil family. The youngest son was taken a day ago.</p>
<p>89. TONY: The Myraveils are a powerful family. Why isn’t this big news?</p>
<p>90. LIEUTENANT: They’ve changed their tune. At first, it was a kidnapping. Now the boy is supposed to be staying with family.</p>
<p>91. TONY: Aw crap. Investigating one of the city’s most powerful families for the Commissioner when the family itself doesn’t want to cooperate&#8230; this is career suicide.</p>
<p>92. LIEUTENANT: Look on the bright side. Do this right and you get a full reinstatement.</p>
<p>93. TONY: I stared levelly at the Lieutenant before I turned around and left. Technically I was supposed to salute but I wasn’t about to give him the satisfaction.</p>
<p><u>94. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_21"></a><br />
SCENE 3: EXT. — OUTSIDE POLICE HQ — SEVEN P.M. (CLAIRE, TONY)</h3>
<p><u>95. SOUND: [10] (WALLA) OCCASIONAL CARS, BUZZ OF STREET LIGHTS ETC. — ESTABLISH AND UNDER.</u></p>
<p>96. CLAIRE TEMPLETON: (NARRATING) It was nine p.m. when I arrived at the precinct to see Tony Wells emerging with fists balled and a face like thunder. Anyone else would have been intimidated but not me. Like any good girl scout, I was prepared for any eventuality. I had a bag of fresh doughnuts in my purse.</p>
<p>97. TONY: Claire, I’ve got no time for reporters or any of your usual nonsense this evening.</p>
<p>98. CLAIRE: Not even when I’m bearing pastries?</p>
<p>99. TONY: Not even then.</p>
<p>100. CLAIRE: This sounds serious.</p>
<p>101. TONY: Serious as the plague. Now get out of my way.</p>
<p>102. CLAIRE: C’mon, you’ve never been able to resist the lure of doughnuts before.</p>
<p>103. TONY: Are you still here?</p>
<p>104. CLAIRE: (WHEEDLING) I’ll let you have them all?</p>
<p>105. TONY: (WARNING) Claire!</p>
<p>106. CLAIRE: (AS IF CAUGHT IN A LIE) Alright, I’ll let you have some. Maybe even most.</p>
<p>107. TONY: (GETTING ANGRY) Claire!</p>
<p>108. CLAIRE: What? I’ve been trying to get hold of you for a week now.</p>
<p>109. TONY: Obviously all those unreturned messages were too subtle for you.</p>
<p>110. CLAIRE: C’mon, copper, what’s the skinny? Jokes aside, I don’t think I’ve ever seen you this riled before.</p>
<p>111. TONY: Claire, I swear the next person to give me any grief is gonna wish they’d never been born.</p>
<p>112. CLAIRE: Alright then. My business is urgent, Wells, but I’m not getting anywhere until you get this out of your system. What’s up?</p>
<p>113. TONY: Not a chance. Mamma Wells didn’t raise any children stupid enough to unburden themselves to a reporter.</p>
<p>114. CLAIRE: Seriously, Wells. Off the record&#8230; what’s eating you?</p>
<p>115. TONY: Off the record? Alright, if you really want to know, you can tag along. But you’ll have to stay in the car once we get there.</p>
<p>116. CLAIRE: Anything to get your ear for a few minutes.</p>
<p>117. TONY: (NARRATING) We got into my car and I started driving. I’m hot hot-headed at the best of times but, with a full head of steam and the indignation to match, the language I used to describe the Commissioner and the Lieutenant on that trip could have peeled paint. Claire didn’t flinch and let my tirade wash over her without comment until it was spent. Then she asked the question that was most pertinent&#8230;</p>
<p><u>118. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_22"></a><br />
SCENE 4: INT. — TONY’S CAR — MOMENTS LATER (CLAIRE, TONY, SWORD)</h3>
<p><u>119. SOUND: [11] (WALLA) CAR ENGINE (FROM INSIDE) — ESTABLISH AND UNDER.</u></p>
<p>120. CLAIRE: So, you’ve never seen eye to eye with the Commissioner and the Lieutenant. What’s different today?</p>
<p>121. TONY: They’ve given me a poisoned chalice, a kidnapping that has all the signs of being a landmine under my feet.</p>
<p>122. CLAIRE: A kidnapping? Of a boy, under or around eleven years of age?</p>
<p>123. TONY: Yeah, why?</p>
<p>124. CLAIRE: Tell your story first, but this may have something to do with what I want to talk to you about as well.</p>
<p>125. TONY: It’s the Myraveil family. Their youngest has been taken but, after making an initial report, the family has suddenly clammed up. The file has been opened so someone has to investigate and I get to be the sacrificial lamb. These kinds of situations almost always result in the investigating officer losing his job.</p>
<p>126. 127. CLAIRE: (GROANING) And I promised to keep this off the record. This is huge news! The Myraveils are among the most powerful families in the city.</p>
<p>127. TONY: Yeah, well. You wanted to know. (BEAT) Besides we’re here.</p>
<p><u>128. SOUND: [25] CAR COMES TO A HALT — UNDER.</u></p>
<p>129. CLAIRE: Hang on a minute, Tony. This is important. You know Tully Bing?</p>
<p>130. TONY: (WARILY) I haven’t forgotten. You still running around with him?</p>
<p>131. CLAIRE: He’s sweet. I like him!</p>
<p>132. TONY: Yeah, well. It’s none of my business if you like the bookish types. What about him?</p>
<p>133. CLAIRE: You know that predator’s map he did for you a while back. He’s branching out. He’s been plotting rumors.</p>
<p>134. TONY: Rumors? (FRUSTRATED) Claire, is this what you’ve been chasing me about all week, because&#8230;</p>
<p>135. CLAIRE: Wells, shut up a minute! Tully found something interesting. There have been rumors&#8230; lots and lots of rumors&#8230; of kids going missing. Boys, eleven years old or younger, just vanishing without a trace&#8230; and not being reported to the police.</p>
<p>136. TONY: Hang on. Harry Jones said something like that to me earlier tonight.</p>
<p>137. CLAIRE: Harry Jones, that kid who keeps trailing you about with all the tall stories?</p>
<p>138. TONY: Yeah, that’s the one. I thought this was just another one. Maybe not. But you’d think someone would have made a report.</p>
<p>139. SWORD: Maybe not.</p>
<p>140. CLAIRE: Whoah. I almost forgot you had that thing with you.</p>
<p>141. SWORD: (SLIGHTLY WOUNDED) Technically speaking I guess I am a thing, but I would definitely prefer it if you didn’t talk about me as if I wasn’t here.</p>
<p>142. CLAIRE: Sorry.</p>
<p>143. TONY: He’s very sensitive.</p>
<p>144. SWORD: Says the guy who just threw an eight-minute tantrum in the car on the way over here.</p>
<p>145. TONY: Alright, you’ve chosen to chime in. What do you think is going on? You don’t think it’s covenant business, do you?</p>
<p>146. SWORD: Do you know what changelings are, Tony?</p>
<p>147. TONY: Never heard of ’em. You gonna enlighten me?</p>
<p>148. SWORD: (WEARILY) The fae do not breed in the way that humans do. You humans are like rabbits. You just keep popping out. The fae, on the other hand, might produce a natural child once in a thousand years. More typically they steal human children to raise. Prolonged exposure to the fae builds a dual nature within the child. At a certain age, usually around sixteen or seventeen, the child can choose which nature will become dominant. Having been raised by the fae, the changeling rarely chooses a return to their human nature.</p>
<p>149. CLAIRE: So what are you saying? Many of the Faery folk used to be human?</p>
<p>150. SWORD: Well, maybe insofar as their origin is concerned. But when they adopt the fae nature their essential humanity is erased. It is as if they had never been anything other than fae.</p>
<p>151. TONY: Do these disappearances fit that pattern?</p>
<p>152. SWORD: Well&#8230; not really. The preferred pattern is to take babies (BEAT) and there’s usually no gender bias in the selection either.</p>
<p>153. TONY: But?</p>
<p>154. SWORD: But something about this has triggered my instincts. You need to look into it.</p>
<p>155. TONY: Okay. Claire, wait here. I’m going to go see the Myraveils.</p>
<p><u>156. MUSIC: [5] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH.</u></p>
<h3><a id="FN2_23"></a><br />
SCENE 5: INT. — THE MYRAVEIL’S RESIDENCE — EIGHT P.M. (TONY, JAFFE, MRS MYRAVEIL)</h3>
<p><u>157. SOUND: [26] KNOCKING ON DOOR — LET IT FINISH.</u></p>
<p><u>158. SOUND: [27] DOOR OPENS — LET IT FINISH.</u></p>
<p>159. JAFFE: Good evening, sir. The tradesman’s entrance is at the side of the building.</p>
<p><u>160. SOUND: [28] DOOR BEGINS TO SHUT BUT IS INTERRUPTED — LET IT FINISH.</u></p>
<p>161. TONY: Hang on before you shut the door in my face. Are you the butler? I’m Detective Tony Wells and I’d like to speak to Mr. and Mrs. Myraveil if they are home.</p>
<p>162. JAFFE: (SCEPTICALLY) Oh? My apologies, sir, I will see if they are available.</p>
<p><u>163. SOUND: [29] DOOR CLOSES HARD — LET IT FINISH.</u></p>
<p>164. TONY: (SARCASTICALLY) Well, I’m off to a good start.</p>
<p>165. SWORD: Tony, there’s a glamour at work here.</p>
<p>166. TONY: A what?</p>
<p>167. SWORD: A spell. The butler is under a spell. Maybe others in the household as well. Be careful.</p>
<p>168. TONY: Alright&#8230;</p>
<p><u>169. SOUND: [27] DOOR OPENS — LET IT FINISH.</u></p>
<p>170. JAFFE: The lady of the house will see you now.</p>
<p>171. TONY: Er&#8230; thanks&#8230;?</p>
<p>172. JAFFE: (ARROGANT) I am Jaffe, the household butler and factotum.</p>
<p>173. TONY: Right.</p>
<p><u>174. SOUND: [58] MALE FOOTSTEPS. DOOR CLOSING — LET IT FINISH.</u></p>
<p>175. JAFFE: Please wait here.</p>
<p><u>176. SOUND: [59] FEMALE FOOTSTEPS APPROACHING — LET IT FINISH.</u></p>
<p>177. MRS MYRAVEIL: Mr. Wells? Jaffe tells me you are a detective. How may I help you?</p>
<p>178. TONY: Thanks for agreeing to see me. It’s about your son?</p>
<p>179. MRS MYRAVEIL: Jonathan? He’s upstairs. Shall I send for him?</p>
<p>180. TONY: No ma’am, you misunderstand. I’m here about your youngest son.</p>
<p><u>181. SOUND: [30] ODD RINGING CHIME — UNDER.</u></p>
<p>182. MRS MYRAVEIL: (CONFUSED) But I don’t&#8230; oh. But wait&#8230; I do have a younger boy. (VAGUELY) Chester&#8230;?</p>
<p>183. TONY: Yes ma’am. You and your husband made a report to the police that he had been</p>
<p>184. MRS MYRAVEIL: (CONFUSED) Kidnapped?&#8230; No, he’s&#8230; somewhere&#8230; he’s staying with&#8230; he’s with friends. Yes, with friends.</p>
<p>185. TONY: Ma’am, do you have a photo of the boy?</p>
<p>186. MRS MYRAVEIL: Of Jonathan?</p>
<p>187. TONY: No, Mrs. Myraveil. Of Chester.</p>
<p>188. MRS MYRAVEIL: But I don’t know anyone named&#8230; (CONFUSED) Wait, no. Chester’s staying with friends.</p>
<p>189. TONY: Can I have the names and addresses of these friends?</p>
<p>190. MRS MYRAVEIL: Mr. Wells. Everything is fine. We don’t need the police. Thank you. Please go.</p>
<p>191. TONY: Mrs. Myraveil, are you alright?</p>
<p>192. MRS MYRAVEIL: What? Yes. I think I just need to&#8230; I just need to lie down.</p>
<p>193. JAFFE: (FIRMLY) I believe you should leave now, Mr Wells.</p>
<p>194. TONY: Of course. Thank you for your time, Mrs Myraveil.</p>
<p>(NARRATING) The sword didn’t have to tell me that something was very wrong in that house. I wasn’t sure I bought the idea that magic was involved but something was definitely making the hair on the back of my neck stand up. I went back to the car and told Claire what I had seen. It was time we had a talk with young Harry Jones.</p>
<p><u>195. MUSIC: [4] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH.</u></p>
<p><u>196. MUSIC: [2] CLOSING THEME AND CREDITS – LET IT FINISH.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner and the Lieutenant have both got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the <em>Star City</em> <em>Tribune</em>. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>MAGIC SWORD (FRED):</strong> I’m a magical sword and I inherit my personality from the world around me. I’m a wise-talking smart alec who’s always laughing at the expense of my owner. Possibly because I can’t be destroyed — magical, remember — I see myself as superior to ordinary mortals. Nothing bothers me particularly and I love giving advice. I will probably be advising my new master on the proper etiquette for being swallowed by a dragon while he is being munched upon.</p>
<p><strong>HARRY JONES:</strong> I know I’ve told stories in the past. It’s not like I meant to trick anyone. I really did think aliens were invading. Honest! But now my friends are going missing and no one will believe me. I’ve got to convince Tony somehow. He’s the only one who can help find them and bring them back home.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>OGRE:</strong> Ugh! Me hungry. Must bash food. Food tastes best when bashed with rock&#8230; and cooked with fire. Mmmm, burned man-flesh! Yum!</p>
<p><strong>LIEUTENANT OWENS:</strong> Heh! Wells is an okay guy, but the Commissioner has got it in for him. It’s my job to make his life as miserable as possible until the Commissioner says otherwise. I like Wells, but not enough to take a bullet for him. The Commissioner says Wells isn’t pulling enough night shifts and who am I to argue.</p>
<p><strong>BILL CASEY:</strong> I’m Casey, that’s what everyone calls me. They all think I’m stupid, but I know which side my bread is buttered on. The Commissioner and I are friends, yes we are. I tell him what’s going on with Wells and he promises I’ll get my pick of postings around the precinct. Not bad for a junior guy, no sir!</p>
<p><strong>JAFFE:</strong> I have taste and refinement but none of the money necessary to enjoy it so I am forced to work for the Myraveils. The Myraveils have neither taste nor refinement, merely money. However, as their chief retainer, they have come to rely on my advice regarding how to spend their money and as a result, I get to be surrounded by beautiful things&#8230; except for that damned painting of the dogs playing cards which the master has chosen to hang in the hall. He believes it looks funny! I believe it is as attractive as a gym sock hanging on a shower railing.</p>
<p><strong>MRS MYRAVEIL:</strong> I’ve been feeling a little&#8230; odd. It’s as if there is something I should be remembering but I just can’t quite&#8230; Oh never mind. I’m sure it will come back to me. After all, life is so busy. I have fundraisers to attend (and organize), dinner parties, artworks to buy, cotillions to arrange etc&#8230; but still&#8230; I’m sure there was something&#8230;</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h2>The Island of Never</h2>
<ul>
<li><a href="https://weirdworldstudios.com/island-never-episode-1-missing-kids/">The Island of Never &#8211; Episode 1 &#8211; More Missing Kids</a></li>
<li><a href="https://weirdworldstudios.com/island-never-episode-2-island-universe/">The Island of Never &#8211; Episode 2 &#8211; Island Universe</a></li>
<li><a href="https://weirdworldstudios.com/island-never-episode-3-industrial-poison/">The Island of Never &#8211; Episode 3 &#8211; Industrial Strength Poison</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/island-never-episode-1-missing-kids/">The Island of Never &#8211; Episode 1 &#8211; More Missing Kids</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Gumshoe Fly Cake (dessert, serves 8)</title>
		<link>https://weirdworldstudios.com/gumshoe-fly-cake-dessert-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Apr 2016 03:17:35 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[gumshoe fly cake]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1981</guid>

					<description><![CDATA[<p>For dessert — Gumshoe Fly Cake (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 1 1/2 cups flour 1 cup brown sugar 1/4 teaspoon nutmeg 1/4 teaspoon cloves 1 teaspoon cinnamon 1/2 teaspoon salt 4 tablespoons butter 1 cup molasses (treacle is an [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/gumshoe-fly-cake-dessert-serves-8/">Gumshoe Fly Cake (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Gumshoe Fly Cake (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>1 1/2 cups flour</li>
<li>1 cup brown sugar</li>
<li>1/4 teaspoon nutmeg</li>
<li>1/4 teaspoon cloves</li>
<li>1 teaspoon cinnamon</li>
<li>1/2 teaspoon salt</li>
<li>4 tablespoons butter</li>
<li>1 cup molasses (treacle is an acceptable substitute)</li>
<li>2 egg yolks, well beaten</li>
<li>1 tablespoon baking soda</li>
<li>1 1/2 cup boiling water</li>
<li>pastry to line a pie dish</li>
</ul>
<p><strong>Method;</strong> Combine the flour, sugar, spices, and salt, and work in the butter, pinching with the fingers to make crumbs. Dissolve the baking soda in the boiling water and mix with the molasses and egg yolk. Line a pie pan with the pastry and make alternate layers of crumbs and liquid, topping with crumbs. Bake in a hot oven (450°F or 235°C) until crust edges start to brown. Reduce heat to a moderate oven (350°F or 175°C) and bake until firm, about 20 minutes.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/gumshoe-fly-cake-dessert-serves-8/">Gumshoe Fly Cake (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1981</post-id>	</item>
		<item>
		<title>Hard-Boiled Vegetable Loaf (side dish, serves 8)</title>
		<link>https://weirdworldstudios.com/hard-boiled-vegetable-loag-side-dish-serves-8/</link>
					<comments>https://weirdworldstudios.com/hard-boiled-vegetable-loag-side-dish-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Apr 2016 03:13:05 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[hard-boiled vegetable loaf]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1978</guid>

					<description><![CDATA[<p>As a side dish — Hard-boiled Vegetable Loaf (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 2 head cabbage, chopped 4 or 6 potatoes, grated a little celery, chopped 4 sautéed onions, minced (finely chopped) 4 eggs, well beaten 4 or 6 cups [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/hard-boiled-vegetable-loag-side-dish-serves-8/">Hard-Boiled Vegetable Loaf (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Hard-boiled Vegetable Loaf (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>2 head cabbage, chopped</li>
<li>4 or 6 potatoes, grated</li>
<li>a little celery, chopped</li>
<li>4 sautéed onions, minced (finely chopped)</li>
<li>4 eggs, well beaten</li>
<li>4 or 6 cups bread (in pieces)</li>
<li>a little milk</li>
<li>chopped parsley</li>
<li>salt, pepper</li>
<li>4 tablespoons butter</li>
</ul>
<p><strong>Method:</strong> Combine all ingredients except the milk; mix thoroughly, then add the milk. Shape into a loaf, put in a loaf tin, and bake until brown in a moderate oven (325°F or 160°C). Serve with gravy or tomato sauce.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/hard-boiled-vegetable-loag-side-dish-serves-8/">Hard-Boiled Vegetable Loaf (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1978</post-id>	</item>
		<item>
		<title>Faery Jumbalaya (main course, serves 8)</title>
		<link>https://weirdworldstudios.com/faery-jumbalaya-main-course-serves-8/</link>
					<comments>https://weirdworldstudios.com/faery-jumbalaya-main-course-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Apr 2016 03:07:28 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[faery jumbalaya]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1975</guid>

					<description><![CDATA[<p>For the main course — Faery Jambalaya (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 3 cups rice 2 pound (900g) fresh pork (diced) 2 slices of ham 2 dozen (24) small pork sausages 4 onions 2 tablespoons of butter 4 cloves garlic [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/faery-jumbalaya-main-course-serves-8/">Faery Jumbalaya (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Faery Jambalaya (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>3 cups rice</li>
<li>2 pound (900g) fresh pork (diced)</li>
<li>2 slices of ham</li>
<li>2 dozen (24) small pork sausages</li>
<li>4 onions</li>
<li>2 tablespoons of butter</li>
<li>4 cloves garlic</li>
<li>4 sprigs thyme</li>
<li>4 sprigs parsley</li>
<li>4 bay leaves</li>
<li>4 cloves, ground fine</li>
<li>6 quarts (5 liters and 680ml) beef broth, consommé, or stock</li>
<li>1 teaspoon chili powder</li>
<li>salt, pepper, cayenne</li>
</ul>
<p><strong>Method: </strong>Chop the onions very fine and mince the garlic, thyme, and parsley. Grind the cloves. Put a tablespoon of butter into a very large saucepan and add the onions and pork, and let them brown slowly. Stir frequently and let them continue browning slightly. At this stage add the slices of ham, chopped very fine, and the cloves of garlic. Then add the minced herbs, bay leaves, and ground cloves. Let all this brown for 5 minutes longer. Add the 24 sausages, separated, and let it all cook 5 minutes longer. Then add the beef broth/consommé/stock.</p>
<p>Let it all cook for 10 minutes and when it comes to boiling, add the rice. Then add to this the chili powder, pepper, and salt to taste. The Creoles season highly with cayenne. Let it all boil for another half hour, or until the rice is done, and serve hot.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/faery-jumbalaya-main-course-serves-8/">Faery Jumbalaya (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1975</post-id>	</item>
		<item>
		<title>Troll Cheese (appetizer, serves 8)</title>
		<link>https://weirdworldstudios.com/troll-cheese-appetizer-serves-8/</link>
					<comments>https://weirdworldstudios.com/troll-cheese-appetizer-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 23 Apr 2016 03:02:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[troll cheese]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1972</guid>

					<description><![CDATA[<p>For the appetizer — Troll Cheese (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 1/2 pound (450 g) butter 1/2 pound (450 g) Roquefort cheese 2 tablespoons ketchup/tomato sauce 2 teaspoons Worcestershire sauce Tabasco sauce 1/2 pound (450 g) cream cheese 2 tablespoon [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/troll-cheese-appetizer-serves-8/">Troll Cheese (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Troll Cheese (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>1/2 pound (450 g) butter</li>
<li>1/2 pound (450 g) Roquefort cheese</li>
<li>2 tablespoons ketchup/tomato sauce</li>
<li>2 teaspoons Worcestershire sauce</li>
<li>Tabasco sauce</li>
<li>1/2 pound (450 g) cream cheese</li>
<li>2 tablespoon minced (finely chopped) chives</li>
<li>1/2 teaspoon onion juice</li>
<li>1 teaspoon lemon juice</li>
<li>1/4 teaspoon salt</li>
<li>pinch curry powder</li>
</ul>
<p><strong>Method:</strong> Blend the cheese and butter by creaming with a fork dipped repeatedly in hot water. When smooth add the remaining ingredients. Beat as you would hard sauce, until perfectly smooth and creamy. Press into a mould, sprinkle with paprika. Chill for 24 hours before serving.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/troll-cheese-appetizer-serves-8/">Troll Cheese (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1972</post-id>	</item>
		<item>
		<title>Predator&#8217;s Row &#8211; Episode 4 &#8211; Of Swords and Magic</title>
		<link>https://weirdworldstudios.com/predators-row-episode-4-swords-magic/</link>
					<comments>https://weirdworldstudios.com/predators-row-episode-4-swords-magic/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 15 Apr 2016 23:54:00 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Predator's Row]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[of swords and magic]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1965</guid>

					<description><![CDATA[<p>Below we present the complete text of Of Swords and Magic; episode 4 of Predator’s Row. PREDATOR’S ROW EPISODE #4 – OF SWORDS AND MAGIC by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-4-swords-magic/">Predator&#8217;s Row &#8211; Episode 4 &#8211; Of Swords and Magic</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Of Swords and Magic; episode 4 of Predator’s Row.</p>
<p><figure id="attachment_1949" aria-describedby="caption-attachment-1949" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1949" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/03/005FN1Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN001 - Predator's Row" width="200" height="283" /><figcaption id="caption-attachment-1949" class="wp-caption-text">Fantasy Noir &#8211; FN001 &#8211; Predator&#8217;s Row</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>PREDATOR’S ROW</h2>
<h3>EPISODE #4 – OF SWORDS AND MAGIC</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #1: Predator’s Row</strong></h3>
<p>A reporter for the Star City Tribune, Claire Templeton, uncovers a pattern of grisly murders that look like the work of a strange new predator and presents her findings to Detective Tony Wells. When Tony finds a seven-year-old witness to one of the murders, her unbelievable story sets him on a path that will shake his hard-boiled certainty about the nature of reality to its core. Caught in a web of intrigue between faery courts, a nightmare world where Trolls fight for scraps beneath the bridges of the modern world, and a magical sword that has an agenda all its own, Wells must work to uncover a murderer in order to prevent a war among the immortals from spilling over into the mundane realm. Can he solve this mystery in time before the world of nightmares becomes a reality for all humanity? Tune in to “Predator’s Row” and marvel at a world of magic and intrigue that lies just beneath the surface of the world you know.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>PREDATOR’S ROW</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TONY WELLS: </strong>Police Detective</p>
<p><strong>CLAIRE TEMPLETON: </strong>Reporter</p>
<p><strong>FINBARRA: </strong>Fae Prince of the Darkened Realm</p>
<p><strong>EBERON: </strong>Fae Prince of the Realm of Light</p>
<p><strong>COBLYNAU: </strong>King of the Goblins</p>
<p><strong>TROLL: </strong>Troll (Monster)</p>
<p><strong>JENNY SHELBY: </strong>Missing Girl</p>
<p><strong>TULLY BING: </strong>Academic</p>
<p><strong>SWORD: </strong>Magical Talking Sword</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 3</h2>
<h3>SCENE 14: INT. THE COURT OF COBLYNAU (COBLYNAU, EBERON, FINBARRA, FROST, TONY, JENNY, CLAIRE, TULLY, SWORD)</h3>
<p><u>456. MUSIC: [1] OPENING THEME – LET IT FINISH</u></p>
<p>457. NARRATOR: Tony Wells, Detective of Star City, has found himself trapped in a realm of magic, standing trial before a Goblin King, in his attempt to rescue his friends and discover the identity of a killer who has been plaguing his city.</p>
<p><u>458. MUSIC: [16] (WALLA) FADE IN WEIRD CARNIVAL MUSIC; ODD JEERING LAUGHTER; OCCASIONAL SHRIEKS ETC. — ESTABLISH AND UNDER</u></p>
<p>459. TONY: (NARRATING) There I stood in a place carved from a child’s nightmare, being threatened by the king of the goblins with being skinned alive. All this courtly talk was getting on my nerves. The goblin king was almost comical, but I still know when someone’s bluffing and when they’re not. Coblynau wasn’t bluffing. If I was gonna avoid being added to his human-skin rug collection, I was going to have to come up with something fast.</p>
<p>(TO COBLYNAU) Hang on just a moment. You want to know who’s trying to undermine the covenant and start a new war, don’t you? I was sent here to expose the traitor.</p>
<p>460. COBLYNAU: More lies? Skinning is too good for you.</p>
<p>461. TONY: No, I can prove it. We recovered this from the troll’s lair. It instructs the bearer to kill the mortal Protector of the Covenant.</p>
<p>462. COBLYNAU: (ROARING) What? Finbarra, examine the document! Is it genuine?</p>
<p>463. FINBARRA: Hmmm! Eberon, look at this!</p>
<p>464. COBLYNAU: (IMPATIENT AND EAGER) What does it say?</p>
<p><u>465. SOUND: [32] TWO SWORDS BEING DRAWN — LET IT FINISH</u></p>
<p>466. COBLYNAU: What is the meaning of this? Finbarra, Eberon, put away your swords. Do you realize what you are doing?</p>
<p>467. FINBARRA: Yes, my liege, I do, and as you know I am sworn to protect the covenant above all things. The document is real and reads, “By order of the king of the darkened realm, you are freed to retrieve the covenant sword. Destroy the Protector of the Covenant and bring the sword to my emissary.”</p>
<p>(BEAT) My liege, it bears your seal.</p>
<p>468. COBLYNAU: Impossible! It is a forgery! And this mortal who bears it — he is probably the assassin himself!</p>
<p>469. TONY: I am no assassin! I am a mortal detective, investigating the death of Phineas Talbot. He was torn apart beneath the Star City suspension bridge by a troll. To cover its crime, the troll kidnapped this little girl who accompanies me. I was put on the creature’s trail by a man named Frost, who claims to be from the realms of the fae.</p>
<p>470. COBLYNAU: (ENRAGED) Frost? Jack Frost?!! The trickster who almost stole my throne before I had him exiled to the mortal realm?</p>
<p>471. TONY: (IMPATIENTLY) I don’t know anything about you or your history with this creature, only that he calls himself Frost and that he claims he is an exile. Beyond that, politics doesn’t interest me.</p>
<p>472. FINBARRA: Then you are a greater fool than you appear, Tony Wells. The fate of all the realms, yours not the least, is sealed by a careful balance of political alliances and obligations.</p>
<p>If you are truly in league with Frost, then this changes things.</p>
<p>473. TONY: How?</p>
<p>474. FINBARRA: Frost is one of the few who could effectively forge a royal decree.</p>
<p>475. TONY: Huh? Hey! Who’s tugging at my arm? Tully, what is it? (NARRATING) Tully was virtually jumping up and down on the spot.</p>
<p>476. FINBARRA: He can’t speak without the permission of the king&#8230; (AMUSED) Excitable little chap though, isn’t he?</p>
<p>477. TONY: Your Highness, it is obvious that something is wrong here. May he speak?</p>
<p>478. COBLYNAU: Worms! Witless fools! What is one more idiot yammering in our ears? Speak!</p>
<p>479. TULLY: I was taken by the troll after I accidentally saw it receive that document from a man it called Frost.</p>
<p>480. TONY: What? But Frost sent me here to rescue you.</p>
<p>481. FINBARRA: From a troll you found sleeping? I begin to see how this fits together.</p>
<p>482. TONY: Well, that’s one of us anyway!</p>
<p>483. FINBARRA: Your Majesty, the exile Frost is the one seeking to overturn the covenant. He is powerful enough to take on one of the covenant protectors if he does so indirectly — say through the agency of a troll. He has sent this mortal here, knowing we would not believe his tale of defeating a troll in its own lair, to find the document that points to you as covenant breaker. In this way, I believe he wanted to start the ancient war anew. The troll is Frost’s real co-conspirator and feigned sleep to allow the mortal entry and egress from its lair. These are but dupes in his plan.</p>
<p>484. COBLYNAU: An interesting theory, Finbarra. But how to test it? Perhaps I should recall Jack Frost to my court to answer the charge. (BEAT) Exile! Frost! Answer the summons of your king and return to the darkened court!</p>
<p><u>485. SOUND: [30] A RINGING CHIME — LET IT FINISH</u></p>
<p>486. FROST: Your Majesty! You call and your humble servant appears. I take it the traitor has been revealed?</p>
<p>487. COBLYNAU: Isn’t it enough that I had you exiled? Must you still vex me from a distance? What is your game this time, Frost?</p>
<p>488. FROST: What it has always been, O king! The unleashing of chaos and the striving for mastery.</p>
<p>489. FINBARRA: So you admit it! It was you who orchestrated the death of the mortal Protector of the Covenant.</p>
<p>490. FROST: None other.</p>
<p>491. FINBARRA: But why? You have been exposed. You cannot suppose that this could have ended in any way other than your being summoned to court to answer for your crimes.</p>
<p>492. FROST: No, you are right. When the sword was transferred here by the mortal’s dying wish, I thought I had been thwarted. After all, there was no way to pursue it whilst an exile — but, thanks to these witless mortals, here I am in the court of the goblin king once more and the sword is mere feet away.</p>
<p>493. FINBARRA: What? Eberon, it is the sword he’s after. To the throne.</p>
<p>494. FROST: (LAUGHING) Oh dear. You still think you can thwart me! You must realize that I am not alone in this. (CRYING OUT) Step forward, my allies, and make your presence felt!</p>
<p>495. SOUND: [33] CRASHING OF ICY WALLS, ROARING AND GRUNTING, AS A DOZEN RENEGADE TROLLS CRASH THEIR WAY INTO THE THRONE ROOM — LET IT FINISH</p>
<p>496. TROLL: We here, Frost! We fight!</p>
<p>497. FINBARRA: Trolls! A dozen of them at least! I promise you, Frost, you will purchase your prize dearly. The power of the combined swords of the Protectors of the Covenant is far and away in excess of your own.</p>
<p>498. FROST: As usual you fail to see the whole of the game. The mortal sword is without a master&#8230; and it yearns for one. I am now of the mortal realm, exiled as I am from the realm of darkness and the realm of light. I claim the sword as my own.</p>
<p>499. GOBLINS: (GASPS AND MOANS OF DISBELIEF)</p>
<p>500. COBLYNAU: Always so inventive and devious, Frost! I almost hate to have to punish you anew.</p>
<p>501. FROST: Ah. And I remember your gentle punishments so well from the last time. It took me almost a century to re-grow my skin, if I remember rightly.</p>
<p>502. COBLYNAU: I was too easy on you last time, Frost! I won’t make the same mistake twice.</p>
<p>503. TONY: (NARRATING) As I watched this exchange, my brain was rapidly playing catch up. I’d been set up and used to facilitate some kind of power play among supernatural beings and, like the sap I was, I had walked right into it.</p>
<p>Reaching into my pocket I once more gathered some iron nails into my fist.</p>
<p>504. FROST: Sword! To me!</p>
<p>505. CLAIRE: (NARRATING) It was like something out of a dream. The sword obeyed Frost’s command and leaped into the air, flying across the room towards him, but Wells was even quicker. He threw something small at Frost’s outstretched hand and Frost caught it. The sword sailed on past.</p>
<p><u>506. SOUND: [35] CLATTER OF SWORD HITTING THE FLOOR — LET IT FINISH</u></p>
<p>507. FROST: (SCREAMING) Aaargh! It burns.</p>
<p>508. TONY: I threw more nails and Frost crashed to the ground as if pinned there by a boulder.</p>
<p>509. TROLL: We are undone. Away. Away!</p>
<p><u>510. SOUND: [36] SOUND OF TROLLS RAPIDLY RETREATING — FADE</u></p>
<p>511. TONY: (FALSELY APOLOGETIC) I’m sorry, had you forgotten we were still here? Or were the mortals in the room so far beneath your notice that you didn’t care?</p>
<p>512. FROST: (INCREDULOUSLY, AND THROUGH THE AGONY) Cold iron? You brought cold iron? Here?</p>
<p>513. TONY: Yes, that’s right. A little library research turned up the fact that you near-immortals had one weakness. Cold iron. Now I believe this sword was what all the fuss was about&#8230;</p>
<p>(NARRATING) I reached for the sword lying on the ground nearby&#8230; (BEAT)</p>
<p>There are times in your life, usually when committing a major blunder, that everything seems to slow down. As my hand closed around the sword’s hilt I could hear Claire’s cry of warning, the intake of breath around the court, and most ominously yet&#8230;</p>
<p><u>514. SOUND: [30] A RINGING CHIME — LET IT FINISH</u></p>
<p>515. SWORD: (ECHOING) You know? I rather hoped it would be you!</p>
<p>516. TONY: (NARRATING) I was still reeling from the shock of the voice which had echoed through my head when everything started moving at normal speed once again.</p>
<p>517. COBLYNAU: Kill it! Kill it! It brought poison to my domain. Kill it before the world breaks!</p>
<p>518. FINBARRA: No! He has taken up the sword and the sword has accepted him. He is now the mortal Protector of the Covenant!</p>
<p>519. COBLYNAU: He’s what???</p>
<p>520. FINBARRA: He has taken up the sword. If you attack him you will shatter the covenant and Eberon and I are sworn to prevent you from doing so.</p>
<p><u>521. SOUND: [39] SWORDS BEING UNSHEATHED EVERYWHERE</u></p>
<p>522. TONY: I mean no disrespect, Your Majesty. I merely sought to prevent Jack Frost from claiming the sword.</p>
<p>523. GOBLINS: CRIES OF “INSULT!” — “INSULT!” — “KILL THE MORTALS!”</p>
<p>524. COBLYNAU: (ENRAGED) Out of ignorance or no, you have committed a grave insult against my kind. Remove that material from my world post haste. Do it or I will kill you, mortal Protector or not and Covenant be damned!</p>
<p>525. FINBARRA: At once, Your Majesty&#8230; but what of Jack Frost?</p>
<p>526. COBLYNAU: (GRINNING) Leave him to me!</p>
<p>527. FINBARRA: Tony Wells, gather up the cold iron and be sure you do not miss a single piece. It is time for you and yours to leave.</p>
<p><u>528. MUSIC: [37] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 15: EXT. THE PETRIFIED FOREST — LATER (TONY, EBERON, CLAIRE, TULLY, FINBARRA, JENNY)</h3>
<p><u>529. SOUND: [9] (WALLA) WIND MOANING IN THE DISTANCE — ESTABLISH AND UNDER</u></p>
<p>530. EBERON: You are lucky to be alive, Tony Wells. In fact, all of you are. It is not often that a group of mortals is allowed to leave the throne room of the goblin king with their skins. The insult of bringing cold iron into his very throne room is not one that will be easily forgotten I think — even if you did bring down Jack Frost as a result. If we had not intervened when we did, I do not know what the outcome may have been.</p>
<p>531. TONY: I owe you one, then. Thanks.</p>
<p>532. FINBARRA: We will not forget your debt to us either, mortal. Have no fear of that.</p>
<p>533. TONY: That sounds ominous.</p>
<p>534. EBERON: You are a newcomer to our world, Tony Wells. We do not trade in gold but in favors, promises, and obligations. You are now in our debt. This is something that we take very seriously and the consequences of failing to repay that debt when called upon to do so can be very severe.</p>
<p>535. TONY: Uhuh. I guess I’d better keep that in mind.</p>
<p>536. CLAIRE: Eberon, you said something at the end that I didn’t understand. Something about the sword being Tony’s now?</p>
<p>537. EBERON: That is right. When Tony took up the sword, and was accepted by it, he also took up the mantle and responsibilities of a Protector of the Covenant. He is now bound to the purpose of the sword and the provisions of the covenant. Like us he must fulfill the duties required of his new station.</p>
<p>538. TONY: But, I don’t have any idea what that means!</p>
<p>539. EBERON: (LAUGHING) The sword knows and will tell you everything.</p>
<p>540. TONY: The sword?</p>
<p>541. FINBARRA: That’s right, the sword. It is both tool and teacher. You will use it to help protect mortals, and it will teach you your duties and enforce the requirements of the covenant upon you.</p>
<p>542. TONY: Now hold on a minute. What do you mean, enforce the requirements of the covenant?</p>
<p>543. EBERON: By taking up the sword, you are committed to protect the covenant whether you will or no. This means that, should you willfully attempt to frustrate the terms of the covenant, the sword will see to it that you fail.</p>
<p>544. TONY: (SCOFFING) What? By taking me over or something?</p>
<p>545. EBERON: Precisely.</p>
<p>546. TONY: Hold on. I never chose this. I have free will and I refuse&#8230;</p>
<p>547. FINBARRA: (LAUGHING MALICIOUSLY) Oh, what fools these mortals be. Your “will” is of no consequence. This sword is an object of power and can override your will as easily as you can blink an eye — more easily.</p>
<p>548. EBERON: But have no fear, Tony. It will not do so unless you actively oppose your duty.</p>
<p>549. TONY: Well, right now my duty is to get these people back to the mortal realm. Thanks for bringing us back here. What about the trolls?</p>
<p>550. FINBARRA: You needn’t worry for the moment. They are being pursued by emissaries of the goblin king. It will be some time before they can resume activity in their hunting grounds — though again they will not forget you, I should think.</p>
<p>551. TONY: Great. And what happens to Jack Frost?</p>
<p>552. FINBARRA: That is a matter for the goblin king. As immortals we cannot be killed and, as the goblin king is now all too aware, exile is not a safe option for a creature as dangerous as Jack Frost. I think it is safe to assume that whatever punishment he devises for Jack, it will be something extremely unpleasant.</p>
<p>553. EBERON: Yes. Extremely.</p>
<p>554. TONY: You know something? I don’t think Jack Frost was working alone.</p>
<p>555. EBERON: What?</p>
<p>556. TONY: It’s just a feeling. Like the memory of a dream that is just out of reach and fades the harder you try to hold on to it. But I’m as sure as I can be that he wasn’t alone in this.</p>
<p>557. EBERON: Are you suggesting he had an ally besides the trolls?</p>
<p>558. TONY: Yes, I am. But I’m also very tired and have had enough of mysteries for one day. How do I go about creating a circle?</p>
<p>559. EBERON: I think that if you would not be further in our debt than you already are, you should address your question to the sword. It is, after all, your teacher in all these matters from now on.</p>
<p>560. SWORD: And I would be all too happy to assist.</p>
<p>561. CLAIRE: That is just so creepy!</p>
<p>562. TONY: It’ll take some getting used to I admit. (BEAT) Alright. How about it? What do I do?</p>
<p>563. SWORD: Use me to draw a large circle in the snow. Yes, that’s right. Now have all those who are travelling with you stand within it.</p>
<p>564. TONY: Uh. Okay folks, if you’d just step inside the circle. Tully, that means you and Jenny too.</p>
<p>565. FINBARRA: We will bid you our goodbyes at this point, Tony Wells. You have done the realms a great service with your actions.</p>
<p>566. EBERON: Yes. We will see you again when next the terms of the covenant are in play.</p>
<p>567. TONY: Uh. Right. Goodbye then. (BEAT) Nothing’s happening.</p>
<p>568. SWORD: You need to focus on where you wish the door to open onto. Picture it in your mind.</p>
<p>569. TONY: Oh I see. So if I want to go back to the alley I just think about&#8230;</p>
<p><u>570. SOUND: [30] A RINGING CHIME — LET IT FINISH</u></p>
<p><u>571. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 16: EXT. PREDATORS ROW — MOMENTS LATER (TULLY, CLAIRE, JENNY, TONY)</h3>
<p><u>572. SOUND: [4] (WALLA) FLICKERING STREET LAMP, OCCASIONAL CAR ETC. — ESTABLISH AND UNDER</u></p>
<p><u>573. SOUND: [30] LOUD CHIME — LET IT FINISH</u></p>
<p>574. TONY: &#8230; the alley and we’ll be&#8230; Oh!</p>
<p>575. CLAIRE: (THRILLED) We’re here! I never thought I’d be happy to see this place again.</p>
<p>576. TULLY: Hey! This is Jenny’s home, you know.</p>
<p>577. CLAIRE: (CHASTENED) Oh, of course. Sorry, honey!</p>
<p>578. JENNY: It’s alright. I want to see my mommy!</p>
<p>579. TONY: We’ll organize that right away, but&#8230;</p>
<p>580. JENNY: Mr Wells?</p>
<p>581. TONY: You’re going to have to promise me something, Jenny?</p>
<p>582. JENNY: What’s that, Mr Wells?</p>
<p>583. TONY: You have to promise you won’t tell anyone about where you’ve been. You can say it was somewhere dark and that we came and found you&#8230; but that’s all. Do you understand?</p>
<p>584. JENNY: No&#8230;</p>
<p>585. TONY: Jenny, honey. We were there with you and it was real&#8230; but if you try to tell people about it, mostly they won’t believe you. And some will think you’re mad. I’m just trying to protect you from that. Do you believe me?</p>
<p>586. JENNY: Yes, I do.</p>
<p>587. TONY: Good. Come on. I’ll take you to see your mom.</p>
<p>588. CLAIRE: (NARRATING) I watched Wells gather the little girl up in his arms and take her over to the door. I hate tearful reunions. They make me feel sappy, so I took a few moments to tell Tully in no uncertain terms what I thought of his decision to go hunting around in a suspected predator’s den alone. He gave me one of those adoring, worshipful looks that some of the more sappy guys around the place get on their dials and I kissed him, hard, more out of pity than anything else. It was definitely time to go.</p>
<p>589. TONY: (NARRATING) Bringing Jenny back got me off the hook with the police commissioner, at least as far as my suspension was concerned — and the good publicity provided by Claire Templeton didn’t hurt my cause any either.</p>
<p>As it turns out, life in the big city is weirder than anyone could have imagined. Once I thought the worst kind of predator walked on two legs and that the bogeyman was a story for children. Now I know better, and anytime I forget I’ve got a talking sword in my closet to remind me.</p>
<p><u>590. MUSIC: [2] CLOSING THEME AND CREDITS</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner’s got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>LAWRENCE JACOBY: </strong>My name’s Jacoby and I represent the law. As a detective I don’t make the rules but I do enforce ’em. And in a town full of lowlifes and creeps — some of whom carry a badge — that’s saying something. I’m also a friend of Tony Wells. He cuts corners and that gets him in trouble, but he’s good people and I’ll have his back when he needs it.</p>
<p><strong>JACK FROST:</strong> My name’s Frost, Jack Frost. I was, until exiled, a member of the dark realm of the fae and vassal to the goblin king. Those days are gone of course. In the mortal realm, I am reduced to living among these short-lived and petty creatures called humans. I still find my amusements though. There are many of these creatures who will happily trade their souls for a few magical trinkets and gewgaws. Oh, I don’t expect you to believe me&#8230; at least, not yet. But after you’ve seen exactly what I have to offer, perhaps you’d like to make a deal?</p>
<p><strong>EBERON:</strong> I am Eberon, Protector of the Covenant, and son of Oberon, high king, and lord of all the light realms of the fae. Perhaps you have heard of me. Even in the mortal realm, my father’s name is still known — if only because of that English bard. My fate is bound to the protection of the covenant between the dark, light, and mortal realms. For thousands of years the covenant has kept the animosity between our various peoples in check, but now something unheard of has occurred. The mortal protector has been murdered and I have traveled to the dark realm of the fae to find out why.</p>
<p><strong>FINBARRA: </strong>I am Finbarra, Protector of the Covenant, and son of Finyarra, high king, and lord of all the dark realms of the fae. I care not whether you have heard of me any more than I care what a mortal’s opinion is on any matter at all. Like Eberon, my fate is bound to the protection of the covenant between the dark, light, and mortal realms. Unlike Eberon, I chafe under the restrictions this places upon me. For thousands of years the covenant has kept the animosity between our various peoples in check, but now something unheard of has occurred. The mortal protector has been murdered and I have traveled to the kingdom of Coblynau, the goblin king, to find out why.</p>
<p><strong>COBLYNAU:</strong> Of course I’m cranky. You’d be cranky too. Fools! Layabouts! Idiots! I am surrounded by witless worms and encounter stupidity at every turn. The damned “pig sticker” has turned up. Here! In my realm! That means those dratted Protectors are going to turn up as well&#8230; and who knows what else besides. I just want to get back to my flayings and other entertainments. It’s bad enough I have to rule a realm full of stinking trolls without being intruded upon by the politics of the high fae.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>TULLY BING:</strong> My name’s Tully Bing but the sooner you forget that the better. Give me data to crunch, a puzzle to solve, and a map to draw and I’m happy as a pig in mud. I met Claire Templeton at the university recently. You don’t meet too many women in my line of work but she’d come to interview someone who wasn’t available and ended up sitting down with me instead! You know, I almost died of fright? She’s real nice and real pretty too. I don’t know what she sees in a guy like me but I’m willing to do anything to stay on her radar.</p>
<p><strong>JENNY SHELBY:</strong> Mommy, Mommy. I just saw a troll and a knight fighting outside my window. No really, Mommy. It was big and blue and tore the little old man with the sword to pieces. No, Mommy, I’m not making it up. No! It’s the truth. Aw, Mommy, okay, I’m going back to bed.</p>
<p><strong>TROLL:</strong> I troll. I eat mortals. I catch under bridge. I skin. I chew. I crunch. Miss the old days, I do. When a troll could fight and kill all he want. Today I must stay near bridge. No exceptions. Stupid covenant!</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_38"></a></p>
<h2>Predator&#8217;s Row</h2>
<ul>
<li><a href="https://weirdworldstudios.com/predators-row-episode-1-strange-happenings-beneath-bridge/">Predator&#8217;s Row – Episode 1 – Strange Happenings Beneath the Bridge</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-2-hunt-begins/">Predator&#8217;s Row – Episode 2 – The Hunt Begins</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-3-coblynaus-court/">Predator&#8217;s Row – Episode 3 – In Coblynau&#8217;s Court</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-swords-magic/">Predator&#8217;s Row – Episode 4 – Of Swords and Magic</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-4-swords-magic/">Predator&#8217;s Row &#8211; Episode 4 &#8211; Of Swords and Magic</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Predator&#8217;s Row &#8211; Episode 3 &#8211; In Coblynau&#8217;s Court</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 08 Apr 2016 23:40:12 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Predator's Row]]></category>
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		<category><![CDATA[in coblynau's court]]></category>
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					<description><![CDATA[<p>Below we present the complete text of In Coblynau’s Court; episode 3 of Predator’s Row. PREDATOR’S ROW EPISODE #3 – IN COBLYNAU’S COURT by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-3-coblynaus-court/">Predator&#8217;s Row &#8211; Episode 3 &#8211; In Coblynau&#8217;s Court</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of In Coblynau’s Court; episode 3 of Predator’s Row.</p>
<p><figure id="attachment_1949" aria-describedby="caption-attachment-1949" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1949" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/03/005FN1Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN001 - Predator's Row" width="200" height="283" /><figcaption id="caption-attachment-1949" class="wp-caption-text">Fantasy Noir &#8211; FN001 &#8211; Predator&#8217;s Row</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>PREDATOR’S ROW</h2>
<h3>EPISODE #3 – IN COBLYNAU’S COURT</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<h3><strong>Serial #1: Predator’s Row</strong></h3>
<p>A reporter for the Star City Tribune, Claire Templeton, uncovers a pattern of grisly murders that look like the work of a strange new predator and presents her findings to Detective Tony Wells. When Tony finds a seven-year-old witness to one of the murders, her unbelievable story sets him on a path that will shake his hard-boiled certainty about the nature of reality to its core. Caught in a web of intrigue between faery courts, a nightmare world where Trolls fight for scraps beneath the bridges of the modern world, and a magical sword that has an agenda all its own, Wells must work to uncover a murderer in order to prevent a war among the immortals from spilling over into the mundane realm. Can he solve this mystery in time before the world of nightmares becomes a reality for all humanity? Tune in to “Predator’s Row” and marvel at a world of magic and intrigue that lies just beneath the surface of the world you know.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>PREDATOR’S ROW</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TONY WELLS: </strong>Police Detective</p>
<p><strong>TROLL: </strong>Troll (Monster)</p>
<p><strong>CLAIRE TEMPLETON: </strong>Reporter</p>
<p><strong>TULLY BING: </strong>Academic</p>
<p><strong>JENNY SHELBY: </strong>Missing child</p>
<p><strong>FINBARRA:</strong> Fae Prince of the Darkened Realm</p>
<p><strong>EBERON:</strong> Fae Prince of the Realm of Light</p>
<p><strong>COBLYNAU:</strong> Goblin King</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 11: EXT. THE ICY HILLS OF THE DARK REALM OF FAERY (TONY, CLAIRE, TULLY, JENNY, TROLL)</h3>
<p><u>307. MUSIC: [1]OPENING THEME – LET IT FINISH.</u></p>
<p>308. NARRATOR: With the help of the mysterious Jack Frost, Detective Tony Wells has pursued the missing Tully Bing, Claire Templeton, and Jenny Shelby into a world of ice and darkness.</p>
<p><u>309. SOUND: [9] (WALLA) HOWLING WIND — ESTABLISH AND UNDER</u></p>
<p>310. TONY: (NARRATING) Numb with shock, I stood suddenly upon a frozen plain. Snow and ice extended as far as I could see and a biting wind howled around me. Off to my left, I could just make out a dark shadow. Instinctively I knew this was likely the entrance to the troll’s cave on this side of the veil and began trudging towards it.</p>
<p><u>311. SOUND: [10] (WALLA) CRUNCH OF ONE PAIR OF MALE FEET IN SNOW; LAYER UNDER THE WIND; CONTINUE FOR THREE BEATS; THEN FADE OUT ALL WALLA</u></p>
<p><u>312. SOUND: [11] (WALLA) FADE IN FLICKERING FIRE</u></p>
<p>313. TONY: (NARRATING) The cave was dry and relatively sheltered. It was neither as dark nor as large as I had expected. A fire burned in its center. The stench was horrifying and everywhere I looked lay a mat of human bones.</p>
<p><u>314. SOUND: [12] (WALLA) FADE IN HEAVY SNORING</u></p>
<p>315. TONY: (NARRATING) I almost didn’t see the troll until I stepped on it. You could easily have mistaken it for a large pile of furs — a really large pile of furs with tusk-like teeth and razor-sharp claws.</p>
<p>(BEAT) I’ve seen a lot of things in the big city: stone-cold killers who, if they’d ever had any humanity at all, had lost it in pursuit of their criminal empires; cowards and men too stupid to realize they were either committing a crime or likely to get caught. This “thing” was totally outside my experience. I stood quietly staring down at it hardly daring to breathe and then I reached into the bag from the hardware store, drew out a nail, and dropped it on the creature, hoping against hope that what I had read was true.</p>
<p>316. TROLL: (ROARING WITH PAIN) Pain! It hurts! What have you done? Mortal! You’ve used cold iron! I will kill you! I will grind your bones! I will tear your flesh! I will&#8230;</p>
<p>317. TONY: You will be silent, troll. Apparently cold iron is as unpleasant to your kind as the story books say. You can’t even get up, its touch has weakened you so much.</p>
<p>318. TROLL: (GROWLING) Poisoning me! Pitiful creature. Eat you! Yes, I will. Eat you and spit out your bones!</p>
<p>319. TONY: Not today you won’t. Where are my friends?</p>
<p>320. TROLL: (GROWING SUDDENLY CUNNING) If I tell you, you’ll let me go free? Take the poison away? Yes?</p>
<p>321. TONY: No!</p>
<p>322. TROLL: (ROARS IN FRUSTRATION ONCE MORE)</p>
<p>323. TONY: But, if you tell me where they are, and they are unharmed, and you grant us safe passage to the fortress of the goblin king, promising to do us no injury, then I will free you.</p>
<p>324. TROLL: Free me! Yes! Yes!</p>
<p>325. TONY: First, your promise!</p>
<p>326. TROLL: I promise.</p>
<p>327. TONY: What do you promise?</p>
<p>328. TROLL: (WHIMPERING NOW) I promise safe passage for you. Safe passage for those you have come to get. I promise you no injury. I promise to give them to you unharmed. Yes! Yes! I promise!</p>
<p>329. TONY: Alright.</p>
<p>(NARRATING) I reached down and removed the nail from the creature’s chest. It sprang up with a speed I could hardly credit.</p>
<p>330. TROLL: I will not forget mortal. You bring insult to all Faery. Cold Iron. Bah! All fae will hate you!</p>
<p>331. TONY: Yeah, well I’ve been told I don’t play well with others before. Sometimes it keeps me awake at night. But still I muddle through. Now, quit stalling. Where are my friends?</p>
<p>332. TROLL: (ROARS IN ANGER)</p>
<p><u>333. SOUND: [31] MAGICAL CHIME NOISE AND WHOOSH SOUND OF A PORTAL OPENING</u></p>
<p>334. TONY: (NARRATING) As I looked a wall of ice melted away revealing what must have been the creature’s pantry. Three scared and shivering figures huddled within.</p>
<p>335. CLAIRE: Tony, is that you? Where are we? What’s happening?</p>
<p>336. TONY: It’s okay Claire, I’m here to get you out. You and Tully and Jenny.</p>
<p>337. TROLL: (GROWLS LOW)</p>
<p>338. JENNY SHELBY: (SCREAMS IN FRIGHT)</p>
<p>339. TONY: No, no! Don’t be afraid. It’s going to let us go.</p>
<p>340. TROLL: (GRUNTS NONCOMITTALY)</p>
<p>341. TONY: It’ll be alright. (TO THE TROLL) Who set you to kill the Protector of the Covenant, troll?</p>
<p>342. TROLL: (LAUGHS) Didn’t ask when you had the chance. Won’t tell!</p>
<p>343. TONY: I still have more iron in my pocket&#8230;</p>
<p>344. TROLL: Yes! Break our bargain. Go on. See what will result.</p>
<p>345. CLAIRE: You made a deal with that thing?</p>
<p>346. TONY: I did. And I don’t think I can renege now.</p>
<p>347. TROLL: (LOW RUMBLING LAUGH).</p>
<p>348. TULLY BING: This “Protector of the Covenant”: he wasn’t some old man, was he?</p>
<p>349. TONY: Yeah, why?</p>
<p>350. TULLY: Just before I was seen and taken, I saw someone give this thing a&#8230; I don’t know, a scroll or some such. He was told to kill the old man.</p>
<p>351. TONY: Look around. See if you can find it. I need evidence if we’re ever to get out of here.</p>
<p>352. TROLL: Thieves as well? No honor!</p>
<p>353. CLAIRE: Over here, I’ve found it. It was tossed aside like everything else in this filthy cave.</p>
<p>354. TROLL: (GROWLS ANGRILY)</p>
<p>355. TONY: Can you make out what it says?</p>
<p>356. CLAIRE: What am I? Your stenographer?</p>
<p>357. TONY: Claire?</p>
<p>358. CLAIRE: Alright, alright. Hold your horses a minute&#8230;</p>
<p>(BEAT) It looks like it’s in some kind of strange language&#8230;</p>
<p><u>359. SOUND: [30] A RINGING CHIME — LET IT FINISH</u></p>
<p>360. CLAIRE: Wait, no. It’s changing.</p>
<p>“By order of the king of the darkened realm, you are freed to retrieve the covenant sword. Destroy the Protector of the Covenant and bring the sword to my emissary.”</p>
<p>361. TROLL: (WITH A SNEER) Coblynau! (LAUGHS EVILLY) What will you do now, little man?</p>
<p>362. TONY: Nothing’s changed. I’m still taking these folks home.</p>
<p>363. TROLL: (LAUGHS MENACINGLY)</p>
<p><u>364. SOUND: [13] (WALLA) FADE OUT FLICKERING FIRE AND FADE IN HOWLING WIND (UNDER)</u></p>
<p>365. TONY: (NARRATING) Slowly we all backed out of the cave into the frozen waste beyond and began making our way upslope in what I hoped was the direction of Coblynau’s fortress.</p>
<p>366. CLAIRE: I sure hope you know what you’re doing, Wells. That thing seemed a little too pleased with itself at the end there for my comfort.</p>
<p>367. TONY: Yeah, well. Truth is, I’m making this up as I go along. How’s the girl?</p>
<p>368. CLAIRE: Terrified. And freezing. She’s still in her night gear.</p>
<p>369. TONY: Give her to Tully to carry. At least it’ll keep her out of the snow. I think we’ve got a ways to go yet.</p>
<p><u>370. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 12: EXT. IN A SHADOWY FROZEN FOREST (TONY, CLAIRE, TULLY, JENNY, EBERON, FINBARRA)</h3>
<p><u>371. SOUND: [9] (WALLA) WIND MOANING IN THE DISTANCE — ESTABLISH AND UNDER</u></p>
<p>372. JENNY: I’m cold and I’m scared.</p>
<p>373. CLAIRE: Aw, honey, it’s going to be alright. You’ll see.</p>
<p>374. TULLY: At least we’re out of the wind now that we’ve reached these trees.</p>
<p>375. TONY: Yeah, but I don’t like how dark it’s getting. And I’ve got an itch in my scalp that just won’t quit.</p>
<p>376. CLAIRE: What do you mean?</p>
<p>377. TONY: Maybe it’s nothing, but I feel like we’re being watched.</p>
<p>378. JENNY: (TERRIFIED) Not more monsters?</p>
<p>379. CLAIRE: Now look what you’ve done.</p>
<p>380. TONY: (APOLOGETIC) Sorry, kid. I’m sure it’s just the trees. They’re making me jumpy.</p>
<p>381. JENNY: (WHIMPERS)</p>
<p>382. TULLY: How much further do you think we’ll have to go?</p>
<p>383. TONY: It’s getting steeper, and before the trees closed in above us I thought I caught the silhouette of a fortress high up in the distance.</p>
<p>384. FINBARRA: (CHALLENGING) Hold mortals. By whose authority do you trespass in the lands of the dark fae?</p>
<p>385. TULLY: What? Where?</p>
<p>386. TONY: Show yourself if you want to talk, stranger. We come in peace.</p>
<p>387. FINBARRA: Peace you say! What do mortals know of peace?</p>
<p>388. TONY: More than your trolls at any rate. Show yourself.</p>
<p>389. EBERON: (LAUGHING) The mortal has you there, Finbarra.</p>
<p>390. FINBARRA: Be quiet, Eberon, these may be the assassins we seek.</p>
<p>391. EBERON: They hardly look like assassins. Where are their weapons? And the little one? I doubt she could harm a fly.</p>
<p>392. FINBARRA: You always were too charitable when it came to humans. They are a violent species, barely more than savages.</p>
<p>393. EBERON: Not that far from the trolls of the dark realm really. But some few of them can create works of art and music to take the breath away.</p>
<p>394. FINBARRA: Hmpf. Few and far between.</p>
<p>395. TONY: If you’ve finished your bickering&#8230;</p>
<p>396. EBERON: Well, (BEAT) I concede that this one may be more barbarian than artist.</p>
<p>397. TONY: (NARRATING) As I watched, two slender figures stepped out of the trees, eyeing us warily — not between the trees mind you, but literally out of two sturdy oaks. One was as dark as midnight while the other almost shone like the noonday sun.</p>
<p>398. EBERON: Hail mortals, we are Eberon and Finbarra, knights of Faery, and Protectors of the Covenant. Now, who might you be?</p>
<p>399. TONY: I’m Tony Wells, Detective of Star City P. D., and I am trying to return my friends to the mortal realm having rescued them from a troll.</p>
<p>400. EBERON: (IMPRESSED) Indeed? There are not many who could best a troll of the dark fae on its home ground. Few enough in all of history, in fact.</p>
<p>401. TONY: I was lucky. The beast was sleeping.</p>
<p>402. FINBARRA: (INCREDULOUS) Sleeping? You don’t expect us to&#8230;</p>
<p>403. EBERON: (WARNINGLY) Finbarra! (TO TONY) And who else travels with you?</p>
<p>404. TONY: These are my friends, most recently taken by the troll: Claire, Tully, and the little one is Jenny. We seek safe passage to the mortal realm.</p>
<p>405. FINBARRA: So you say. But the favors of Coblynau are not purchased lightly. What do you have to offer him for this safe passage that you seek?</p>
<p>406. TONY: I’d prefer to keep my cards close to my</p>
<p>407. FINBARRA AND EBERON: (A BEAT OR TWO OF BLANK SILENCE)</p>
<p>408. TONY: I’d like to keep that between Coblynau and myself.</p>
<p>409. EBERON: Ah. Perhaps that is wise. (BEAT) I think it would be best if you accompanied us to the fortress.</p>
<p>410. TONY: Uhuh?</p>
<p>411. FINBARRA: It sounds so much more polite than hearing us say we are taking you prisoner.</p>
<p>412. TONY: Ah. I see.</p>
<p>413. FINBARRA: I warn you, however, when we stand before the king, let me do the speaking. If you address the king directly without being invited to do so, he will be insulted and will kill you out of hand.</p>
<p>414. TONY: But if we cannot speak?</p>
<p>415. FINBARRA: The world will be a sweeter place for it.</p>
<p>416. EBERON: (WARNING) Finbarra!</p>
<p>417. FINBARRA: Oh alright! I will see to it that you get your chance. Just do not speak until the king grants you permission directly.</p>
<p><u>418. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 13: INT. THE COURT OF COBLYNAU (COBLYNAU, FINBARRA, TONY)</h3>
<p><u>419. MUSIC: [16] (WALLA) WEIRD CARNIVAL MUSIC; ODD JEERING LAUGHTER; OCCASIONAL SHRIEKS ETC. — ESTABLISH AND UNDER</u></p>
<p>420. TONY: (NARRATING) A short uncomfortable march later and we found ourselves standing inside a fortress made of gleaming ice. The goblin king’s throne room was enormous, but the king himself was squat, sullen looking, and gazing at us with hungry eyes. He sat on one side of his throne only, leaning as far away as possible from the side against which a long silver sword rested.</p>
<p>421. FINBARRA: Welcome to the Court of Coblynau, king of the goblins and liege lord of this region of the dark realm of the fae.</p>
<p>422. COBLYNAU: Finbarra, my friend. What dainties have you brought to entertain my court this time?</p>
<p>423. FINBARRA: King Coblynau, may I present to you Eberon of the realm of light whom you know already.</p>
<p>424. COBLYNAU: (IMPATIENTLY) Yes, yes! It is rare for a member of the realm of light to enter these lands but I extend the protection of my court to you, Eberon, nonetheless.</p>
<p>425. FINBARRA: And these, Your Majesty, are Tony Wells, Claire, Tully, and Jenny of the mortal realm.</p>
<p>426. COBLYNAU: Delicious. (BEAT) I take it they were not invited?</p>
<p>427. FINBARRA: No, Your Majesty.</p>
<p>428. COBLYNAU: Better and better. Trespassers then? The punishment for such rudeness will, I think, be most inventive. (TO ONE OF HIS RETAINERS) Snell, when was the last time we skinned a mortal alive? Perhaps we could use their eyes for a game of marbles?</p>
<p>429. FINBARRA: Your Majesty is nothing if not inventive — but I would ask a moment to investigate a matter or two first.</p>
<p>430. COBLYNAU: You are not going to bore me with “Protector” business, are you, Finbarra?</p>
<p>431. FINBARRA: With regret, Your Majesty.</p>
<p>432. COBLYNAU: (ROARING LIKE A PETULANT CHILD) (BEAT) It’s something to do with that damned pig-sticker turning up, isn’t it?</p>
<p>433. FINBARRA: (CALMLY) Yes, Your Majesty, it is.</p>
<p>434. COBLYNAU: Oh alright. Get on with it then.</p>
<p>435. FINBARRA: As you know, Your Majesty, the arrival of the “pig sticker” at your throne was an indication that the mortal Protector of the Covenant had been killed. Assassinated, we assumed.</p>
<p>436. COBLYNAU: (IMPATIENTLY) Yes, yes!</p>
<p>437. FINBARRA: And, as you also know, we have been expecting the assassin to appear and try to claim the sword for some little time, believing that he or she missed the opportunity when its guardian died in the mortal realm.</p>
<p>438. COBLYNAU: (BORED) True&#8230;</p>
<p>439. FINBARRA: Well, Your Majesty, we — by whom I mean Eberon and myself — detected the opening of an unauthorized gate into your realm some short while ago and went to investigate. At the further edge of the petrified forest we found these interlopers.</p>
<p>440. COBLYNAU: Interlopers. I like that. It sounds like something I can punish. So?</p>
<p>441. FINBARRA: They have an interesting tale to tell, Your Majesty.</p>
<p>442. COBLYNAU: (ROARS WITH FRUSTRATION AGAIN) (BEAT) Oh very well. Which one speaks for the group?</p>
<p>443. FINBARRA: Tony Wells, Your Majesty.</p>
<p>444. COBLYNAU: Very well. Tony Wells of the mortal realm, I recognize your right to speak on behalf of those assembled here. Be warned, however, if your tale does not please us, we will be forced to split your tongue in two and nail it to a tree outside in the courtyard for the snackard beast to feast upon.</p>
<p>445. TONY: (BEAT)&#8230;</p>
<p>446. COBLYNAU: Well, human? Speak.</p>
<p>447. TONY: Your Majesty. I thank you for the welcome of your court. I have come into your realm in order to rescue these, my friends, from a troll who has been hunting in my city.</p>
<p>448. GOBLINS: (CRIES OF SURPRISE AND AWE)</p>
<p>449. COBLYNAU: (SCOFFING) How is it that a mere mortal, without sword or harness, could effect such a rescue? Are you a wizard? A changeling, perhaps?</p>
<p>450. TONY: I am a detective, and I came upon the beast in its lair while it slept.</p>
<p>451. GOBLINS: (LAUGHTER AND MOCKERY)</p>
<p>452. TONY: (PUZZLED SILENCE)</p>
<p>453. COBLYNAU: Trolls do not sleep, human. Do you consider me a fool? I will not be mocked in my own court by the likes of you. Guards, skin this one first!</p>
<p><u>454. MUSIC: [15](BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</u></p>
<p><u>455. MUSIC: [2] CLOSING THEME AND CREDITS – LET IT FINISH.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner’s got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>EBERON:</strong> I am Eberon, Protector of the Covenant, and son of Oberon, high king, and lord of all the light realms of the fae. Perhaps you have heard of me. Even in the mortal realm, my father’s name is still known — if only because of that English bard. My fate is bound to the protection of the covenant between the dark, light, and mortal realms. For thousands of years the covenant has kept the animosity between our various peoples in check, but now something unheard of has occurred. The mortal protector has been murdered and I have traveled to the dark realm of the fae to find out why.</p>
<p><strong>FINBARRA: </strong>I am Finbarra, Protector of the Covenant, and son of Finyarra, high king, and lord of all the dark realms of the fae. I care not whether you have heard of me any more than I care what a mortal’s opinion is on any matter at all. Like Eberon, my fate is bound to the protection of the covenant between the dark, light, and mortal realms. Unlike Eberon, I chafe under the restrictions this places upon me. For thousands of years the covenant has kept the animosity between our various peoples in check, but now something unheard of has occurred. The mortal protector has been murdered and I have traveled to the kingdom of Coblynau, the goblin king, to find out why.</p>
<p><strong>COBLYNAU:</strong> Of course I’m cranky. You’d be cranky too. Fools! Layabouts! Idiots! I am surrounded by witless worms and encounter stupidity at every turn. The damned “pig sticker” has turned up. Here! In my realm! That means those dratted Protectors are going to turn up as well&#8230; and who knows what else besides. I just want to get back to my flayings and other entertainments. It’s bad enough I have to rule a realm full of stinking trolls without being intruded upon by the politics of the high fae.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>TULLY BING:</strong> My name’s Tully Bing but the sooner you forget that the better. Give me data to crunch, a puzzle to solve, and a map to draw and I’m happy as a pig in mud. I met Claire Templeton at the university recently. You don’t meet too many women in my line of work but she’d come to interview someone who wasn’t available and ended up sitting down with me instead! You know, I almost died of fright? She’s real nice and real pretty too. I don’t know what she sees in a guy like me but I’m willing to do anything to stay on her radar.</p>
<p><strong>JENNY SHELBY:</strong> Mommy, Mommy. I just saw a troll and a knight fighting outside my window. No really, Mommy. It was big and blue and tore the little old man with the sword to pieces. No, Mommy, I’m not making it up. No! It’s the truth. Aw, Mommy, okay, I’m going back to bed.</p>
<p><strong>TROLL:</strong> I troll. I eat mortals. I catch under bridge. I skin. I chew. I crunch. Miss the old days, I do. When a troll could fight and kill all he want. Today I must stay near bridge. No exceptions. Stupid covenant!</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
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<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>Predator&#8217;s Row</h2>
<ul>
<li><a href="https://weirdworldstudios.com/predators-row-episode-1-strange-happenings-beneath-bridge/">Predator&#8217;s Row – Episode 1 – Strange Happenings Beneath the Bridge</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-2-hunt-begins/">Predator&#8217;s Row – Episode 2 – The Hunt Begins</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-3-coblynaus-court/">Predator&#8217;s Row – Episode 3 – In Coblynau&#8217;s Court</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-swords-magic/">Predator&#8217;s Row – Episode 4 – Of Swords and Magic</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-3-coblynaus-court/">Predator&#8217;s Row &#8211; Episode 3 &#8211; In Coblynau&#8217;s Court</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Predator&#8217;s Row &#8211; Episode 2 &#8211; The Hunt Begins</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 25 Mar 2016 23:49:37 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Predator's Row]]></category>
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		<category><![CDATA[predator's row]]></category>
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		<category><![CDATA[the hunt begins]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Hunt Begins; episode 2 of Predator’s Row. PREDATOR’S ROW EPISODE #2 – THE HUNT BEGINS by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-2-hunt-begins/">Predator&#8217;s Row &#8211; Episode 2 &#8211; The Hunt Begins</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Hunt Begins; episode 2 of Predator’s Row.</p>
<p><figure id="attachment_1949" aria-describedby="caption-attachment-1949" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1949" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/03/005FN1Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN001 - Predator's Row" width="200" height="283" /><figcaption id="caption-attachment-1949" class="wp-caption-text">Fantasy Noir &#8211; FN001 &#8211; Predator&#8217;s Row</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3378 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>PREDATOR’S ROW</h2>
<h3>EPISODE #2 – THE HUNT BEGINS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #1: Predator’s Row</strong></h3>
<p>A reporter for the Star City Tribune, Claire Templeton, uncovers a pattern of grisly murders that look like the work of a strange new predator and presents her findings to Detective Tony Wells. When Tony finds a seven-year-old witness to one of the murders, her unbelievable story sets him on a path that will shake his hard-boiled certainty about the nature of reality to its core. Caught in a web of intrigue between faery courts, a nightmare world where Trolls fight for scraps beneath the bridges of the modern world, and a magical sword that has an agenda all its own, Wells must work to uncover a murderer in order to prevent a war among the immortals from spilling over into the mundane realm. Can he solve this mystery in time before the world of nightmares becomes a reality for all humanity? Tune in to “Predator’s Row” and marvel at a world of magic and intrigue that lies just beneath the surface of the world you know.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>PREDATOR’S ROW</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR: </strong>The Narrator</p>
<p><strong>TONY WELLS:</strong> Police Detective</p>
<p><strong>CLAIRE TEMPLETON: </strong>Reporter</p>
<p><strong>MRS SHELBY: </strong>Mother of missing girl</p>
<p><strong>TROLL: </strong>Monster</p>
<p><strong>PUCK: </strong>Fae exile</p>
<p><strong>JACK FROST: </strong>Fae exile</p>
<p><strong>LAWRENCE JACOBY: </strong>Police Detective</p>
<p><strong>SFX :</strong> SFX Operator (1 required)</p>
<h2>ACT 2</h2>
<h3>SCENE 7: EXT. PREDATOR’S ROW (TONY, MRS SHELBY)</h3>
<p><u>163. MUSIC: [1] OPENING THEME — LET IT FINISH</u></p>
<p>164. NARRATOR: Something strange has been happening in Predator’s row, a seedy little neighborhood nestled in the shadow of Star City’s largest bridge, and Detective Tony Wells, alerted by, the now also missing, reporter, Claire Templeton, begins his investigation.</p>
<p>165. TONY: (NARRATING) I called in sick the next couple of days and slunk around the alleyways near Predator’s Row. Not a nice neighborhood. I caught a mugger or two and, despite the beatings I gave them, came up with nothing. On the third evening, I was back standing over the chalk circle at midnight. It hadn’t faded at all.</p>
<p>166. MRS SHELBY: (SCREAM OF FEAR) Aaah!</p>
<p>167. TONY: What the&#8230;</p>
<p><u>168. SOUND: [22] LOUD POUNDING ON DOOR — LET IT FINISH</u></p>
<p>169. TONY: Open up in there! It’s the police!</p>
<p>(NARRATING) The scream had come from the little studio apartment which overlooked the crime scene. No one answered and I put my shoulder to the door.</p>
<p>170. SOUND: [26] DOOR SPLINTERS OPEN — LET IT FINISH</p>
<p>171. TONY: (NARRATING) Inside was a tidy-looking living space and kitchen with stairs leading up. I headed for the stairs and that’s when the thing hit me, tumbling me to the floor.</p>
<p><u>172. SOUND: [38] BODY DROP ON STAIRS — LET IT FINISH</u></p>
<p>173. TONY: (GROANING) Ugh! What the hell was&#8230;</p>
<p>174. TROLL: (GROWLS LOW AND MENACING, AND SPEAKS AS IF NOT USED TO ENGLISH) Away, little man. Mine by right.</p>
<p>175. TONY: (DAZED AND A LITTLE SHOCKED) I don’t know what the hell you are, but I’m warning you. Put the girl down.</p>
<p>(NARRATING) It stood over me as I lay at the foot of the stairs and it laughed. I’d never seen anything like it before. It had a pale blue pallor to its skin, stood about seven feet tall, was covered in long blue hair, and had muscles protruding from its muscles. But that was nothing to its face. There was something animal-like about it, feral, and its mouth had far too many teeth for comfort. With an ease that would have terrified me if I’d had time to think about it, it reached down and swept me out of the way with one long arm.</p>
<p><u>176. SOUND: [27] CRUNCH OF WELLS BEING THROWN ACROSS THE ROOM, KNOCKING OVER A FEW THINGS ON THE WAY — LET IT FINISH</u></p>
<p>177. TONY: (NARRATING) As I lost consciousness I saw the thing leap through the remains of the door to the chalk circle outside. It shimmered and blurred along with my vision and then it was gone&#8230; but so was my grip on consciousness.</p>
<p><u>178. MUSIC: [15] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 8: INT. SHELBY HOME (PUCK, FROST, TONY, JACOBY)</h3>
<p><u>179. SOUND: [7] (WALLA) FADE IN SOUNDS OF CRIME SCENE: MURMURING POLICE, PHOTOGRAPHS BEING TAKEN ETC. — ESTABLISH AND UNDER</u></p>
<p>180. PUCK: (FADE IN) He doesn’t look like much. Are you sure we shouldn’t just&#8230;</p>
<p>181. JACK FROST: No. Leave him to me. He saw it, and he has the marks to prove it. He could be very useful.</p>
<p>182. PUCK: Since when have mortals been useful to us?</p>
<p>183. FROST: Now, now! Have I led you wrong yet? (BEAT) Quiet now! I think he’s waking up.</p>
<p>184. JACOBY: Hey, buddy. You alright? Looks like you had your bell rung pretty hard.</p>
<p>185. TONY: (GROANS) Ugh. Yeah. It hurts. Where am I? Jacoby? What are you doing here?</p>
<p>186. JACOBY: You’re still at the scene. We’ll get the ambulance guys to look at you shortly. Mrs Shelby called the cops. She said you tried to stop the kidnapper.</p>
<p>187. TONY: Kidnapper?</p>
<p>188. JACOBY: Wow, you have taken a bang. Yeah, kidnapper. Someone broke in here last night and took the little girl who gave us the statement about the “monster” the other night. Must have got worried she’d remember what he really looked like once the trauma wore off.</p>
<p>189. TONY: And Mrs Shelby?</p>
<p>190. JACOBY: The girl’s mother. Said you got tossed around like a rag doll. She’s in shock. Did you get a good look at the guy?</p>
<p>191. TONY: (IGNORING THE QUESTION) How’d the lady describe him?</p>
<p>192. JACOBY: Big, strong. Not much else. She went to check on some noise in the kid’s bedroom and there he was, standing over the bed. It was too dark to make out much so she let out a scream and he grabbed the kid and headed for the stairs. I was hoping you could give us more.</p>
<p>193. TONY: Sorry. I won’t be much help to you there. The mug got the drop on me. Literally. I didn’t see what hit me.</p>
<p>194. JACOBY: (SUSPICIOUSLY) Uhuh. You wouldn’t be holding out on me now would you?</p>
<p>195. TONY: (GRUNTS) If there was anything to tell, I’d give it to you. You know that.</p>
<p>196. JACOBY: Yeah, I guess so. You feeling any better?</p>
<p>197. TONY: Nothing some reconstructive surgery wouldn’t fix. Say, I better get out of here before the Commissioner hears about it.</p>
<p>198. JACOBY: That boat’s already sailed, Tony. The Commissioner left you a message with the lieutenant. You’ve been suspended pending “an investigation into your conduct.” Calling in sick to stake out the alley may have just been the ammunition the Commissioner needed to get you canned.</p>
<p>199. TONY: Aw hell. Thanks for the heads up, Jacoby. I better get out of here all the same.</p>
<p>200. JACOBY: Let the witch-doctors take a look at you on your way out. You can’t be too careful with concussion.</p>
<p>201. TONY: (NARRATING) I did as he said and made my way home to bed. My aching head was full of impossibilities and a growing sense of failure. Four missing persons now&#8230; and a monster. I couldn’t have seen what I thought I saw. I must have been hit harder than I thought&#8230; and telling Jacoby about it? Well, that was a short cut to being declared mentally unfit, no matter how much I liked and trusted Jacoby.</p>
<p>I fell asleep dreaming of big blue monsters and worrying about my suspension from the force.</p>
<p><u>202. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 9: INT. WELLS’ APARTMENT (TONY, FROST) — SUNDOWN</h3>
<p><u>203. SOUND: [28] WELLS IS SNORING WHEN LOUD KNOCKING OCCURS ON HIS DOOR</u></p>
<p>204. TONY: Wha? Who&#8230; (GRUNTS AND GOES BACK TO SLEEP)</p>
<p><u>205. SOUND: [22] MORE HEAVY KNOCKING — LET IT FINISH</u></p>
<p>206. TONY: Aw, for crying out&#8230; Keep your hair on, I’m coming.</p>
<p><u>207. SOUND: [23] DOOR OPENS — LET IT FINISH</u></p>
<p>208. TONY: After the couple of days I’ve had this had better be good.</p>
<p>209. FROST: (IN A CULTURED VOICE) Mr. Wells, my name is Frost and I believe we should talk.</p>
<p>210. TONY: Frost? Frost? Wait, were you Claire Templeton’s contact in Predator’s Row?</p>
<p>211. FROST: A charming name, isn’t it? You’d think with a name like that people would’ve known better than to settle there.</p>
<p>212. TONY: Okay, Mr. Frost. I’ve had a tough couple of days like I said. If you’ve got something to say, spit it out.</p>
<p>213. FROST: Do you intend I should speak my piece here on the doorstep or will you invite me in first?</p>
<p>214. TONY: What? Oh, of course. Come inside.</p>
<p>215. FROST: (PREDATORY) Thank you.</p>
<p>216. TONY: Ahuh. What can I do for you, Mr. Frost? — and this had better be good.</p>
<p>217. FROST: You’re the detective that’s been looking into events down on Predator’s Row?</p>
<p>218. TONY: Yeah, so?</p>
<p>219. FROST: So, Mr. Wells, I am the man who can furnish you with the inside information you’ve been looking for.</p>
<p>220. TONY: Ahuh.</p>
<p>221. FROST: You don’t seem very impressed, Mr. Wells?</p>
<p>222. TONY: Well, let’s just say I’m prepared to be as impressed as you like when you tell me something that is actually impressive.</p>
<p>223. FROST: Very good, Mr. Wells. A hard-headed man. Not one to be easily misled by empty words.</p>
<p>224. TONY: (TIREDLY) Mr. Frost, you have woken me from the first extended period of sleep I’ve enjoyed in a fortnight. If you have a point, please get to it.</p>
<p>225. FROST: (SIGHS) Alright, Mr. Wells. You saw the troll, did you not?</p>
<p>226. TONY: What?</p>
<p>227. FROST: Come, come, man. Who’s wasting time now? Did you or did you not see the troll?</p>
<p>228. TONY: You mean I wasn’t dreaming?</p>
<p>229. FROST: That’s right, you weren’t dreaming, Mr. Wells. Please try to keep up. I will begin to lose faith in the notion that I have come to the right man.</p>
<p>230. TONY: Keep talking.</p>
<p>231. FROST: Mr. Wells, as a hard-headed man, I don’t expect you to believe much of this at all, but since it is essential that you believe some of what I am going to say, I will try to break it down as much as possible.</p>
<p>As someone who works amidst the mysteries of human behavior&#8230; what you would call criminal behavior at the least&#8230; you must be relatively used to encountering things which cannot be fully explained.</p>
<p>232. TONY: Sure. We’ve all had our share of unsolved mysteries.</p>
<p>233. FROST: Well, Mr. Wells, unsolved mysteries are my bread and butter, and the mysterious portion of the universe extends a long way beyond the borders of what you know.</p>
<p>234. TONY: (SUSPICIOUSLY) Just how far are we talking here?</p>
<p>235. FROST: Mr. Wells, I inhabit a world coterminous with your own. One in which trolls still fight for scraps beneath bridges, fae still steal children away into the night, and changelings and the folk of myth cross over into the mortal realm on a regular basis. A world that you mortals have struggled hard to forget and now pretend does not exist even when you are faced with direct experience of it.</p>
<p>236. TONY: Harrumpf. This is a joke, yes?</p>
<p>237. FROST: No, Mr. Wells. Last night you saw a troll operating openly in its traditional hunting ground beneath the bridge. You saw it steal a child, and you know of at least two others who have disappeared in its domain and one who was killed there.</p>
<p>238. TONY: (SCEPTICALLY) Are you telling me that these disappearances and the murder are the work of the bogeyman?</p>
<p>239. FROST: Not at all. He works a completely different section of town. I am, however, telling you that you are dealing with a real live troll.</p>
<p>240. TONY: No. Wait. This is nuts.</p>
<p>241. FROST: Indeed? Well, if I can’t convince you? No? Ah well. I guess that poor little girl is going to have to die, along with your friend, Miss Templeton, and her friend, the idiotic Tully. I rather saw you as their last hope, don’t you know?</p>
<p>242. TONY: NARRATING) I was ushering my irritating guest to the door when a thought occurred.</p>
<p>(TO FROST) What about the murder? Why wasn’t that guy taken like the others?</p>
<p>243. FROST: (GLEEFUL) Now we come to the heart of it. I knew you were the man for the job! Yes, why was the body left behind? Not a troll’s modus operandi at all. No. Not by a long way. And this is the very question I believe I can be of most help to you answering. After that, if you are still as skeptical? Well, I’ll bid you goodnight and leave you to such nightmares as are your due.</p>
<p>244. TONY: Ahuh. Alright then, who was the dead guy and what made him so special?</p>
<p>245. FROST: To answer that you’ll have to let me indulge in a little ancient history. As for who he was, his name was Phineas Talbot, and he was, until recently, a Protector of the Covenant.</p>
<p>246. TONY: (IMPATIENTLY) What?</p>
<p>247. FROST: Just a little longer, Mr. Wells, I am a man of my word.</p>
<p>248. TONY: (GROANING) Ugh. Get on with it then.</p>
<p>249. FROST: To understand the importance of this man you need to understand the covenant between the realms of Faery and the mortal realm. You see, thousands of years ago the realms of Faery were in constant battle. The light and the dark fae sought dominance one over the other and engaged in huge wars. When mortals started to get involved things began to really get out of hand. You humans have a remarkable capacity for destruction, one that even immortals have learned to fear. A number of proposals were put forward. Some, on both of the fae sides, argued that humans are too dangerous to be tolerated and that we should eradicate you. Cooler heads prevailed, however, feeling that humans could act as a stabilizing element, standing between the two sides of the fae and preventing us from falling back into our old pattern of eternal warfare. The covenant between the three peoples was created as a result. But some of the wilder fae, on both sides, were inclined to feel unhappy about the situation and made sure that they retained hunting rights within the mortal realm. To keep everything in balance, humanity was granted the right to defend itself against fae predators. The Protectors of the Covenant were established to maintain the balance, to investigate potential breaches of the terms of the covenant, and to arbitrate in matters of conflict. To keep things evenly matched one representative was chosen from each participant realm in the covenant, a light fae, a dark fae, and a mortal.</p>
<p>The mortal was given a sword imbued with power from both sides in order to make him the equal of his compatriots. And so the covenant was signed and enforced; but being held by mortal hands, the sword has needs been passed from hand to hand down to its most recent owner.</p>
<p>250. TONY: And you’re saying this sword’s owner was killed by a troll a few nights ago in Star City?</p>
<p>251. FROST: Well, when you put it like that&#8230; yes!</p>
<p>Only it’s not possible. There should not have been any way that a troll, working alone, could have bested a Protector of the Covenant&#8230; or taken his sword — which I understand has still not been located. The troll should have been outmatched in every way.</p>
<p>252. TONY: I don’t understand.</p>
<p>253. FROST: And that much we can agree on at least. It looks to me like someone is trying to break the covenant and, before you ask, the result for the mortal world would be terrible indeed.</p>
<p>254. TONY: How terrible?</p>
<p>255. FROST: Imagine a world in which the thing you witnessed last night, and tens of thousands of others just like it, were able to act freely in your world. Imagine wars being conducted between beings of almost infinite power with total impunity over your cities and lands. Imagine a new age of chaos and death, the likes of which hasn’t been seen since before history and is only remembered now in the dimmest of legends.</p>
<p>256. TONY: And you? You sound like you are claiming to be one of them?</p>
<p>257. FROST: A member of the fae? Me? Of course. While currently non-aligned, I am most definitely an immortal with more trips around the sun to my credit than the greyest of greybeards in your world.</p>
<p>258. TONY: (WEARILY) I don’t believe it. I think you should go.</p>
<p>259. FROST: Alright. But if you change your mind, meet me at the chalk circle at midnight tomorrow evening&#8230; Oh, and dress warmly.</p>
<p>260. TONY: Yeah. Right!</p>
<p><u>261. SOUND: [29] CHIMES UNDERNEATH A SINISTER LAUGH — FADE OUT</u></p>
<p>262. TONY: (NARRATING) I stood there staring at the spot on the floor where my visitor, Mr. Frost, had been standing only moments before. He’d simply turned translucent and vanished.</p>
<p><u>263. SOUND: [8] (WALLA) BIRD NOISES THROUGH WINDOW — FADE IN</u></p>
<p>264. TONY: (NARRATING) Outside my window the sun was coming up&#8230; only moments before it had seemed that the sun had just gone to bed. Had I been hypnotized? I decided that I’d best use my time well before midnight and headed for the library to do a bit of research.</p>
<p><u>265. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 10: EXT. PREDATOR’S ROW — MIDNIGHT (TONY, FROST)</h3>
<p><u>266. SOUND: [4] (WALLA) NIGHT NOISES, OCCASIONAL DISTANT CAR, BUZZ OF STREET LAMP ETC. — ESTABLISH AND UNDER</u></p>
<p>267. TONY: (NARRATING) Midnight. The Row was empty except for a wan light shining in from the head of the alley. The chalk circle sat at my feet, as pristine as it had appeared the first time I saw it. I felt decidedly stupid standing there in my overcoat waiting for — well, I wasn’t sure what I was waiting for. I fingered the bag in my pocket that I’d picked up at the hardware store — insurance in case it turned out I wasn’t going insane.</p>
<p><u>268. SOUND: [30]A RINGING CHIME — LET IT FINISH</u></p>
<p>269. FROST: Ah, I see your curiosity got the better of you, Mr. Wells.</p>
<p>270. TONY: You like to play mysterious, don’t you, Frost. Well, I’m here. What’s this all about?</p>
<p>271. FROST: All in good time. Do you see the circle at your feet?</p>
<p>272. TONY: (SIGHING WITH IMPATIENCE) Yes!</p>
<p>273. FROST: Magical circles are a means of crossing between the realms. Think of them as doors which lead to and from different parts of Faery.</p>
<p>274. TONY: (UNIMPRESSED) Faery? Really?</p>
<p>275. FROST: You need to develop a little faith, Mr. Wells. These will hardly be the strangest truths you encounter from this point on.</p>
<p>276. TONY: Just get on with it.</p>
<p>277. FROST: As you say. This circle leads to the realm of darkness; specifically the lands of the goblin king.</p>
<p>278. TONY: The goblin king? And how, pray tell, do you come by this intelligence?</p>
<p>279. FROST: If you know what to look for, and I do, a magic circle can tell you a lot. Those sigils identify the destination as somewhere in the realm of darkness. We stand in the shadow of the largest suspension bridge in the city — troll territory — and trolls are the vassals of Coblynau, the goblin king.</p>
<p>280. TONY: So tell me how this works? On the other side of this&#8230; door? What? A troll’s lair?</p>
<p>281. FROST: More or less.</p>
<p>282. TONY: Ahuh. (BEAT) I did some research today. If you’re actually what you’ve been hinting at, then you and your kind can only speak the truth.</p>
<p>283. FROST: Very good, Mr. Wells.</p>
<p>284. TONY: But you almost never do. You enjoy games and misdirection, and your kind thrives on developing intricate networks of debt and obligation.</p>
<p>285. FROST: (AMUSED) Meaning?</p>
<p>286. TONY: Meaning that, from everything I’ve read, I should be very careful about making a deal with your kind. I should never accept any favors from you, and, whatever you tell me, I should assume you always have an agenda of your own.</p>
<p>287. FROST: In this you are not mistaken.</p>
<p>288. TONY: Then there’s a price to be paid for getting your help to rescue my friends?</p>
<p>289. FROST: (SMUGLY) Absolutely, Mr. Wells.</p>
<p>290. TONY: Come on then. Out with it?</p>
<p>291. FROST: The covenant is under threat, Mr. Wells. I want you to try to prevent it from being undone. I want you to travel to the goblin king’s court and unmask the villain behind the death of the mortal Protector of the Covenant.</p>
<p>292. TONY: I take it you believe the villain is a member of the court?</p>
<p>293. FROST: You’re the detective, Mr. Wells. I leave that up to your determination.</p>
<p>294. TONY: Ahuh. And I suppose you’ll be coming with me at least. How do we get this show on the road?</p>
<p>295. FROST: (REGRETFULLY) I’m sorry to say, Mr. Wells, that I am not very welcome in the realm of the goblin king. We had something of a falling out and I have been banished from his realm. Were I to set foot within his domain, Coblynau would know of it in an instant and whatever hope you had in stealth would be gone.</p>
<p>296. TONY: Figures. Was this the same deal you gave Claire?</p>
<p>297. FROST: (DISTASTEFULLY) Claire was taken by the troll, Mr. Wells. I offered her no deals.</p>
<p>298. TONY: What? I assumed from the note she left behind that she had dealings with you.</p>
<p>299. FROST: Oh, yes. We spoke. I tried to warn her away from the Row, but she did not listen. On one of the nights that she was poking around in the dark the troll found her and took her. It is at least one of the reasons why time is of the essence. The creature may not yet have eaten her.</p>
<p>300. TONY: Good grief you’re cold. Have you no heart?</p>
<p>301. FROST: As you have already surmised, I am not a man. I have been candid enough to admit that my agenda has little to do with rescuing humans from the fae. I wish you to attempt to prevent a war, Mr Wells, the rest is just motivation — a payment to ensure you pursue your obligation to me. After all, the covenant protects the right of the wilder fae to hunt in the mortal realm, just as it protects the right of mortals to act in their own protection.</p>
<p>302. TONY: The books are correct about you. Alright, how do we get this circle to work?</p>
<p>303. FROST: (ALL BUSINESS, WITH NO FRIENDLINESS LEFT IN HIS VOICE) Stand in the middle of the circle and I will open the way through the veil. If you rescue your friends, you will need to make your way to Coblynau’s court. You can’t miss it. It is the highest point in the realm. Just make sure you keep on heading upwards. You will not be able to open the way back from the other side yourself. Assuming it is not Coblynau himself who is trying to destroy the covenant, the exposure of the traitor will place him in your debt. You will then be able to ask him for safe passage back to the mortal realm.</p>
<p>304. TONY: (NARRATING) Perhaps I was trying to hang on to the last of my sanity. I hesitated for just a moment and stepped forward into the circle. I could hear Frost speaking indistinctly behind me and then my vision wavered. Suddenly I knew I was farther away from Kansas than I’d ever been before.</p>
<p><u>305. MUSIC: [15] (BRIDGE) SUSPENSFUL SCENE ENDER — LET IT FINISH</u></p>
<p><u>306. MUSIC: [2] (BRIDGE) CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner’s got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>LAWRENCE JACOBY: </strong>My name’s Jacoby and I represent the law. As a detective I don’t make the rules but I do enforce ’em. And in a town full of lowlifes and creeps — some of whom carry a badge — that’s saying something. I’m also a friend of Tony Wells. He cuts corners and that gets him in trouble, but he’s good people and I’ll have his back when he needs it.</p>
<p><strong>JACK FROST:</strong> My name’s Frost, Jack Frost. I was, until exiled, a member of the dark realm of the fae and vassal to the goblin king. Those days are gone of course. In the mortal realm, I am reduced to living among these short-lived and petty creatures called humans. I still find my amusements though. There are many of these creatures who will happily trade their souls for a few magical trinkets and gewgaws. Oh, I don’t expect you to believe me&#8230; at least, not yet. But after you’ve seen exactly what I have to offer, perhaps you’d like to make a deal?</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MRS SHELBY:</strong> How’d I get stuck with such an imaginative girl. I was never like that as a kid. It’s all elves and fairies and princes and magic. I guess it’s how she copes now that her daddy’s run off. I work two jobs just to get by and I’m too tired to enjoy her imagination as much as I’d like.</p>
<p><strong>TROLL:</strong> I troll. I eat mortals. I catch under bridge. I skin. I chew. I crunch. Miss the old days, I do. When a troll could fight and kill all he want. Today I must stay near bridge. No exceptions. Stupid covenant!</p>
<p><strong>PUCK:</strong> Mwahahahahahaha. I’m Puck. You’ve heard of me. Trickster. Lord of chaos in the realm of light. Don’t mess with me or you’ll regret it. It’s best if I never even realize you’re there. But then it’s a little late for that now, isn’t it?</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>Predator&#8217;s Row</h2>
<ul>
<li><a href="https://weirdworldstudios.com/predators-row-episode-1-strange-happenings-beneath-bridge/">Predator&#8217;s Row – Episode 1 – Strange Happenings Beneath the Bridge</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-2-hunt-begins/">Predator&#8217;s Row – Episode 2 – The Hunt Begins</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-3-coblynaus-court/">Predator&#8217;s Row – Episode 3 – In Coblynau&#8217;s Court</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-swords-magic/">Predator&#8217;s Row – Episode 4 – Of Swords and Magic</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-2-hunt-begins/">Predator&#8217;s Row &#8211; Episode 2 &#8211; The Hunt Begins</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>Predator&#8217;s Row &#8211; Episode 1 &#8211; Strange Happenings Beneath the Bridge</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Mar 2016 22:52:25 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Predator's Row]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[predator's row]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[strange happenings beneath the bridge]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Strange Happenings Beneath the Bridge; episode 1 of Predator’s Row. PREDATOR’S ROW EPISODE #1 – STRANGE HAPPENINGS BENEATH THE BRIDGE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-1-strange-happenings-beneath-bridge/">Predator&#8217;s Row &#8211; Episode 1 &#8211; Strange Happenings Beneath the Bridge</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Strange Happenings Beneath the Bridge; episode 1 of Predator’s Row.</p>
<p><figure id="attachment_1949" aria-describedby="caption-attachment-1949" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-1949 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/03/005FN1Sml.png?resize=200%2C283&#038;ssl=1" alt="Fantasy Noir - FN001 - Predator's Row" width="200" height="283" /><figcaption id="caption-attachment-1949" class="wp-caption-text">Fantasy Noir &#8211; FN001 &#8211; Predator&#8217;s Row</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3378 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>PREDATOR’S ROW</h2>
<h3>EPISODE #1 – STRANGE HAPPENINGS BENEATH THE BRIDGE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3><strong>Serial #1: Predator’s Row</strong></h3>
<p>A reporter for the Star City Tribune, Claire Templeton, uncovers a pattern of grisly murders that look like the work of a strange new predator and presents her findings to Detective Tony Wells. When Tony finds a seven-year-old witness to one of the murders, her unbelievable story sets him on a path that will shake his hard-boiled certainty about the nature of reality to its core. Caught in a web of intrigue between faery courts, a nightmare world where Trolls fight for scraps beneath the bridges of the modern world, and a magical sword that has an agenda all its own, Wells must work to uncover a murderer in order to prevent a war among the immortals from spilling over into the mundane realm. Can he solve this mystery in time before the world of nightmares becomes a reality for all humanity? Tune in to “Predator’s Row” and marvel at a world of magic and intrigue that lies just beneath the surface of the world you know.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>PREDATOR’S ROW</h2>
<h3>CAST LIST</h3>
<p><strong>TONY WELLS:</strong> Detective</p>
<p><strong>CLAIRE TEMPLETON: </strong>Reporter</p>
<p><strong>SUPER: </strong>Apartment Superintendent</p>
<p><strong>LIEUTENANT: </strong>Police Lieutenant of Detectives</p>
<p><strong>LAWRENCE JACOBY: </strong>Police Detective</p>
<p><strong>CASEY: </strong>Police Department Stooge</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h1><a id="PA4_17"></a>ACT 1</h1>
<h3>SCENE 1: INT. POLICE HQ — DETECTIVE WELLS’ OFFICE (TONY, CLAIRE)</h3>
<p><u>1. MUSIC: [1] OPENING THEME — LET IT FINISH</u></p>
<p><u>2. SOUND: [3] (WALLA) TYPING, DISTANT CHATTER</u></p>
<p>3. TONY WELLS: (NARRATING) I was throwing darts at the board on the wall when she walked into the room. The Commissioner’s face had been taped to the board’s front and so far I’d managed to score one dart in each eye. I was about to move on to the nostrils — fancying myself something of a crack shot when it comes to throwing pretty much anything — when the door opened with a crash. Now, I’m as inclined to turn my head after a pretty girl as any man with a pulse working the graveyard shift at Star City P.D., but some dames spell “bad news” in any language, no matter how blonde and leggy they are. The minute she walked into the office I knew I was in trouble. Claire Templeton was a skirt on a mission and she didn’t like to take “no” for an answer. As a crime reporter, she was one of the best, and I’d had the misfortune to be caught in her headlights on more than one occasion&#8230; more than enough experience to teach me to be wary.</p>
<p>4. CLAIRE TEMPLETON: (NARRATING) Tony may have been all mouth-breather but underneath the bruiser exterior was a whole lot of smarts and a streetwise attitude that made him one of the best detectives on the force. While I could use my, ahem, feminine charms on a lot of the guys around the precinct, Tony wasn’t one of them. With Tony, it took something a little extra.</p>
<p>(BEAT) Hi Tony, feel like some Chinese?</p>
<p>5. TONY: Claire, whatever you want, the answer’s “no.” It’s two in the morning and there’s another&#8230; Did you say Chinese?</p>
<p>6. CLAIRE: Uhuh. Direct from Jimmy Chang’s. Still hot.</p>
<p>7. TONY: (SUSPICIOUS) Chang’s closed an hour ago.</p>
<p>8. CLAIRE: Yeah, but I’m special. You want some or not?</p>
<p>9. TONY: Gimme, and talk fast. (BEAT)</p>
<p>(NARRATING) I shoulda known better than to even let her in the door but, well, you have to know Jimmy Chang’s&#8230; If the apple in the Garden had been a box of Jimmy Chang’s Chow Mein I’d a grabbed my fill and waited for judgment to fall without a squeak.</p>
<p>10. CLAIRE: (NARRATING) Yep, with Tony Wells it took a little extra. Charm and a good pair of nylons could only get you so far, but hand the man some Jimmy Chang’s and he’d become putty in your hands&#8230; or at least you could get in a hearing while the food lasted.</p>
<p>(BEAT — TO TONY) So, I’ve got a friend over at the university by the name of Tully Bing. Smart guy, if a little wet behind the ears. He studies herd behavior or some such. Anyway, we’re talking about how big predators and the like in Africa thin the herds, picking off animals around the edges, just enough to live on without threatening the viability of the herd, and he mentions something interesting. He tells me that the number of people who go missing in big cities each year matches the pattern of predation you see in large game herds almost exactly. I’m skeptical and so I ask him, “Are you saying there’s something out there feeding on people?” and he laughs.</p>
<p>“No”, he says. “The human species is the only one I know that predates upon itself. We’re mean enough on our own that there’s no call for looking for bogeymen.” Anyway, I’m really interested at this point and he starts telling me about how he uses maps and migration patterns and the like to help identify where the predators have their territory. I ask him if he thinks something similar could be worked up to help police find where the human predators are operating. He says that he thinks so and that he’ll get back to me. That was a week ago.</p>
<p>11. TONY: (WITH A MOUTH FULL OF NOODLES) So what do you want from me? Call missing persons.</p>
<p>12. CLAIRE: I already have and there’s not a lot they can do.</p>
<p>13. TONY: Wait a minute, you’re saying he’s gone missing?</p>
<p>14. CLAIRE: Haven’t you been listening?</p>
<p>15. TONY: Sorry, the crack about missing persons was a joke. How long’s he been gone? What did missing persons say?</p>
<p>16. CLAIRE: They went to his apartment; he’s paid up for the rest of the month; no sign of a struggle. They figure he just left town for a while.</p>
<p>17. TONY: And you?</p>
<p>18. CLAIRE: I know it’s a bit thin but one minute he’s working on a way to identify predators that are disappearing people and the next he disappears himself. I’m worried.</p>
<p>19. TONY: Alright, we’ll head over there and take a look&#8230; but only because the noodles were so damn good.</p>
<p>20. CLAIRE: Deal.</p>
<p><u>21. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 2: EXT. TULLY BING’S APARTMENT (TONY, CLAIRE)</h3>
<p><u>22. SOUND: [4] (WALLA) OCCASIONAL NIGHT TRAFFIC; A GUST OF WIND OR TWO; BUZZ OF A STREET LAMP ETC.</u></p>
<p><u>23. SOUND: [17] CAR PULLING UP AND COMING TO A HALT; DOORS OPEN AND CLOSE; TWO PEOPLE GET OUT — LET IT FINISH</u></p>
<p>24. TONY: (NARRATING) By the time we arrived at the apartment house it was three am. Frankly, I haven’t the slightest idea what we were doing there. Bad coffee, four night shifts in a row, and a bag of Jimmy Chang’s can seriously mess up a guy’s judgment. As for the dame? I was still trying to figure out whether or not I was being played for a sap.</p>
<p>25. CLAIRE: You know, it’s like to hurt a girl’s feelings when you look at her that way. There’re plenty of guys who’d be happy to be out at this time of night in a car with me.</p>
<p>26. CLAIRE: Seriously, I’m considered quite the catch in some circles.</p>
<p>27. TONY: So’s a rattlesnake. It don’t mean I’m looking to get cozy with one, though.</p>
<p>28. CLAIRE: Cute. Tully was on the third floor.</p>
<p>29. TONY: Ever been up there before? Did Tully move in those circles you were talking about?</p>
<p>30. CLAIRE: No. I met him doing research for an article and only saw him at the university. (BEAT) He did ask for my number though.</p>
<p>31. TONY: How’d you find out about this place?</p>
<p>32. CLAIRE: The guys at missing persons.</p>
<p>33. TONY: Hmpf. You like to think you can handle people, don’t you?</p>
<p>34. CLAIRE: Ahuh!</p>
<p>35. TONY: Alright, let’s roust the super out of bed. He won’t be happy, but what’s the point of a badge if you can’t wave it about at three in the morning and get people out of bed.</p>
<p><u>36. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 3: INT. TULLEY’S APARTMENT (TONY, CLAIRE, THE SUPER)</h3>
<p><u>37. SOUND: [17] JINGLING OF KEYS IN A LOCK; DOOR OPENS — LET IT FINISH</u></p>
<p>38. SUPER: (YAWNING) There you go, detective. Why this couldn’t wait till morning I don’t know.</p>
<p>39. TONY: Thanks buddy, that’ll be all.</p>
<p>40. SUPER: Hey, ain’t you supposed to show me a warrant or some such?</p>
<p>41. CLAIRE: Here.</p>
<p><u>42. SOUND: [19]SOUND OF RUSTLING PAPER — ESTABLISH AND UNDER</u></p>
<p>43. CLAIRE: All the fine print your tax dollars could desire.</p>
<p>44. SUPER: Yeah, well&#8230; I guess that’s okay.</p>
<p>45. CLAIRE: Yeah, see ya, toots!</p>
<p><u>46. SOUND: [20] SOUND OF DOOR CLOSING — LET IT FINISH</u></p>
<p>47. TONY: What was that you showed him?</p>
<p>48. CLAIRE: Old parking ticket.</p>
<p>49. TONY: You like to take chances, don’t you?</p>
<p>50. CLAIRE: Comes with the job. Besides, no one’s gonna look too closely at a piece of paper with the city’s crest on it at three in the morning.</p>
<p>51. TONY: (NARRATING) Heh. I had to hand it to her. She had moxie. We looked around the apartment and I got a new respect for the pittance that was paid as a policeman’s salary.</p>
<p>(TO CLAIRE) Not living too rich, was he?</p>
<p>52. CLAIRE: He’s a grad student. What do you expect? One room all to yourself’s not too bad as these things go, and a desk of your own with a lamp is the lap of luxury.</p>
<p>(BEAT) (NARRATING) I watched as Wells gave the room the once over. When he was on the job the slovenly pit-bull routine gave way to something much sharper and more dangerous. There was something predatory, almost feline about him. I’d never tell him this, but when he was on the job, he looked like every woman’s dream of a lantern-jawed hero. Of course the illusion only lasted until he opened his mouth.</p>
<p>53. SOUND: [21] PAPERS BEING SHUFFLED — LET IT FINISH</p>
<p>54. TONY: Well, I’ll be hung up and left to&#8230;</p>
<p>55. CLAIRE: What is it, Wells? What have you found?</p>
<p>56. TONY: Your friend was working on mapping street predators, you say?</p>
<p>57. CLAIRE: Yeah?</p>
<p>58. TONY: I think he may have succeeded.</p>
<p>59. CLAIRE: What do you mean?</p>
<p>60. TONY: Over here. On his desk. These are old missing persons reports, notices in the newspapers, and such.</p>
<p>61. CLAIRE: Yeah, so?</p>
<p>62. TONY: So he’s plotted them on this map. Most of it’s a fairly random spread but&#8230;</p>
<p>63. CLAIRE: But there are concentration points&#8230; here, here&#8230; and here.</p>
<p>64. TONY: Yup. And he’s circled them. (BEAT) How much did this kid want to impress you, Claire?</p>
<p>65. CLAIRE: What do you mean?</p>
<p>66. TONY: I mean, was he stupid enough, having gotten this far, to want to play the hero and go poking around in those neighborhoods alone?</p>
<p>67. CLAIRE: Oh, I see. Well, given that nobody’s seen him in a week, I’d say there’s every chance he’s just that stupid.</p>
<p>68. TONY: Okay, I’m sold. Help me gather up this stuff and get it back to the precinct. I’ll open a file on your friend Tully.</p>
<p><u>69. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 4: STAR CITY PRECINCT POLICE HQ (TONY, CLAIRE, CASEY, LIEUTENANT)</h3>
<p><u>70. SOUND: [3] (WALLA) TYPING, LOW CHATTER</u></p>
<p>71. CLAIRE: You know I always feel at home in here. It sounds just like a newsroom.</p>
<p>72. TONY: I’m sure we could make it even more comfortable for you&#8230; down in the cells.</p>
<p>73. CLAIRE: (SARCASTICALLY) Ha Ha. I’ll take a raincheck.</p>
<p>74. TONY: Of course we’d have to confiscate that little necklace of yours. Couldn’t have you hanging yourself in the cell.</p>
<p>75. CLAIRE: You wouldn’t get much for it at the pawn shop.</p>
<p>76. TONY: Heh!</p>
<p>77. LIEUTENANT: (YELLING) Hey, Wells, I got more orders for you from the Commissioner.</p>
<p>78. TONY: Aw, hell, lieutenant. When’s he gonna leave me alone?</p>
<p>79. LIEUTENANT: Not today obviously! Now get over here!</p>
<p>80. CLAIRE: (NARRATING) Wells had caused the Commissioner some embarrassment some months back, by allowing some vigilantes to take part in an investigation he was running. They’d saved my life and gotten the bad guys, but some other people had died and Commissioner Doogan liked to hold a grudge. Today’s grudge-inflicting, weapon-of-choice was obviously the lieutenant.</p>
<p>81. TONY: I’m gonna be a little while, Claire. You want maybe I should call you when I get some news on this.</p>
<p>82. CLAIRE: Sure. In the meantime&#8230;</p>
<p>83. TONY: (WARNINGLY) Don’t do anything stupid, Claire.</p>
<p>84. CLAIRE: Don’t worry. You know what a cautious gal I am!</p>
<p>85. TONY: Yeah, that’s what’s bothering me.</p>
<p>86. LIEUTENANT: (SHOUTING) Wells!</p>
<p>87. TONY: (SHOUTING BACK) Keep your hair on! (TO CLAIRE) Gotta go! I can’t stop you from looking into this further so, for the sake of my blood pressure and future supplies of Jimmy Chang’s, keep me informed&#8230; and don’t go down there alone.</p>
<p>88. CLAIRE: Sure, Wells&#8230; (TO SELF) Yeah, right.</p>
<p>89. TONY: (NARRATING) I headed into my meeting with the lieutenant. A half hour of being shouted at later and I was back at my desk, stuck with the graveyard shift for another two weeks, and talking with Officer Bill Casey, probably one of the dumbest cops on the force. There was no sign of Claire except the empty bag of Jimmy Chang’s and the map.</p>
<p>(TO CASEY) C’mon Casey, just go down and pull the files for me.</p>
<p>90. CASEY: Look, boss, you ain’t supposed to be working homicides no more&#8230; at least not until the chief takes you off probation. You could get in a lot of trouble if I do this.</p>
<p>91. TONY: (NARRATING) Don’t let Casey’s tone of false concern fool you. He’s a full-time stool pigeon for the lieutenant and has no special love for me.</p>
<p>(TO CASEY) I’m sending you so’s I don’t get into trouble. I can’t show my face down there, but you can. Besides, it’s not like I’m looking into an active homicide. I just wanna know what they’ve got for these three locations and whether the death rate’s any higher there than is normal.</p>
<p>92. CASEY: I wouldn’t even know how to begin to calculate&#8230;</p>
<p>93. TONY: Just get me the files, genius. I’ll do all the number crunching.</p>
<p>94. CASEY: Okay, you’re the boss.</p>
<p>95. TONY: (NARRATING) Casey was as much a part of my punishment for my indiscretion a few months back as was the desk job, expulsion from homicide, and the repeated night shifts. I didn’t expect he’d succeed in getting what I wanted from homicide but I still had a lot of friends around the precinct and, if I let it be known I had an interest in those sections of the street, any news regarding them would find me if I was patient. Telling Casey to keep my interest on the down-low was as good a way of ensuring the word got around quickly as I could think of. He couldn’t keep a secret if his life depended on it.</p>
<p><u>96. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 5: WELLS’ APARTMENT (TONY, JACOBY)</h3>
<p><u>97. SOUND: [5] (WALLA) MUFFLED TRAFFIC; THE OCCASIONAL RUMBLE OF AN ELEVATED TRAIN, DISTANT — COMING THROUGH THE WALLS</u></p>
<p>98. TONY: When you’re working the graveyard, you fight for what sleep you can get. To say I was a little cranky when I got woke by someone pounding on the door at two in the afternoon understates things a little.</p>
<p><u>99. SOUND: [22] LOUD BANGING ON DOOR — LET IT FINISH</u></p>
<p>100. LAWRENCE JACOBY: Wells? You in there, Wells?</p>
<p>101. TONY: (BLEARY AND SLEEP DEPRIVED) Keep your hair on, I’m coming.</p>
<p><u>102. SOUND: [23] DOOR OPENS — LET IT FINISH</u></p>
<p>103. TONY: Jacoby? What the hell do you want at this hour?</p>
<p>104. JACOBY: It’s two in the afternoon.</p>
<p>105. TONY: So? You know I’ve been doing the night shift?</p>
<p>106. JACOBY: Yeah. And I’m all broken up over it&#8230; but I think you’ll want to take a look at this one.</p>
<p>107. TONY: Yeah? Does the lieutenant know about you stopping by?</p>
<p>108. JACOBY: Let’s just say that what he doesn’t know can’t hurt him.</p>
<p>109. TONY: Yeah, well. Remember how that turned out for me. Still, I appreciate the thought. Is this about&#8230;</p>
<p>110. JACOBY: Yeah. That was a neat trick, you giving out what you were after through Casey. (BEAT) There’s been a death in one of those neighborhoods you’re interested in. I thought you’d like to ride along.</p>
<p>111. TONY: Like I said, I appreciate it. Which one?</p>
<p>112. JACOBY: Predator’s Row, underneath the Western Suspension Bridge.</p>
<p>113. TONY: Give me a second to get into some clothes.</p>
<p><u>114. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<h3>SCENE 6: BACK ALLEY KNOWN AS PREDATOR’S ROW (JACOBY, TONY)</h3>
<p><u>115. SOUND: [6] (WALLA) DISTANT STREET SOUNDS, CAT YOWLS, AND TRASHCAN LID UPSET ETC.</u></p>
<p><u>116. SOUND: [24] CAR WITH SIREN PULLS UP — SIREN DIES AND DOORS OPEN AND CLOSE — LET IT FINISH</u></p>
<p>117. TONY: Have you ever noticed how these places are always empty when a crime happens but once the reporters show up you’ve hardly room to heave a brick?</p>
<p>118. JACOBY: Yeah, well. You might want to brace yourself for this one. It’s messy. C’mon.</p>
<p><u>119. SOUND: [25] PUSHING THROUGH THE PRESS OF REPORTERS, CAMERA NOISES ETC. — FADE</u></p>
<p>120. TONY: I hope the press didn’t get any snaps of me or your boss is gonna be pretty sore.</p>
<p>121. JACOBY: They ain’t interested in you. What they want to see’s round this corner. And I reckon once they saw it they’d be regretting it.</p>
<p>122. TONY: How messy is it? You don’t usually push a cordon back so far for a stiff.</p>
<p>123. JACOBY: This one’s the messiest I ever seen.</p>
<p>124. TONY: Okay, I’m warned. Let’s&#8230; Holy cow!</p>
<p>125. JACOBY: I told you.</p>
<p>126. TONY: (NARRATING) This wasn’t normal killer behavior.</p>
<p>(BEAT) This was the kind of thing that gave a man nightmares — even in a job that routinely dealt with the stuff nightmares were made from. The alley was strewn with an old man’s body parts. The internal organs had been spread about and the arms, legs, and head torn from the torso. It was all so haphazard. No rhyme or reason to it. Like whoever had done this had set to with the abandon of a child pulling the stuffing out of a cushion. Just flinging it everywhere.</p>
<p>(TO JACOBY) How many you think were in on it?</p>
<p>127. JACOBY: Can’t tell. The M.E. says the victim was pulled apart. No sign of knife or cutting.</p>
<p>128. TONY: But that’d mean&#8230;</p>
<p>129. JACOBY: Tell me about it. Our perpetrator was damn strong. Or attached the limbs to a car or something and pulled him apart.</p>
<p>130. TONY: Any sign of chains or ropes?</p>
<p>131. JACOBY: Nope.</p>
<p>132. TONY: Well, so much for that theory. Anybody see anything? I reckon whatever happened would have been pretty loud.</p>
<p>133. JACOBY: Unless the victim was unconscious when it happened.</p>
<p>134. TONY: Was he?</p>
<p>135. JACOBY: Nope.</p>
<p>136. TONY: So, did anyone see anything?</p>
<p>137. JACOBY: Nah, everyone was “asleep.” Nobody saw a thing.</p>
<p>138. TONY: Figures. What about up there? That looks like a kid’s bedroom. It’s right over where it happened.</p>
<p>139. JACOBY: Yeah. We already tried that. Nothing helpful.</p>
<p>140. TONY: Nothing helpful or nothing at all?</p>
<p>141. JACOBY: Nothing helpful. There was a kid alright. Seven, eight years old. She reckons she saw something but I reckon its trauma or some such.</p>
<p>142. TONY: What do you mean?</p>
<p>143. JACOBY: The kid claims she saw a monster.</p>
<p>144. TONY: What?</p>
<p>145. JACOBY: You heard me. A troll. Like in one of those fairy stories. Claims she saw it rip a little old man with a sword to shreds.</p>
<p>146. TONY: She thought the victim had a sword?</p>
<p>147. JACOBY: Yup!</p>
<p>148. TONY: And I take it there’s no sign of said sword.</p>
<p>149. JACOBY: Do you even have to ask?</p>
<p>150. TONY: I guess not. How old was the victim?</p>
<p>151. JACOBY: Early sixties by the look. It’s hard to tell. You want to take a closer look?</p>
<p>152. TONY: Nah! You’ve seen everything I would have. Could it be one of those ritual things?</p>
<p>153. JACOBY: Like that business last month with the Alligator Cult?</p>
<p>154. TONY: Yeah, something like that?</p>
<p>155. JACOBY: You like the weird ones, don’t you?</p>
<p>156. TONY: Just covering all the bases. Will you let me know what you find?</p>
<p>157. JACOBY: Yeah, sure. But you better take a look at this before you go.</p>
<p>158. TONY: What’s that?</p>
<p>159. JACOBY: It might be your cult connection.</p>
<p>160. TONY: (NARRATING) I stood looking down at a large white circle surrounded by odd symbols and drawn with chalk on the floor of the alley. At its center was something I’d seen somewhere before. A small gold locket identical to the one that Claire Templeton liked to wear, and an envelope with the words “Mr Frost” and “Coblynau’s pig sticker” scribbled on it. The left-hand side had been torn away.</p>
<p><u>161. MUSIC: [14] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</u></p>
<p><u>162. MUSIC: [2] (BRIDGE) CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</u></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. Right now I’m not the most popular detective on the force — the Commissioner’s got it in for me — but I would never have guessed how much more complicated my life is about to become.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I get myself into so many scrapes and tight corners. I’m fearless, determined, and always get my story — even when there’s no one with the courage to print it!</p>
<p><strong>LAWRENCE JACOBY: </strong>My name’s Jacoby and I represent the law. As a detective I don’t make the rules but I do enforce ’em. And in a town full of lowlifes and creeps — some of whom carry a badge — that’s saying something. I’m also a friend of Tony Wells. He cuts corners and that gets him in trouble, but he’s good people and I’ll have his back when he needs it.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>APARTMENT SUPERINTENDANT:</strong> I hate being woken up. I hate cops. So being woken up by a cop at three in the morning is not my idea of a great time. Best just to cooperate and get it over with.</p>
<p><strong>LIEUTENANT:</strong> Heh! Wells is an okay guy, but the Commissioner has got it in for him. It’s my job to make his life as miserable as possible until the Commissioner says otherwise. I like Wells, but not enough to take a bullet for him. The Commissioner says Wells isn’t pulling enough night shifts and who am I to argue.</p>
<p><strong>CASEY:</strong> I’m Casey, that’s what everyone calls me. They all think I’m stupid, but I know which side my bread is buttered on. The Commissioner and I are friends, yes we are. I tell him what’s going on with Wells and he promises I’ll get my pick of postings around the precinct. Not bad for a junior guy, no sir!</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_22"></a></p>
<h2>Predator&#8217;s Row</h2>
<ul>
<li><a href="https://weirdworldstudios.com/predators-row-episode-1-strange-happenings-beneath-bridge/">Predator&#8217;s Row – Episode 1 – Strange Happenings Beneath the Bridge</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-2-hunt-begins/">Predator&#8217;s Row – Episode 2 – The Hunt Begins</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-3-coblynaus-court/">Predator&#8217;s Row – Episode 3 – In Coblynau&#8217;s Court</a></li>
<li><a href="https://weirdworldstudios.com/predators-row-episode-4-swords-magic/">Predator&#8217;s Row – Episode 4 – Of Swords and Magic</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/predators-row-episode-1-strange-happenings-beneath-bridge/">Predator&#8217;s Row &#8211; Episode 1 &#8211; Strange Happenings Beneath the Bridge</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1948</post-id>	</item>
		<item>
		<title>Cemetery Berry Flummery (dessert, serves 8)</title>
		<link>https://weirdworldstudios.com/cemetery-berry-flummery-dessert-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Mar 2016 22:38:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[cemetery berry flummery]]></category>
		<category><![CDATA[dessert]]></category>
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		<category><![CDATA[reanimator's revenge]]></category>
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		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1945</guid>

					<description><![CDATA[<p>For dessert — Cemetery Berry Flummery (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 4 cups blackberries 4 cups water 2 cups sugar 1 teaspoon salt 8 tablespoons cornstarch 2 tablespoons lemon juice Method: Cook the berries and water together in a saucepan [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/cemetery-berry-flummery-dessert-serves-8/">Cemetery Berry Flummery (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Cemetery Berry Flummery (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>4 cups blackberries</li>
<li>4 cups water</li>
<li>2 cups sugar</li>
<li>1 teaspoon salt</li>
<li>8 tablespoons cornstarch</li>
<li>2 tablespoons lemon juice</li>
</ul>
<p><strong>Method:</strong> Cook the berries and water together in a saucepan until nearly soft. Mix the sugar, salt, and cornstarch and add slowly to the berries, stirring constantly. Bring to the boiling point and cook for 5 minutes. Remove from fire and add the lemon juice. Serve hot with sugar and cream.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/cemetery-berry-flummery-dessert-serves-8/">Cemetery Berry Flummery (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1945</post-id>	</item>
		<item>
		<title>A Plague of Coleslaw (side dish, serves 8)</title>
		<link>https://weirdworldstudios.com/plague-coleslaw-side-dish-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Mar 2016 22:32:15 +0000</pubDate>
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		<category><![CDATA[a plague of coleslaw]]></category>
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		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1942</guid>

					<description><![CDATA[<p>As a side dish — A Plague of Coleslaw (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 2 cups mayonnaise 2 head cabbage 2 cups chopped cold tongue 2 cups cold chopped ham 2 green peppers (capsicum) minced (finely chopped) 2 red peppers [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/plague-coleslaw-side-dish-serves-8/">A Plague of Coleslaw (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — A Plague of Coleslaw (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>2 cups mayonnaise</li>
<li>2 head cabbage</li>
<li>2 cups chopped cold tongue</li>
<li>2 cups cold chopped ham</li>
<li>2 green peppers (capsicum) minced (finely chopped)</li>
<li>2 red peppers (capsicum) minced (finely chopped)</li>
<li>1 onion, chopped</li>
<li>2 egg whites</li>
</ul>
<p><strong>Method:</strong> Slice cabbage in shreds. Mix the meat, peppers, and onion together and add to the cabbage. Thin the mayonnaise with beaten white of egg and add to the cabbage mixture. Sugar can be added if not sweet enough.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/plague-coleslaw-side-dish-serves-8/">A Plague of Coleslaw (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1942</post-id>	</item>
		<item>
		<title>Reanimated Fried Chicken (main course, serves 8)</title>
		<link>https://weirdworldstudios.com/reanimated-fried-chicken-main-course-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Mar 2016 22:24:17 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[reanimated fried chicken]]></category>
		<category><![CDATA[reanimator's revenge]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1939</guid>

					<description><![CDATA[<p>For the main course — Reanimated Fried Chicken (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 4 young chickens 4 cups flour 6 teaspoons baking powder 1 teaspoon salt pepper 4 eggs, well beaten 1 cup milk Method: Cut the chickens into pieces. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/reanimated-fried-chicken-main-course-serves-8/">Reanimated Fried Chicken (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Reanimated Fried Chicken (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>4 young chickens</li>
<li>4 cups flour</li>
<li>6 teaspoons baking powder</li>
<li>1 teaspoon salt</li>
<li>pepper</li>
<li>4 eggs, well beaten</li>
<li>1 cup milk</li>
</ul>
<p><strong>Method:</strong> Cut the chickens into pieces. Make a batter of the sifted dry ingredients and the combined eggs and milk, adding more milk if necessary. Dip the pieces of chicken, one piece at a time in the batter, drop into deep hot fat and fry.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/reanimated-fried-chicken-main-course-serves-8/">Reanimated Fried Chicken (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1939</post-id>	</item>
		<item>
		<title>Fossilized Potato Quenelles (appetizer, serves 8)</title>
		<link>https://weirdworldstudios.com/fossilized-potato-quenelles-appetizer-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 18 Mar 2016 22:17:08 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[fossilized potato quenelles]]></category>
		<category><![CDATA[reanimator's revenge]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1936</guid>

					<description><![CDATA[<p>For the appetizer — Fossilized Potato Quenelles (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 12 potatoes 4 eggs 2 tablespoons butter parsley onion Method: Boil the potatoes, peel, and mash very finely. Add the butter, minced parsley, and half an onion minced [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/fossilized-potato-quenelles-appetizer-serves-8/">Fossilized Potato Quenelles (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Fossilized Potato Quenelles (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>12 potatoes</li>
<li>4 eggs</li>
<li>2 tablespoons butter</li>
<li>parsley</li>
<li>onion</li>
</ul>
<p><strong>Method:</strong> Boil the potatoes, peel, and mash very finely. Add the butter, minced parsley, and half an onion minced (chopped) very finely. Add the yolks of the eggs, beaten very lightly, and then form the potatoes into balls, and throw them for 2 minutes into boiling water. Take out, brush with the whites of the eggs, roll lightly in powdered bread crumbs, and fry in oil.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/fossilized-potato-quenelles-appetizer-serves-8/">Fossilized Potato Quenelles (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1936</post-id>	</item>
		<item>
		<title>The Reanimator&#8217;s Revenge &#8211; Episode 6 &#8211; The Fall of the Technomaster</title>
		<link>https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 11 Mar 2016 23:56:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Reanimator's Revenge]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the fall of the technomaster]]></category>
		<category><![CDATA[the reanimator's revenge]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1885</guid>

					<description><![CDATA[<p>Below we present the complete text of The Fall of the Technomaster; episode 6 of The Reanimator’s Revenge. THE REANIMATOR’S REVENGE EPISODE #6 – THE FALL OF THE TECHNOMASTER by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator&#8217;s Revenge &#8211; Episode 6 &#8211; The Fall of the Technomaster</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Fall of the Technomaster; episode 6 of The Reanimator’s Revenge.</p>
<p><figure id="attachment_1865" aria-describedby="caption-attachment-1865" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1865" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/02/004PA4Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA004 - The Reanimator's Revenge" width="200" height="283" /><figcaption id="caption-attachment-1865" class="wp-caption-text">Pulp Adventure &#8211; PA004 &#8211; The Reanimator&#8217;s Revenge</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE REANIMATOR’S REVENGE</h2>
<h3>EPISODE #6 – THE FALL OF THE TECHNOMASTER</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product/pa004-the-reanimators-revenge-2/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/scripts/">https://weirdworldstudios.com </a>or through select, online book retailers.</p>
<p><strong>Serial #4: The Reanimator’s Revenge</strong></p>
<p>When visiting the Star City Penitentiary Trent Stone and Tess Carter encounter an old gypsy woman who warns them that the city is facing imminent destruction. An investigation of her claims leads the pair to the City Cemetery where they are attacked by shambling reanimated corpses bent on tearing the city apart. Before long large sections of the population are succumbing to a mysterious sleeping sickness, martial law has been declared, and the dead are tearing the city apart building by building. Trent and Tess must race against time to introduce an antidote into the city’s water supply and face down the villain before the city is completely destroyed. Will they be able to uncover the secret behind the undead plague and bring it to an end? Tune in to “The Reanimator’s Revenge” and cheer as the conflict between Trent, Tess, and their arch-nemesis reaches its thrilling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE REANIMATOR&#8217;S REVENGE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>THE TECHNOMASTER:</strong> Arch-villain</p>
<p><strong>FRANK WRIGHT:</strong> Mayor</p>
<p><strong>WALTER DOOGAN:</strong> Police Commissioner</p>
<p><strong>USHER:</strong> Usher</p>
<p><strong>MESSENGER:</strong> Messenger</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 25: EXT. THE STREETS OF STAR CITY (TRENT, TERESA, TECHNOMASTER)</h3>
<p><span style="text-decoration: underline;">793. MUSIC: [93] OPENING THEME – LET IT FINISH</span></p>
<p>794. NARRATOR: Having infected much of the populace with a plague, destroyed much of its infrastructure and released an army of the dead upon its streets the Technomaster flees towards the last step in his long-planned revenge. Now our heroes, Trent and Tess, give chase… riding on the backs of their own reanimated, dinosaur, steeds.</p>
<p><span style="text-decoration: underline;">795. SOUND: [15] WALLA — HEAVY GALLOPING OF STAMPEDING DINOSAURS CHARGING THROUGH THE STREETS — ESTABLISH AND UNDER</span></p>
<p>796. TRENT: (EXHILARATED) YeeeeeeHaaaaw!!!</p>
<p>797. TERESA: (STRUGGLING TO BE HEARD ABOVE THE NOISE) This has got to be the craziest thing you and I have ever done.</p>
<p>798. TRENT: Riding a herd of left-over dinosaur skeletons after the Technomaster? It’s working, isn’t it?</p>
<p>799. TERESA: I’m just glad Filmore knew of a few that had been left behind for us. I don’t think we’d ever have gotten out of the pumping station without them.</p>
<p>800. TRENT: They did make fairly short work of that ring of corpses guarding the fence, didn’t they?</p>
<p>801. TERESA: (SICKENED) Don’t remind me. I don’t think I’m going to be able to sleep with the light off for about a month.</p>
<p>(BEAT) (WINDED) Ugh! You couldn’t have picked something a little more comfortable for us to ride though, could you?</p>
<p>802. TRENT: Quit your whining. It’s just like riding a really big horse.</p>
<p>803. TERESA: If by &#8220;horse&#8221; you mean a raging Triceratops with no skin and a nasty disposition, I suppose you’re right. But I’m still not going to be able to sit down for a week.</p>
<p>804. TRENT: There. There. When this is all over I’ll buy you a cushion.</p>
<p>805. TERESA: You’re all heart! (BEAT) How do these Electronic Disrupters work anyway?</p>
<p>806. TRENT: Turn it on by twisting that knob at the back. After that, it&#8217;s just pointed and shoot. Brace yourself though, they pack a surprising wallop.</p>
<p>807. TERESA: Sounds good.</p>
<p><span style="text-decoration: underline;">808. SOUND: [78] ELECTRONIC DISRUPTOR GUN POWERING UP</span></p>
<p>809. TERESA: Hey, is that the bank coming up.</p>
<p>810. TRENT: Yeah. That’s it. Can you make out what’s happening?</p>
<p>811. TERESA: Well, it’s been collapsed, like everything else around it. There are dinosaurs surrounding the ruin in a large circle — and inside (BEAT) — inside there are corpses loading crates with — I think that’s gold bullion.</p>
<p>812. TRENT: Any sign of the Technomaster?</p>
<p>813. TERESA: I can’t see — no, wait! There he is right in the middle. He’s still on the T-Rex. I just couldn’t see him till he came out from behind that tall pile of rubble. Do you have any kind of a plan?</p>
<p>814. TRENT: Break through the ring of dinosaurs. Destroy the control box. Capture the Technomaster. Save the day!</p>
<p>815. TERESA: I don’t know, Trent, that sounds a little thin to me.</p>
<p>816. TRENT: Yup. Me too. (BEAT) Yah!</p>
<p><span style="text-decoration: underline;">817. SOUND: [16] WALLA — GALLOPING CONTINUES BUT ACCOMPANIED BY ANGRY ROARS AND CLASHING IMPACT OF DINOSAURS RUNNING INTO ONE ANOTHER — GALLOPING FADES AND SOUNDS OF DINOSAUR COMBAT TAKES ITS PLACE — ESTABLISH AND UNDER</span></p>
<p>818. TRENT: John, give it up. This is over. We’ve got you covered.</p>
<p>819. TECHNOMASTER: (INCREDULOUS) What? You? Again? I think not!</p>
<p><span style="text-decoration: underline;">820. SOUND: [79] ZAP OF ELECTRICAL DISCHARGE FROM THE TECHNOMASTER’S DISRUPTER GUN — UNDER</span></p>
<p>821. TERESA: (SCREAMS IN PAIN AND SURPRISE) I’m hiiit!</p>
<p><span style="text-decoration: underline;">822. SOUND: [28] BODY OF TESS STRIKING GROUND AS SHE IS BLOWN OFF THE TRICERATOPS — LET IT FINISH</span></p>
<p>823. TRENT: Tess! No! (BEAT)</p>
<p>(TO TECHNOMASTER) You’ll pay for that, John!</p>
<p><span style="text-decoration: underline;">824. SOUND: [80] EXCHANGE OF FIRE FROM DISRUPTER GUNS — SOUND OF DINOSAUR FEET SHUFFLING FOR ADVANTAGE, SNORTS, ETC. — PLAY UNTIL 827</span></p>
<p>825. TRENT: Almost! If I can just hit that box on the T-Rex’s back.</p>
<p><span style="text-decoration: underline;">826. SOUND: [81] ZAP OF DISRUPTER GUN AND SMALL EXPLOSION OF SPARKS AND POPS AS THE TRANSMITTER IS DESTROYED — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">827. SOUND: [82] GROANS AND SOUND OF COLLAPSING BODIES AS WELL AS THE SOUND OF DINOSAUR BONES COLLAPSING INTO PILES — INCLUDES SOUND OF GOLD BRICKS BEING DROPPED AND SCATTERED — LET IT FINISH</span></p>
<p>828. TECHNOMASTER: You fool! You’ve destroyed my transmitter!</p>
<p>829. TRENT: And with it your only mode of escape.</p>
<p>830. TECHNOMASTER: Well, I guess I’ll just have to improvise.</p>
<p><span style="text-decoration: underline;">831. SOUND: [72] CLANK OF PROSTHETIC LIMBS AS THE TECHNOMASTER MOVES OVER TO WHERE TERESA LIES</span></p>
<p>832. TECHNOMASTER: Is this your little friend? Come here, girl, I haven’t killed you yet. On your feet!</p>
<p>833. TERESA: (SCREAMS IN PAIN) Aargh! Let me go!</p>
<p>834. TECHNOMASTER: I’m going to get away from here, Stone! I’m going to get away again and then I’ll be back for you — and next time I won’t fail. And if you try to stop me, this one will die!</p>
<p>835. TERESA: (GROANING) Aargh! Trent?</p>
<p>836. TRENT: You let her go now or I’ll shoot you where you stand.</p>
<p>837. TECHNOMASTER: I don’t think so, hero. You can’t be sure you won’t hit the little girl. Face it, this is a stand-off. You can’t win!</p>
<p>838. TRENT: Really? You’ve killed a lot of people today, John — all to cover a bank robbery. You know you almost had me with your “master criminal” act! But in the end you’re nothing but a common thief! I can’t let you go. There’s no way out for you!</p>
<p>839. TECHNOMASTER: (FULL OF CONFIDENCE) You won’t risk the girl. No matter what you say. I have my arm around her throat and this disrupter gun pressed against her forehead. You’ve got no choice but to let me go.</p>
<p>840. TRENT: (CONVERSATIONALLY) Tess? (BEAT) Bite his arm.</p>
<p>841. TERESA: (BITING NOISE)</p>
<p>842. TECHNOMASTER: (SURPRISED BY PAIN) Aargh? Nooo!</p>
<p><span style="text-decoration: underline;">843. SOUND: [81] ZAP OF TRENT’S DISRUPTER GUN — UNDER</span></p>
<p>844. TECHNOMASTER: (SCREAMS) Aaaaaargh!</p>
<p><span style="text-decoration: underline;">845. SOUND: [99] SPARKING OF TECHNOMASTER’S PROSTHETICS SHORTING OUT AND COLLAPSE — LET IT FINISH</span></p>
<p>846. TRENT: Don’t even think about it, John. That shot took out your electronic legs and Tess is clear of you. You’re going nowhere except jail.</p>
<p>847. TECHNOMASTER: No! Let me go! I can still&#8230;</p>
<p>848. TRENT: No, John. It’s jail for you. You’ll be penned like an animal and then, most likely, you’ll be executed. You’ve killed hundreds today, John, possibly thousands. You’re going to answer to the law.</p>
<p>849. TECHNOMASTER: (MUTTERING TO HIMSELF) No! No! This isn’t how it ends. I can still&#8230; I can still&#8230;</p>
<p><span style="text-decoration: underline;">850. SOUND: [81] ZAP OF TECHNOMASTER’S DISRUPTER GUN — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">851. SOUND: [97] TECHNOMASTER SLUMPS TO GROUND — LET IT FINISH</span></p>
<p>852. TRENT: Damn it, Tess! He’s killed himself.</p>
<p>853. TERESA: (GROANS) Ugh!</p>
<p><span style="text-decoration: underline;">854. SOUND: [100] TESS FALLS — LET IT FINISH</span></p>
<p>855. TRENT: Oh no. Tess! Tess, are you alright?</p>
<p>(BEAT) Tess, can you hear me?</p>
<p>(PAUSE)Oh Tess! I never got to tell you&#8230; I never realized&#8230;</p>
<p>856. TERESA: (COUGHS AND SPEAKS WEAKLY BUT FONDLY) You idiot! Check for a pulse before you declare me ready for a coffin next time.</p>
<p>857. TRENT: (RELIEVED) You’re alive! Thank God.</p>
<p>858. TERESA: (IN PAIN) Yeah! But I don’t think I’m too good all the same.</p>
<p>859. TRENT: You’ve lost some blood — and there’ll be some scarring. We need to get you to a hospital in order to know much more.</p>
<p>860. TERESA: (WINCING) If any are still standing. What about the Technomaster?</p>
<p>861. TRENT: He’s dead.</p>
<p>862. TERESA: (PAINED) For sure this time? I don’t want him coming back for us again.</p>
<p>863. TRENT: Just a second. I need to use the shovel.</p>
<p><span style="text-decoration: underline;">864. SOUND: [83] STEPS, SOUND OF SHOVEL CUTTING THROUGH SOMETHING SOFT YET CRUNCHY, FOLLOWED BY SOMETHING ROLLING AWAY — SOUND OF STEPS RETURNING — LET IT FINISH</span></p>
<p>865. TRENT: Yep. It’s for sure. (BEAT) You know Tess&#8230; when I thought you were dead&#8230;</p>
<p>866. TERESA: (TALKING THROUGH THE PAIN) It’s alright, Trent, I heard you. I feel the same way. I was just waiting for you to realize.</p>
<p>867. TRENT: Ahuh? Come on. I’ll carry you. The dead have all collapsed again but it will be a little while before the anti-toxin makes its way through the water supply and frees the living victims. After that, this town’s going to need some major rebuilding. In the meantime we need to find you some medical attention.</p>
<p><span style="text-decoration: underline;">868. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_45"></a><br />
SCENE 26: INT. MAYORAL RECEPTION (USHER, TRENT, TERESA, MAYOR, DOOGAN, MESSENGER)</h3>
<p><span style="text-decoration: underline;">869. SOUND: [17] WALLA — MURMUR OF VOICES, STRING QUARTET IN BACKGROUND, CLINK OF GLASSES — ESTABLISH AND UNDER</span></p>
<p>870. USHER: This way sir, ma’am. Up the ramp and stop just to the right of the Mayor.</p>
<p>871. TRENT: Thank you, doorman. (BEAT) Are you up for this, Tess? You know, you’ve only been out of the hospital for a day or two.</p>
<p>872. TERESA: Stop acting like such a mother hen, Stone. I’m fine. I don’t even need this chair that you all keep insisting I get pushed around in.</p>
<p>873. TRENT: Yeah, well. That was just a bet to see how long we could keep you there.</p>
<p>874. TESS: (SHOCKED) What???</p>
<p>875. MAYOR: (FADE UP) And now it’s my great pleasure to introduce our city’s saviors, Trent Stone and Tess Carter.</p>
<p><span style="text-decoration: underline;">876. SOUND: [84] HUGE APPLAUSE AT DISTANCE — ESTABLISH AND UNDER</span></p>
<p>877. TRENT: Here goes.</p>
<p><span style="text-decoration: underline;">878. SOUND: [107] SQUEAK OF WHEELCHAIR BEING PUSHED UP RAMP</span></p>
<p>879. TERESA: (EMBARRASSED) No wait. At least let me&#8230;</p>
<p><span style="text-decoration: underline;">880. SOUND: [84] APPLAUSE RISES TO FOREGROUND THEN FADES</span></p>
<p>881. MAYOR: And here they are: Teresa Carter — still recovering from her injuries — and Trent Stone. Thank you both so much for coming.</p>
<p><span style="text-decoration: underline;">882. SOUND: [84] MORE CHEERS THEN FADE OUT</span></p>
<p>883. MAYOR: In the weeks since the attack on our city, the worst disaster in our history, we have begun and pressed on in the great task of rebuilding our homes. With one third of all standing structures either destroyed or seriously damaged, a death toll in the thousands, and a clean-up and repair bill that will cost untold millions of dollars, I would not have been surprised if this disaster had spelled the end of our city. In fact, were it not for the heroic individuals we are here to honor tonight it is quite possible that there would have been nothing left of our city at all.</p>
<p><span style="text-decoration: underline;">884. SOUND: [84] RENEWED CHEERING THEN FADE OUT</span></p>
<p>885. MAYOR: And well it is that we cheer, but let’s not forget that these two before us, Teresa and Trent, are representative of something more. During and in the aftermath of this tragedy, thousands have come together to give aid and help wherever it has been needed. Unsung, unheralded, and many times unrecognized, you, the people of this city, your neighbors, and many you might never have had cause to associate with have risen to the challenge of helping one another and creating community in the midst of tragedy. I, for one, want to thank you all.</p>
<p><span style="text-decoration: underline;">886. SOUND: [84] CLAPPING THEN FADE</span></p>
<p>887. MAYOR: The Technomaster is dead, his reign of terror brought to an end by the bravery and determination we have gathered together to bear witness to today. In a moment I will hand over to our esteemed Police Chief, Commissioner Walter Doogan, who will distribute these citations and medals to our honored guests. I would like to take a moment, before I do so, to acknowledge the work of Catherine Filmore and the staff of Filmore Labs in helping to develop the counter-agent to the sleeping toxin that was introduced to our water supply. I also wish to acknowledge the immense investment undertaken by Rodriguez Industries in the rebuilding projects that have begun all over Star City.</p>
<p>Without further ado, I give you Commissioner Doogan.</p>
<p><span style="text-decoration: underline;">888. SOUND: [84] MORE CHEERING AND FADE</span></p>
<p>889. TRENT: (STAGE WHISPER) I bet this is gonna hurt the old bird’s pride.</p>
<p>890. TERESA: (STAGE WHISPER) Not as much as it’s gonna hurt yours when you get laid out by a girl after I get out of this chair.</p>
<p>891. DOOGAN: Ladies and gentlemen, it will come as something of a surprise to some of you that I am here today to do the honors in this ceremony. I know that I have been one of the most outspoken of opponents regarding the vigilante activities of the League of Adventure Seekers. (BEAT) My position hasn’t changed.</p>
<p>That said, it would be churlish of me to refuse to recognize the bravery and service of the individuals before us. They have shown the kind of civic-mindedness and courage in the face of adversity that serves as an example to all citizens everywhere. As such it is my genuine pleasure to award them these citations of valor and give them these medals for great service done to our community. Trent, Teresa, I present these to you with profound thanks — thanks shared by an entire city and expressed here today.</p>
<p><span style="text-decoration: underline;">892. SOUND: [18] WALLA — MUSIC RISES AND CHEERING RISES AGAIN — ESTABLISH AND UNDER</span></p>
<p>893. TERESA: Well, who’d have thought it?</p>
<p>894. TRENT: Who indeed?</p>
<p>895. MESSENGER: (THROUGH THE CHEERING THRONG) Mr. Stone, Miss Carter&#8230; I have a telegram.</p>
<p>896. TRENT: Oh, really. Thank you.</p>
<p>897. MESSENGER: No problem, sir.</p>
<p>898. TERESA: A telegram? Who’s it from?</p>
<p>899. TRENT: It’s from Miriam Ribbinsberg. It reads “CRISIS AVERTED. STOP. WELL DONE. STOP. THE WORLD OWES YOU A DEBT. STOP.”</p>
<p>(BEAT) Well, Tess, it’s nice to be appreciated.</p>
<p>900. TERESA: Still, you better not enjoy yourself too much. There is a little reckoning coming between you and me yet you know? I still owe you for tricking me into this wheelchair.</p>
<p>901. TRENT: All the more reason to enjoy things while I can.</p>
<p>902. MESSENGER: I also have a note that was to be couriered into your hands.</p>
<p>903. TRENT: More fan mail? Let me take a look.</p>
<p>“Dear Dupes, (BEAT) Hmmm!</p>
<p>(WARILY) Lest you feel too proud of yourselves, I thought I would let you know you have helped me achieve all of my goals. Pray, I never make such fools of you again.</p>
<p>Madame S.</p>
<p>PS: Don’t let yourselves worry about John Whistler’s old things. Apparently, he recorded everything: his researches — both magical and mundane — his formulas, and the schematics for his inventions. Such information is just too dangerous to leave lying around in a police evidence locker so I’ve taken it upon myself to see that they are looked after properly.</p>
<p>TTFN.”</p>
<p>904. TERESA: Madame Sofia! I’d forgotten all about her. It looks like she’s out of jail.</p>
<p>905. TRENT: Yes, and it looks like she’s gathered up all of the Technomaster’s bits and pieces.</p>
<p>906. TERESA: Do you think she’s much of a threat?</p>
<p>907. TRENT: Maybe, but not on a global scale or we would have heard about it from Miriam. Still, I’m sure she could do a lot of mischief with the materials she’s taken.</p>
<p>908. TERESA: What do you think? Should we start chasing down clues to her whereabouts?</p>
<p>909. TRENT: Tonight? No, tonight let’s celebrate. Besides, the Metro is opening again this evening. I thought — in light of our newly discovered mutual regard — I might ask you out for a drink. What do you say?</p>
<p>910. TERESA: You know, that sounds suspiciously like you’re asking me on a date?</p>
<p>911. TRENT: I think that I am.</p>
<p>912. TERESA: (BEAT) Sounds good! (WRYLY) Do you think the Metro has wheelchair access?</p>
<p>913. TRENT: (GROANS) Ugh.</p>
<p><span style="text-decoration: underline;">914. MUSIC: [91] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">915. MUSIC: [93] (BRIDGE) CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>FRANK WRIGHT:</strong> I am the Mayor of Star City. I have worked hard to achieve my position and I am proud of my city. Now, in its darkest hour, I am acting to see that all we have worked for is not lost. I genuinely believe that a democratic people working together can achieve anything and I have been thrilled to see that such confidence has not been misplaced.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>WALTER DOOGAN:</strong> I’m Walter Doogan, but you can call me Commissioner — or sir. I’ve worked hard to get where I am and I’ve had to boot a lot of heads along the way. There’s no such thing as a free lunch and, if you cross me, you’ll absolutely live to regret it. I’ve a mean streak a mile wide and I’m well practiced at keeping those mealy-mouthed politicians and bleeding hearts out of the business of protecting people from the low-life who roam the city. There are three things in this world that I hate: politicians, criminals, and vigilantes.</p>
<p><strong>TECHNOMASTER:</strong> You think of me as a villain, but you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along — a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. (BITTERLY) A bullet in the back, mind you! I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>I have suffered a great injury at the hands of Trent Stone and Tess Carter. I am badly burned and full of a desire for revenge — a revenge that will leave thousands dead in its wake.</p>
<h2><a id="PA4_56"></a><br />
CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MESSENGER:</strong> I’m just a kid really, hawking newspapers, all enthusiasm, and energy. When I get a tip, that just makes my day.</p>
<p><strong>USHER:</strong> Not much of a job really. I just tell people when they go on stage — or come off — and guide people to their seats. I’m polite and sometimes I even get to meet some celebrities.</p>
<h2><a id="PA1_53"></a><a id="PA4_49"></a><a id="PA1_59"></a><a id="PA4_58"></a><br />
ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>&nbsp;</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Reanimator&#8217;s Revenge</h2>
<ul>
<li><a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator’s Revenge – Episode 1 – Jail Cells and Graveyards</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator’s Revenge – Episode 2 – Scientists and Laboratories</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator’s Revenge – Episode 3 – The Attack Begins</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator’s Revenge – Episode 4 – The Transformed Metropolis</a></li>
<li><a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator’s Revenge – Episode 5 – The Pumping Station</a></li>
<li><a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator&#8217;s Revenge &#8211; Episode 6 &#8211; The Fall of the Technomaster</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator&#8217;s Revenge &#8211; Episode 6 &#8211; The Fall of the Technomaster</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Reanimator&#8217;s Revenge &#8211; Episode 5 &#8211; The Pumping Station</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Mar 2016 22:24:18 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Reanimator's Revenge]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the pumping station]]></category>
		<category><![CDATA[the reanimator's revenge]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Pumping Station; episode 5 of The Reanimator’s Revenge. THE REANIMATOR’S REVENGE EPISODE #5 – THE PUMPING STATION by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator&#8217;s Revenge &#8211; Episode 5 &#8211; The Pumping Station</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Pumping Station; episode 5 of The Reanimator’s Revenge.</p>
<p><figure id="attachment_1865" aria-describedby="caption-attachment-1865" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1865" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/02/004PA4Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA004 - The Reanimator's Revenge" width="200" height="283" /><figcaption id="caption-attachment-1865" class="wp-caption-text">Pulp Adventure &#8211; PA004 &#8211; The Reanimator&#8217;s Revenge</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE REANIMATOR’S REVENGE</h2>
<h3>EPISODE #5 – THE PUMPING STATION</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product/pa004-the-reanimators-revenge-2/">https://weirdworldstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/scripts/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4: The Reanimator’s Revenge</strong></p>
<p>When visiting the Star City Penitentiary Trent Stone and Tess Carter encounter an old gypsy woman who warns them that the city is facing imminent destruction. An investigation of her claims leads the pair to the City Cemetery where they are attacked by shambling reanimated corpses bent on tearing the city apart. Before long large sections of the population are succumbing to a mysterious sleeping sickness, martial law has been declared, and the dead are tearing the city apart building by building. Trent and Tess must race against time to introduce an antidote into the city’s water supply and face down the villain before the city is completely destroyed. Will they be able to uncover the secret behind the undead plague and bring it to an end? Tune in to “The Reanimator’s Revenge” and cheer as the conflict between Trent, Tess, and their arch-nemesis reaches its thrilling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE REANIMATOR&#8217;S REVENGE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>THE TECHNOMASTER:</strong> Arch-villain</p>
<p><strong>TEGAN RODRIGUEZ:</strong> Industrialist</p>
<p><strong>MARCUS FILMORE:</strong> Mad Scientist</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 20: EXT. UP IN THE TREE (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">642. MUSIC: [92] OPENING THEME – LET IT FINISH</span></p>
<p>643. NARRATOR: As our story begins, Trent and Tess have made the dangerous crossing through Star City; now a growing wasteland riddled with walking corpses and collapsing buildings. They have brought the antidote to the pumping station they believe is the source of the infection and have found it surrounded by walking corpses. Having obtained the ladder from a nearby crashed fire-engine they and are now sitting in a nearby tree contemplating whether the should lay the ladder from the tree to the fence-top and try to cross above the monsters’ heads.</p>
<p><span style="text-decoration: underline;">644. SOUND: [10] WALLA — LARGE NUMBERS OF GROANS AND MOANS FROM A MULTITUDE OF CORPSES SURROUNDING THE PUMPING STATION — ESTABLISH AND UNDER</span></p>
<p>645. TERESA: (ANNOYED) Stone, I’m sitting in a tree.</p>
<p>646. TRENT: Hey, this was your idea.</p>
<p>647. TERESA: Yeah. (BEAT) But I’m sitting in a tree.</p>
<p>648. TRENT: (RESIGNED) Come on. Let’s see if we can’t push this ladder out over that crowd of corpses.</p>
<p><span style="text-decoration: underline;">649. SOUND: [59] SLIDING OF LADDER — ESTABLISH AND UNDER UNTIL NEXT SOUND</span></p>
<p>650. TRENT: Whoah. Easy there. I’m not sure we’ve got the leverage to pull this thing back up again if it lands on any of those things.</p>
<p>651. TERESA: (GRUNTING) Yeah. Yeah. Shouldn’t you be beating a drum or cracking a whip or something.</p>
<p>652. TRENT: Funny. There we go.</p>
<p><span style="text-decoration: underline;">653. SOUND: [60] CLUNK OF LADDER AND SOUND OF FENCE COMPRESSING — LET IT FINISH</span></p>
<p>654. TERESA: (DOUBTFULLY AND DRIPPING WITH SARCASM) Well. (BEAT) That looks safe.</p>
<p>655. TRENT: Need I point out — again — that this was your idea?</p>
<p>656. TERESA: No, you need not! Who’s going first?</p>
<p>657. TRENT: Under the circumstances I guess it’s me.</p>
<p><span style="text-decoration: underline;">658. SOUND: [61] CREAKING OF LADDER AND RISE IN THE VOLUME OF GROANS, ETC. — FADE UP AND BACK UNDER</span></p>
<p>659. TRENT: Looks like they can tell I’m here. They’re&#8230; trying to&#8230; reach me&#8230; but&#8230; (WHEW) I’m safe. Your turn, Tess.</p>
<p>660. TERESA: I didn’t like that bit in the middle, Stone. A couple more inches of sag and you’d have shared the fate of our friend the cat over there.</p>
<p>661. TRENT: Well, here’s hoping you don’t weigh as much as I do.</p>
<p>662. TERESA: If it turns out I weigh as much as you, Stone, I think I’ll let them have me willingly. (BEAT) Okay, here goes.</p>
<p><span style="text-decoration: underline;">663. SOUND: [61] CREAKING OF LADDER AND RISE IN THE VOLUME OF GROANS, ETC. — FADE UP AND BACK UNDER</span></p>
<p>664. TERESA: (QUIETLY) Trent?</p>
<p>665. TRENT: (DISTRACTED) Yeah?</p>
<p>666. TERESA: (MORE URGENTLY) Trent? (BEAT THEN SCREAMS) Aagh! Trent! The ladder! It’s turning!</p>
<p>667. TRENT: (GRUNTING) Hang on, I’ve got it&#8230; (BEAT) There!</p>
<p><span style="text-decoration: underline;">668. SOUND: [60] CLUNK OF LADDER BEING RIGHTED — OVERLAY AND LET FINISH</span></p>
<p>669. TERESA: That was a little too close.</p>
<p>670. TRENT: Come on, Tess, only a little further.</p>
<p><span style="text-decoration: underline;">671. SOUND: [62] SQUEAL OF STRAINING METAL AS THE FENCE BEGINS TO GIVE WAY — ESTABLISH AND UNDER</span></p>
<p>672. TERESA: Trent. The fence!</p>
<p>673. TRENT: I see it. Don’t waste time. Come on.</p>
<p>674. TERESA: (HURRYING FORWARD) Oh!</p>
<p><span style="text-decoration: underline;">675. SOUND: [63] FENCE GIVES WAY AND CRASHES DOWN — SOUND OF BODY TUMBLING ONTO TARMAC — LET IT FINISH</span></p>
<p>676. TERESA: (SCREAMING) Aaagh! Get them off me!</p>
<p>677. TRENT: (GENTLY) Easy, Tess. It’s all right. It’s me, Trent. You came down on the inside of the compound. (BEAT) See?</p>
<p>678. TERESA: (EMBARRASSED) Oh! (BEAT) It looks like your theory about them sticking to the area they were instructed to guard is right. They don’t seem to be following us.</p>
<p><span style="text-decoration: underline;">679. SOUND: [64] CRUNCHING AND SMASHING OF LADDER — FADE UP AND UNDER</span></p>
<p>680. TRENT: Yeah, it looks like we’re fine. But the bad news is — I don’t think we’ll be able to get back out this way.</p>
<p>681. TERESA: Yeah. I guess the fence collapsing and the ladder being turned into kindling does kind of mess that up. Have you still got the counter-agent?</p>
<p>682. TRENT: Yeah. It’s here and it’s even intact. Let’s see if we can’t find that pumping station, eh?</p>
<p>683. TERESA: After you!</p>
<p><span style="text-decoration: underline;">684. SOUND: [65] CRUNCH OF TRENT AND TESS’S FOOTSTEPS OVER GRAVEL — ESTABLISH THEN UNDER</span></p>
<p>685. TRENT: Just how much do you weigh, anyhow?</p>
<p><span style="text-decoration: underline;">686. SOUND: [66] SOUND OF FACE GETTING SLAPPED — ONE SET OF CRUNCHING STEPS STOPS — LET IT FINISH</span></p>
<p>687. TRENT: Maybe another time, then?</p>
<p><span style="text-decoration: underline;">688. SOUND: [65] FOOTSTEPS ON GRAVEL RESUME — FADE</span></p>
<p>689. MUSIC: [91] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH</p>
<h3><a id="PA4_39"></a><br />
SCENE 21: INT. PUMPING STATION (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">690. SOUND: [11] WALLA — WATER LAPPING, DRIPS, LOW THRUM OF PUMPING MACHINERY — ESTABLISH AND UNDER</span></p>
<p>691. TERESA: Looks like the place is empty.</p>
<p>692. TRENT: Don’t count on it, Tess. He’s here somewhere, but first we’ve got to deploy this counter-agent.</p>
<p>693. TERESA: Well, here’s the pumping station — I guess we just unscrew that station-cover and pour the stuff in?</p>
<p>694. TRENT: That’s about the size of it. Give me a hand with the cover.</p>
<p>695. TRENT &amp; TERESA: (GRUNT WITH EFFORT)</p>
<p><span style="text-decoration: underline;">696. SOUND: [67] LARGE METAL COVER UNSCREWING FOLLOWED BY CLANG AS COVER LANDS ON FLOOR — LET IT FINISH</span></p>
<p>697. TERESA: That does it. Now pour in the potion.</p>
<p><span style="text-decoration: underline;">698. SOUND: [68] SHORT SOUND OF LIQUID POURING AS THE COUNTER-AGENT IS EMPTIED INTO THE STATION — LET IT FINISH</span></p>
<p>699. TRENT: Done. It’s going to take some time to move through the city, but that should break the hold over those currently infected and should act to protect those who are not.</p>
<p>700. TERESA: Here’s hoping some of the city is still standing by the time that happens. Now let’s see about finding&#8230;</p>
<p><span style="text-decoration: underline;">701. SOUND: [69] LOW GROWLS FROM DOORWAY — FADE UP AND CONTINUE UNDER</span></p>
<p>702. TERESA: What was?&#8230; (NERVOUSLY) Trent?</p>
<p>703. TRENT: I see them, Tess. Or at least I think they’re what I’m seeing.</p>
<p><span style="text-decoration: underline;">704. SOUND: [12] WALLA — GROWLING CONTINUES TO NEXT MUSIC</span></p>
<p>705. TERESA: Those are dinosaurs, right? About four feet tall, but dinosaurs all the same.</p>
<p>706. TRENT: I’m guessing so, reanimated from the Natural History Museum at a guess.</p>
<p>707. TERESA: I don’t like the look of their teeth&#8230; or those claws.</p>
<p>708. TRENT: Me either, Tess. (TO THE DINOSAURS) Easy. Easy.</p>
<p><span style="text-decoration: underline;">709. SOUND: [70] SNORTS AND SNIFFING AMONGST THE GROWLS — FADE UP THEN UNDER</span></p>
<p>710. TERESA: I’m going to try and ease my way to the&#8230;</p>
<p><span style="text-decoration: underline;">711. SOUND: [71] SHARP SNARL FROM ONE OF THE DINOSAURS — LET IT FINISH</span></p>
<p>712. TERESA: Or, maybe not.</p>
<p>713. TRENT: They don’t seem to be attacking us.</p>
<p>714. TERESA: What do you mean?</p>
<p>715. TRENT: I think they’re our welcoming committee. Don’t make any sudden moves and I think they’ll take us to their master.</p>
<p>716. TERESA: You mean John Whistler, the Technomaster.</p>
<p><span style="text-decoration: underline;">717. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_40"></a><br />
SCENE 22: INT. THE TECHNOMASTER’S LAIR (TECHNOMASTER, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">718. SOUND: [13] WALLA — FADE IN DINOSAUR GROWLS IN AN ECHOING SPACE — ESTABLISH AND UNDER — CONTINUE UNTIL 752</span></p>
<p><span style="text-decoration: underline;">719. SOUND: [72] WHIR AND CLANK OF TECHNOMASTER’S PROSTHETIC LEGS APPROACHING — FADE IN AND PLAY UNTIL FINISHED</span></p>
<p>720. TECHNOMASTER: (IN A HOARSE HACKING CROAK) Well, well, well. What do we have here? A pair of weak-minded fools who have stumbled into the lair of the Technomaster.</p>
<p>721. TERESA: Are you still playing to your imaginary audience, John? You should know by now that scary names don’t impress us.</p>
<p>722. TECHNOMASTER: Is that so, Miss Carter? (COUGHS AND WHEEZES) I may yet be able to coax a scream or two out of you before we’re done. (BEAT) In fact, I’m rather glad you found me. I was regretting that you would die with the rest of the maggot-ridden citizenry of this city, wholly ignorant of my actions. But this is perfect. Now you know who is behind this and can watch as the city which defied me is undone — and then you can die — fully cognizant of your failure!</p>
<p>723. TRENT: Always so dramatic, John. You’re still after your petty revenge?</p>
<p>724. TECHNOMASTER: Petty? My revenge is towering! (COUGHS AND CATCHES BREATH) By the time this day is over thousands will be dead. By the time I’m done I’ll have amassed a body count to rival Genghis Khan! Even you can’t fail to be impressed by the extent of the carnage and terror I have unleashed, Stone.</p>
<p>725. TRENT: (YAWNS) You think so? We’ve already introduced a counter-agent developed by Catherine Filmore to the water supply. Your reign of terror has only hours at most before it is reversed.</p>
<p>726. TECHNOMASTER: (WHEEZING) What? No! So, you figured it out? I do seem to underestimate you, don’t I, Stone? But, if Marcus Filmore hadn’t failed to murder his wife and those lab rats of his, you wouldn’t be here to see my final victory, would you?</p>
<p>727. TRENT: Oh yes? And how is Marcus, might I ask? I don’t remember you being one to show much compassion to those you feel have failed you.</p>
<p>728. TECHNOMASTER: Oh, he’s hanging about. Along with someone else you might recognize.</p>
<p>729. TERESA: Trent, look up. High in the ceiling.</p>
<p>730. TRENT: I see them, Tess. It’s Marcus (BEAT) and (SHOCKED) Tegan! How did you?</p>
<p>731. TECHNOMASTER: The same way I ensnared Filmore. You don’t think she was making life as difficult for you as she was, on her own, do you?</p>
<p>Look at me, Stone. The scars. The burns. All this is your doing. Did you really think I would ignore the people closest to you when I pursued my revenge?</p>
<p>When I came through the portal back into this city, I was barely alive. Burns covered most of my body. But I had power, and will, and a burning desire to have my revenge.</p>
<p>I dragged myself back into the sewers and first looked to the repair of this ailing body. Once I could move again without screaming I began working against you — always in secret. And my plans have been most effective.</p>
<p>My mind-control potion has been perfected to the point where it really only takes four or five doses to do its work. I used Boscone’s people to see that it was slipped into the drinks at Tegan’s favorite restaurant. She’s been mine for some time now and has been placing the resources of Rodriguez Industries at my disposal — or at least a good proportion of them. I’ve managed to rebuild my manufacturing facilities and start production of my Electrical Disrupter guns. You can see my first shipment in the crates behind you. Likewise, I used Tegan to administer the drug to poor, dear Mr. Filmore. He was so desperate for funding after the near failure of his company that it was almost pitifully easy to put him under my control.</p>
<p>(LAUGHS HORRIBLY, INTERRUPTED BY COUGHING).</p>
<p>And, of course, now I get to tell you that Claire Mannix, the girl you went to so much trouble to rescue from the electric chair, was my first target in unleashing death and destruction on the city.</p>
<p>732. TERESA: You can’t be such a fool, John. Claire left on her honeymoon yesterday morning. You were too late by an entire day.</p>
<p>733. TECHNOMASTER: What? No! (COUGHS AGAIN)</p>
<p>734. TERESA: (NEEDLING) You seem to be saying that a lot, John. Are things not panning out quite like you planned?</p>
<p>735. TECHNOMASTER: (WHEEZING) It is no matter! I have you in my power.</p>
<p><span style="text-decoration: underline;">736. SOUND: [73] ELECTRONIC BEEPS AND CLICKS FOLLOWED BY SHAMBLING MOANING — ESTABLISH AND UNDER</span></p>
<p>737. TECHNOMASTER: The creatures coming in behind you are about to chain you up.</p>
<p><span style="text-decoration: underline;">738. SOUND: [74] CHAINS CLANKING AND BEING LOCKED — UNDER</span></p>
<p>739. TERESA: No! Let go you&#8230; ugh!</p>
<p>740. TRENT: It’s okay, Tess. We’re not done yet.</p>
<p>741. TECHNOMASTER: Oh really? Your pitiful success at introducing a counter-agent to the water supply makes no difference to my plan. It will take a significant amount of time for the counter-agent to displace the toxins I have already introduced. By then, my minions will have all but destroyed this city and I will have escaped, my revenge accomplished. (HACKING, WHEEZING, COUGHING LAUGH) But never fear, you will not be abandoned. I will return before long and will take great pleasure in killing you all slowly.</p>
<p><span style="text-decoration: underline;">742. SOUND: [75] EXTREMELY HEAVY (T-REX) FOOTFALLS — FADE IN AND LET FINISH</span></p>
<p>743. TERESA: (SCARED) Trent? What’s that?</p>
<p>744. TECHNOMASTER: Just a Tyrannosaur skeleton I borrowed from the Natural History Museum, my dear. I need to run a short errand and&#8230;</p>
<p><span style="text-decoration: underline;">745. SOUND: [72] WHIRR AND CLANK OF PROSTHETICS AS THE TECHNOMASTER WALKS TO THE TYRANNOSAUR — LET IT FINISH</span></p>
<p>746. TECHNOMASTER: (GRUNTING AS HE CLIMBS UP) &#8230;he makes the perfect mount for crossing a ruined city. Once my minions pass up that box&#8230; thank you&#8230; I’ll be all set. (BEAT) Let me just make you a little more uncomfortable before I go.</p>
<p><span style="text-decoration: underline;">747. SOUND: [73] ELECTRONIC BEEP OF BUTTON BEING PRESSED FOLLOWED BY CLICK AND WHIRR OF CHAIN BEING WINCHED UP — ESTABLISH AND UNDER — PLAY UNTIL NEXT SOUND</span></p>
<p>748. TERESA: No! Aagh! Trent, help! I’m being winched to the ceiling.</p>
<p>749. TRENT: Me too. Aagh! You won’t get away with this, John!</p>
<p><span style="text-decoration: underline;">750. SOUND: [74] CLUNK OF WINCH STOPPING — LET IT FINISH</span></p>
<p>751. TECHNOMASTER: ( BEAT) Really? I think I already have. Adieu for now! (ADDRESSING THE DINOSAURS) Well, my reanimated Saurian minions&#8230; let us depart!</p>
<p><span style="text-decoration: underline;">752. SOUND: [75] MANY ROARS — AND HUGE THUMPS OF T-REX PICKING UP SPEED — AMONG THE DEPARTING DINOSAUR HORDE — FADE OUT</span></p>
<p><span style="text-decoration: underline;">753. MUSIC: [89] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h2><a id="PA4_41"></a><br />
ACT 3</h2>
<h3><a id="PA4_42"></a><br />
SCENE 23: INT. THE PUMPING STATION — IN CHAINS NEAR THE CEILING (TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">754. SOUND: [14] WALLA — SWAYING AND CREAKING OF CHAINS, OCCASIONAL CLANK, ETC. — ESTABLISH AND UNDER</span></p>
<p>755. TRENT: Okay, Tess, he’s gone. Can you manage that party trick of yours and get out of those chains while we’re upside down?</p>
<p>756. TERESA: Piece of cake. I still can’t figure out why you’ve never mastered this little trick.</p>
<p>757. TRENT: My hands are too large.</p>
<p>758. TERESA: Yeah, yeah! Big thumbs I know&#8230; (GRUNTS) Got it! That’s my hands free.</p>
<p><span style="text-decoration: underline;">759. SOUND: [106] DELAY, THEN ECHOING CLANG OF CHAINS LANDING ON GROUND — LET IT FINISH</span></p>
<p>760. TRENT: That’s quite a drop. Are you going to be able to climb down okay?</p>
<p>761. TERESA: Yeah. I think so. Hey, it looks like our companions up here are prisoners not corpses.</p>
<p>762. TRENT: Oh?</p>
<p>763. TERESA: Yeah, I just noticed Tegan’s still breathing. Same with Filmore. They’re both unconscious, but definitely alive. (BEAT) We’ll see what we can get out of them after we all get down.</p>
<p><span style="text-decoration: underline;">764. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_43"></a><br />
SCENE 24: INT. THE PUMPING STATION — ON THE GROUND A FEW MOMENTS LATER. (TERESA, TRENT, TEGAN, MARCUS)</h3>
<p><span style="text-decoration: underline;">765. SOUND: [76] WINCHING OF CHAIN, SLOWING AND COMING TO A HALT, THEN ENGINE STOPPING — LET IT FINISH</span></p>
<p>766. TERESA: Well, that’s everyone. Though you could do to lose some weight, Stone. Bringing you down really put some strain on that winch.</p>
<p>767. TRENT: Hey, it wasn’t me who made the ladder collapse earlier.</p>
<p>768. TERESA: You want maybe an encore of what happened before? You know, I could give you a second palm print on the other cheek, just to keep things even?</p>
<p>769. TRENT: You brought it up.</p>
<p>770. TERESA: Ahuh. (GRUNTS)</p>
<p><span style="text-decoration: underline;">771. SOUND: [77] CLANG OF CHAINS FALLING AWAY — LET IT FINISH</span></p>
<p>772. TERESA: There, that’s Filmore done. Everyone’s free of their chains. Let’s see if we can bring Tegan around.</p>
<p>773. TRENT: Already on it. (BEAT)</p>
<p>Tegan, are you alright?</p>
<p>774. TEGAN: (GROGGY) What? Trent? Where am I? What happ&#8230; (AWARENESS AND PANIC) Oh no! Trent! I’m so sorry. The Technomaster, he’s destroying the city. He’s&#8230;</p>
<p>775. TRENT: (GENTLY) It’s all right, Tegan. We know. We also know that he’s had you under the control of a mind-altering drug. We need to know his objective if we’re going to stop him.</p>
<p>776. TEGAN: Oh, Trent. This is all my fault! I was so angry after Martin’s death. It was so sudden. We didn’t even have time to say goodbye. I blamed you and&#8230;</p>
<p>777. TRENT: It’s all right, Tegan. Everything is going to be okay. What we need right now is anything — anything at all — you can tell us about what he’s trying to do. Can you remember anything from while you were under his influence?</p>
<p>778. TEGAN: Yes. Yes, I remember. The whole time I was under, a part of me was awake and watching. I think he wanted it that way. I think he wanted me to know and understand the things he was making me do — he enjoyed knowing I was aware but helpless to prevent them.</p>
<p>779. TERESA: That’s what he’s like, all right.</p>
<p>780. TEGAN: He wants revenge. He wants to hurt this city and the people in it. But that’s not all. The destruction — the mayhem and death — they’re all just a distraction. He’s really after the Star City Gold Repository.</p>
<p>781. TERESA: At the bank?</p>
<p>782. TRENT: You mean all this is an elaborate bank heist?</p>
<p>783. MARCUS: (GROANING) That’s right.</p>
<p>784. TERESA: Mr. Filmore! Are you alright?</p>
<p>785. MARCUS: No, I don’t think I am. I’m not sure I’ll ever be again. That fiend took us off his drugs two days ago. He wants us to see the misery we’ve wrought before he kills us. I feel sick to my very soul!</p>
<p>786. TEGAN: It wasn’t your fault&#8230; the drugs, they&#8230;</p>
<p>787. MARCUS: (BLANDLY) I know what they did. (BEAT) It doesn’t change anything.</p>
<p>788. TRENT: Maybe. Maybe not! You certainly weren’t in control of your actions — but right now there’s still a chance to stop him — and you could be of great help. Do you understand these machines the Technomaster has been using?</p>
<p>789. MARCUS: Yes. I helped design them.</p>
<p>790. TRENT: Can we switch off the transmitter? Stop his signal and shut down the corpses that he’s controlling?</p>
<p>791. MARCUS: I think so, if we can find where he&#8230; No! It’s not here. He must have taken the transmitter with him.</p>
<p>792. TERESA: That must have been the box he was carrying when he set out on the T-Rex.</p>
<p>793. TRENT: Most likely. Alright, that’s not going to work. What about pursuit? We know where he’s heading. Is there anything we can do or use to get past the creatures outside?</p>
<p>794. TEGAN: (BEAT) Marcus? Why are you smiling?</p>
<p>794b. MUSIC: [86] (BRIDGE)MYSTERIOUS SCENE ENDER</p>
<p><span style="text-decoration: underline;">795. MUSIC: [93] CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>TEGAN RODRIGUEZ:</strong> I’m the widow of Martin Rodriguez. I took over Rodriguez Industries after he died but, in my grief, I blamed Trent and Teresa for his death and came under the influence of the Technomaster.</p>
<p><strong>TECHNOMASTER:</strong> You think of me as a villain, but you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along — a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. (BITTERLY) A bullet in the back, mind you! I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>I have suffered a great injury at the hands of Trent Stone and Tess Carter. I am badly burned and full of a desire for revenge — a revenge that will leave thousands dead in its wake.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MARCUS FILMORE:</strong> When our research, promising though it was, looked like it wouldn’t yield any useful results my company began to fail. I was desperate for a backer. Tegan Rodriguez of Rodriguez Industries approached me. Little did I know she was already under the influence of the mind-altering drugs of the Technomaster. It was the work of only a meeting or two to put me under similar control. I have been trapped inside my own mind, watching as the Technomaster used me to attempt to take the lives of my wife and research assistants. And now, with thousands of lives at risk, I just don’t know how I will ever be able to live with myself.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Reanimator’s Revenge</h2>
<ul>
<li><a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator’s Revenge – Episode 1 – Jail Cells and Graveyards</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator’s Revenge – Episode 2 – Scientists and Laboratories</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator’s Revenge – Episode 3 – The Attack Begins</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator’s Revenge – Episode 4 – The Transformed Metropolis</a></li>
<li><a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator’s Revenge – Episode 5 – The Pumping Station</a></li>
<li><a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator’s Revenge – Episode 6 – The Fall of the Technomaster</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator&#8217;s Revenge &#8211; Episode 5 &#8211; The Pumping Station</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Reanimator&#8217;s Revenge &#8211; Episode 4 &#8211; The Transformed Metropolis</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 26 Feb 2016 22:06:37 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of The Transformed Metropolis; episode 4 of The Reanimator’s Revenge. THE REANIMATOR’S REVENGE EPISODE #4 – THE TRANSFORMED METROPOLIS by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator&#8217;s Revenge &#8211; Episode 4 &#8211; The Transformed Metropolis</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<p>Below we present the complete text of The Transformed Metropolis; episode 4 of The Reanimator’s Revenge.</p>
<p><figure id="attachment_1865" aria-describedby="caption-attachment-1865" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-1865 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/02/004PA4Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA004 - The Reanimator's Revenge" width="200" height="283" /><figcaption id="caption-attachment-1865" class="wp-caption-text">Pulp Adventure &#8211; PA004 &#8211; The Reanimator&#8217;s Revenge</figcaption></figure></p>
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<h2>THE REANIMATOR’S REVENGE</h2>
<h3>EPISODE #4 – THE TRANSFORMED METROPOLIS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3314 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/scripts/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4: The Reanimator’s Revenge</strong></p>
<p>When visiting the Star City Penitentiary Trent Stone and Tess Carter encounter an old gypsy woman who warns them that the city is facing imminent destruction. An investigation of her claims leads the pair to the City Cemetery where they are attacked by shambling reanimated corpses bent on tearing the city apart. Before long large sections of the population are succumbing to a mysterious sleeping sickness, martial law has been declared, and the dead are tearing the city apart building by building. Trent and Tess must race against time to introduce an antidote into the city’s water supply and face down the villain before the city is completely destroyed. Will they be able to uncover the secret behind the undead plague and bring it to an end? Tune in to “The Reanimator’s Revenge” and cheer as the conflict between Trent, Tess, and their arch-nemesis reaches its thrilling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE REANIMATOR&#8217;S REVENGE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>CATHERINE FILMORE:</strong> Chemist</p>
<p><strong>MELANIE WILKES:</strong> Lab Assistant</p>
<p><strong>TODD MORLEY:</strong> Lab Assistant</p>
<p><strong>ANGELA WALSH:</strong> Lab Assistant</p>
<p><strong>TERRY MARKS:</strong> Lab Assistant</p>
<p><strong>RADIO ANNOUNCER:</strong> Radio announcer</p>
<p><strong>LOOTER 1:</strong> Looter</p>
<p><strong>LOOTER 2:</strong> Looter</p>
<p><strong>POLICEMAN:</strong> Police Officer</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 16: INT. OSTERMAN LABS (LATER) (RADIO, TRENT, TODD, ANGELA, TERESA, CATHERINE)</h3>
<p><span style="text-decoration: underline;">501. MUSIC: [92] OPENING THEME – LET IT FINISH</span></p>
<p>502. NARRATOR: Star City is under threat from a strange sleeping sickness and an increasing tide of reanimated corpses. With help from a group of scientists, Trent Stone and Tess Carter are working to find a way to counteract the infection. We rejoin our heroes at the, previously abandoned, Osterman Laboratories.</p>
<p>503. RADIO: [CUE] As of four p.m., just half an hour ago, and in order to stem the panic, Mayor Wright declared martial law and recalled all unaffected emergency services personnel, including retired police, ambulance, and fire workers to help maintain order in the streets. The dead are now being seen above ground in increasing numbers. Large numbers of people have fallen to the sleeping plague and a number of the city’s hospitals and clinics have now closed their doors. An increasing number of buildings have collapsed in the districts of Kneebone, Kymes, Hammett, and Chandler, causing great loss of life. The pattern of infection appears to be quite random, affecting everyone from city council members to newspaper boys.</p>
<p>The Mayor has put in a request for assistance from the National Guard and is asking that people maintain calm and do not venture outside.</p>
<p>In other news&#8230;</p>
<p><span style="text-decoration: underline;">504. SOUND: [49] CLICK OF RADIO BEING TURNED OFF</span></p>
<p>505. TRENT: Well, that seems to confirm it. Despite what the announcer says, this is no random infection pattern. It definitely seems to be spreading south and east from a starting point somewhere in the north-western Chiswell River district. I just wish I could figure out where.</p>
<p>506. TODD: This might help you. We’ve isolated the organic compound and have managed to kill it off.</p>
<p>507. TRENT: Oh?</p>
<p>508. MELANIE: Yes.</p>
<p>509. TERESA: Melanie, you’re awake!</p>
<p>510. MELANIE: Yes, I am, thanks to everyone’s hard work.</p>
<p>511. TODD: We found the compound in Melanie’s blood and have been able to synthesize a stable counter-agent. She woke up a few moments after it was administered.</p>
<p>512. TERESA: Oh, that’s wonderful.</p>
<p>513. TRENT: Yes, congratulations. Have you been able to figure out how it is being spread?</p>
<p>514. ANGELA: Yes, we think it’s in the water supply.</p>
<p>515. TERESA: But how is it that more people haven’t been infected?</p>
<p>516. TODD: We think it’s moving very slowly and it’s not terribly hardy. It doesn’t survive being boiled, for example. People who don’t tend to drink water straight — tea-drinkers, drinkers of bottled water, etc., or those who drink it with alcohol or in the form of ice — are pretty much unaffected. Children and those who drink water straight from the glass, however, are prime candidates for infection.</p>
<p>517. TRENT: The water supply! Of course! Look, here on the map. There’s a major pumping station right there. I’ll bet this is where the infection was introduced. From there it has spread throughout the city, turning ordinary people into overlapping transmission towers that spread Filmore’s signal and allow him to direct the dead.</p>
<p>518. TERESA: But what’s his goal? None of this makes any sense.</p>
<p>519. TRENT: No, it doesn’t, until you consider the first building targeted.</p>
<p>520. TERESA: The Sorority House? I don’t get it.</p>
<p>521. TRENT: The Beta Phi Sorority house is in the middle of the city, only a stone’s throw from the University. The infection has spread slowly from the north-west of the Chiswell River district which is miles away. The Sorority was deliberately targeted, almost as though someone held a specific grudge.</p>
<p>522. TERESA: And it would have taken some significant effort to set up. You think it’s the work of the Technomaster, don’t you?</p>
<p>523. TRENT: I do, though I don’t fully understand the connection with Filmore yet.</p>
<p>524. TERESA: So, the Technomaster — somehow in league with Filmore — aims to bring down the Sorority house first. But why&#8230;?</p>
<p>Wait a minute! We cleared Claire Mannix’s name and she spilled everything she knew about the Technomaster’s operation. You don’t think he was after her?</p>
<p>525. TRENT: I do. I also think he is unaware that Claire left on her honeymoon yesterday with young Felicio (FEL-EE-SEE-OH) Dominguez (DOM-IN-GEZ). In fact, I’m fairly sure this whole situation has been orchestrated as a revenge to be exacted on the city which has thwarted him three times to date.</p>
<p>Todd, what chance is there that you can manufacture enough of the counter-agent to free the city?</p>
<p>526. TODD: It’s not hard to synthesize but it would take months to actually deliver the vaccinations.</p>
<p>527. TERESA: Would it be possible to deliver it quickly in the same way the infection has been spread? Through the water supply?</p>
<p>528. CATHERINE: Well, well. It seems you’re not just a pretty face, after all, Tess Carter. (BEAT)</p>
<p>Yes, that would be the best way to deliver the antidote, but it does mean traveling to the heart of the chaos and introducing it at the pumping station. We’re already working on creating the counter-agent in quantity and it should soon be ready. We’ve also come up with a few handy gadgets for getting through the insanity.</p>
<p>529. TRENT: Portable flamethrowers. Catherine, I take back everything I’ve been thinking about you over the last few hours.</p>
<p>530. CATHERINE: (AMUSED) Good! I’d hate to have had to use them on you.</p>
<p>The backpacks are a bit cumbersome and we’ve only been able to build two of them. I thought perhaps you and Todd&#8230;</p>
<p>531. TERESA: Now wait just a minute.</p>
<p>532. MELANIE: Why is it that one of the boys gets to&#8230;?</p>
<p>533. ANGELA: But I wanted to&#8230;?</p>
<p>534. TRENT: Ladies, please. As flattering as this is&#8230;</p>
<p>535. TERESA: (DERISIVELY) Hmpf.</p>
<p>536. TRENT: I think it would be best to send Tess with me.</p>
<p>537. TODD: What?</p>
<p>538. TRENT: I mean no disrespect to you, Todd, but Tess has had lots of practice keeping cool in life-threatening situations. She can handle herself and we work well as a team. That’s the kind of edge I think we’re going to need in this situation.</p>
<p>539. TERESA: You tell him, Stone.</p>
<p>540. ANGELA: (Breathlessly) Oh, Mr. Stone, you’re so brave! Please be careful. I’d hate for anything to happen to you.</p>
<p>541. TRENT: Not half as much as me, kid.</p>
<p>542. TERESA: (MUTTERING) Hey, toots, does that cow-eyed expression of yours ever actually work on a man?</p>
<p>543. TRENT: Todd, you’re going to need to show us exactly how these things work&#8230; and explain how and where we need to introduce the counter-agent.</p>
<p>544. TODD: Right. Here goes.</p>
<p><span style="text-decoration: underline;">545. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_35"></a><br />
SCENE 17: INT. OSTERMAN LABS (LATER) (MELANIE, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">546. SOUND: KNOCKING ON DOOR</span></p>
<p>547. ANGELA: Miss Carter, it’s me, Angela. Can I speak to you a moment, please?</p>
<p>548. TERESA: Sure, but just for a moment. We’re about to head out. What’s on your mind?</p>
<p>549. ANGELA: Well, ever since you arrived I’ve been getting the feeling you’re a little bit cold toward me and I wondered why?</p>
<p>550. TERESA: Are you kidding me? You want to do this now?</p>
<p>551. ANGELA: Well, it looks like the world’s about to end so, yeah. I might not get another chance later.</p>
<p>552. TERESA: (IMPATIENTLY) Alright. It’s about you and Trent. You’re just a kid, sister, and unless Trent’s taken an interest in cradles recently you’d best be ready for a serious let-down. (BEAT WHILE THE MEANING OF THIS FAILS TO SINK IN WITH ANGELA — FOLLOWED UP WITH AN EXPLANATORY&#8230;) You’re mooning around after him like some kind of schoolgirl with her first crush.</p>
<p>553. ANGELA: (CATCHING ON) Oh! (BEAT THEN DEFIANTLY) So? It’s my crush. Not that it’s any of your business. It’s not hurting you. Besides I’m not that much younger than the two of you.</p>
<p>554. TERESA: (WRYLY AND ALMOST TOO HERSELF) It’s not the years that make the difference, kid. It’s the mileage.</p>
<p>555. ANGELA: (BEWILDERED) Now what’s that crack supposed to&#8230; unless&#8230;</p>
<p>556. TERESA: (ANNOYED) Unless, what?</p>
<p>557. ANGELA: (DAWNING REALIZATION) Oh, I’m sorry. I didn’t realize.</p>
<p>558. TERESA: Didn’t realize what?</p>
<p>559. ANGELA: (EMBARASSED) I’m going to go now. (BEAT) Good luck. We’ll be working on more flame units and Todd has an idea for an aerosol that could carry the counter-agent as well.</p>
<p><span style="text-decoration: underline;">560. SOUND: [105] ANGELA WALKING AWAY — FADE OUT</span></p>
<p>561. TERESA: (CONFUSED BEAT) That kid needs professional help.</p>
<p>562. TRENT: (FROM A DISTANCE) Are you ready yet, Tess? We need to get underway.</p>
<p>563. TERESA: (CALLING BACK) Coming, Stone. I’m almost done strapping myself into these walking firebombs you’ve got us wearing.</p>
<p><span style="text-decoration: underline;">564. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_36"></a><br />
SCENE 18: EXT. THE STREETS OF STAR CITY UNDER MARTIAL LAW (TERESA, TRENT, LOOTER 1, POLICEMAN, LOOTER 2)</h3>
<p><span style="text-decoration: underline;">565. SOUND: [8] WALLA — WAILING SIRENS IN THE DISTANCE, OCCASIONAL CRASHING BUILDINGS, DISTANT SCREAMS — ESTABLISH AND UNDER</span></p>
<p>566. TERESA: Trent, it’s mayhem out here&#8230; and these backpacks aren’t getting any lighter.</p>
<p>567. TRENT: Are you sorry you volunteered?</p>
<p>568. TERESA: Well, I’m sure (JEERING) “Angela” would have happily taken my place&#8230; and right now I’m pretty sure I should have let her.</p>
<p>569. TRENT: Not that I’m sorry to have you&#8230; but why did you come again?</p>
<p>570. TERESA: Did you see those kids? They’re researchers. Most of them have never had to brave anything more dangerous than a paper cut. Besides, you said it yourself. Our teamwork gives us an edge.</p>
<p>571. TRENT: Yes&#8230; Well&#8230; Don’t let the compliment go to your head. You haven’t stopped whining since we set out.</p>
<p>572. TERESA: (TEASING) Oh, so that’s it? Angela’s starting to look good to you now after all? (BEAT) Well, it’s not as if I’ve got anything to complain about. After all, we’re only trekking through a collapsing city under martial law with extremely heavy high explosives strapped to our backs. The police have orders to shoot anyone they find on the streets on sight and we run the risk of being killed by police, looters, or walking corpses — whichever find us first. On top of which we could get crushed by the very buildings in which much of populace have been told to shelter.</p>
<p>573. TRENT: I didn’t say there was no reason to be concerned.</p>
<p>574. TERESA: Yeah, well. Thanks for the pep-talk, buster.</p>
<p><span style="text-decoration: underline;">575. SOUND: [52] BULLET RICOCHET — LET IT FINISH</span></p>
<p>576. LOOTER 1: (YELLING IN THE DISTANCE) Damn it. It’s the cops.</p>
<p>577. POLICEMAN: (ON BULLHORN) By mayoral decree you are in violation of the city’s curfew and subject to summary execution.</p>
<p>578. LOOTER 2: (YELLING IN RESPONSE) That ain’t no incentive to come peacefully now is it, copper?</p>
<p>579. POLICEMAN: (ON BULLHORN) Have it your way. (TO HIS MEN) Open fire!</p>
<p><span style="text-decoration: underline;">580. SOUND: [9] WALLA — GUN FIRE — A REGULAR FIREFIGHT — ESTABLISH AND UNDER</span></p>
<p>581. TRENT: That’s all we need&#8230; At least they haven’t seen us yet. Come on down that alley.</p>
<p><span style="text-decoration: underline;">582. SOUND: [53] HURRIED FOOTSTEPS — GUNFIRE FADES IN BACKGROUND</span></p>
<p>583. TERESA: (PUFFING) Like we couldn’t have found a car, somewhere?</p>
<p>584. TRENT: There’s nothing short of a tank that could get through these streets now. Too many collapsed buildings&#8230; and more of them as we get closer to our destination.</p>
<p>585. TERESA: A tank! Now there’s an idea. You don’t happen to have one handy, do you?</p>
<p>586. TRENT: (AMUSED) I’m afraid not. I’m all out, but let me know the next time we pass a surplus store. I’ll see what I can do.</p>
<p><span style="text-decoration: underline;">587. SOUND: [54] CORPSE MOANS AND GROANS APPROACHING — ESTABLISH AND UNDER</span></p>
<p>588. TERESA: Like we don’t have enough problems already.</p>
<p>589. TRENT: We’ve been lucky not to have run into any of these things before now as it is.</p>
<p>590. TERESA: Well, at least we get to try these backpacks out.</p>
<p><span style="text-decoration: underline;">591. SOUND: [95] WHOOSH OF FLAME THROWERS AND SCREAMS OF CORPSES — LET IT FINISH</span></p>
<p>592. TRENT: Where are they coming from?</p>
<p>593. TERESA: It looks like that building over there. Oh no!</p>
<p><span style="text-decoration: underline;">594. SOUND: [55] HUGE RUMBLE — ESTABLISH AND UNDER</span></p>
<p>595. TRENT: The building’s coming down. Run!</p>
<p><span style="text-decoration: underline;">596. SOUND: [56] CRASH OF COLLAPSING BUILDING — LET IT FINISH</span></p>
<p>597. TRENT: (BEAT OF SILENCE) Tess? Tess? Are you alright?</p>
<p>598. TERESA: Sure, Stone. I’m fine. That was a little too close for comfort though.</p>
<p>599. TRENT: At least it took care of those corpses.</p>
<p>600. TERESA: Trent! Look over there. I think that’s a child’s hand sticking out of the rubble.</p>
<p><span style="text-decoration: underline;">601. SOUND: [42] SOUND OF BRICKWORK BEING HURRIEDLY PUSHED ASIDE — LET IT FINISH</span></p>
<p>602. TRENT: Damn it! No pulse. There’s nothing we can do.</p>
<p><span style="text-decoration: underline;">603. SOUND: [96] MORE BRICK WORK SHIFTING — FOLLOWED BY MOANS — ESTABLISH AND UNDER</span></p>
<p>604. TRENT: Aw, hell! Tess, we have to get out of here.</p>
<p>605. TERESA: But there could be people alive under there.</p>
<p>606. TRENT: I know! Damn it! I know! But the longer we take to complete our mission the more people are going to die. Come on. We’ve still got a long way to go!</p>
<p><span style="text-decoration: underline;">607. MUSIC: [88] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_37"></a><br />
SCENE 19: EXT. THE PUMPING STATION (TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">608. SOUND: [10] WALLA — LARGE NUMBERS OF GROANS AND MOANS FROM A MULTITUDE OF CORPSES SURROUNDING THE PUMPING STATION — ESTABLISH AND UNDER</span></p>
<p>609. TRENT: Aargh! Look at them all. There’s no way we’re getting into that pumping station with those things in the way. There must be hundreds of them.</p>
<p>610. TERESA: What? You thought the station would be unguarded?</p>
<p>611. TRENT: I guess it was a pretty forlorn hope. But still, it would be nice if just once we didn’t have to do things the hard way.</p>
<p>612. TERESA: Yeah, I know. But these villainous types just refuse to be accommodating that way. What can you do?</p>
<p>613. TRENT: Funny girl.</p>
<p>614. TERESA: Just trying to keep the glass half full. (BEAT) Hey, you got any juice left in that backpack of yours?</p>
<p>615. TRENT: No. That packet of corpses we hit on Cumberland used up the last of it. You?</p>
<p>616. TERESA: I’m tapped too.</p>
<p>617. TRENT: Well, at least we won’t have to carry them any further if they’re empty.</p>
<p>618. TERESA: Now he tells me!</p>
<p>619. TRENT: Sorry, Tess, I just hadn’t noticed we’d run out of juice.</p>
<p>620. TERESA: Yeah, neither had I. They weigh almost as much empty as full.</p>
<p><span style="text-decoration: underline;">621. SOUND: [57] CLIPS UNCLASPING AND HEAVY PACKS BEING DROPPED ON THE GROUND — LET IT FINISH</span></p>
<p>622. TERESA: (GRUNTING WITH PLEASURE) Oh! That’s so much better&#8230; but it doesn’t help us much with the situation at hand.</p>
<p>623. TRENT: They don’t appear to be moving around much. Just sort of standing there like they’re waiting for something.</p>
<p>624. TERESA: Hey, Stone, fix your eyes on the cat coming this way.</p>
<p>625. TRENT: The ginger tabby? Is it living or dead?</p>
<p>626. TERESA: This one looks living. No signs of decay anyway — and it’s moving pretty smoothly, not lurching like that cat we saw coming through Elridge.</p>
<p>627. TRENT: Don’t remind me. It’s bad enough that the human dead are walking without including every moggy and mutt that’s been turned into roadkill as well.</p>
<p>628. TERESA: Yeah, well, it looks like it’s going to pass right through the furthest corner of that crowd.</p>
<p>629. TRENT: You’re right. And they don’t seem to be responding to its approach either. Maybe they aren’t guards at all. Maybe they don’t have any instructions to follow and will just let us go. We could walk right through them.</p>
<p><span style="text-decoration: underline;">630. SOUND: [58] SCREECH AND HISS OF TERRIFIED CAT BEING TORN TO BITS— LET IT FINISH</span></p>
<p>631. TERESA: (REVOLTED) Ugh!</p>
<p>632. TRENT: Or maybe not.</p>
<p>633. TERESA: Still, they weren’t interested until it walked into their reach. That suggests they’re unlikely to give chase if we come out from cover.</p>
<p>634. TRENT: And possibly not even if we get past them. That’s a chain-link fence just behind them. If we could just get over it I think we’d be safe.</p>
<p>635. TERESA: That’s a big “if,” Stone. I’m not sure I want to bet my life on it.</p>
<p>636. TRENT: And those things are jammed so close to each other that I don’t think we’ve got any chance of getting through without ending up like that cat, anyway. I don’t think they’re likely to even notice a distraction either — let alone move away from the fence to investigate — even if we could come up with one.</p>
<p>637. TERESA: Hey, Stone. What about that?</p>
<p>638. TRENT: The crashed fire engine? What about it?</p>
<p>639. TERESA: It’s got an extendable ladder, hasn’t it?</p>
<p>640. TRENT: Yeah, but that truck’s on its side. It isn’t going anywhere anytime soon.</p>
<p>641. TERESA: No. But see that elm over there on the right. If we could run the ladder from the tree over the heads of the monsters and up onto the fence&#8230;</p>
<p>642. TRENT: Yes. I see what you mean. We might actually be able to climb along it while staying out of reach and get in. Let’s see if the truck has any tools in it that could help us get that ladder loose.</p>
<p><span style="text-decoration: underline;">643. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">644. MUSIC: [93] CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>CATHERINE FILMORE:</strong> My husband is Marcus Filmore. He’s gone mad. I’m a chemist and a damned good scientist. I have to stop my husband before he does something terrible. I am impatient and irritable, but very capable. I demand a lot of those around me and I maintain their loyalty by modeling hard work.</p>
<p><strong>MELANIE WILKES:</strong> I’m a virologist, an expert in the transmission and progression of diseases. I specialize in infection rates and communicability factors. Marcus has been misusing my research and I’m working with Catherine to stop him.</p>
<p><strong>TODD MORLEY:</strong> I’m a chemist, like Catherine, though I specialize in brain chemistry — those chemicals that suppress signals in the brain and leave it dormant. Like Melanie, my research has been misused and I’m working with Catherine to put an end to it.</p>
<p><strong>ANGELA WALSH:</strong> I’m Angela. I’m a huge fan of Trent Stone and I have something of a crush on him. I’m also a virologist like Melanie, only I study the way organic compounds can be transmitted from person to person. I believed I was working on the spread of vaccines but my research has been misused and I am working with Catherine to put things right.</p>
<p><strong>TERRY MARKS:</strong> Unlike the other scientists working with Catherine, I’m an engineer and radio specialist. Marcus brought me in to do research on radio emissions but we think he is using my research to control the dead. I’m working with Catherine to stop him.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>LOOTERS:</strong> I’m not a bad person. It’s just that an opportunity like this is hard to let pass. A couple of days from now, everything will be back the way it was — the only difference is, I’ll have some things I otherwise couldn’t afford.</p>
<p><strong>POLICEMAN:</strong> It’s my job to keep the streets clear of the parasites and vermin who’d take advantage of a catastrophe. I’ve got family who have been infected with&#8230; whatever this disease is and I’ve no tolerance for the maggots who are trying to take advantage of it.</p>
<p><strong>RADIO ANNOUNCER:</strong> I’m the voice of reason in times of trouble. I provide soothing authoritative commentary that people trust. When the world is falling to pieces you can tune in to me for the comfort you need.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.<a id="PA4_38"></a></p>
<h2>The Reanimator’s Revenge</h2>
<ul>
<li><a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator’s Revenge – Episode 1 – Jail Cells and Graveyards</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator’s Revenge – Episode 2 – Scientists and Laboratories</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator’s Revenge – Episode 3 – The Attack Begins</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator’s Revenge – Episode 4 – The Transformed Metropolis</a></li>
<li><a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator’s Revenge – Episode 5 – The Pumping Station</a></li>
<li><a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator’s Revenge – Episode 6 – The Fall of the Technomaster</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator&#8217;s Revenge &#8211; Episode 4 &#8211; The Transformed Metropolis</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Reanimator&#8217;s Revenge &#8211; Episode 3 &#8211; The Attack Begins</title>
		<link>https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 19 Feb 2016 21:00:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Reanimator's Revenge]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[the attack begins]]></category>
		<category><![CDATA[the reanimator's revenge]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Attack Begins; episode 3 of The Reanimator’s Revenge. THE REANIMATOR’S REVENGE EPISODE #3 – THE ATTACK BEGINS by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator&#8217;s Revenge &#8211; Episode 3 &#8211; The Attack Begins</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Attack Begins; episode 3 of The Reanimator’s Revenge.</p>
<p><figure id="attachment_1865" aria-describedby="caption-attachment-1865" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1865" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/02/004PA4Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA004 - The Reanimator's Revenge" width="200" height="283" /><figcaption id="caption-attachment-1865" class="wp-caption-text">Pulp Adventure &#8211; PA004 &#8211; The Reanimator&#8217;s Revenge</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE REANIMATOR’S REVENGE</h2>
<h3>EPISODE #3 – THE ATTACK BEGINS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product/pa004-the-reanimators-revenge-2/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/scripts/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4: The Reanimator’s Revenge</strong></p>
<p>When visiting the Star City Penitentiary Trent Stone and Tess Carter encounter an old gypsy woman who warns them that the city is facing imminent destruction. An investigation of her claims leads the pair to the City Cemetery where they are attacked by shambling reanimated corpses bent on tearing the city apart. Before long large sections of the population are succumbing to a mysterious sleeping sickness, martial law has been declared, and the dead are tearing the city apart building by building. Trent and Tess must race against time to introduce an antidote into the city’s water supply and face down the villain before the city is completely destroyed. Will they be able to uncover the secret behind the undead plague and bring it to an end? Tune in to “The Reanimator’s Revenge” and cheer as the conflict between Trent, Tess, and their arch-nemesis reaches its thrilling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE REANIMATOR&#8217;S REVENGE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>CATHERINE FILMORE:</strong> Chemist</p>
<p><strong>ANGELA WALSH:</strong> Lab Assistant</p>
<p><strong>TERRY MARKS:</strong> Lab Assistant</p>
<p><strong>CABBIE: </strong>Cab Driver</p>
<p><strong>SEWER WORKER:</strong> Sewer worker</p>
<p><strong>RADIO ANNOUNCER:</strong> Radio announcer</p>
<p><strong>WILMA STURGESS:</strong> Matron of the Beta Phi Sorority House</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 10: EXT. STILL ON THE PARK BENCH (TERESA, TRENT, WILMA)</h3>
<p>3<span style="text-decoration: underline;">19. MUSIC: [92] OPENING THEME – LET IT FINISH</span></p>
<p>320. NARRATOR: Having uncovered the threat to Star City via the warnings of an old gypsy woman and the science team attempting to prevent a plague of reanimated corpses from spreading. Our heroes now sit on a bench watching the supposed location of the next outbreak.</p>
<p><span style="text-decoration: underline;">321. SOUND: [2] WALLA — STREET NOISES — ESTABLISH AND UNDER</span></p>
<p>322. TERESA: C’mon, Stone. Don’t you think we’ve waited around long enough? It’s ten to one. If anything was going to happen we’d have seen “something” by now. The old lady’s just a fraud after all. (PAUSE) Though she kind of had me going a little there towards the end.</p>
<p>323. TRENT: Tess, you’re right. Nothing’s happening on the street.</p>
<p>324. TERESA: Great! Why don’t we grab a bite of lunch and then head back to the&#8230; Hey! Where are you going?</p>
<p><span style="text-decoration: underline;">325. SOUND: [35] FOOTSTEPS RUNNING TOWARDS THE HOUSE — UNDER</span></p>
<p>326. TRENT: (CALLING BEHIND HIM) Up to the house. I think we need to get into the basement.</p>
<p><span style="text-decoration: underline;">327. SOUND: [36] URGENT KNOCKING ON DOOR — LET IT FINISH</span></p>
<p>328. TERESA: Damn it, Trent, just what do you think is&#8230;</p>
<p><span style="text-decoration: underline;">329. SOUND: [37] DOOR OPENING — LET IT FINISH</span></p>
<p>330. WILMA: Oh, Mr. Stone. What brings you&#8230;?</p>
<p>331. TRENT: (URGENTLY) I’m sorry, Mrs. Sturgess, there’s no time to explain. Do you have a fire alarm in the building?</p>
<p>332. WILMA: Yes, just on that wall, but&#8230;</p>
<p>333. TRENT: Good. Tess, break the glass.</p>
<p>334. WILMA: (OUTRAGED) Mr. Stone!</p>
<p><span style="text-decoration: underline;">335. SOUND: [38] SMASHING GLASS THEN ANNOYINGLY JANGLY FIRE ALARM BELL — ESTABLISH AND UNDER</span></p>
<p>336. TERESA: Done. Now would you mind explaining&#8230;?</p>
<p>337. TRENT: Downstairs, Tess. There’s no time.</p>
<p>(TO MRS STURGESS) Mrs. Sturgess. Get the girls out of here. The building could come down at any minute.</p>
<p>338. WILMA: Oh my!</p>
<p><span style="text-decoration: underline;">339. SOUND: [39] GIRLS COMING OUT OF ROOMS — DOORS OPENING, FOOTSTEPS, ETC. — ESTABLISH AND UNDER</span></p>
<p><span style="text-decoration: underline;">340. SOUND: [40] BABBLE OF GIRLS — “WHAT’S GOING ON?” “IS THERE A FIRE?” ETC. — OVERLAY AND FADE AS&#8230;</span></p>
<p><span style="text-decoration: underline;">341. SOUND: [41] SOUND OF TRENT AND TERESA HURRYING DOWNSTAIRS TO THE BASEMENT — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">342. MUSIC: [89] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_29"></a><br />
SCENE 11: INT. SORORITY BASEMENT (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">343. SOUND: [5] WALLA — DRIPS, SOUND OF BOILER, HOUSE SETTLING AND FLOORBOARD CREAKS, ETC. — MUFFLED FIRE ALARM IN BACKGROUND — ESTABLISH AND UNDER</span></p>
<p>344. TERESA: Ok, tough guy. There’s nothing here. You mind telling me why we just scared the bejangles out of the matron and her girls.</p>
<p>345. TRENT: Quiet, Tess. Listen.</p>
<p><span style="text-decoration: underline;">346. SOUND: [6] WALL — CRUNCH OF DIRT, DIGGING NOISES — ESTABLISH AND UNDER</span></p>
<p>347. TERESA: What is that? It’s coming from the walls.</p>
<p>348. TRENT: We didn’t see them coming along the street because they weren’t using the street. They’ve tunneled under the ground.</p>
<p>349. TERESA: (REALIZATION DAWNING) That’s how they’re going to collapse the building. They’re digging out the foundations.</p>
<p>350. TRENT: Some of these bricks in the wall look loose. Let’s see if we can’t pull them out of the way and have a look.</p>
<p><span style="text-decoration: underline;">351. SOUND: [42] SOUND OF GRINDING STONE AND BRICKS BEING THROWN ASIDE — SOUND OF CORPSE MOANING RISES THROUGH THE BRICKS — ESTABLISH AND UNDER</span></p>
<p>352. TERESA: Good grief, Trent. There are dozens of them.</p>
<p>353. TRENT: And that’s just on this wall. I can hear them digging through most of the others as well.</p>
<p>354. TERESA: They must have tunneled around the entire building. What’ll we do?</p>
<p>355. TRENT: (BEAT) Give me a moment. I can’t think.</p>
<p>356. TERESA: Trent?</p>
<p>357. TRENT: Wait. Wait. Tess, I think that’s a gas main against the wall.</p>
<p>358. TERESA: Yeah, so?</p>
<p>359. TRENT: Well, (PAUSE) if I take this hose from the sink over here and run it through the hole in the brickwork we’ve just made&#8230;</p>
<p>360. TERESA: (CATCHING ON AND SPEAKING EXCITEDLY) And if we put one end over that outlet over there and turn on the gas&#8230;</p>
<p>361. TRENT: We’re going to need some matches though.</p>
<p>362. TERESA: I saw some candles on one of the shelves over there. I’ll see if there are some matches as well. (PAUSE).Yep, got ’em.</p>
<p>363. TRENT: Okay, the gas tap is on.</p>
<p><span style="text-decoration: underline;">364. SOUND: [43] HISS OF GAS FLOWING THROUGH A HOSE — ESTABLISH AND UNDER — CONTINUE TO 374</span></p>
<p>365. TERESA: (PAUSE) How long should we wait?</p>
<p>366. TRENT: I’m not sure. The tunnels back there could dissipate a pocket of gas fairly quickly. We need there to be enough to drive them back or burn them, and not so much that we create an explosion that will bring down the house.</p>
<p>367. TERESA: So, we’re taking a wild guess then?</p>
<p>368. TRENT: It looks that way.</p>
<p>369. TERESA: I love a well-thought-out plan!</p>
<p><span style="text-decoration: underline;">370. SOUND: [44] BIG SHUDDERING CRACKING NOISE — LET IT FINISH</span></p>
<p>371. TERESA: Was that the house?</p>
<p>372. TRENT: Looks like one of the foundations is giving way and we’re out of time.</p>
<p>Switch off the gas for me&#8230;</p>
<p><span style="text-decoration: underline;">373. SOUND: [43] GAS STOPS HISSING</span></p>
<p>374. TRENT: &#8230;And get behind that pillar while I toss a match through the hole.</p>
<p><span style="text-decoration: underline;">375. SOUND: [94] MATCH SPUTTERS TO LIFE, FOLLOWED BY A WHOOMPHING NOISE OF FLAME, AND THE CRACKLE OF BURNING CORPSE — CORPSE SOUNDS CHANGE FROM MOANS TO CRIES OF AGONY, AND THEY COLLAPSE TO THE GROUND — ALL UNDERLYING SOUND STOPS</span></p>
<p>376. TRENT: (LAUGHING) Ha Ha! We’re still alive!</p>
<p>377. TERESA: Was there ever any doubt?</p>
<p>378. TRENT: Let’s just say I was a little concerned. Come on, we’ve got to take the heads off those things.</p>
<p>379. TERESA: What? You’re not serious?</p>
<p>380. TRENT: You remember what Madam Sofia said. We can’t afford to wait around for those things to get back up again.</p>
<p>381. TERESA: Okay. Here, I’ll help you with the bricks.</p>
<p><span style="text-decoration: underline;">382. SOUND: [42] SOUND OF HOLE IN EXTERIOR WALL OPENING UP, BRICKS CLINKING, ETC. — LET IT FINISH</span></p>
<p>383. TERESA: Ugh! They smell worse burned than they do rotting.</p>
<p>384. TRENT: (WRILY) Who’d have thunk?</p>
<p>Pass me that shovel would you.</p>
<p>385. TERESA: You’re not thinking of burying them, are you? We don’t have the time (PAUSE) or space.</p>
<p>386. TRENT: No. The shovel has a blade on it&#8230; (GRUNTS)</p>
<p><span style="text-decoration: underline;">387. SOUND: [44] SOUND OF SHOVEL CRUNCHING THROUGH SOMETHING THAT THEN ROLLS AWAY — LET IT FINISH</span></p>
<p>388. TRENT: It seems the handiest thing for getting their heads off. Come on.</p>
<p>389. TERESA: Ew!</p>
<p><span style="text-decoration: underline;">390. MUSIC: [88] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_30"></a><br />
SCENE 12: INT. SEWER TUNNELS JUST BEYOND BASEMENT (TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">391. SOUND: [44] CRUNCH AND ROLL OF SHOVEL AND SEVERED HEAD — LET IT FINISH</span></p>
<p>392. TRENT: (GRUNT) Well, that’s all of them.</p>
<p>393. TERESA: How many in total, do you think?</p>
<p>394. TRENT: At least thirty.</p>
<p>395. TERESA: Thirty? Where could they all have come from?</p>
<p>396. TRENT: Originally? I haven’t a clue. But more recently, I’d say they came from the sewer tunnels&#8230; down there.</p>
<p>397. TERESA: Trent, there’s someone there. In the shadows. See him?</p>
<p>398. TRENT: I see him. He’s not moving. Let’s get a better look.</p>
<p><span style="text-decoration: underline;">399. SOUND: [45] STEPS ON BRICKWORK, DRIPS, AND SPLASHES OF SEWER — LET IT FINISH</span></p>
<p>400. TRENT: (CALLING) Don’t bother trying to run. We’ve already seen you.</p>
<p>401. TERESA: He’s not responding. In fact, he looks almost catatonic. I think he’s one of the sewer workers.</p>
<p>402. TRENT: You’re right, Tess. (PAUSE) He’s breathing, but aside from that, there’s no response. I don’t think he’s even blinking.</p>
<p>403. TERESA: What do you think did it? Was it fear?</p>
<p>404. TRENT: It’s possible, I guess. The corpses must have come right past him. Still, something isn’t right. Whatever else these creatures are, they’re aggressive and I just can’t picture them shuffling on past without giving him so much as a scratch.</p>
<p>405. TERESA: What is it then? Drugs?</p>
<p>406. TRENT: Perhaps. Maybe we should get him back to the lab and give Catherine a good look at him.</p>
<p>407. TERESA: (TEASINGLY) Or maybe you’d prefer to compare notes with “Angela.” I’m sure she’d enjoy some private time with her hero.</p>
<p>408. TRENT: What do you mean?</p>
<p>409. TERESA: (MOCKING) “Oh Mr. Stone, I’ve read all your adventures!” Sheesh. You’re not telling me you didn’t notice?</p>
<p>410. TRENT: (DISTRACTED) Uh, no. Should I have?</p>
<p>411. TERESA: (ANNOYED) Why am I not surprised?! Here, let me help you. I’ll get under his other arm.</p>
<p><span style="text-decoration: underline;">412. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_31"></a><br />
SCENE 13: EXT. BETA PHI SORORITY HOUSE (TERESA, WILMA, TRENT, ANGELA)</h3>
<p><span style="text-decoration: underline;">413. SOUND: [7] WALLA — DISTANT SIRENS AND BABBLE OF VOICES</span></p>
<p><span style="text-decoration: underline;">414. SOUND: [46] DOOR OPENS AND FOOTSTEPS EMERGE INTO THE STREET — LET IT FINISH</span></p>
<p>415. TERESA: Damn, this guy’s heavy. (BEAT) Hey, what gives? It sounds like half the city’s called out the fire brigade.</p>
<p>416. WILMA: I hope you have a good explanation for this, Mr. Stone. My girls have been standing in the cold now for half an hour.</p>
<p>417. TRENT: Well, Mrs. Sturgess, I’m guessing the thirty-odd headless corpses in the basement constitute a fairly sound reason to get you all out of the building. (PAUSE) I’m surprised the fire brigade isn’t here yet, though.</p>
<p>418. WILMA: Hmfpf. (ANNOYED) Everybody is going crazy. The whole city. Alarms, sirens, mostly from the north-west, but no one has come for us yet.</p>
<p>419. TRENT: I think you may need to arrange alternative accommodation for your girls for tonight. A local church, perhaps?</p>
<p>420. WILMA: Father William will probably help us if you think it’s necessary.</p>
<p>421. TRENT: I think it is.</p>
<p>422. ANGELA: Mr. Stone! Mr. Stone!</p>
<p>423. TERESA: Oh-oh. Here comes your number one fan.</p>
<p>424. TRENT: Angela! What are you doing here?</p>
<p>425. ANGELA: Catherine sent me to follow you and bring you back.</p>
<p>426. TERESA: (MUTTERING) I’m willing to bet you volunteered for the job, toots.</p>
<p>427. ANGELA: I came to find you as quickly as I could.</p>
<p>428. TERESA: But not before changing into that fetching little sweater, I see.</p>
<p>429. ANGELA: What? You mean&#8230;</p>
<p>430. TERESA: (THREATENING) If you’re about to say, “This old thing? Why I just threw it on.” I’d advise against it.</p>
<p>431. ANGELA: (CONFUSED) But I did just throw&#8230;</p>
<p>432. TRENT: Don’t pay any attention to her, Angela. She’s just cranky from helping haul this one-hundred-and-sixty-pound catatonic up the steps. Do you happen to have a car nearby?</p>
<p>433. ANGELA: What? Yes, of course. I came by cab. Over there.</p>
<p><span style="text-decoration: underline;">434. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_32"></a><br />
SCENE 14: INT. TAXI CAB (CABBIE, TRENT, ANGELA, RADIO, TERESA, WORKER)</h3>
<p><span style="text-decoration: underline;">435. SOUND: [47] DOORS CLOSE AND ENGINE STARTS — ESTABLISH AND UNDER</span></p>
<p>436. CABBIE: Where to, buddy? Hey, is that guy alright? I don’t take drunks in my cab.</p>
<p>437. TRENT: He’s fine. We need to get to&#8230;</p>
<p>438. ANGELA: Just take us back to where you picked me up.</p>
<p>439. CABBIE: Okay, toots. It’s your nickel. Back to the Osterman Labs, it is.</p>
<p><span style="text-decoration: underline;">440. SOUND: [102] WALLA — INTERIOR CAR ENGINE — FADE UNDER</span></p>
<p>441. TRENT: Do you have a radio in here?</p>
<p>442. CABBIE: Sure, you want I should turn it on?</p>
<p>443. TRENT: Please. I’d like to know what’s behind all the sirens we’ve been hearing.</p>
<p><span style="text-decoration: underline;">444. SOUND: [48] 1930’S MUSIC — ESTABLISH THEN CUT OFF</span></p>
<p>445. RADIO: We interrupt this program to bring you the following news bulletin. Star City is in chaos after the collapse of at least five buildings on the north-west side of the city. Ambulance, Fire, and Police crews are being stretched to breaking point and citizens are being asked to avoid travel through any of the north-western districts.</p>
<p>In further news, citizens across the north of the city are falling into what one physician has called, “waking slumbers.” Rumors that a plague has struck the city remain unconfirmed as dozens of reports come in regarding individuals who have suddenly fallen asleep and cannot be roused, remaining unresponsive to anything around them.</p>
<p>In other news, sixteen people received minor injuries when a bus driver&#8230;</p>
<p><span style="text-decoration: underline;">446. SOUND: [49] CLICK OF RADIO BEING SWITCHED OFF</span></p>
<p>447. CABBIE: Buddy, this sounds serious. I’ve got family in the districts affected. Osterman Labs is on the way, but I’m taking off as soon as I drop you off.</p>
<p>448. TRENT: Fair enough, but could you&#8230;</p>
<p>449. TERESA: Hey, it looks like the sewer worker is waking up.</p>
<p>450. WORKER: (GROANS) What happened? Where am I?</p>
<p>451. TERESA: It’s okay, buddy, you’ve just been having a little nap. Can you remember anything?</p>
<p>452. WORKER: I was down in the sewers, checking for some leaky pipes. One minute I was following a water trail, the next&#8230; (PAUSE) What happened to me?</p>
<p>453. TRENT: We’re taking you to some friends of ours who we hope will be able to answer just that question.</p>
<p>454. WORKER: Where’re the other guys on my team?</p>
<p>455. TERESA: Other guys? We only found you.</p>
<p>456. ANGELA: Hey, look at the street. See those people? None of them is moving!</p>
<p>457. TERESA: What? She’s right, Stone. Up ahead, we’ll be passing them in a minute.</p>
<p>458. WORKER: (Groans and slumps) Oh!</p>
<p>459. TRENT: Damn it, he’s collapsed again&#8230; almost as if he was coming into range&#8230;</p>
<p>460. TERESA: Trent, have you got some kind of&#8230;</p>
<p><span style="text-decoration: underline;">461. SOUND: [103] BUILDING COLLAPSES OUTSIDE CAB — ESTABLISH RUMBLE AND UNDER</span></p>
<p>462. TRENT: Driver, look out!</p>
<p>463. ANGELA: (SHRIEKS WITH FRIGHT) Aaagh!</p>
<p><span style="text-decoration: underline;">464. SOUND: [50] SCREECHING TIRES</span></p>
<p>465. CABBIE: That was way too close. That building fell right out into the street.</p>
<p>466. TERESA: Shouldn’t we stop and do something.</p>
<p>467. TRENT: We are doing something, Tess. We have to get this man to the Lab. I think I understand what’s happening and if we are to stop this occurring to the rest of the city we need to hurry!</p>
<p><span style="text-decoration: underline;">468. MUSIC: [90] (BRIDGE) DRAMATIC SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_33"></a><br />
SCENE 15: INT. OSTERMAN LABS (CATHERINE, TRENT, TERESA, TERRY)</h3>
<p><span style="text-decoration: underline;">469. SOUND: [51] SHOES CLICKING ON CONCRETE AND DRAGGING OF FEET AS MAIN CHARACTERS DRAG IN THE SEWER WORKER — LET IT FINISH</span></p>
<p>470. CATHERINE: So, you’ve come back.</p>
<p>471. TRENT: You sound surprised.</p>
<p>472. CATHERINE: We’ve been listening to the radio. Who’s that you’re carrying?</p>
<p>473. TERESA: A sewer worker. He woke up briefly in the cab but has slipped back into&#8230; well, whatever this is.</p>
<p>474. CATHERINE: And you brought him here because?</p>
<p>475. TRENT: Because there’s a connection between this sleeping plague and the reanimated corpses.</p>
<p>476. CATHERINE: (SARCASTICALLY) Oh, really? And what leads you to this masterful conclusion?</p>
<p>477. TERESA: We’re back two seconds and I already want to break her nose.</p>
<p>478. TRENT: (WARNINGLY) Tess. (ANSWERING CATHERINE) Something that was mentioned earlier.</p>
<p>When you were being introduced before, you mentioned the scientific specialties you each engage with&#8230;</p>
<p>479. CATHERINE: (IMPATIENTLY) So?</p>
<p>480. TRENT: Well, it stands to reason that if, as you say, your husband’s aim was extending the range of his control of the dead, then the work he was doing with each of you contributed to that end.</p>
<p>481. CATHERINE: So, tell us something we don’t know?</p>
<p>482. TRENT: You mentioned that your colleague who died&#8230;</p>
<p>483. TERRY: (HOPELESSLY) You mean Gina.</p>
<p>484. TRENT: Yes, Gina. You said she was working on a biological system of receiving and transmitting an electrical signal.</p>
<p>Is it safe to suppose that this biological technology requires a living host to work?</p>
<p>485. CATHERINE: Yes, we’ve already said as much.</p>
<p>486. TRENT: But that higher mental functions would probably interfere with the signal?</p>
<p>487. CATHERINE: Yes&#8230; but where are you going with this?</p>
<p>488. TRENT: Todd, you were being asked to help develop a means of shutting down brain activity. And Melanie and Angela, you were being asked to find a way to spread an organic compound or disease.</p>
<p>489. CATHERINE: Go on&#8230;</p>
<p>490. TRENT: I think this sleeping plague is the means by which your husband has extended the range of his control of the dead. Living people are being infected with a biological compound, probably viral in nature, that puts them to sleep, shuts down their higher mental functions, and turns them into living transmission towers for spreading the signal — probably based on Terry’s work — further and further.</p>
<p>491. CATHERINE: I’m impressed, Mr. Stone. I think you may have figured it out. This man you have brought us, I take it you think he is infected somehow.</p>
<p>492. TRENT: I do.</p>
<p>493. CATHERINE: Let’s get him onto a gurney. If we can figure out how to reverse the effects or block the signal we may have a means of beating this thing before it gets too much of a grip&#8230; but how is the contagion being spread? It’s a shame we only have one victim to examine. It would have been good to have at least one more, to act as a control.</p>
<p>494. TRENT: You do have another.</p>
<p>495. CATHERINE: What?</p>
<p>496. TRENT: Where’s Melanie?</p>
<p>497. CATHERINE: She was working in the small medical lab out the back.</p>
<p>498. TERESA: (CATCHING ON) She collapsed in the cemetery last night. I’ll bet you five bucks it wasn’t a case of the vapors.</p>
<p>499. TERRY: You’re right. Here she is. I found her in the lab. She’d collapsed among some medical gear she was working with. Fortunately, she’s not hurt.</p>
<p>500. TRENT: It’s as if the shutdown of mental function occurs as victims come in range of one another. As the plague spreads further, so does the zone of control.</p>
<p>501. CATHERINE: Alright folks, we’ve got our marching papers. We need to know how this is being spread, why only Melanie has been affected among us so far, and how we can stop it. Get to work.</p>
<p><span style="text-decoration: underline;">502. MUSIC: [88] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">503. MUSIC: [93] CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>CATHERINE FILMORE:</strong> My husband is Marcus Filmore. He’s gone mad. I’m a chemist and a damned good scientist. I have to stop my husband before he does something terrible. I am impatient and irritable, but very capable. I demand a lot of those around me and I maintain their loyalty by modeling hard work.</p>
<p><strong>ANGELA WALSH:</strong> I’m Angela. I’m a huge fan of Trent Stone and I have something of a crush on him. I’m also a virologist like Melanie, only I study the way organic compounds can be transmitted from person to person. I believed I was working on the spread of vaccines but my research has been misused and I am working with Catherine to put things right.</p>
<p><strong>TERRY MARKS:</strong> Unlike the other scientists working with Catherine, I’m an engineer and radio specialist. Marcus brought me in to do research on radio emissions but we think he is using my research to control the dead. I’m working with Catherine to stop him.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>CABBIE:</strong> Hey, I drive a cab and lots of people look down on me for that. I see all sorts in this job, people rushing this way and that. Lots of folks are too busy to pass the time, but, you know, this is my office, so I talk to all of ‘em. Hey, what about those Mets, huh?</p>
<p><strong>SEWER WORKER:</strong> Where am I? How did I get here? Who are you people? One minute I’m working, the next I’m sitting in a cab&#8230; I’m so confused&#8230; I&#8230; ugh!</p>
<p><strong>WILMA STURGESS: </strong>No men! No men allowed. I keep the men out of this place. I run a respectable dormitory. My girls are all good girls. No smoking. No schnapps. No boys. They study hard and I keep them out of trouble. You look like trouble to me.</p>
<p><strong>RADIO ANNOUNCER:</strong> I’m the voice of reason in times of trouble. I provide soothing authoritative commentary that people trust. When the world is falling to pieces you can tune in to me for the comfort you need.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Reanimator’s Revenge</h2>
<ul>
<li><a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator’s Revenge – Episode 1 – Jail Cells and Graveyards</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator’s Revenge – Episode 2 – Scientists and Laboratories</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator’s Revenge – Episode 3 – The Attack Begins</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator’s Revenge – Episode 4 – The Transformed Metropolis</a></li>
<li><a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator’s Revenge – Episode 5 – The Pumping Station</a></li>
<li><a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator’s Revenge – Episode 6 – The Fall of the Technomaster</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator&#8217;s Revenge &#8211; Episode 3 &#8211; The Attack Begins</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Reanimator&#8217;s Revenge &#8211; Episode 2 &#8211; Scientists and Laboratories</title>
		<link>https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 12 Feb 2016 20:26:02 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Reanimator's Revenge]]></category>
		<category><![CDATA[scientists and laboratories]]></category>
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		<category><![CDATA[the reanimator's revenge]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Scientists and Laboratories; episode 2 of The Reanimator’s Revenge. THE REANIMATOR’S REVENGE EPISODE #2 – SCIENTISTS AND LABORATORIES by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator&#8217;s Revenge &#8211; Episode 2 &#8211; Scientists and Laboratories</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Scientists and Laboratories; episode 2 of The Reanimator’s Revenge.</p>
<p><figure id="attachment_1865" aria-describedby="caption-attachment-1865" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-1865 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/02/004PA4Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA004 - The Reanimator's Revenge" width="200" height="283" /><figcaption id="caption-attachment-1865" class="wp-caption-text">Pulp Adventure &#8211; PA004 &#8211; The Reanimator&#8217;s Revenge</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE REANIMATOR’S REVENGE</h2>
<h3>EPISODE #2 – SCIENTISTS AND LABORATORIES</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product/pa004-the-reanimators-revenge-2/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/scripts/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4: The Reanimator’s Revenge</strong></p>
<p>When visiting the Star City Penitentiary Trent Stone and Tess Carter encounter an old gypsy woman who warns them that the city is facing imminent destruction. An investigation of her claims leads the pair to the City Cemetery where they are attacked by shambling reanimated corpses bent on tearing the city apart. Before long large sections of the population are succumbing to a mysterious sleeping sickness, martial law has been declared, and the dead are tearing the city apart building by building. Trent and Tess must race against time to introduce an antidote into the city’s water supply and face down the villain before the city is completely destroyed. Will they be able to uncover the secret behind the undead plague and bring it to an end? Tune in to “The Reanimator’s Revenge” and cheer as the conflict between Trent, Tess, and their arch-nemesis reaches its thrilling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE REANIMATOR&#8217;S REVENGE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>SOFIE MALEFICENT:</strong> Mystic reader of portents</p>
<p><strong>CATHERINE FILMORE:</strong> Chemist</p>
<p><strong>MELANIE WILKES:</strong> Lab Assistant</p>
<p><strong>TODD MORLEY:</strong> Lab Assistant</p>
<p><strong>ANGELA WALSH:</strong> Lab Assistant</p>
<p><strong>TERRY MARKS:</strong> Lab Assistant</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 5: EXT. THE STREET BEYOND THE CEMETERY (TERESA, TRENT, TODD, TERRY, ANGELA, MELANIE, CATHERINE)</h3>
<p>1<span style="text-decoration: underline;">85. MUSIC: [92] OPENING THEME – LET IT FINISH</span></p>
<p>186. NARRATOR: After a tip-off from a strange gypsy woman at Star City Penitentiary, Tess and Trent went to visit the cemetery and found reanimated corpses and a group of young scientists in the process of grave robbing. Having narrowly escaped the corpses they now try to determine what to do next.</p>
<p><span style="text-decoration: underline;">187. SOUND: [4] WALLA — LOW MOANS OF CORPSES COMING FROM BEHIND THE WALL, CRACKLE OF FLAMES, ETC. — ESTABLISH AND UNDER</span></p>
<p>188. TRENT: Well, the flames and the wall seem to be stopping them for now. I think it’s time we got as far away&#8230;</p>
<p>189. CATHERINE: (IGNORING TRENT COMPLETELY) Todd, how much of our equipment did you save? Were you able to get any readings?</p>
<p>190. TODD: I didn’t leave any of the equipment behind. It’s all here. And you were right. He’s figured out how to animate them but there’s no sign of the carrier signal. I don’t know how he’s doing it.</p>
<p>191. TERESA: I don’t mean to sound stupid but&#8230;</p>
<p>192. CATHERINE: (SHARPLY) Then keep your mouth shut and no one will ever guess. Melanie, we need to get off the street. Where’s the map?</p>
<p>193. TERRY: Melanie’s still out cold.</p>
<p>194. CATHERINE: Oh for crying out&#8230; if I knew she was going to be this delicate I would have&#8230;</p>
<p>195. TERESA: Now, just a minute.</p>
<p>196. CATHERINE: (WITHERINGLY) Are you still here? (TO HER FOLLOWERS) Find us an abandoned lab. We’re going to need facilities. Those things that broke into the Filmore Facility destroyed everything.</p>
<p>197. TERESA: Filmore? Wait a minute. You’re Catherine Filmore. Didn’t you try to have your husband committed to a mental institution?</p>
<p>198. CATHERINE: (RESIGNED AND MUTTERING) I don’t have time for this&#8230; Alright, (PATRONISINGLY) Thank you for your assistance. I’m sure this is all very strange to you and that you don’t get set upon by undead monsters every time you engage in one of your weird little <em>tete-a-tetes </em>at the cemetery, but we have things to do and no time to explain, so it’s time you ran along home now.</p>
<p>199. TERESA: Okay, Trent, do I hit her now, or do we let her dig this hole a little deeper first.</p>
<p>200. TRENT: (IGNORING TERESA AND SPEAKING SHARPLY) Mrs. Filmore, do we look like trysting teenagers to you?</p>
<p>201. CATHERINE: (SNARKY AND BORED) I’m sure I have no interest in your bizarre personal arrangements.</p>
<p>202. TRENT: That’s quite enough. The Osterman Labs recently went into receivership and they are not too far from here. I believe you can hole up there for a little while&#8230; (BEAT) if you can convince me you aren’t a part of the cause for this weirdness.</p>
<p>203. CATHERINE: And why should I care what your opinion of this situation is?</p>
<p>204. ANGELA: (EXCITED) Oh, Catherine. I’ve just realized who they are. That’s Trent Stone and Tess Carter, the heroes who dealt with those alligators a few months ago. (BREATHLESSLY) Mr. Stone, I’ve read all your adventures. Did you really battle gorillas to recover the Zapata diamonds from a lost city in Peru?</p>
<p>205. CATHERINE: (EXASPERATED) Oh, for goodness sake. You’re a scientist, Angela, not some weak-kneed debutante. And there aren’t any gorillas in South America. Get a hold of yourself.</p>
<p>206. TERESA: A lot you know. The gorillas had been imported by Ankhar Cheng to guard his operation and scare off intruders while he raided the city. It almost worked too.</p>
<p>207. SOUND: [33] CORPSES ARE GETTING LOUDER AND THE SOUND OF CHUNKS OF WALL BEING TORN OUT IS HEARD — CONTINUE UNDER</p>
<p>208. TRENT: As trained guards go, it’s hard to find anything to match a full grown Mountain Gorilla for strength&#8230; but that’s a story for another day.</p>
<p>Well, Mrs. Filmore, will you accept our help or will we wait around for those things to break through the wall behind us?</p>
<p>209. CATHERINE: (PAUSE) Let’s just say we have a temporary alliance until we know where we all stand in this.</p>
<p>210. TRENT: Alright then. Everyone gather your gear and follow me.</p>
<p><span style="text-decoration: underline;">211. MUSIC: [88] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_23"></a><br />
SCENE 6: INT. THE OSTERMAN LABORATORIES (TERESA, TRENT, TODD, TERRY, ANGELA, MELANIE, CATHERINE)</h3>
<p><span style="text-decoration: underline;">212. SOUND: [34] FOOTSTEPS ON ECHOING CONCRETE — LET IT FINISH</span></p>
<p>213. TRENT: Well, this is it. The foreclosure on the Osterman Labs is so recent they haven’t yet moved any of the stuff out. You’ll be safe here for a few days before they come for the equipment.</p>
<p>214. CATHERINE: What makes you think we’re in any danger?</p>
<p>215. TERESA: You talk a pretty good fight, sister, but you’re on the run from somebody or something. It’s time you answered a few of our questions so we can decide what to do with you!</p>
<p>216. CATHERINE: (ANGRY) Now look here&#8230;</p>
<p>217. ANGELA: Catherine, wait. They really can help us.</p>
<p>218. CATHERINE: They’re charlatans and headline hunters. This needs to be tackled with science. What possible help can they be?</p>
<p>219. TRENT: We’ve brought you here, haven’t we? It’s high time you took a little on trust.</p>
<p>220. MELANIE: (MOANS) Catherine? What’s happening?</p>
<p>221. CATHERINE: (Disgusted) You passed out. (TO HER COMPANIONS) What about the rest of you? What do you think?</p>
<p>222. TODD: They did help us&#8230; and they do seem to know something about what’s going on.</p>
<p>223. CATHERINE: (SCORNFULLY) Like what?</p>
<p>224. TRENT: Like that fire keeps the creatures at bay and that, unless something is done, there’s going to be more of them.</p>
<p>225. TERESA: A lot more.</p>
<p>226. CATHERINE: (GIVING IN) Alright, what do you want to know?</p>
<p>227. TRENT: For a start, you can tell us what you were doing in the cemetery. Does this have anything to do with your husband’s research?</p>
<p>228. CATHERINE: I guess it’s no secret anymore. It made quite the splash in the papers: “Scientist’s wife tries to have husband committed.” My husband was working on a process aimed at reanimating dead tissue. His hope — our hope really, since I worked as his chief collaborator — was that we would be able to reverse the effects of degenerative diseases involving cellular death; some forms of dementia, leprosy, advanced forms of gangrene. Our research seemed promising at first but it all came to nothing in the end and it looked like we were going to have to close down.</p>
<p>Suddenly Marcus received funding from a secretive new backer. He became very secretive himself, withdrew into himself, and became erratic. He barely spoke to me anymore and would spend all his time in the lab. At last, he had the locks changed in order to keep me out.</p>
<p>I moved to have him declared mentally unfit when Todd and the other students came to see me with frightening tales of animated dead bodies. He hadn’t found a way to restore dead tissue but he had discovered a way to animate it. He brought in cadavers and was somehow getting them to respond to simple commands administered via electrical signals. However, he was unable to control them at any significant range.</p>
<p>I understood the principles — electrical signals can make dead muscles twitch, etc. — particularly early enough after death — but when the kids found me&#8230;</p>
<p>229. TODD: (OFFENDED AT BEING CALLED A KID) Hey!</p>
<p>230. CATHERINE: &#8230;I learned that things were far worse.</p>
<p>231. TODD: Dr Filmore asked us all to work late one night. He had called a special meeting saying that his research was complete and that he wanted to demonstrate it to us.</p>
<p>232. TERRY: We had all been working with him to a small extent, though none of us knew what he was really up to.</p>
<p>233. TODD: Anyway, we all gathered in the small meeting room at the back of the lab. Dr Filmore wasn’t there and we waited. The door opened and in lurched a corpse. It wasn’t wired up in any way and it was moving on its own. The door slammed behind it and I heard the latch turn locking us all in. We were all so shocked we didn’t move. Then it struck Gina with a club. She died straight away. After that things happened fast.</p>
<p>234. ANGELA: Terry’s an engineer as well as a scientist. He knew the walls were simple plasterboard and smashed a hole out of the room with a chair. We all followed&#8230; except poor Gina of course.</p>
<p>235. TODD: The place was crawling with corpses but I gathered as much of our research as I could and we all headed for Catherine’s place.</p>
<p>236. MELANIE: The things tried to follow us but after a couple of steps they collapsed&#8230; as if they either had a really short lifespan or the range at which they could be controlled was very limited.</p>
<p>237. CATHERINE: I tried to have Marcus committed at this point. Unsurprisingly no one believed us. I don’t know how he did it, but he convinced the authorities that Gina was safe and well, visiting family, and that I was lying and scheming to take control of the labs. The sensational nature of our story didn’t help either.</p>
<p>238. TERESA: And you have no idea who this mysterious backer might be?</p>
<p>239. CATHERINE: None at all.</p>
<p>240. TRENT: Or how your husband is controlling the creatures?</p>
<p>241. CATHERINE: That’s a different matter. We thought maybe it was a wireless signal of some sort. We came to the cemetery to do a little grave-robbing, Mr Stone, an attempt to gather test subjects to see if we could uncover what Marcus’s breakthrough was before he could perfect it. Unfortunately, as you can see, we were too late and Marcus anticipated our move.</p>
<p>242. TRENT: What makes you think it involves a wireless signal?</p>
<p>243. CATHERINE: Terry is a broadcast engineer with expertise in shortwave, AM, and FM technology. It stood to reason, especially in light of the work he was asked to do, that Marcus, having found a way to animate the dead, would look for a way to extend his control over them.</p>
<p>244. TRENT: Perhaps. We’ve seen remote control devices used before — not on the dead but on animals. And not wireless. These were machines plumbed into the brain that used punched metal instructions to force the animal along a pre-programmed path.</p>
<p>245. CATHERINE: This is nothing so primitive. Gina was a biologist, and nothing short of a phenomenon. She was developing biological cellular structures that could be used to receive and transmit signals sent from an electronic device.</p>
<p>246. TRENT: I begin to see how this fits together.</p>
<p>247. CATHERINE: Then that’s more than I can say. As far as I can tell from any of the research we’ve recovered, Gina’s technique could not be used on dead tissue. The cells would have to be grafted into living flesh, and even then, they can only receive and send signals like a relay station, and a living, active brain interferes with the signals. They certainly can’t be used to control anything.</p>
<p>248. TRENT: And what of the others, what were they working on?</p>
<p>249. MELANIE: We’re virologists. Specialists in the transmission and progression of diseases. I’m Melanie and I specialize in infection rates and communicability factors. I thought Marcus was looking for ways to fight infection. Instead he was focusing on how to increase the spread of infection as quickly as possible.</p>
<p>250. ANGELA: I’m Angela and I was looking at various means by which organic compounds could be administered and carried from person to person. I thought it was for the purpose of spreading vaccines.</p>
<p>251. TERESA: And what about Todd. What’s his specialty?</p>
<p>252. TODD: I’m a chemist. Dr Filmore had me working on brain chemicals. Those that suppress signals in the brain and leave it dormant. He told me we were working on a means to suppress seizures in grand-mal epilepsy.</p>
<p>253. TRENT: And now what do you think?</p>
<p>254. CATHERINE: Putting all of this together..? (BEAT) I don’t know. I’d guess that at the very least he was working on some kind of contagion, possibly one that leaves its victims in some kind of vegetative state. What that has to do with controlling the dead, I don’t know&#8230; but I’m certain there is a connection.</p>
<p>255. TERESA: Maybe we should pay Filmore a visit, Stone. Break-in to the labs and see if we can recover his research?</p>
<p>256. CATHERINE: (ARCHLY) Well, aren’t we the little law-breakers?</p>
<p>257. TERESA: Yeah, like grave-robbing’s an example of civic virtue? You need a lesson in pots and kettles, sister.</p>
<p>258. TRENT: Now, now, ladies.</p>
<p>259. CATHERINE: It won’t help. Marcus disappeared shortly after I attempted to have him committed. He took all his research and equipment with him. We have no idea where he is now.</p>
<p>260. TERESA: Figures.</p>
<p>261. TRENT: (WARNINGLY) Tess.</p>
<p>I’m sorry, Mrs. Filmore, but we need to leave you at this point&#8230;</p>
<p>262. CATHERINE: (SNIDELY) Of course you do.</p>
<p>263. TRENT: (WITH FINALITY) But we’ll be back. We need to re-visit the contact who sent us to the cemetery last night.</p>
<p>264. CATHERINE: Anything to let us get back to our work.</p>
<p>265. TERESA: And what work might that be? You don’t seem to have very much to go on as yet.</p>
<p>266. TRENT: Tess, that’s enough. I have a feeling these folks are going to be crucial to solving this conundrum and there’s no sense antagonizing them unnecessarily or getting in the way of their work.</p>
<p>267. CATHERINE: (WITH DIGNITY) Thank you, Mr. Stone.</p>
<p>268. TRENT: (MUTTERING ASIDE)&#8230; No matter how much fun it might be.</p>
<p><span style="text-decoration: underline;">269. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_24"></a><br />
SCENE 7: EXT. OUTSIDE THE OSTERMAN LABS (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">270. SOUND: [3] WALLA – NIGHT NOISES — STREET LAMPS FLICKERING, CRICKETS, OCCASIONAL PASSING CARS — ESTABLISH AND UNDER</span></p>
<p>271. TERESA: (A LITTLE DISAPPOINTED) Well, you sure cut that short. I was just getting warmed up.</p>
<p>272. TRENT: (AMUSED) Oh yes? I guess Mrs. Filmore could do with a lesson or two in charm, couldn’t she?</p>
<p>273. TERESA: (DRIPPING SARCASM) You think?</p>
<p>274. TRENT: But, unless I’m mistaken, we’ll need her help&#8230; and letting you punch her in the nose would have made getting her cooperation just that much harder. Besides the sun is coming up soon and we have to be back at the prison by nine.</p>
<p>275. TERESA: Fair enough. (PAUSE) You know I wouldn’t have actually punched her in the nose, don’t you?</p>
<p>276. TRENT: Oh really? I’m glad to hear it.</p>
<p>277. TERESA: (MUTTERING) I’d have settled for a kneecap instead.</p>
<p>278. TRENT: (ADMONISHINGLY BUT IN GOOD HUMOR) Tess.</p>
<p>279. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</p>
<h2><a id="PA4_25"></a><br />
ACT 2</h2>
<h3><a id="PA4_26"></a><br />
SCENE 8: INT. STAR CITY CORRECTIONAL CENTER (SOFIA, TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">280. SOUND: [22] HEAVY CLANG OF PRISON CELL DOOR CLOSING — LET IT FINISH</span></p>
<p>281. SOFIA: Back already. How nice. I take it you’ve decided I’m genuine now? You’re ready to trust me?</p>
<p>282. TRENT: I’ve decided you’re worth listening to if that’s what you mean. As for the rest, I couldn’t say one way or the other.</p>
<p>283. SOFIA: A wise position to take, Mr. Stone. But time is too short for an excess of caution. Tell me what you saw at the cemetery?</p>
<p>284. TERESA: You don’t know? I thought you were some kind of psychic.</p>
<p>285. SOFIA: Oh, I am. But like all those with the gift, we have our limitations. I know that the city is in massive danger. I know that in here, at least, I am safe. I know that the only way to avert the danger is to have you two on hand at two specific locations. One was the cemetery last night at midnight. The other&#8230; (BEAT) well, I’ll tell you about that in a minute. After that, you’re on your own.</p>
<p>286. TERESA: It must be convenient. Being able to see the outcome ahead of time.</p>
<p>287. SOFIA: Nonsense, girl. It doesn’t work like that. All I see are possibilities. An endless spread of branching possibilities. The complexity of it is too much to allow me to see down much more than a handful of paths at a time. Fortunately, I can see particular points of intersection. Major decision points if you like. These influence outcomes more strongly one way or another. But there are always too many variables to make any outcome certain.</p>
<p>288. TERESA: So what do you do? Try to calculate which path results in the most value for you?</p>
<p>289. SOFIA: More or less. Yes. That about sums it up.</p>
<p>290. TERESA: It doesn’t sound terribly civic-minded.</p>
<p>291. SOFIA: No, it isn’t. I don’t pretend to be anything more or less than I am, Miss Carter. I leave selflessness to do-gooders and suckers like yourselves. It just so happens that my good and the good of everyone in this city coincide at the moment.</p>
<p>292. TRENT: Alright then, what do you want to know about last night?</p>
<p>293. SOFIA: How many people did you meet?</p>
<p>294. TRENT: Five, not counting the dead.</p>
<p>295. SOFIA: Good. Good. How many dead? Walking corpses, I mean?</p>
<p>296. TRENT: There might have been as many as twelve. I’m not sure exactly.</p>
<p>297. SOFIA: Damn. I’d hoped you’d only encounter five or six. Did anyone pass out?</p>
<p>298. TERESA: Yes. A girl named Melanie.</p>
<p>299. SOFIA: Hmmm. That’s bad. Still, the flames kept them away?</p>
<p>300. TRENT: Yes, that’s right.</p>
<p>301. SOFIA: Okay then. (HUMS FOR A FEW SECONDS AND THEN SPEAKING RAPIDLY) An outbreak is about to occur that will result in the collapse of the Star City University Female Dormitory — Eighteen Chernovog St — at around one p.m., resulting in much loss of life before spreading throughout the city. You have some chance at putting an end to the menace if you can prevent the building collapse, but regardless of your success or failure, the city will be in quarantine before the middle of the afternoon. Fire drives them back but be sure to remove their heads or they will come after you again. (PAUSE) (MOANS) Oh.</p>
<p>302. TRENT: Are you alright?</p>
<p>303. SOFIA: Do I look alright to you, sonny? The sight takes it out of you.</p>
<p>304. TERESA: Yeah, sure. Why not?</p>
<p>Anything else you want to give us before we get out of here.</p>
<p>305. SOFIA: I don’t like your manners, youngster.</p>
<p>306. TERESA: Yeah, well I don’t think much of them myself. But if you think I believe any of this nonsense&#8230;</p>
<p>307. TRENT: Enough, Tess.</p>
<p>Ma’am. Is there anything else you can tell us?</p>
<p>308. SOFIA: No. That’s it. I’m tapped out. The rest is up to you.</p>
<p>309. TRENT: Do we need to come back again and report?</p>
<p>310. SOFIA: No, from the point at which you arrive at the dormitory, things will either go well or they won’t. Either way, you won’t be seeing me again.</p>
<p>311. TERESA: That sounds ominous.</p>
<p>312. SOFIA: What can I say? A plague, the likes of which no one has seen since the middle ages, is about to hit this city. Paying me a social call will very shortly be a long way down your priority list. Now, get out of here. Apparently, the prison has fish for lunch today and I’m rather looking forward to it — though later it’s going to give me gas.</p>
<p>313. TERESA: Oh please!</p>
<p><span style="text-decoration: underline;">314. MUSIC: [89] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_27"></a><br />
SCENE 9: EXT. BETA PHI SORORITY BOARDING HOUSE (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">315. SOUND: [2] WALLA — STREET NOISES, PASSING CARS, ETC. — ESTABLISH AND UNDER</span></p>
<p>316. TERESA: (MUSING) Eighteen Chernovog Street. Hey, Stone! Doesn’t this look familiar to you?</p>
<p>317. TRENT: You bet. We’re back at the Beta Phi Sorority House. I guess this place is just a magnet for trouble. Looks quiet enough. What do you think?</p>
<p>318. TERESA: It’s all a bit screwy to me. How are enough of those things gonna get across town to attack a building without anyone noticing?</p>
<p>319. TRENT: A fair question. I guess we sit tight and see what happens. There’s a bench across the street. Let’s wait there.</p>
<p><span style="text-decoration: underline;">320. MUSIC: [88] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">321. MUSIC: [93] CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS.</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SOFIE MALEFICENT:</strong> Most people seem to think me slightly mad. Perhaps I am. I see the future shifting and changing all the time. Not just what is, but all the possibilities that flow from it — and, more importantly, their outcomes.</p>
<p><strong>CATHERINE FILMORE:</strong> My husband is Marcus Filmore. He’s gone mad. I’m a chemist and a damned good scientist. I have to stop my husband before he does something terrible. I am impatient and irritable, but very capable. I demand a lot of those around me and I maintain their loyalty by modeling hard work.</p>
<p><strong>MELANIE WILKES:</strong> I’m a virologist, an expert in the transmission and progression of diseases. I specialize in infection rates and communicability factors. Marcus has been misusing my research and I’m working with Catherine to stop him.</p>
<p><strong>TODD MORLEY:</strong> I’m a chemist, like Catherine, though I specialize in brain chemistry — those chemicals that suppress signals in the brain and leave it dormant. Like Melanie, my research has been misused and I’m working with Catherine to put an end to it.</p>
<p><strong>ANGELA WALSH:</strong> I’m Angela. I’m a huge fan of Trent Stone and I have something of a crush on him. I’m also a virologist like Melanie, only I study the way organic compounds can be transmitted from person to person. I believed I was working on the spread of vaccines but my research has been misused and I am working with Catherine to put things right.</p>
<p><strong>TERRY MARKS:</strong> Unlike the other scientists working with Catherine, I’m an engineer and radio specialist. Marcus brought me in to do research on radio emissions but we think he is using my research to control the dead. I’m working with Catherine to stop him.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Reanimator’s Revenge</h2>
<ul>
<li><a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator’s Revenge – Episode 1 – Jail Cells and Graveyards</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator’s Revenge – Episode 2 – Scientists and Laboratories</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator’s Revenge – Episode 3 – The Attack Begins</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator’s Revenge – Episode 4 – The Transformed Metropolis</a></li>
<li><a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator’s Revenge – Episode 5 – The Pumping Station</a></li>
<li><a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator’s Revenge – Episode 6 – The Fall of the Technomaster</a></li>
</ul>
<p>&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator&#8217;s Revenge &#8211; Episode 2 &#8211; Scientists and Laboratories</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Reanimator&#8217;s Revenge &#8211; Episode 1 &#8211; Jail Cells and Graveyards</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 05 Feb 2016 22:07:42 +0000</pubDate>
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		<category><![CDATA[The Reanimator's Revenge]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Jail Cells and Graveyards; episode 1 of The Reanimator’s Revenge. THE REANIMATOR’S REVENGE EPISODE #1 – JAIL CELLS AND GRAVEYARDS by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator&#8217;s Revenge &#8211; Episode 1 &#8211; Jail Cells and Graveyards</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Jail Cells and Graveyards; episode 1 of The Reanimator’s Revenge.</p>
<p><figure id="attachment_1865" aria-describedby="caption-attachment-1865" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-1865 size-full" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/02/004PA4Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA004 - The Reanimator's Revenge" width="200" height="283" /><figcaption id="caption-attachment-1865" class="wp-caption-text">Pulp Adventure &#8211; PA004 &#8211; The Reanimator&#8217;s Revenge</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE REANIMATOR’S REVENGE</h2>
<h3>EPISODE #1 – JAIL CELLS AND GRAVEYARDS</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product/pa004-the-reanimators-revenge-2/">https://weirdworldstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/scripts/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<p><strong>Serial #4: The Reanimator’s Revenge</strong></p>
<p>When visiting the Star City Penitentiary Trent Stone and Tess Carter encounter an old gypsy woman who warns them that the city is facing imminent destruction. An investigation of her claims leads the pair to the City Cemetery where they are attacked by shambling reanimated corpses bent on tearing the city apart. Before long large sections of the population are succumbing to a mysterious sleeping sickness, martial law has been declared, and the dead are tearing the city apart building by building. Trent and Tess must race against time to introduce an antidote into the city’s water supply and face down the villain before the city is completely destroyed. Will they be able to uncover the secret behind the undead plague and bring it to an end? Tune in to “The Reanimator’s Revenge” and cheer as the conflict between Trent, Tess, and their arch-nemesis reaches its thrilling conclusion.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE REANIMATOR&#8217;S REVENGE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TONY WELLS:</strong> Detective</p>
<p><strong>SOFIE MALEFICENT:</strong> Mystic reader of portents</p>
<p><strong>CATHERINE FILMORE:</strong> Chemist</p>
<p><strong>MELANIE WILKES:</strong> Lab Assistant</p>
<p><strong>TODD MORLEY:</strong> Lab Assistant</p>
<p><strong>ANGELA WALSH:</strong> Lab Assistant</p>
<p><strong>TERRY MARKS:</strong> Lab Assistant</p>
<p><strong>GUARD 1:</strong> Prison Guard</p>
<p><strong>GUARD 2:</strong> Prison Guard</p>
<p><strong>CLAIRE DOMINGUEZ:</strong> Newlywed</p>
<p><strong>FELICIO DOMINGUEZ:</strong> Newlywed</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2><a id="PA4_17"></a><br />
ACT 1</h2>
<h3><a id="PA4_18"></a><br />
SCENE 1: INT. DINING ROOM OF THE REGENCY HOTEL — BREAKFAST TIME (NARRATOR, TERESA, FELICIO, CLAIRE, TRENT, WELLS)</h3>
<p><span style="text-decoration: underline;">1. MUSIC: [92] OPENING THEME — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">2. SOUND: [1] WALLA — GENERAL SOUNDS OF PEOPLE BREAKFASTING, CUTLERY, AND CROCKERY, ETC. — ESTABLISH AND UNDER</span></p>
<p>3. NARRATOR: A quiet morning in April, and Trent Stone and Tess Carter are enjoying a light breakfast at the hotel with friends.</p>
<p>4. TRENT, CLAIRE, AND FELICIO: (TOGETHER AND INCREASINGLY EXCITED) Five&#8230; Four&#8230; Three&#8230; Two&#8230; (DISAPPOINTED) Oh!</p>
<p><span style="text-decoration: underline;">5. SOUND: [19] SOUND OF JANGLING HANDCUFFS BEING DROPPED ON TABLE</span></p>
<p>6. TERESA: Done! Told you. I got out of those cuffs in under 30 seconds! That’s a buck each please. Trent, Claire, Felicio?</p>
<p>7. FELICIO: (GOOD-NATURED) Okay, Senorita. You beat us.</p>
<p>8. CLAIRE: Yes. I thought with Trent betting against you, it was a sure thing.</p>
<p>9. TERESA: Yeah, well&#8230; (AHEM). Here’s your cut, Trent. One fifty each right.</p>
<p>10. TRENT: (FULL OF HUMOR) Thank you.</p>
<p>11. CLAIRE: Did we just get hustled? That’s the last time I let you two save my life!!</p>
<p>12. TRENT: Consider it a life-lesson, kid. Trust no one. (BEAT) To make it up to you, we’ll pay for breakfast.</p>
<p>13. FELICIO: (LAUGHING) Si, Senor. With our money!</p>
<p>14. CLAIRE: (LAUGHING) Wiser but poorer, huh? (BEAT) Anyway, it’s good to see you. We just wanted to thank you once more before we left on our honeymoon!</p>
<p>15. FELICIO: Yes, you saved my life and cleared Claire’s name. We couldn’t just leave without saying goodbye and thanking you once more.</p>
<p>16. TERESA: Don’t sweat it, kids. We’re glad we could help. And besides, Claire’s testimony regarding the Technomaster’s operation has helped the police roll up large sections of his organization.</p>
<p>17. TRENT: That’s right. In some ways it should be us who’re grateful.</p>
<p>18. FELICIO: Well, I hate to break this short, but we do have a train to catch so we need to get going.</p>
<p>19. TRENT: Good luck, Felicio, you and Claire deserve all the best&#8230; You don’t happen to be finished with that paper you’re carrying, do you?</p>
<p>20. FELICIO: No problem, Senor Stone, and thanks again.</p>
<p>21. SOUND: [101] RUSTLE OF NEWSPAPER BEING EXCHANGED — LET IF FINISH</p>
<p>22. CLAIRE: Goodbye.</p>
<p>23. TERESA: Yes, all the best.</p>
<p><span style="text-decoration: underline;">24. SOUND: [20] FELICIO AND CLAIRE EXIT — LET IT FINISH</span></p>
<p>25. TERESA: Damn it, Trent, I wish you’d leave the papers alone!</p>
<p>26. TRENT: Come on, Tess, you know it’s the only way to keep tabs on what’s happening in the city. The authorities distrust us. The gangs are either trying to kill us or recruit us, and we’ve been back in Star City for weeks without a single lead on the Technomaster.</p>
<p>27. TERESA: Maybe he died trying to get back through the portal after all.</p>
<p>28. TRENT: You know as well as I do that’s not the case. You were with me when I contacted the League after our trip to Peru. Miriam’s sister is still seeing visions of disaster. The museum had a small localized fire in the place where it stores the pair to that obelisk the Technomaster used as a portal in Peru. He definitely came through.</p>
<p>29. TERESA: (GIVING IN) Yeah, I know. If he came through the portal and burned to death, we’d have found a body.</p>
<p>30. TRENT: Exactly. He’s here somewhere. Lying low. Plotting and planning his next move. And we haven’t a thing to go on to help us anticipate what that next move might be.</p>
<p>31. TERESA: Okay. Okay. But that’s not what’s bugging you this morning. Is it Tegan again?</p>
<p>32. TRENT: (SIGHS RESIGNEDLY) Yes. She’s calling for an inquest into Martin’s death&#8230; and the Police Commissioner is giving her public support.</p>
<p>33. TERESA: Trent, Martin’s death wasn’t your fault. You know that. He was your friend. Deep down she knows it too.</p>
<p>34. TRENT: Tess, she’s calling for my arrest.</p>
<p>35. WELLS: Yeah, but they have my statement regarding what happened down in the sewers. It’d never come to trial.</p>
<p>36. TERESA: Detective Wells! I didn’t see you come in!</p>
<p>37. WELLS: Sometimes you two are pretty casual about personal security. I’d have thought that with two separate mob contracts out on your lives you’d be more careful about sitting with your backs to the doors in a public place.</p>
<p>38. TRENT: Actually, I was watching you approach in the mirror above the counter over there.</p>
<p>If, as you say, you’re not here to arrest me for Martin’s murder, then what gets you down here so early in the morning?</p>
<p>39. WELLS: Well, I can’t promise that the Chief won’t have me down here to arrest you one of these days — he’s determined to find an excuse to prosecute you for something and I’m betting he’s hoping the inquest will bring something to light — but I’m here on different business this morning.</p>
<p>40. TERESA: Oh yes? And what would that be?</p>
<p>41. WELLS: I’d like you to accompany me to the city watch-house.</p>
<p>42. TERESA: Is this some kind of joke? I thought you said you weren’t here to arrest us.</p>
<p>43. WELLS: I’m not. It’s one of the prisoners. She’s requested “an audience with Trent Stone and Teresa Carter.” I’m here to bring you to her.</p>
<p>44. TERESA: Isn’t this a little beneath your pay grade, Detective?</p>
<p>45. WELLS: What can I say? The Chief’s still mad at me for bringing you in on that alligator business over at the Pendleton Gallery. He’s had me running errands for the better part of two months.</p>
<p>46. TRENT: I’m sorry to hear that. It seems like everyone is paying for Martin’s death except the one responsible for it.</p>
<p>47. WELLS: (SHRUGGING) The Chief’ll get over it&#8230; and so will I.</p>
<p>48. TRENT: Oh? I take it you’ve changed your mind about us partnering up with the Cordovas.</p>
<p>49. WELLS: Yeah. Sorry about getting up on my hind legs over that. You’ve got to admit though, it looked pretty screwy, you two birds getting a cozy little note from Caesar Cordova like that.</p>
<p>50. TERESA: Well, if you’d hung around for a minute we could’ve explained it to you.</p>
<p>51. WELLS: (EMBARRASSED) Yeah, well. At the time it seemed to make a certain kind of sense. With two gangs after you already, forging an alliance with the other one might have afforded you some protection.</p>
<p>52. TERESA: We can look after ourselves pretty well, you know? And besides, once Cordova had his hooks in us, whatever the reason, we’d have been hooked for life. Kind of a bonehead play when you think about it.</p>
<p>53. WELLS: What do you want from me? I’ve said sorry once already.</p>
<p>54. TRENT: Yeah. Yeah. Forget about it. I already have.</p>
<p>Who wants to see us over at the watch-house?</p>
<p>55. WELLS: To tell you the truth I can’t rightly say. We haven’t figured her real identity out yet. She calls herself “Madame Sofia Maleficent.” She’s some kind of charlatan fortune teller. The Mayor’s got it in for her — I think he caught her giving his wife a consultation. There have been rumors forever that the Mayor’s wife is into Ouija boards and all that hoodoo. He’s been trying to keep it under wraps for years and he doesn’t want the papers getting a-hold of it.</p>
<p>56. TERESA: You know you’re talking to a reporter, right?</p>
<p>57. WELLS: (CONFIDENTLY) Am I on the record now, Miss Carter?</p>
<p>58. TERESA: (SMILING DESPITE HERSELF) No, I guess not.</p>
<p>59. WELLS: I didn’t think so.</p>
<p>60. TRENT: And why are we being dragged into this?</p>
<p>61. WELLS: Like I said, the Chief doesn’t like you very much. I think the thought of wasting your time is one of the things that keep him warm at night&#8230; besides, she’s refusing to cooperate with us boys in blue until she’s talked to you first.</p>
<p>62. TRENT: I’ll bet Doogan didn’t want you to let on regarding that. How do you know we won’t try and milk the situation to our benefit?</p>
<p>63. WELLS: (YAWNS) I figure Maleficent would have told you anyway so I don’t really think I’ve given anything away. You ready to come along quietly now?</p>
<p>64. TERESA: (LAUGHING AND USING A MOCK CRIMINAL VOICE) Sure, Copper. You got us. Slap on the bracelets and take us downtown.</p>
<p><span style="text-decoration: underline;">65. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_19"></a><br />
SCENE 2: EXT. STAR CITY CORRECTIONAL CENTER (TERESA, WELLS, TRENT)</h3>
<p><span style="text-decoration: underline;">66. SOUND: [2] WALLA — TRAFFIC NOISES, PASSING CARS, ETC. — ESTABLISH AND UNDER</span></p>
<p><span style="text-decoration: underline;">67. SOUND: [21] CAR PULLS UP; DOORS OPEN AND CLOSE — LET IT FINISH</span></p>
<p>68. TERESA: Not the most inviting place, is it?</p>
<p>69. WELLS: It’s a prison, not a five-star hotel.</p>
<p>70. TERESA: That’s not what I mean. (BEAT) Every piece of empty land in the city’s been covered in tents and shanties etc. by the homeless.</p>
<p>71. WELLS: Yeah, so?</p>
<p>72. TERESA: So, why’s that block next door to the prison empty? It’s right in the heart of the city.</p>
<p>73. WELLS: Oh, so you noticed that? That block’s been empty since before my grandpa was a kid. The city’s made lots of plans for it — I think it was going to be a park at one point — but nothing ever comes of it. I guess the homeless think it’s too close to the prison for comfort.</p>
<p>74. TRENT: In my experience, the homeless have never been too picky.</p>
<p>75. WELLS: Yeah? Well, that’s not today’s mystery. We need to get inside. Come on. I’ll get us buzzed through.</p>
<p><span style="text-decoration: underline;">76. MUSIC: [85] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_20"></a><br />
SCENE 3: INT. STAR CITY CORRECTIONAL CENTER (GUARD, WELLS, TRENT, TERESA, SOFIA)</h3>
<p><span style="text-decoration: underline;">77. SOUND: [22] CLANG OF PRISON BARS CLOSING — LET IT FINISH</span></p>
<p>78. GUARD: Please leave any loose items in the boxes provided — keys, pens, etc.</p>
<p>79. TRENT: Will you be joining us for the interview, Detective?</p>
<p>80. WELLS: No, for that they’ll have a junior man on hand. The Chief has got me running some other pointless errands today, so this is where I leave you.</p>
<p>81. TERESA: And I’m guessing you’re leaving us without transport back too?</p>
<p>82. WELLS: Like I said, these are the things that keep the Commissioner warm at night.</p>
<p>83. TRENT: Alright. Thanks for the lift, Detective. I’m sure we’ll see you again some time.</p>
<p>84. WELLS: No doubt.</p>
<p><span style="text-decoration: underline;">85. SOUND: [23] SOUND OF WELLS DEPARTING (ECHOING MALE FEET ON CONCRETE) — FADE OUT</span></p>
<p>86. GUARD: If you’re ready, please step through here.</p>
<p><span style="text-decoration: underline;">87. SOUND: [24] SCREECH OF DOOR TO INTERVIEW ROOM OPENING — LET IT FINISH</span></p>
<p>88. GUARD: (SHOUTING) Prisoner number Two Four Six Zero One, step to the center of the room.</p>
<p><span style="text-decoration: underline;">89. SOUND: [25] SHUFFLING FEET AND DRAGGING CHAINS — ESTABLISH AND FINISH UNDER</span></p>
<p>90. TERESA: Chains? Really? She could pass for someone’s kindly old grandmother.</p>
<p>91. GUARD: Don’t let her looks fool you. She put one patrolman in hospital and tried to bite the ear off one of the guards when she was brought in.</p>
<p>92. SOFIA: (IN A QUAVERING, INSANE VOICE FULL OF REPROACH) I was hungry. No one offered me anything to eat.</p>
<p>93. GUARD: (DISGUSTED) She’s all yours. (MUTTERING) Why do I get all the crazies?</p>
<p><span style="text-decoration: underline;">94. SOUND: [23] FOOTSTEPS OF GUARD DEPARTING AND DOOR CLANGING SHUT — LET IT FINISH</span></p>
<p>95. SOFIA: (BEAT) Oh, you must be my lovely heroes. I’m sorry I can’t see you very well. They took my glasses away when I tried to stab one of them in the eye with them.</p>
<p>96. TERESA: I see. Would you care to sit down&#8230;er&#8230;?</p>
<p>97. SOFIA: You may call me Madame Sofia. And yes, thank you. These old bones do get weary these days.</p>
<p>98. TRENT: I take it you’re some kind of fortune teller?</p>
<p>99. SOFIA: Among other things&#8230; though I’m sure the police have other names for what I do.</p>
<p>100. TERESA: Yes, like charlatan for one!</p>
<p>101. SOFIA: Ah, a skeptic. Don’t worry, my dear. I’ve spent my whole life facing down skeptics far worse than you. Besides, you’re only half-hearted. You’ve seen things.</p>
<p>102. TERESA: Don’t try to talk as if you know anything about me. I know what cold reading is. You’ll get nowhere fast.</p>
<p>103. TRENT: As fascinating as this discussion is, I believe you actually asked to see us for some reason?</p>
<p>104. SOFIA: Yes, I did. I’d like you to save the city if possible.</p>
<p>105. TRENT: I’m sorry?</p>
<p>106. SOFIA: You heard right, young man. I want you to save the city.</p>
<p>107. TERESA: Now look, lady!&#8230;</p>
<p>108. SOFIA: Oh, stop it! The two of you have been hoping for a lead on the Technomaster for weeks. Well, his plan goes into action tonight and, if you’re going to have any chance of stopping him at all, you’re going to need my help.</p>
<p>109. TRENT: Putting aside how you think you know all this, what help do you think you can give us? It’s not like we can do anything to get you out of here.</p>
<p>110. SOFIA: Ha! You think I want to be outside. As of midnight tonight, this will be the safest place to be in the entire city. I wanted to be locked up.</p>
<p>111. TERESA: You’re crazy. Who’d want to spend any time in here&#8230; and besides the guards said they brought you in struggling and assaulting a police officer. It doesn’t sound to me like arrest was part of your brilliant plan.</p>
<p>112. SOFIA: (IMPATIENTLY) That was just to make sure they put me in the secure wing.</p>
<p>113. TRENT: So, if you don’t want us to try to get you released, what do you want?</p>
<p>114. SOFIA: I want you to go to the Star City Cemetery. I want you to take a tin of gasoline with you and some matches. I want you to wait inside at the north-western-most grave site. At exactly one a.m. you will encounter something that will put you on the path to a final confrontation with your enemy.</p>
<p>115. TERESA: Trent, this is nonsense!</p>
<p>116. TRENT: I’m inclined to agree, Tess. (BEAT) Madame Sofia, is there anything you can do to convince us we should believe anything you’ve told us to be true.</p>
<p>117. SOFIA: (WEARILY) Alright. (HUMS FOR A FEW SECONDS AND THEN SPEAKING RAPIDLY) In just a moment the guard will come through the door and apologize that he is late in coming to get you because of a mix-up with the boxes in which your possessions were placed when you first entered the prison. He’ll explain that the boxes were accidentally collected by the Evidence Group but that he has retrieved them before any lasting damage was done. What he won’t tell you is that he pilfered five dollars from your wallet while no one was looking.</p>
<p><span style="text-decoration: underline;">118. SOUND: [24] SHRIEK OF SQUEAKY METAL DOOR OPENING — LET IT FINISH</span></p>
<p>119. GUARD #2: Sorry to keep you folks waiting. Your belongings got mixed up with the evidence collection. I’ve just been getting it all sorted. Did you get everything you need?</p>
<p>120. SOFIA: (INTERRUPTING) Be sure to come back here before nine tomorrow morning. I will have more news for you from beyond.</p>
<p>121. GUARD #2: Save it, sister. We don’t need any more of that crazy fortune-telling hoodoo.</p>
<p>122. TRENT: Yes, I think we’ve heard enough. (ACKNOWLEDGING) Madam Sofia.</p>
<p><span style="text-decoration: underline;">123. SOUND: [26] FOOTSTEPS FOLLOWED BY SQUEAKY DOOR CLANGING SHUT BEHIND THEM — LET IT FINISH</span></p>
<p>124. TRENT: (STAGE WHISPER) I think we have a date at the cemetery this evening, Tess.</p>
<p>125. TERESA: (SURPRISED) What? Why?</p>
<p>126. TRENT: (STILL STAGE WHISPER) There’s five dollars missing from my wallet.</p>
<p><span style="text-decoration: underline;">127. MUSIC: [126] (BRIDGE) MYSTERIOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA4_21"></a><br />
SCENE 4: EXT. STAR CITY CEMETERY 12:55 A.M. (TERESA, TRENT, TODD, TERRY, ANGELA, MELANIE, CATHERINE)</h3>
<p><span style="text-decoration: underline;">128. SOUND: [3] WALLA — LIGHT WIND, CREAKING SIGNBOARD, TREE BRANCHES, HOOT OF AN OWL, AND FLICKERING ELECTRIC LIGHT —ESTABLISH AND UNDER</span></p>
<p>129. TERESA: I can’t believe you convinced me to come with you on this crazy outing.</p>
<p>130. TRENT: Come on, Tess, it’s the first solid lead we’ve had on the Technomaster in nearly a month.</p>
<p>131. TERESA: Solid lead? Do you hear yourself, Trent? I wouldn’t be surprised if this was a put-up job by Doogan to disgrace us. It occurs to me that it wouldn’t be that hard to pay that crazy old fraud to spout some baloney at us and organize ahead of time for the guard to swipe five bucks from your wallet. There could be a pack of newspapermen and cops sitting out there right now laughing and waiting to get us for grave-robbing or something.</p>
<p>132. TRENT: It occurred to me as well, Tess.</p>
<p>133. TERESA: (EXASPERATED) Then what are we doing here?</p>
<p>134. TRENT: Call it a hunch. Besides, a set-up like this isn’t Doogan’s style. He wants to get us alright, but within the rules. Anything less just wouldn’t satisfy.</p>
<p>135. TERESA: Well, you can pay to get these shoes cleaned at least. If Madam Sofia was all that good as an oracle she could at least have warned us about the mud.</p>
<p><span style="text-decoration: underline;">136. SOUND: [27] CRACK OF STICK BREAKING AND APPROACH OF FURTIVE FOOTSTEPS — ESTABLISH AND FINISH UNDER</span></p>
<p>137. TRENT: Quiet, Tess, I think someone’s coming.</p>
<p>138. TODD: (BEAT) (AT A DISTANCE) Can you please try not to trip over your own feet in here, Terry. You’re making enough racket to raise the dead.</p>
<p>139. TERRY: (AT A DISTANCE) Oh, Ha! Ha!</p>
<p>140. TODD: (AT A DISTANCE) Is that the best you can do? Ha? Ha?</p>
<p>141. ANGELA: (AT A DISTANCE) This is no time for you two to start fighting again.</p>
<p>142. MELANIE: (AT A DISTANCE) Leave Todd alone. We’re all nervous enough. He’s just letting off steam.</p>
<p>143. CATHERINE: (AT A DISTANCE) (WITH AUTHORITY) Be quiet, all of you. This business is dangerous enough without dropping your guard now. If my calculations are correct we’re going to need some more bodies for testing.</p>
<p>144. MELANIE: (AT A DISTANCE) Sorry, Catherine, but I just want this to be over with. This place gives me the creeps.</p>
<p>145. CATHERINE: (AT A DISTANCE) (STERNLY) You’re a scientist, Melanie. Or at least you will be if you ever get over this maudlin sentimentality of yours. Science cares little for “the creeps” as you put it. Instead, it focuses on finding answers&#8230; and right now we need to focus on why these things have started happening. Todd, Terry! Dig here.</p>
<p>146. MELANIE: (SWOONING) Oh!</p>
<p><span style="text-decoration: underline;">147. SOUND: [28] MELANIE COLLAPSES TO THE GROUND</span></p>
<p>148. TODD: (SHOCKED) Catherine (PAUSE) Melanie’s fainted.</p>
<p>149. CATHERINE: (ANGRY) We don’t have time for this. Lean her against that headstone and start digging.</p>
<p>150. TERESA: (STAGE WHISPER) Trent, what’s going on? Are they grave robbers?</p>
<p>151. TRENT: (STAGE WHISPER) I’m not sure. They don’t seem to have noticed us yet. Do you think you can work your way around to the other side of that grave marker over there? We may be able to get a better&#8230;</p>
<p>152. CORPSE: (MOANS ANGRILY)</p>
<p>153. TERESA: (STAGE WHISPER) What was that?</p>
<p>154. CORPSES: (MORE ANGRY MOANS)</p>
<p>155. CATHERINE: (AT A DISTANCE) (FEARFUL) We’re too late. He’s activated the process. Look&#8230; here they come.</p>
<p>156. TRENT: (STAGE WHISPER) I don’t believe it. Corpses are pulling themselves up out of the grave sites.</p>
<p>157. CATHERINE: (AT A DISTANCE) Put down the shovels, boys, and grab those axes. Remember, go for the heads. We have to sever the spinal columns if we want them to stay down.</p>
<p>158. TODD: (AT A DISTANCE) Damn it, we still don’t know how it’s being done. Can’t we run for it?</p>
<p>159. ANGELA: (AT A DISTANCE) (PANICKED) They’re coming from everywhere. We have to fight. (SUDDENLY CRIES WITH FRIGHT) Aaargh!</p>
<p>160. TERRY: (AT A DISTANCE) Look out. The grave we’re standing on. One’s coming up right underneath us.</p>
<p>161. ANGELA: (AT A DISTANCE) (CRIES OUT) It’s got my ankle. Get it off me. Get it off!</p>
<p>162. TODD: (AT A DISTANCE) I’ve got it.</p>
<p><span style="text-decoration: underline;">163. SOUND: [29] SWISH, THUNK OF THE AXE REMOVING A CORPSE’S HEAD — GARGLNG DEATH CRY OF CORPSE AND HEAD ROLL SOUND — LET IT FINISH</span></p>
<p>164. CATHERINE: (AT A DISTANCE) Good swing. That’s one down.</p>
<p>165. TERRY: (AT A DISTANCE) Don’t be too proud of yourself. It looks like dozens more are coming.</p>
<p>166. TRENT: (STAGE WHISPER) He’s right. There are dozens more. And they’re all converging on our visitors.</p>
<p>167. TERESA: But that puts us right in the path of at least six of them coming this way.</p>
<p>168. TRENT: I think I see why Madame Sofia wanted me to bring the tin of gasoline. Come on.</p>
<p>(LOUDLY TO VISITORS) Ahoy. Let us approach. I think we can help you.</p>
<p>169. TERRY: Don’t listen to them. It’s a trick.</p>
<p>170. CATHERINE: Don’t be stupid, Terry, you know as well as I do these things can’t speak.</p>
<p>(TO TRENT AND TERESA) Quickly. Over here.</p>
<p>171. TRENT: Thanks. We’re grateful for&#8230;</p>
<p>172. CATHERINE: (IMPATIENTLY) We’ll have time for the niceties later. You said you thought you could help?</p>
<p>173. TRENT: Yes. We’ve got gasoline. I’m hoping these things will be stopped by fire.</p>
<p>174. CATHERINE: It’s worth a try. But you better be quick. The closest of them will be upon us in a minute.</p>
<p>175. TRENT: I’m already on it.</p>
<p><span style="text-decoration: underline;">176. SOUND: [30] GASOLINE GUZZLING OUT AND SPLASHING ON GROUND IN A WIDE ARC — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">177. SOUND: [31] MATCH LIGHTING — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">178. SOUND: [32] WHOOMF OF GASOLINE LIGHTING UP — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">179. SOUND: [4] WALLA — FLAMES AND CORPSE MOANS — PLAY UNTIL NEXT MUSIC</span></p>
<p>180. CORPSES: (ANGRY MOANS OF HUNGER AND FRUSTRATION) Oh!</p>
<p>181. TERESA: I think you’ve done it.</p>
<p>182. TRENT: Yes. That appears to be holding them&#8230; for the moment.</p>
<p>183. CATHERINE: But now you’ve put a wall of flame in front of us, you’ve blocked our only way out.</p>
<p>184. TRENT: Not quite. We’re in the north-western-most corner of the cemetery. That’s the boundary wall behind us. If we can get over it, I’m pretty certain these&#8230; things&#8230; won’t be able to follow.</p>
<p>185. CATHERINE: Good enough! Terry, you carry Melanie. Todd, give Angela a boost. We’re getting out of here.</p>
<p><span style="text-decoration: underline;">186. MUSIC: [87] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">187. MUSIC: [93]CLOSING THEME — ESTABLISH, FADE UNDER, AND CREDITS</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>SOFIE MALEFICENT:</strong> Most people seem to think me slightly mad. Perhaps I am. I see the future shifting and changing all the time. Not just what is, but all the possibilities that flow from it — and, more importantly, their outcomes.</p>
<p><strong>CATHERINE FILMORE:</strong> My husband is Marcus Filmore. He’s gone mad. I’m a chemist and a damned good scientist. I have to stop my husband before he does something terrible. I am impatient and irritable, but very capable. I demand a lot of those around me and I maintain their loyalty by modeling hard work.</p>
<p><strong>MELANIE WILKES:</strong> I’m a virologist, an expert in the transmission and progression of diseases. I specialize in infection rates and communicability factors. Marcus has been misusing my research and I’m working with Catherine to stop him.</p>
<p><strong>TODD MORLEY:</strong> I’m a chemist, like Catherine, though I specialize in brain chemistry — those chemicals that suppress signals in the brain and leave it dormant. Like Melanie, my research has been misused and I’m working with Catherine to put an end to it.</p>
<p><strong>ANGELA WALSH:</strong> I’m Angela. I’m a huge fan of Trent Stone and I have something of a crush on him. I’m also a virologist like Melanie, only I study the way organic compounds can be transmitted from person to person. I believed I was working on the spread of vaccines but my research has been misused and I am working with Catherine to put things right.</p>
<p><strong>TERRY MARKS:</strong> Unlike the other scientists working with Catherine, I’m an engineer and radio specialist. Marcus brought me in to do research on radio emissions but we think he is using my research to control the dead. I’m working with Catherine to stop him.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>FELICIO DOMINGUEZ:</strong> I am smart and resourceful. I am also loyal. Trent and Teresa saved my life recently and also cleared my wife, Claire, of charges that would have sent her to the electric chair. I am very grateful to Senor Stone and am about to leave on my honeymoon with Claire.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. I’m still not sure about Stone and Carter. They cross a lot of lines — but then so do I.</p>
<p><strong>CLAIRE DOMINGUEZ (NE MANNIX)</strong>: I was a victim of the Technomaster’s mind-controlling drugs. Under their influence, I did terrible things. Trent and Teresa caught me and then helped clear my name. I was recently married and am about to leave on my honeymoon with Felicio Dominguez.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MESSENGER:</strong> I’m just a kid really, hawking newspapers, all enthusiasm, and energy. When I get a tip, that just makes my day.</p>
<p><strong>GUARD:</strong> I’m a prison guard. I see the worst in here and it’s made me cynical. I engage in a bit of petty theft when visitors leave their belongings behind while seeing prisoners, so what? Only scumbags would be friends with the cons in here. Prison’s a brutal place. It makes you brutal in turn. You just have to be polite to the bosses and dignitaries, and seize your opportunities when they arise.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a>.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Reanimator’s Revenge</h2>
<ul>
<li><a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator’s Revenge – Episode 1 – Jail Cells and Graveyards</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-2-scientists-and-laboratories/">The Reanimator’s Revenge – Episode 2 – Scientists and Laboratories</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-episode-3-the-attack-begins/">The Reanimator’s Revenge – Episode 3 – The Attack Begins</a></li>
<li><a href="https://weirdworldstudios.com/the-reanimators-revenge-the-transformed-metropolis-episode-4/">The Reanimator’s Revenge – Episode 4 – The Transformed Metropolis</a></li>
<li><a href="https://weirdworldstudios.com/the-pumping-station/">The Reanimator’s Revenge – Episode 5 – The Pumping Station</a></li>
<li><a href="https://weirdworldstudios.com/episode-6-fall-technomaster-reanimators-revenge/">The Reanimator’s Revenge – Episode 6 – The Fall of the Technomaster</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/jail-cells-and-graveyards/">The Reanimator&#8217;s Revenge &#8211; Episode 1 &#8211; Jail Cells and Graveyards</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1864</post-id>	</item>
		<item>
		<title>Howler Monkey&#8217;s Baked Apples (Dessert &#8211; Serves 8)</title>
		<link>https://weirdworldstudios.com/howler-monkeys-baked-apples-dessert-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 05 Feb 2016 21:47:39 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
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		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[howler monkey's baked apples]]></category>
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					<description><![CDATA[<p>For dessert — Howler Monkey’s Baked Apples (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 8 medium-sized tart apples 4 tablespoons butter 1 cup maple syrup or brown sugar 1 cup water 4 cups heavy whipped cream Method: Core the apples and pare [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/howler-monkeys-baked-apples-dessert-serves-8/">Howler Monkey&#8217;s Baked Apples (Dessert &#8211; Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Howler Monkey’s Baked Apples (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>8 medium-sized tart apples</li>
<li>4 tablespoons butter</li>
<li>1 cup maple syrup or brown sugar</li>
<li>1 cup water</li>
<li>4 cups heavy whipped cream</li>
</ul>
<p><strong>Method:</strong> Core the apples and pare one fourth the way down. Put the apples in a baking dish. In each core put a teaspoon of butter and the sugar or maple syrup. Surround the apples with water and bake in a hot oven (400°F or 205°C) until soft (about a half-hour) basting every five minutes. Serve with heavy whipped cream.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/howler-monkeys-baked-apples-dessert-serves-8/">Howler Monkey&#8217;s Baked Apples (Dessert &#8211; Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1861</post-id>	</item>
		<item>
		<title>Jungle Salad (Side Dish &#8211; Serves 8)</title>
		<link>https://weirdworldstudios.com/1857-2/</link>
					<comments>https://weirdworldstudios.com/1857-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 05 Feb 2016 21:42:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[city of the gold spider]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[jungle salad]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[side dish]]></category>
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					<description><![CDATA[<p>As a side dish — Jungle Salad (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 8 potatoes 2 cups sliced stuffed olives 2 cups cooked string beans 2 dill pickles 2 green onions 8 hard-boiled eggs 1 cup walnut meats Method: Line your [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/1857-2/">Jungle Salad (Side Dish &#8211; Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Jungle Salad (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>8 potatoes</li>
<li>2 cups sliced stuffed olives</li>
<li>2 cups cooked string beans</li>
<li>2 dill pickles</li>
<li>2 green onions</li>
<li>8 hard-boiled eggs</li>
<li>1 cup walnut meats</li>
</ul>
<p><strong>Method:</strong> Line your salad bowl with crisp lettuce leaves. Sprinkle lightly a handful of chopped, cold, boiled potatoes. Over this put a layer of sliced stuffed olives and cooked string beans. Over this put diced dill pickle and minced (finely chopped) green onion. Marinate with the following dressing:</p>
<ul>
<li>2 cloves garlic</li>
<li>2 teaspoons sugar</li>
<li>2 teaspoons paprika</li>
<li>2 cups salad oil</li>
<li>2 teaspoons salt</li>
<li>2 teaspoons cider vinegar</li>
</ul>
<p><strong>Method:</strong> In a wide-mouthed glass jar with cover combine the quartered cloves of garlic, sugar, paprika, salad oil, salt, and cider vinegar. One small piece of ice should always be added to any oil dressing. Shake the bottle until dressing thickens.</p>
<p>Garnish salad with quartered hard-cooked eggs, stuffed olives, and walnut meats. Serve chilled.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/1857-2/">Jungle Salad (Side Dish &#8211; Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1857</post-id>	</item>
		<item>
		<title>Gold Spider Chili Con Carne (Main Course &#8211; Serves 8)</title>
		<link>https://weirdworldstudios.com/1854-2/</link>
					<comments>https://weirdworldstudios.com/1854-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 05 Feb 2016 21:35:48 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[city of the gold spider]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[gold spider chili con carne]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1854</guid>

					<description><![CDATA[<p>For the main course &#8211; Gold Spider Chili Con Carne (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 2 pound (900g) beef, dice in half-inch cubes ¼ to 1 pound (112 to 450g) red peppers, or 1 to 4 tablespoons chili powder (adjust [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/1854-2/">Gold Spider Chili Con Carne (Main Course &#8211; Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course &#8211; Gold Spider Chili Con Carne (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>2 pound (900g) beef, dice in half-inch cubes</li>
<li>¼ to 1 pound (112 to 450g) red peppers, or 1 to 4 tablespoons chili powder (adjust to taste)</li>
<li>8 slices onion, minced (finely chopped)</li>
<li>4 tablespoons lard</li>
<li>1/2 cup flour</li>
<li>pinch wild marjoram</li>
<li>salt</li>
<li>hot water</li>
<li>6 cloves garlic</li>
</ul>
<p><strong>Method:</strong> Fry garlic in lard until brown, then remove. Sprinkle flour over meat, then put meat in hot lard and brown. Make thin paste of chili powder or red peppers. (If red peppers are used, have seeds, veins, stems, and skins removed by soaking in hot water.) Pour this and other ingredients over meat. Cover with hot water. Simmer until meat is very tender and sauce thickened.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/1854-2/">Gold Spider Chili Con Carne (Main Course &#8211; Serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1854</post-id>	</item>
		<item>
		<title>Lost City Enchiladas (appetizer &#8211; serves 8)</title>
		<link>https://weirdworldstudios.com/lost-city-enchiladas-appetizer-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 05 Feb 2016 21:28:40 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[city of the gold spider]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[lost city enchiladas]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1851</guid>

					<description><![CDATA[<p>For the appetizer — Lost City Enchiladas (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 24 tortillas 1 pound (450g) American cheese, grated 1 pound (450g) onions, minced (finely chopped) 1 teaspoon salt 1 cup lard 1 ½ to 6 tablespoons chili powder [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/lost-city-enchiladas-appetizer-serves-8/">Lost City Enchiladas (appetizer &#8211; serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Lost City Enchiladas (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>24 tortillas</li>
<li>1 pound (450g) American cheese, grated</li>
<li>1 pound (450g) onions, minced (finely chopped)</li>
<li>1 teaspoon salt</li>
<li>1 cup lard</li>
<li>1 ½ to 6 tablespoons chili powder (adjust to taste)</li>
<li>1 cup water</li>
<li>4 cups fresh or canned tomatoes</li>
<li>2 tablespoon flour</li>
<li>6 cloves garlic</li>
<li>1 teaspoon salt</li>
</ul>
<p><strong>Method:</strong> Fry tortillas in deep hot fat for two seconds. Dip in and right out, using pancake turner to remove. Make thin paste of salt, flour, chili powder or chili paste and water. Fry garlic in a little fat in a saucepan and remove. Then put tomatoes in this fat and add the paste. Let cook until thick. Have this sauce and the fat kettle on low adjoining fires. Put tortillas, one at a time, into the deep fat kettle and then into the sauce. When thoroughly soaked in hot sauce remove to heated platter. Stack tortillas parallel to each other and cover with remaining sauce. Sprinkle with some cheese and onion mixture. Serve at once.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/lost-city-enchiladas-appetizer-serves-8/">Lost City Enchiladas (appetizer &#8211; serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1851</post-id>	</item>
		<item>
		<title>City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</title>
		<link>https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/</link>
					<comments>https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 29 Jan 2016 21:03:50 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The City of the Gold Spider]]></category>
		<category><![CDATA[city of the gold spider]]></category>
		<category><![CDATA[duel]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1843</guid>

					<description><![CDATA[<p>Below we present the complete text of The Duel; episode 5 of City of the Gold Spider. CITY OF THE GOLD SPIDER EPISODE #5 – THE DUEL by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Duel; episode 5 of City of the Gold Spider.</p>
<p><figure id="attachment_1779" aria-describedby="caption-attachment-1779" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1779" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA003 - City of the Gold Spider" width="200" height="283" /><figcaption id="caption-attachment-1779" class="wp-caption-text">Pulp Adventure &#8211; PA003 &#8211; City of the Gold Spider</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>EPISODE #5 – THE DUEL</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #3: City of the Gold Spider</h3>
<p>Trent Stone and Teresa Carter are saved from a deadly ambush by a man who begs them to come to South America to clear the name of Claire Mannix — who he believes committed her crimes while under the control of the Technomaster. Before he can tell them much he is murdered and the intrepid duo sets out to find the Lost City of the Gold Spider. In Peru, they are captured by their foe only to be given the tools they need to face him down in a magical duel. The Technomaster once more tries to escape through a portal only to be severely burned in the process. His ultimate fate remains unknown.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR</strong>: The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p>&nbsp;</p>
<p><strong>JULIO CHAVEZ:</strong> Elderly leader of the slaves</p>
<p><strong>THE TECHNOMASTER:</strong> Villain and Ah Kin Mai of Itzamna</p>
<p><strong>CLAIRE MANNIX:</strong> Cult leader in Star City</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3><a id="PA37"></a><br />
SCENE 18: INT. THE TREASURE CHAMBER OF THE AH KIN MAI OF ITZAMNA (TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">611. MUSIC: [105] OPENING THEME – LET IT FINISH</span></p>
<p>612. NARRATOR: Trent Stone and Teresa Carter have traveled to Peru in search of evidence to clear convicted murderer Claire Mannix only to encounter their old nemesis, the Technomaster once again. Having found some magical discs while escaping his attempt to execute them in the well of sacrifice, our heroes now ever closer to a final confrontation with the villain.</p>
<p><span style="text-decoration: underline;">613. SOUND: [75] FADE IN SOUND OF ECHOING FOOTSTEPS ON STONE</span></p>
<p>614. TRENT: Another dead end. No, wait. There’s a handle in the wall.</p>
<p><span style="text-decoration: underline;">615. SOUND: [74] STONE GRINDING ON STONE</span></p>
<p><span style="text-decoration: underline;">616. MUSIC: [103] BIG REVEAL MUSICAL CUE, MAGICAL MONEY JINGLE, ETC. — TREASURE CHIMES</span></p>
<p>617. TERESA: Oh my! I’m not sure where we’ve come out, but I think I might like to move here permanently.</p>
<p>618. TRENT: This must be the City’s treasure chamber. I don’t think I’ve ever seen so much gold in one place.</p>
<p>619. TERESA: Gold, jewels, jewelry, other precious metals! This is amazing. Do you think the Ah Kin Mai knows it’s here?</p>
<p>620. TRENT: Undoubtedly. Look at the floor. No dust or dirt. This is definitely part of the inhabited area of the City. And given the value of what’s in here, I’m guessing it won’t be unguarded.</p>
<p>621. TERESA: I suppose we’d better be cautious then.</p>
<p>622. TRENT: Come on, there’s another door on the other side of the chamber.</p>
<p>623. TERESA: Wait a second. Hey, Stone, take a look at this?</p>
<p>624. TRENT: We don’t have a lot of time for sightseeing, Tess&#8230; Oh!</p>
<p><span style="text-decoration: underline;">625. SOUND: [76] SOUND OF SWORD BEING DRAWN FROM SCABBARD</span></p>
<p>626. TERESA: Yeah, swords. Nice shiny ones. (BEAT) Ow. And sharp too.</p>
<p>627. TRENT: Well spotted, Tess.</p>
<p>628. TERESA: (MOCKINGLY) I’m not just a pretty face.</p>
<p>629. TRENT: Right now you look more like a drowned cat. And you’ve still got some slime from the pool in your hair.</p>
<p>630. TERESA: Thanks a bunch. That stagnant water hasn’t done much for your aroma either, buddy. Come on.</p>
<p><span style="text-decoration: underline;">631. SOUND: [77] SOUND OF STEPS THEN A HEAVY DOOR HANDLE OPENING INTO A LOUD AREA OF NOISE AND MURMURING WHICH STOPS SHARPLY AS ALL TURN TO LOOK AT TRENT AND TERESA</span></p>
<p>632. TERESA: Uh-oh. We’ve just barged into the throne room!</p>
<p><span style="text-decoration: underline;">633. MUSIC: [99] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA38"></a><br />
SCENE 19: INT. THE THRONE ROOM WITHIN THE GREAT PYRAMID (CULTIST #1, CULTIST #2, TERESA, TRENT, TECHNOMASTER)</h3>
<p><span style="text-decoration: underline;">634. SOUND: [14] WALLA — SILENCE FOR A BEAT THEN MURMURING OF THRONE ROOM — ESTABLISH AND UNDER</span></p>
<p>635. CULTIST #1: (SHOUTING ORDERS) Seize them! Bring them before the Ah Kin Mai.</p>
<p>636. CULTIST #2: (ECHOING HIS BOSS) Seize them!</p>
<p><span style="text-decoration: underline;">637. SOUND: [78] ANGRY SHOUTS ETC. DYING TO NOTHING</span></p>
<p>638. TERESA: Look, Trent, up there on the throne sitting in front of the Obelisk. It’s him.</p>
<p>639. TRENT: (ADDRESSING THE TECHNOMASTER) Well, John, it doesn’t look like you’re rid of us quite yet.</p>
<p>640. TECHNOMASTER: What! It can’t be!</p>
<p>641. TERESA: I love it when they’re lost for words.</p>
<p>642. TECHNOMASTER: But you were thrown in the pool. There’s no way you lifted the stone cover off.</p>
<p>643. TRENT: Never tell the bad guy your secrets. That’s my motto.</p>
<p>644. TERESA: (STAGE WHISPER) Hey, Trent, this arena is part of the throne room. If we make a challenge here, he’ll have to take us on in a duel.</p>
<p>645. TECHNOMASTER: (SHOUTING) Guards, kill them. Kill them!</p>
<p>646. TRENT: Wait! We invoke the right of challenge.</p>
<p><span style="text-decoration: underline;">647. SOUND: [79] SOUNDS OF CONFUSION AMONG THE GUARDS</span></p>
<p>648. TERESA: That’s right. We demand the opportunity to pit our magic against the magic of the Ah Kin Mai.</p>
<p><span style="text-decoration: underline;">649. SOUND: [80] SOUNDS OF SHOCK AS GUARDS PULL BACK</span></p>
<p>650. TECHNOMASTER: You have an inordinate amount of luck, Stone. Since my guards appear to feel bound by their traditional laws, I will face you.</p>
<p>But&#8230; (LAUGHING) I don’t think you are in any position to challenge me. Those swords you carry are useless against the power of Itzamna.</p>
<p>(RAISING HIS VOICE DRAMATICALLY) Rise up, O bones of the long dead, and kill the enemies of Itzamna. Fight and kill once more, as you did in life. Be warriors again and serve your Ah Kin Mai!</p>
<p><span style="text-decoration: underline;">651. SOUND: [50] SOUND OF MAGICAL ENERGY COALESCING (A BIT HEAVIER AND MORE DISTURBING THAN THE SOUND OF THE AMULETS)</span></p>
<p><span style="text-decoration: underline;">652. SOUND: [81] CRUNCHING NOISE AS BONES RISE UP OUT OF THE GROUND</span></p>
<p>653. TERESA: Trent, there are skeletons climbing up out of the floor of the arena. They’ve got swords.</p>
<p>654. TRENT: Here, Tess. Get behind me. Take the disk and read it while I try to hold them off.</p>
<p><span style="text-decoration: underline;">655. SOUND: [76] SOUND OF SWORD BEING UNSHEATHED</span></p>
<p>656. TERESA: I’ll try and use the power-draining disk first.</p>
<p>(BEAT) (READING) Drain the power from our opponents and add it to our own. Let our opponents grow weaker in proportion to the justice of our cause.</p>
<p><span style="text-decoration: underline;">657. SOUND: [82] SOUND OF MAGICAL ENERGY COALESCING (A BIT MORE MUSICAL AND LIGHTER TO REPRESENT THE GOOD GUYS)</span></p>
<p><span style="text-decoration: underline;">658. SOUND: [83] SOUND LIKE CLAY PIGEONS BEING EXPLODED OR POTS BEING SMASHED</span></p>
<p>659. TECHNOMASTER: Noooo!</p>
<p><span style="text-decoration: underline;">660. SOUND: [15] WALLA — SOUND OF SWORDS CLASHING — UNDER — PLAY UNTIL NEXT SOUND AND FADE</span></p>
<p>661. TERESA: Trent, it’s working. The Ah Kin Mai’s discs just exploded.</p>
<p>662. TRENT: (PUNCTUATED WITH SWORD CLANGS AND GRUNTS) Good work &#8230; But I’ve got &#8230; issues of my own. (BEAT) These&#8230; skeletons are&#8230; tough.</p>
<p>663. TERESA: Right. The Shield spell. Here we are (BEAT) Bring forth a shield to protect the innocent from harm. Turn aside the dead and force them to leave the world of the living in peace.</p>
<p><span style="text-decoration: underline;">664. SOUND: [82] SOUND OF MAGICAL ENERGY COALESCING (A BIT MORE MUSICAL AND LIGHTER TO REPRESENT THE GOOD GUYS)</span></p>
<p>665. TRENT: It’s working, Tess. They’re being forced back.</p>
<p><span style="text-decoration: underline;">666. SOUND: [84] RISING THROB OF SOUND REPRESENTING A BUILDUP OF MAGICAL ENERGY — ESTABLISH AND UNDER — PLAY UNTIL NEXT SOUND</span></p>
<p>667. TERESA: The light is getting so bright.</p>
<p>Don’t look, Trent!</p>
<p><span style="text-decoration: underline;">668. SOUND: [85] EXPLOSION — ENDS THE THROB — FOLLOWED BY THE SOUND OF BONES COLLAPSING IN A HEAP</span></p>
<p><span style="text-decoration: underline;">669. SOUND: [86] SILENCE FOR A MOMENT THEN SLOW CHANTING BEGINS</span></p>
<p>670. TERESA: The skeletons are all gone. And the guards are bowing to us, Trent.</p>
<p>671. TRENT: To you, Tess. You’re the one who read the spells.</p>
<p>(TO THE TECHNOMASTER) Well, John, I think that means you’ve been defeated.</p>
<p>672. TECHNOMASTER: Not quite. I still have one trick left up my sleeve. Behold the second Stone of Iridion.</p>
<p><span style="text-decoration: underline;">673. SOUND: [87] RINGING SOUND OF A CHARGED STONE OF IRIDION BEING REVEALED</span></p>
<p><span style="text-decoration: underline;">674. SOUND: [88] GASPS OF AWE FROM THE CULTISTS</span></p>
<p>675. TRENT: He’s going to try to open a portal through the Obelisk to its pair in Star City.</p>
<p>676. TERESA: But there’s no charged stone at the other end. You took that one away when the cult was defeated in Star City last month. With only one of the crystals, the obelisk won’t work properly.</p>
<p><span style="text-decoration: underline;">677. SOUND: [89] SOUND OF STONE GRINDING ON STONE AS THE TECHNOMASTER’S CRYSTAL IS INSERTED IN THE OBELISK</span></p>
<p>678. TRENT: I’m hoping, with one crystal missing, that will be enough to prevent him from getting through.</p>
<p><span style="text-decoration: underline;">679. SOUND: [90] SOUND OF PULSE RISING — UNDER AND CONTINUE UNTIL NEXT SOUND</span></p>
<p>680. TERESA: That doesn’t sound good. But it looks like he’s trying to push through anyway.</p>
<p>681. TRENT: Stop, you fool. The portal’s becoming little more than a ball of flame.</p>
<p>682. TECHNOMASTER: (GRUNTING WITH EXERTION) &#8230; must&#8230; escape. Must&#8230; have my&#8230; revenge&#8230;</p>
<p>683. TERESA: He’s on fire.</p>
<p>684. TECHNOMASTER: (SCREAMING) The pain! The pain!</p>
<p><span style="text-decoration: underline;">685. SOUND: [91] RINGING SOUND — PULSE STOPS AS PORTAL CLOSES — FADES TO SILENCE</span></p>
<p>686. TRENT: (BEAT) He’s gone.</p>
<p>687. TERESA: Do you think he got through?</p>
<p>688. TRENT: I don’t know. If he did he’ll have paid a high price for his “escape.”</p>
<p><span style="text-decoration: underline;">689. SOUND: [16] WALLA — RUMBLE OF SHOCKED VOICES OF CULTISTS RESPONDING TO WHAT THEY HAVE SEEN</span></p>
<p>690. TERESA: What’ll we do about this lot?</p>
<p>691. TRENT: Well, you’re the new Ah Kin Mai. I think you can do whatever you want.</p>
<p><span style="text-decoration: underline;">692. MUSIC: [98] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA39"></a><br />
SCENE 20: INT. THE THRONE ROOM — LATER (TERESA, JULIO, TRENT)</h3>
<p><span style="text-decoration: underline;">693. SOUND: [92] WALLA — LARGE CROWD MURMURS IN BACKGROUND — ESTABLISH AND FADE UNDER</span></p>
<p>694. TERESA: (ADDRESSING A CROWD WITH A SENSE OF JOY) &#8230;And having freed all the slaves I now pass the mantle of the Ah Kin Mai to Julio Chavez.</p>
<p><span style="text-decoration: underline;">695. SOUND: [93] CHEERS ALL AROUND</span></p>
<p>696. JULIO: (TO THE PEOPLE) For many years I have dreamed of this day&#8230; (STAGE WHISPER, AMUSED) quite literally&#8230; (TO THE PEOPLE AGAIN) and now, as I take the mantle of your protector from these, our benefactors, I promise you that I will do all within my power to be a worthy successor.</p>
<p><span style="text-decoration: underline;">697. SOUND: [93] MORE WILD CHEERS</span></p>
<p>698. JULIO: Our friends cannot stay with us. They must return to their own people. A woman’s life hangs in the balance. Our friend Felicio will follow them when he has recovered.</p>
<p>699. TRENT: (STAGE WHISPER) Those journals the Technomaster left behind and the potion bottles we found should be enough to exonerate Claire Mannix.</p>
<p>700. TERESA: Yeah. Even I’ve got to admit that once you read John Whistler’s journal it becomes pretty clear that Claire wasn’t acting according to her own free will.</p>
<p>701. JULIO: (TO TRENT AND TERESA) My friends, we will always be in your debt for rescuing us from the false Ah Kin Mai. In partial payment of that debt, we place the wealth of the city at your disposal. You may call upon us, whenever you have a need, for funds to aid you in your pursuit of justice.</p>
<p>702. TERESA: Oh, my!</p>
<p><span style="text-decoration: underline;">703. SOUND: [94] CHEERS ALL AROUND AND CELEBRATORY TRIBAL MUSIC STARTS — ESTABLISH AND FADE OUT</span></p>
<p><span style="text-decoration: underline;">704. MUSIC: [104] (BRIDGE) VICTORIOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA40"></a><br />
SCENE 21: INT. THE LOBBY OF THE REGENCY HOTEL — SOME DAYS LATER (NARRATOR, TERESA, TRENT)</h3>
<p>705. NARRATOR: [CUE] A few days later our heroes return to the lobby of the Regency Hotel in Star City.</p>
<p><span style="text-decoration: underline;">706. SOUND: [1] NOISE OF HOTEL LOBBY — ESTABLISH AND UNDER</span></p>
<p>707. TERESA: (STRETCHING) Oh, it feels good to be out of the jungle and back home, Stone.</p>
<p>708. TRENT: Speak for yourself, Tess. I’m not nearly so pleased. There’s still a price on our heads, you know? I doubt Tommy Boscone’s forgotten about us while we’ve been gone.</p>
<p>709. TERESA: Yeah. But just think. A real bed. Soft sheets. (POINTEDLY) A bath!</p>
<p>710. TRENT: Alright. Alright. I won’t pretend it won’t feel good to get cleaned up a bit.</p>
<p>711. TERESA: Tell you what. Now that this business is all wrapped up, why don’t I take you out for a night on the town? Go get yourself all gussied up&#8230; go on!</p>
<p>712. TRENT: (DRILY) If you insist.</p>
<p><span style="text-decoration: underline;">713. MUSIC: [98] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA41"></a><br />
SCENE 22: INT. LUIGI’S GREASY SPOON DINER (TRENT, TESS, MESSENGER)</h3>
<p><span style="text-decoration: underline;">714. SOUND: [113] WALLA — FISH MARKET, ORDERS, BELL, FAT FRYER, ETC.</span></p>
<p>715. TRENT: Uh, Tess.</p>
<p>716. TERESA: Yeah, Stone.</p>
<p>717. TRENT: I won’t say that didn’t hit the spot, but this isn’t exactly what I thought you had in mind.</p>
<p>718. TERESA: You mean fish and chips wrapped in newspaper while you’re dressed in a tuxedo?</p>
<p>719. TRENT: (CATCHING ON) Oh. (BEAT) I see.</p>
<p>720. TERESA: Ahuh.</p>
<p>721. TRENT: This is payback.</p>
<p>722. TERESA: Ahuh.</p>
<p>723. TRENT: For the evening before the action started outside the Tibalt.</p>
<p>724. TERESA: (LAUGHINGLY) You thought I’d forgotten?</p>
<p>725. TRENT: (AMUSED) Okay. I guess not. Well, if you’ve had your fun, I think I’ll head back to the hotel.</p>
<p>726. TERESA: (ARCHLY) Ta Ta!</p>
<p><span style="text-decoration: underline;">727. SOUND: [95] SOUND OF TRENT DEPARTING</span></p>
<p>728. TERESA: (LAUGHS)</p>
<p>729. MESSENGER: Delivery for Miss Teresa Carter? Is there a Miss Carter here?</p>
<p>730. TERESA: Over here.</p>
<p>731. MESSENGER: Yes, Ma’am. These are for you.</p>
<p>732. TERESA: (SURPRISED) Flowers? They’re beautiful.</p>
<p>733. MESSENGER: There’s a card as well.</p>
<p>734. TERESA: (BEAT) Thanks.</p>
<p>(READING) Dear Tess,</p>
<p>For the girl who turns heads. A man really would have to be dead not to notice.</p>
<p>— Stone.</p>
<p>(BEAT) (FLUMMOXED) Well, I’ll be!</p>
<p><span style="text-decoration: underline;">735. MUSIC: [106] CLOSING THEME AND CREDITS</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation — except, perhaps, when it comes to Tess, who can easily throw me for a loop. I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated and have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p>&nbsp;</p>
<p><strong>JULIO CHAVEZ:</strong> I am the head man of Ayacucho village. I am 70 years old and have led my people for nearly 20 years. I have no children and see my village as my family. When I was young I had dreams of the future that are now being fulfilled. They give me the confidence to endure my slavery here among this so-called Ah Kin Mai’s earthworks.</p>
<p><strong>THE TECHNOMASTER:</strong> You think of me as a villain, but you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along — a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. (BITTERLY) A bullet in the back, mind you! I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>But, I remain a genius! And compared to the brainless, worthless, peons roaming this pathetic little country, I am a god. I will have my revenge and everyone will be forced to grovel at my feet.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MESSENGER:</strong> I’m just a kid really, hawking newspapers, all enthusiasm, and energy. When I get a tip, that just makes my day.</p>
<p><strong>CULTISTS:</strong> I do not speak English. I am strong. I am brave. I serve Itzamna and the Ah Kin Mai. I would do anything for Itzamna. Anything!</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The City of the Gold Spider</h2>
<ul>
<li><a href="https://weirdworldstudios.com/1778-2/">The City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">The City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a></li>
<li><a href="https://weirdworldstudios.com/1837-2/">The City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">The City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">The City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</title>
		<link>https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 22 Jan 2016 21:17:01 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The City of the Gold Spider]]></category>
		<category><![CDATA[city of the gold spider]]></category>
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		<category><![CDATA[the well of sacrifice]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Well of Sacrifice; episode 4 of City of the Gold Spider. CITY OF THE GOLD SPIDER EPISODE #4 – THE WELL OF SACRIFICE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Well of Sacrifice; episode 4 of City of the Gold Spider.</p>
<p><figure id="attachment_1779" aria-describedby="caption-attachment-1779" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-1779 size-full" src="https://i0.wp.com/www.weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?resize=200%2C283" alt="Pulp Adventure - PA003 - City of the Gold Spider" width="200" height="283" /><figcaption id="caption-attachment-1779" class="wp-caption-text">Pulp Adventure &#8211; PA003 &#8211; City of the Gold Spider</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>EPISODE #4 – THE WELL OF SACRIFICE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #3: City of the Gold Spider</h3>
<p>Trent Stone and Teresa Carter are saved from a deadly ambush by a man who begs them to come to South America to clear the name of Claire Mannix — who he believes committed her crimes while under the control of the Technomaster. Before he can tell them much he is murdered and the intrepid duo sets out to find the Lost City of the Gold Spider. In Peru, they are captured by their foe only to be given the tools they need to face him down in a magical duel. The Technomaster once more tries to escape through a portal only to be severely burned in the process. His ultimate fate remains unknown.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR</strong>: The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>ARTURO MAJALEL:</strong> Guide to Ayacucho</p>
<p>&nbsp;</p>
<p><strong>THE TECHNOMASTER:</strong> Villain and Ah Kin Mai of Itzamna</p>
<p><strong>ROSA MAJALEL:</strong> Daughter of Arturo and hostage</p>
<p><strong>CLAIRE MANNIX:</strong> Cult leader in Star City</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 15: INT. THE PLACE OF TRIAL (TRENT, TERESA, TECHNOMASTER, MAJALEL, CLAIRE, ROSA)</h3>
<p><span style="text-decoration: underline;">447. MUSIC: [105] OPENING THEME – LET IT FINISH</span></p>
<p>448. NARRATOR: Trent Stone and Teresa Carter, have made their way to Peru in order to investigate the innocence or otherwise of convicted murderer Claire Mannix. In the ancient City of the Gold Spider, they have, themselves, been captured by an old enemy and await their fate.</p>
<p><span style="text-decoration: underline;">449. SOUND: [10] WALLA — LOW MURMURED CHANTING IN BACKGROUND —ESTABLISH AND UNDER</span></p>
<p>450. TRENT: Well, this isn’t the throne room.</p>
<p>451. TERESA: No, it’s some kind of auditorium, with a well in the middle&#8230; The floor is covered in human bones.</p>
<p>452. TRENT: Quite a crowd looking on too. Looks like the Ah Kin Mai likes to have an audience.</p>
<p><span style="text-decoration: underline;">453. SOUND: [35] SLIGHT CLANKING NOISE</span></p>
<p>454. TERESA: He doesn’t like to take chances though. These chains are strong.</p>
<p>455. TRENT: It is a trial after all. Clearly, we’re considered “highly dangerous” prisoners&#8230;</p>
<p>456. TECHNOMASTER: Or perhaps it is simply tradition and you are flattering yourselves out of arrogance.</p>
<p><span style="text-decoration: underline;">457. SOUND: [47] MURMURS FROM THE CROWD AS THE TECHNOMASTER ENTERS</span></p>
<p><span style="text-decoration: underline;">458. SOUND: [48] WHIR OF SERVOS AND CLANK OF ROBOTIC LEGS WALKING TO JUDGEMENT SEAT AND HALTING</span></p>
<p>459. TRENT: (MOCKING) Well, well, look at you. No longer in a wheelchair; walking around on stolen mechanical legs. It’s been some time, John, and you look none the worse for having been eaten by alligators.</p>
<p>460. TECHNOMASTER: Ah, so you discovered my old name, and you recognize the prosthetics Arturo Majalel stole for me from Star City. It will do you little good. John Whistler died, of a bullet in the back, in the Argonne Forrest. The Technomaster died when you forced him over the edge of the alligator pit in the sewers below Star City. Now all that remains is the Ah Kin Mai of Itzamna, and in this disguise, I am more powerful than either of my predecessors.</p>
<p>461. TERESA: Save it, stilts. You’re still just a petty little criminal. It matters little to us that you change your name more often than your underwear.</p>
<p>462. TECHNOMASTER: Insolent as ever, I see.</p>
<p>Do not worry, Miss Carter, your trial won’t last long. I believe the evidence against you is quite conclusive. But I take a certain amount of pleasure in the knowledge that your death will not be nearly as quick.</p>
<p>No, I wouldn’t be so cocky and confident if I were you. No one can save you this time. I won’t underestimate you twice.</p>
<p>463. TERESA: You talk big, but you’re still a coward — who screamed like a little girl as you ran — or should I say rolled — away from us in the sewer&#8230;</p>
<p><span style="text-decoration: underline;">464. SOUND: [49] SOUND OF FACE BEING SLAPPED</span></p>
<p>465. MAJALEL: Shut up! You have no right to address the Ah Kin Mai with such disrespect!</p>
<p>466. TECHNOMASTER: I see that your insolence offends even my followers. Contain yourself, Arturo. I know how much their presence causes you offense&#8230; and you have had to spend more time with them than most.</p>
<p>467. TRENT: (PROTECTIVELY FURIOUS) You’ll pay for that, John. I’ll see to it that you do.</p>
<p>468. TECHNOMASTER: (GRUNTS DISMISSIVELY) It’s time we got things underway, I think.</p>
<p>(ADDRESSING THE ENTIRE GATHERING) These outsiders stand accused of blasphemy against Itzamna, opposing his will and resisting his creatures. They stand accused of desecrating the ritual of sacrifice. And they stand accused of trespassing within the Sacred City.</p>
<p>(RAISING HIS VOICE DRAMATICALLY) In the mighty name of Itzamna reveal these images as I command. Reveal them so that they can be seen by everyone and show the truth of what I say.</p>
<p><span style="text-decoration: underline;">469. SOUND: [50] SOUND OF MAGICAL ENERGY COALESCING (A BIT HEAVIER AND MORE DISTURBING THAN THE SOUND OF THE AMULETS)</span></p>
<p>470. TERESA: What’s happening? (BEAT) Reflected in the pool, is that us?</p>
<p>471. TRENT: Yes, Tess. That’s us back at the League dinner in Star City two months ago.</p>
<p><span style="text-decoration: underline;">472. SOUND: [51] ECHOING AS IF FROM A GREAT DISTANCE — THE FOLLOWING DIALOG CAN BE DELIVERED VIA A RECORDING FROM THE FIRST EPISODE</span></p>
<p><span style="text-decoration: underline;">473. SOUND: [54] THERE IS A GREAT CRASHING AND LOW ANIMAL ROARING, CRIES OF PANIC, SCREAMS ETC…</span></p>
<p>474. TERESA: Good grief! Trent look, coming through the doorways.</p>
<p>475. TRENT: I see them, Tess. Alligators, huge pale alligators. Dozens of them, and they’re attacking the guests. Quick, grab a knife, some of them are coming our way.</p>
<p><span style="text-decoration: underline;">476. SOUND: [55] CRASHING NOISES, GRUNTS OF COMBAT, ALLIGATOR ROARS, ETC.</span></p>
<p>477. TERESA: Trent, they’re heading for Miriam Ribbensberg. We’ve got to stop them.</p>
<p>478. TRENT: Damn it, you’re right. Wait&#8230; on their backs. Can you see those strange machines? I think they might be controlling the beasts. If I use this chair&#8230;</p>
<p><span style="text-decoration: underline;">479. SOUND: [56] SOUND OF CHAIR SMASHING</span></p>
<p>480. TRENT: That’s it! The animal is scuttling away. Quick, grab Miriam and get her out of the room.</p>
<p>481. TERESA: You got it!</p>
<p><span style="text-decoration: underline;">482. SOUND: [57] SOUNDS OF FIGHTING CONTINUE AND FADE</span></p>
<p><span style="text-decoration: underline;">483. SOUND: END OF ECHO EFFECT</span></p>
<p>484. TECHNOMASTER: (RAISING HIS VOICE DRAMATICALLY) Once more reveal the guilt of those who stand accused before us.</p>
<p><span style="text-decoration: underline;">485. SOUND: [50] SOUND OF MAGICAL ENERGY COALESCING (A BIT HEAVIER AND MORE DISTURBING THAN THE SOUND OF THE AMULETS)</span></p>
<p>486. TERESA: What is it now? Isn’t that the warehouse where Claire tried to sacrifice Shelley Rossiter?</p>
<p><span style="text-decoration: underline;">487. SOUND: [52] ECHOING AS IF FROM A GREAT DISTANCE — THE FOLLOWING DIALOG CAN BE DELIVERED VIA A RECORDING FROM THE SECOND EPISODE</span></p>
<p><span style="text-decoration: underline;">488. SOUND: [11] WALLA – PULSING ENERGY – ESTABLISH AND UNDER</span></p>
<p>489. CLAIRE MANNIX: Yes. Yes! Feel the power of Itzamna. Know his strength, his majesty! Cower before him, all you who doubt his greatness&#8230;</p>
<p>490. TRENT: This must be the moment. I have to use the blow dart. It’s now or never, Tess.</p>
<p>491. SOUND: [58] SOUND LIKE A TELESCOPE BEING EXTENDED AND CLICKING INTO PLACE</p>
<p>492. TERESA: The obelisk is turning translucent&#8230; and something is coming towards us&#8230; as if down a long passage.</p>
<p>493. TRENT: Here goes.</p>
<p><span style="text-decoration: underline;">494. SOUND: [59] PHUT THUNK OF DART BEING BLOWN AND SOUND LIKE GLASS OR A MIRROR CRACKING</span></p>
<p><span style="text-decoration: underline;">495. SOUND: [60] THE RHYTHM OF THE PULSES INCREASES AND THE PITCH OF THE RINGING GOES UP ALARMINGLY</span></p>
<p>496. CLAIRE: What have you done?</p>
<p>497. TRENT: I think it’s going to explode. Tess, get down.</p>
<p><span style="text-decoration: underline;">498. SOUND: [61] SOUND OF EXPLOSION</span></p>
<p><span style="text-decoration: underline;">499. SOUND: END OF ECHO EFFECT</span></p>
<p>500. TECHNOMASTER: (STILL RAISING HIS VOICE DRAMATICALY BUT SHOWING SIGNS OF STRAIN) One last time, reveal the blasphemy of their entry to the sacred City. (PUFFS WITH EXERTION)</p>
<p><span style="text-decoration: underline;">501. SOUND: [50] SOUND OF MAGICAL ENERGY COALESCING (A BIT HEAVIER AND MORE DISTURBING THAN THE SOUND OF THE AMULETS)</span></p>
<p><span style="text-decoration: underline;">502. SOUND: [53] ECHOING AS IF FROM A GREAT DISTANCE — THE FOLLOWING DIALOG CAN BE DELIVERED VIA A RECORDING FROM THE CURRENT EPISODE</span></p>
<p><span style="text-decoration: underline;">503. SOUND: [7] WALLA — RAIN AND ENGINE NOISE OF TRUCK — ESTABLISH AND UNDER</span></p>
<p>504. TRENT: What’s that up ahead?</p>
<p>505. TERESA: The jungle’s definitely thinning and&#8230; Oh my!</p>
<p>506. MAJALEL: It is the City, Senor, Senorita.</p>
<p>507. TERESA: It’s beautiful. Those walls must be fifty feet tall and the carvings&#8230; I’ve never seen anything like them.</p>
<p>508. TRENT: Warnings to the enemies of the people.</p>
<p>509. TERESA: What do they mean?</p>
<p>510. TRENT: They are supposed to signify death to any intruders who dare to enter the City.</p>
<p><span style="text-decoration: underline;">511. SOUND: FADE OUT THE WALLA</span></p>
<p><span style="text-decoration: underline;">512. SOUND: END OF ECHO EFFECT</span></p>
<p>513. TECHNOMASTER: (EXHAUSTED BUT RECOVERING, ADDRESSING THE ENTIRE ROOM) Need we see more?</p>
<p><span style="text-decoration: underline;">514. SOUND: [62] ANGRY MURMURS FROM AUDIENCE</span></p>
<p>515. TECHNOMASTER: They have opposed Itzamna’s creatures. They have desecrated his ritual of sacrifice. And from the male’s own mouth you have heard how they ignored the warnings upon the city walls and entered where no outsider is permitted to go.</p>
<p>What say you, loyal followers of Itzamna? Is their guilt proven?</p>
<p><span style="text-decoration: underline;">516. SOUND: [63] CROWD CRIES SI, SI, ETC.</span></p>
<p>517. TECHNOMASTER: I call upon the bones of this place. Do you uphold our verdict? Show us the guilty.</p>
<p>(RAISING HIS VOICE DRAMATICALLY) Arise, bones of the long departed and condemn those who stand accused here.</p>
<p><span style="text-decoration: underline;">518. SOUND: [50] SOUND OF MAGICAL ENERGY COALESCING (A BIT HEAVIER AND MORE DISTURBING THAN THE SOUND OF THE AMULETS)</span></p>
<p>519. TERESA: Trent, look. The bones on the floor. They’re rising up and pointing at us.</p>
<p>520. TRENT: It has to be those stone disks he’s reading from. They must be the source of his magic.</p>
<p>521. TECHNOMASTER: (WITH SATISFACTION TO TRENT AND TERESA) Your guilt has been established and confirmed. Now it is time for you to die.</p>
<p>522. TERESA: You won’t get away with this!</p>
<p>523. TECHNOMASTER: Oh, but I already have.</p>
<p>In a moment you will be thrown into the sacrificial pool. Do you know what awaits you in there?</p>
<p>(BEAT) No? Then I will tell you. A shoal of highly territorial scorpion-fish. At the moment, with the capstone off, they are sheltering near the bottom of the well, but once the capstone is returned to its place they will surface to feed.</p>
<p>A thousand, thousand, sacrifices performed in this chamber have trained them well in what to expect. Finding intruders in their well, they will attack with their poisonous spines. I don’t know from experience, but the screams we hear from within the well suggest that it is a very painful way to go.</p>
<p>(LAUGHS IN SINISTER FASHION) But don’t worry, you won’t be alone. We have a member of the true blood to keep you company in the pool. She will help to appease the spirit of the Scorpion-fish.</p>
<p>524. ROSA MAJALEL: Papa! Help me!</p>
<p>525. MAJALEL: Rosa! No!</p>
<p>(TO THE TECHNOMASTER) But you promised that she would be spared.</p>
<p>526. TECHNOMASTER: (AMUSED) Ah, but we cannot have a proper sacrifice without a member of the true blood now, can we?</p>
<p>527. MAJALEL: I’ve been a fool. I should have known you would never keep your word.</p>
<p>528. TECHNOMASTER: (WITH MOCK SINCERITY) Never let it be said that I am incapable of keeping my promise. (BEAT) But this does place me in a dilemma&#8230; someone must be sacrificed, and without a member of the true blood to take your daughter’s place&#8230; well, I mean, what can I do?</p>
<p>529. MAJALEL: You son of a dog! This is what you wanted all along. (BEAT) Alright. I am ready. I have betrayed my people for my daughter’s sake. I will die in her place.</p>
<p>530. ROSA: Papa, no. You cannot.</p>
<p>531. TECHNOMASTER: Ah, but he can, my dear. His blood is as true as yours. And you, my dear, will watch.</p>
<p>(TO THE GUARDS) Remove their chains and place them in the pool.</p>
<p>532. TRENT: You won’t get away with this.</p>
<p><span style="text-decoration: underline;">533. SOUND: [35] CLANK OF CHAINS BEING UNLOCKED</span></p>
<p>534. TERESA: We’ll get you, you coward. We’ll get you!</p>
<p>535. MAJALEL: (WITH VENOM) Son of a dog! You filthy pig! Murderer!</p>
<p>536. ROSA: (WAILING) Papa! Papa!</p>
<p><span style="text-decoration: underline;">537. SOUND: [64] THREE HEAVY SPLASHES IN SHORT SUCCESSION AS TRENT, TERESA, AND ARTURO ARE THROWN INTO THE POOL</span></p>
<p>538. TECHNOMASTER: Goodbye. I’d suggest you pray to whatever gods you hold dear but, frankly, I don’t think anyone is listening. (LAUGHS EVILLY)</p>
<p><span style="text-decoration: underline;">539. SOUND: [65] SOUND OF CHAINS BEING RUN OUT AS CAPSTONE IS LOWERED TO COVER THE POOL WITH A LOUD BOOM</span></p>
<p><span style="text-decoration: underline;">540. MUSIC: [96] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h2>ACT 3</h2>
<h3><a id="PA35"></a><br />
SCENE 16: INT. INSIDE THE WELL (TERESA, TRENT, MAJALEL)</h3>
<p><span style="text-decoration: underline;">541. SOUND: [12] WALLA — SOUND OF LAPPING WATER, DRIPS, ETC. — ESTABLISH AND UNDER</span></p>
<p><span style="text-decoration: underline;">542. SOUND: [66] LIGHT SPLASHING OF CHARACTERS AS THEY TREAD WATER</span></p>
<p><span style="text-decoration: underline;">543. SOUND: [67] DIALOG SHOULD HAVE A MILD ECHO TO INDICATE A CONFINED UNDERGROUND SPACE</span></p>
<p>544. TERESA: Trent, where are you? It’s pitch dark and the water’s so cold.</p>
<p>545. TRENT: I’m here, Tess. I doubt this water ever feels the heat of the sun.</p>
<p>546. MAJALEL: (SCARED) What are those lights?</p>
<p>547. TERESA: Where?</p>
<p>548. MAJALEL: (FULL OF PANIC) Below us in the water. Rising fast.</p>
<p>549. TRENT: Scorpion-fish. They must have some form of bioluminescence.</p>
<p>550. TERESA: Great, you mean we get to watch our killers coming for us? I’m not sure what’s worse.</p>
<p><span style="text-decoration: underline;">551. SOUND: [68] SOFT SOUND OF MAGICAL ENERGY COALESCING (A RINGING CHIME PERHAPS)</span></p>
<p>552. TERESA: Hey, what’s going on? My necklace, it’s starting to glow?</p>
<p>553. TRENT: Mine too. It must be the protection that Julio was talking about.</p>
<p>554. TERESA: Yes, look, the fish are turning away. They’re concentrating on&#8230;</p>
<p>Oh, no. Arturo? Arturo, where are you?</p>
<p>555. MAJALEL: (SCREAMS AND MAKES DROWNING SOUNDS, FINISHING IN A GURGLING TRAIL OF BUBBLES)</p>
<p>556. TRENT: It’s too late, Tess. Perhaps if we’d realized more quickly&#8230;</p>
<p>557. TERESA: Oh, Trent, how horrible.</p>
<p>558. TRENT: There’s nothing we can do for him now, Tess. The toxins from the scorpion-fish sting will already have stopped his heart. We’ll just have to figure a way out of this for ourselves.</p>
<p>559. TERESA: Well, it had better be fast. I can’t tread water forever you know, and the sides of this pool are slick with slime. I can’t find a purchase.</p>
<p><span style="text-decoration: underline;">560. SOUND: [69] DISTANT RINGING, PULSING SOUND — MORE CHIMES MAYBE</span></p>
<p>561. TRENT: Help may be coming sooner than you think. Look, Tess, in the deeps, can you make out that light?</p>
<p>562. TERESA: Yes, it’s getting brighter, with the same light as our amulets. I don’t believe it. It looks like some kind of underwater tunnel down there.</p>
<p>563. TRENT: Well, Tess, do you think you can manage it? It looks like quite a swim.</p>
<p>564. TERESA: Stone, if that’s a way out of this darkness I’ll break Olympic records.</p>
<p>565. TRENT: Good gir&#8230; I mean, let’s go.</p>
<p><span style="text-decoration: underline;">566. SOUND: [70] SPLASHES OF TWO PEOPLE SUBMERGING FOLLOWED BY SWIMMING SOUNDS</span></p>
<p><span style="text-decoration: underline;">567. MUSIC: [102] (BRIDGE) HOPEFUL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA36"></a><br />
SCENE 17: INT. THE SHRINE OF THE SCORPION-FISH (TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">568. SOUND: [13] WALLA — ECHOEY CAVERN WITH DRIPS</span></p>
<p><span style="text-decoration: underline;">569. SOUND: [71] SOUND OF UNDERWATER SWIMMING STROKES FOLLOWED BY TWO BODIES BREAKING THE SURFACE AND DRAWING IN GASPING BREATHS</span></p>
<p>570. TERESA: [CUE] (COUGHING) Where are we? The light, it’s so much brighter in here.</p>
<p>571. TRENT: (TRYING TO CATCH HIS BREATH) Some kind of cave or cavern I think. At least there’s plenty of air.</p>
<p>572. TERESA: Where’s the light coming from?</p>
<p>573. SOUND: [72] SOUND OF TRENT GETTING OUT OF THE WATER</p>
<p>574. TRENT: I&#8230; (GRUNT OF EFFORT AS HE PULLS HIMSELF OUT OF THE WATER) &#8230;can’t tell. The walls maybe? Here, let me help you. (GRUNTS AGAIN)</p>
<p><span style="text-decoration: underline;">575. SOUND: [72] SOUND OF TERESA GETTING OUT OF THE WATER</span></p>
<p>576. TERESA: Thanks. (SHIVERING) It’s freezing down here. What’s that in the center of the cave?</p>
<p>577. TRENT: Good grief. It’s a statue. Carved from the granite of the cave. It’s huge.</p>
<p>578. TERESA: And ugly. What’s it supposed to represent?</p>
<p>579. TRENT: If I don’t miss my guess, I think it’s a huge scorpion-fish.</p>
<p>580. TERESA: You think we’ve found the shrine Julio was talking about?</p>
<p>581. TRENT: Yes, I think we have.</p>
<p>582. TERESA: What did Julio say? “The shrine holds spells of power.” Something that could be used to challenge the Ah Kin Mai, perhaps?</p>
<p>583. TRENT: Perhaps. I’m not sure how far I want to buy into this hocus-pocus stuff, though.</p>
<p>584. TERESA: Well, the hocus-pocus just saved our collective hide in the pool. I think it couldn’t hurt to at least take a look around.</p>
<p>585. TRENT: (RESIGNED) Fair enough. Let’s see what’s here.</p>
<p>586. TERESA: Hey, Stone, look what’s hanging from this thing’s&#8230; er&#8230; fins?</p>
<p>587. TRENT: What’s that?</p>
<p>588. TERESA: You remember those disks that&#8230; (BEAT) &#8230;hey, what do you think we should be calling this guy? Technomaster? Ah Kin Mai?</p>
<p>589. TRENT: I’m going to keep calling him John. He really doesn’t seem to like that.</p>
<p>590. TERESA: (LAUGHS) Yeah. (BEAT) Anyways, those disks that (EMPHASIS) John was reading from. I think they were sort of like his spell books.</p>
<p>591. TRENT: So?</p>
<p>592. TERESA: So, I think these disks here are the same kind of thing. Here, take a look.</p>
<p>(AS IF DIZZY) Whoah!</p>
<p>593. TRENT: Are you alright?</p>
<p>594. TERESA: Yeah, sorry, Stone. It’s these amulets. They let the things written on the tablets bypass the eyes and go straight into the brain. It’s a bit disconcerting.</p>
<p>595. TRENT: Whoah! Indeed. I see what you mean.</p>
<p>(BEAT) These could be really useful.</p>
<p>596. TERESA: Mine seems to be some kind of incantation to drain the magical power of an enemy. What’s yours?</p>
<p>597. TRENT: It appears to be a protective spell. Something to shield us from harm, like the amulets, only more powerful.</p>
<p>598. TERESA: I’m not sure I see how they can help us much, even if they do work?</p>
<p>599. TRENT: If we can find our guns again, maybe we can use them to distract him while we get a shot off.</p>
<p>600. TERESA: (LAUGHING) Always the optimist.</p>
<p>(BEAT, SOBERING) You know we still need to find a way out of here. I can’t see any passages coming off this chamber&#8230; and I really don’t want to go back into the water again.</p>
<p>601. TRENT: I guess we better keep looking around.</p>
<p>602. TERESA: (MUTTERING) Yep. Always the optimist…</p>
<p>603. TRENT: It seems to be working so far. Take a look at this.</p>
<p>604. TERESA: You’re kidding. A lever? Do you get the feeling someone somewhere likes us?</p>
<p>605. TRENT: Maybe. (GRUNTS PULLING THE LEVER)</p>
<p><span style="text-decoration: underline;">606. SOUND: [73] CLICKING OF LEVER</span></p>
<p><span style="text-decoration: underline;">607. SOUND: [74] SOUND OF GRINDING STONE ON STONE AS HIDDEN DOOR OPENS REVEALING A PASSAGE</span></p>
<p>608. TRENT: Well, there’s our way out.</p>
<p>609. TERESA: I’ve gotta hand it to you, Stone.</p>
<p>610. TRENT: Oh yes?</p>
<p>611. TERESA: Yeah. (BEAT) You’ve got a gift for stating the obvious. Let’s see where this passage leads.</p>
<p><span style="text-decoration: underline;">612. MUSIC: [112] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">613. MUSIC: [106] CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation — except, perhaps, when it comes to Tess, who can easily throw me for a loop. I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated and have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>ARTURO MAJALEL:</strong> In my village, I am considered a wealthy man. I am a driver. I have my own truck.</p>
<p>I drive goods from the coastline inland and up the mountains to the various villages that have been established in the Andes. I move anything and everything: machine parts, goats, fruit, and vegetables. The most important thing in my life is my daughter Rosa. I would do anything for her. If she was in danger I would not hesitate to do whatever was necessary to make her safe.</p>
<p><strong>CLAIRE MANNIX:</strong> I am fanatically devoted to Itzamna, the alligator god. I would do anything for him — all praise his mighty form. I will kill every blasphemer, I will make the altar run with the blood of sacrifice once more, and I will fulfill my mission in this city blessed with the presence of our god’s chosen pets.</p>
<p>I am powerful, none more so, except of course the Ah Kin Mai of Itzamna, the High Priest whom I serve. But what of you? You do not appear to be wearing the garments of the priesthood.</p>
<p>Guards! Have this insect bound and placed upon the altar. There will be blood tonight!</p>
<p><strong>THE TECHNOMASTER:</strong> You think of me as a villain, but you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along — a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. (BITTERLY) A bullet in the back, mind you! I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>But, I remain a genius! And compared to the brainless, worthless, peons roaming this pathetic little country, I am a god. I will have my revenge and everyone will be forced to grovel at my feet.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ROSA MAJALEL:</strong> I am a young girl, just sixteen years old. I do not understand what has happened to me. They say I am of the true blood but I do not know what this means. They threaten to sacrifice me to their god, Itzamna. Where is my papa? I am so afraid!</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The City of the Gold Spider</h2>
<ul>
<li><a href="https://weirdworldstudios.com/1778-2/">The City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">The City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a></li>
<li><a href="https://weirdworldstudios.com/1837-2/">The City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">The City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">The City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</title>
		<link>https://weirdworldstudios.com/city-of-the-gold-spider-episode-3-awaiting-trial/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 15 Jan 2016 22:35:26 +0000</pubDate>
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		<category><![CDATA[The City of the Gold Spider]]></category>
		<category><![CDATA[awaiting trial]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Awaiting Trial; episode 3 of City of the Gold Spider. CITY OF THE GOLD SPIDER EPISODE #3 – AWAITING TRIAL by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-3-awaiting-trial/">City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Awaiting Trial; episode 3 of City of the Gold Spider.</p>
<p><figure id="attachment_1779" aria-describedby="caption-attachment-1779" style="width: 200px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1779" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA003 - City of the Gold Spider" width="200" height="283" /><figcaption id="caption-attachment-1779" class="wp-caption-text">Pulp Adventure &#8211; PA003 &#8211; City of the Gold Spider</figcaption></figure></p>
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<h2>CITY OF THE GOLD SPIDER</h2>
<h3>EPISODE #3 – AWAITING TRIAL</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
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<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
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<h3>Serial #3: City of the Gold Spider</h3>
<p>Trent Stone and Teresa Carter are saved from a deadly ambush by a man who begs them to come to South America to clear the name of Claire Mannix — who he believes committed her crimes while under the control of the Technomaster. Before he can tell them much he is murdered and the intrepid duo sets out to find the Lost City of the Gold Spider. In Peru, they are captured by their foe only to be given the tools they need to face him down in a magical duel. The Technomaster once more tries to escape through a portal only to be severely burned in the process. His ultimate fate remains unknown.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR</strong>: The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p>&nbsp;</p>
<p><strong>JULIO CHAVEZ:</strong> Elderly leader of the slaves</p>
<p><strong>FELICIO DOMINGUEZ:</strong> Jose’s brother and fiancé to Claire</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 14: INT. CONVERTED TEMPLE/PRISON (TERESA, TRENT, JULIO, FELICIO, CULTIST #1)</h3>
<p><span style="text-decoration: underline;">353. MUSIC: [105] OPENING THEME – LET IT FINISH</span></p>
<p>354. NARRATOR: Trent Stone and Teresa Carter, have made their way to Peru in order to investigate the innocence or otherwise of convicted murderer Claire Mannix, but now having located the mysterious City of the Gold Spider, have been captured by remotely controlled monkey soldiers and are being led into the city.</p>
<p>355. TERESA: You know, Stone, we’ve been on the back foot this whole time. Someone set that spider on Jose back in Star City and someone paid the police to arrest us in Nazca&#8230; and I’m pretty sure that John Whistler, a.k.a. the Technomaster, a.k.a. the Ah Kin Mai of Itzamna, has been up here in the City the whole time.</p>
<p>356. TRENT: You think he’s been employing a cat’s paw? &#8230;Yeah &#8230;I’m pretty sure it was Arturo.</p>
<p>357. TERESA: Arturo? I know he betrayed us at the end, but he broke us out of the jail in Nazca.</p>
<p>358. TRENT: That could have been simply to get us on side. The more I think about it, the more certain I am that Arturo Majalel killed Jose Dominguez and delivered us to the Technomaster. I wish I’d been more curious about the contents of those crates you noticed in the truck. I’m willing to bet that some of them, at least, had their origin in Star City.</p>
<p>359. JULIO CHAVEZ: (QUAVERING VOICE) Yes, poor Arturo. He was one of us, you know&#8230; until his daughter was taken.</p>
<p>360. TRENT: (STARTLED) Who&#8230; who’s there?</p>
<p>361. JULIO: Sorry to startle you. You didn’t think you were the only ones they have penned up here, did you?</p>
<p>362. TRENT: It’s so dark in here. I guess I hadn’t thought about it.</p>
<p>363. JULIO: I am Julio (HOO-LEO) Chavez. I am the head man of Ayacucho&#8230; and you, as the Americans would say, are up the creek in a barbed-wire canoe.</p>
<p>364. TERESA: Cute. Trent, look. In the shadows all around us. People.</p>
<p>365. TRENT: Slaves, Tess. Half-starved, by the look.</p>
<p>366. JULIO: Si, Senor. The Ah Kin Mai enslaved anyone who would not accept his claim to the high priesthood. Many were fooled by his magics and joined him willingly.</p>
<p>Those of us who were not, he imprisoned and set to work in the dig site. He fed us only enough to keep us on our feet. Our wives and children he has held as hostages. Yesterday we dug through to an underground chamber.</p>
<p>It must have been what he was after, for we were immediately removed back here. We have had no food or water since.</p>
<p>367. TERESA: Oh, how terrible.</p>
<p>368. JULIO: Si, Senorita. I fear, now that we are of no use to this pretender, we will be left here to die.</p>
<p>369. TRENT: What was he looking for?</p>
<p>370. JULIO: Gold? Items of power and magic? We do not know.</p>
<p>371. TERESA: Trent, this is monstrous. Look at these people. Left to starve like animals.</p>
<p>372. TRENT: They won’t starve, Tess. There’s nothing to drink either. We’ll all die of thirst long before we starve.</p>
<p>373. JULIO: Mmmm. But in your case, I think it may be different. We have heard the guards speak of the Ah Kin Mai’s glee at news of the capture of an old enemy. I think he will have something very special in store for you.</p>
<p>374. TERESA: (DRILY) Just great. I’m guessing that special treatment doesn’t involve first-class dining and five-star accommodation?</p>
<p>375. JULIO: (AMUSED) No, I am afraid not.</p>
<p>376. TRENT: You don’t seem terribly concerned about your situation, Mr. Chavez.</p>
<p>377. JULIO: Si, I have been waiting for you.</p>
<p>378. TRENT AND TERESA: What!?</p>
<p>379. JULIO: (BECKONING) Come. Come. Draw back into the deeper regions of the temple. I will explain. But first I must introduce you to someone.</p>
<p>(ASIDE) Felicio, wake up. They’re here.</p>
<p>(TO TRENT AND TERESA) This is Felicio Dominguez. He sent his brother to you in Star City.</p>
<p>380. FELICIO: (COUGHING, OBVIOUSLY UNWELL AND SPEAKING WEAKLY) Thank you for coming. Where is my brother?</p>
<p>381. TRENT: Your brother is dead, murdered by Arturo Majalel. I’m sorry.</p>
<p>382. FELICIO DOMINGUEZ: (GROANS) Then it has all been for nothing. Jose is dead, Claire will be executed, and you have been captured.</p>
<p>(BEGINS COUGHING ONCE MORE).</p>
<p>383. JULIO: No, Felicio. It is not over yet. Speak with them, give them the message they have come so far to get. Tell them what you must.</p>
<p>384. TERESA: He’s very ill. He’s burning up with fever.</p>
<p>385. JULIO: He needs food and rest. But he would recover if we could get him out of this place. Listen to him, please. What he has to say is important.</p>
<p>386. TERESA: Yes, of course.</p>
<p>387. FELICIO: (COUGHING, THEN SPEAKING HOARSLY). Six months ago, I was employed as a guide for an American archaeological expedition. Teachers and students from Star City were looking for the City of the Gold Spider. I know these mountains well. I have roamed them since I was a boy. I did not think they would find anything. The professor, Aidenbrook, he was smart, however, and had some books which gave him a good idea of where to look, in the mountains west of Ayacucho. (COUGHING AGAIN)</p>
<p>388. TERESA: Easy, Felicio.</p>
<p>389. FELICIO: Thank you, Senorita. I got to know Claire during the research phase. She was different to most Americans I have met.</p>
<p>For one thing, she was not bothered by my race, and she respected my expertise. We fell in love. It took several weeks of searching, and in that time we became engaged to be married, but the site of the City was located.</p>
<p>Everyone involved was very excited but, as soon as we set foot within the walls we were attacked. Aidenbrook died immediately. Some were given the option to serve, some of those who refused were sacrificed to Itzamna. Others were put to work in the dig. It had barely started back then.</p>
<p>390. TERESA: And Claire, did she choose to serve?</p>
<p>391. FELICIO: (COUGHING) No, never! She was due to be sacrificed, but at the last moment, they put her in a separate cage. The Ah Kin Mai came often after that. They forced her to drink some sort of potion and she would fall asleep. He would talk to her then.</p>
<p>392. TRENT: How do you know all this?</p>
<p>393. FELICIO: She was locked in a cage opposite me. I didn’t understand at first, but I think he wanted me to see her being changed. I think he enjoyed it because he knew we were in love.</p>
<p>394. TERESA: Changed? How?</p>
<p>395. FELICIO: As the days went on she became more and more distant. A new personality emerged. She tried to fight it, but the more of the potion they gave her, the more she drifted away. In the end, the Claire I knew was gone and only a devoted fanatic remained, willing to do whatever the Ah Kin Mai required.</p>
<p>396. TRENT: And how did you come to learn of us?</p>
<p>397. FELICIO: From the Ah Kin Mai. Three months ago, the Ah Kin Mai left us. The supervision of the digging was left to his chief supporters. We did not know where he went, but when he returned I learned of you. He was furious that you had foiled his plan to gain control of Star City’s criminal underworld and had decided to send Claire to the city ahead of his return. She was to steal an obelisk and a special stone from the Museum. She was to conduct sacrifices to empower the stone and allow the Ah Kin Mai’s return to the city. Something went wrong and Claire was caught by the police. The Ah Kin Mai took great pleasure in telling me she was to be executed.</p>
<p>(COUGHING SOME MORE) Forgive me. I grow tired.</p>
<p>398. TERESA: Would you like to rest?</p>
<p>399. FELICIO: I will try to finish. Time is short. (COUGHS)</p>
<p>As the dig site grew larger and larger, the followers of Itzamna began raiding local villages for more recruits and slaves. Many of the villagers were convinced by the Ah Kin Mai’s magics that the Alligator god had returned and began working for him willingly. Others became slaves.</p>
<p>I bribed one of the guards with a gold chain I smuggled out of the dig site to get a message to my brother.</p>
<p>There are huge amounts of gold here, but the Ah Kin Mai keeps it all for himself. Anyway (COUGHS) it was after this that they took Arturo’s daughter and he betrayed me to the guards. Arturo was sent to stop Jose&#8230; and to do some other things in the city.</p>
<p>400. TERESA: Jose told us you had proof of Claire’s innocence. Where is it?</p>
<p>401. FELICIO: The Ah Kin Mai keeps supplies of his mind-control potion in the Great Pyramid. I am sure if they were analyzed you could prove they have psychotropic properties. He also keeps a journal. The guards say it holds all his secrets. (BEGINS COUGHING HEAVILY)</p>
<p>402. JULIO: Easy, Felicio. You’ve done well. I will take it from here. Rest now.</p>
<p>(TO TRENT AND TERESA) Come.</p>
<p>403. TERESA: How long has he been sick?</p>
<p>404. JULIO: Two days. He is resourceful and clever. The guards thought he was smuggling food into the prison. He was hung by his arms up to his neck in water for two days. The illness is the result.</p>
<p>405. TRENT: And was he smuggling food in?</p>
<p>406. JULIO: No, that was me. But Felicio did not give me up. He is brave and foolishly stubborn.</p>
<p>407. TRENT: And you, Mr. Chavez…?</p>
<p>408. JULIO: (INTERRUPTING) Julio, please.</p>
<p>409. TRENT: And you, Julio? What are we to make of you in all this?</p>
<p>410. JULIO: Ah, you will now see. Have your eyes adjusted to the darkness yet?</p>
<p>411. TRENT: Enough to be getting along with.</p>
<p>412. JULIO: Good, good!</p>
<p>Many years ago, when I was a boy in Ayacucho, I was visited by visions and dreams. They were not always the same and they did not always make sense. When I told my mother she told me not to worry, that all people have dreams, but there was something in the way she sought to comfort me&#8230; an unease, I thought.</p>
<p>Often in my dreams, I saw myself on a throne in an old and great city. I was an old man as I am now and I was the protector of my people.</p>
<p>However, I also saw myself in chains, working alongside my people in pits or mines of some kind. I was never certain of the order of these events but after I dreamed of my cousin’s death in a canoeing accident and was present to witness it the next day, I realized they were premonitions.</p>
<p>I told my mother again and she became very distraught. She told me of my great-grandfather who had also seen the future and how he had been burned by the Spanish. She made me promise to never tell anyone what I saw.</p>
<p>413. TRENT: This is all very interesting but hardly&#8230;</p>
<p>414. JULIO: No, no. Wait. You will see.</p>
<p>When my people were first captured and brought here I recognized this place. It is the City of my childhood dreaming. That is not all.</p>
<p>My dreams of being in chains have also come true.</p>
<p>415. TRENT: I still do not see&#8230;</p>
<p>416. JULIO: Do you not, Senor Stone? Since these things have come to pass, then others may also.</p>
<p>417. TERESA: You mean your dream of the throne and being protector of your people?</p>
<p>418. JULIO: Si, Senorita. That is exactly what I mean.</p>
<p>419. TRENT: And in these dreams did you see anything else?</p>
<p>420. JULIO: Si, Senor. I saw you and the Senorita. I also saw myself doing two things.</p>
<p>421. TRENT: Yes? And what would they be?</p>
<p>422. JULIO: First I would give you these. They are hand-carved and were given to me when I was sixteen years old. I am now nearly seventy but I have carried them all this time and have never lost them.</p>
<p>423. TERESA: They’re wooden necklaces&#8230; with some kind of wooden disk attached to each. They’re beautiful. Where did you get them?</p>
<p>424. JULIO: A wise woman came to our village and gave them to me. She said I would know what to do with them. I recognized them immediately and have always carried them since.</p>
<p>425. TERESA: And you think you were supposed to give them to us?</p>
<p>426. JULIO: Si, Senorita.</p>
<p>427. TRENT: And the other thing?</p>
<p>428. JULIO: It is these carvings, Senor. Here, upon the back wall of the temple in which we now stand. They are difficult to see because very little light makes its way back here.</p>
<p>429. TERESA: And you show them to us? Are they supposed to mean something? They are covered in some kind of language. The text is Mezo-American but no one has been able to read it in hundreds of years. It makes no sense to me. Stone?</p>
<p>430. TRENT: Me either.</p>
<p>431. JULIO: Please, put on the amulets.</p>
<p>432. SOUND: [46] SOFT SOUND OF MAGICAL ENERGY COALESCING (A RINGING CHIME PERHAPS)</p>
<p>433. TERESA: (BEAT) Oh my! I can read them now. It’s like the carvings are bypassing my eyes and impressing their meaning directly onto my brain.</p>
<p>434. TRENT: What is this, Julio?</p>
<p>435. JULIO: I cannot read it, but I believe it to be the history of the City.</p>
<p>436. TRENT: Yes, I see. Here’s where the City was built, but look at this&#8230; it was not always the City of the Gold Spider. Before that it was the city of the Alligator god; the city of Itzamna himself. That explains the cult’s interest in this place.</p>
<p>437. TERESA: Yes, but before that it was dedicated to a different spirit, one that was embodied in the Scorpion-fish.</p>
<p>438. JULIO: Ah, now I see a little, I think.</p>
<p>439. TRENT: How so?</p>
<p>440. JULIO: The amulets you are wearing. They are dedicated to the Scorpion-fish and are reputed to give the wearer some small protection. Through legend long handed down, we of Ayacucho know a little of this spirit. It is rumored that a shrine still exists in the City. One that holds spells of power. The Ah Kin Mai maintains control by strength of magic. The people follow him because they believe his power is legitimate. But his power may be challenged. In the throne room of the pyramid the Ah Kin Mai can be challenged to a duel of magic. If defeated his authority passes to the victor.</p>
<p>441. TRENT: But what good does it do us? We know no magic, we don’t know where the shrine is, and&#8230; we’re locked in here.</p>
<p>442. JULIO: Do not give up hope, my friend. The future remains to be seen.</p>
<p>443. TERESA: (DRILY) That’s easier for some to say than others.</p>
<p>444. CULTIST #1: (FROM A DISTANCE) Send out the white people!</p>
<p>445. JULIO: Be of good courage. I believe that is the guards coming to take you to the place of sacrifice for your trial.</p>
<p>446. TERESA: Be of good&#8230;? Have you ever thought of taking a job talking suicides down off of ledges?</p>
<p>447. TRENT: Come on, Tess. We’d better not keep them waiting. Opportunity never visits long and we’d best be ready for it when it arrives.</p>
<p>Julio, thanks.</p>
<p><span style="text-decoration: underline;">448. MUSIC: [96] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">449. MUSIC: [106] CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2><a id="PA33"></a><br />
CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation — except, perhaps, when it comes to Tess, who can easily throw me for a loop. I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated and have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>JULIO CHAVEZ:</strong> I am the head man of Ayacucho village. I am 70 years old and have led my people for nearly 20 years. I have no children and see my village as my family. When I was young I had dreams of the future that are now being fulfilled. They give me the confidence to endure my slavery here among this so-called Ah Kin Mai’s earthworks.</p>
<p><strong>FELICIO DOMINGUEZ:</strong> I am smart and resourceful. I am also loyal. I bribed a guard to get a message to my brother Jose. The guards hung me by my arms for two days in water up to my neck to try to make me reveal who has been smuggling food to the slaves and I have persevered. I hope that I will survive long enough to see my precious Claire again, but now I grow sick and there is no medicine in this place.</p>
<p>&nbsp;</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The City of the Gold Spider</h2>
<ul>
<li><a href="https://weirdworldstudios.com/1778-2/">The City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">The City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a></li>
<li><a href="https://weirdworldstudios.com/1837-2/">The City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">The City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">The City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a></li>
</ul>
<p>&nbsp;</p>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-3-awaiting-trial/">City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</title>
		<link>https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 08 Jan 2016 20:31:47 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The City of the Gold Spider]]></category>
		<category><![CDATA[city of the gold spider]]></category>
		<category><![CDATA[frying pans and flames]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Frying pans and Flames; episode 2 of City of the Gold Spider. CITY OF THE GOLD SPIDER EPISODE #2 – FRYING PANS AND FLAMES by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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										<content:encoded><![CDATA[<p>Below we present the complete text of Frying pans and Flames; episode 2 of City of the Gold Spider.</p>
<p><figure id="attachment_1779" aria-describedby="caption-attachment-1779" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1779" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA003 - City of the Gold Spider" width="200" height="283" /></a><figcaption id="caption-attachment-1779" class="wp-caption-text">Pulp Adventure &#8211; PA003 &#8211; City of the Gold Spider</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>EPISODE #2 – FRYING PANS AND FLAMES</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com/product-category/our-products/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
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<h3>Serial #3: City of the Gold Spider</h3>
<p>Trent Stone and Teresa Carter are saved from a deadly ambush by a man who begs them to come to South America to clear the name of Claire Mannix — who he believes committed her crimes while under the control of the Technomaster. Before he can tell them much he is murdered and the intrepid duo sets out to find the Lost City of the Gold Spider. In Peru, they are captured by their foe only to be given the tools they need to face him down in a magical duel. The Technomaster once more tries to escape through a portal only to be severely burned in the process. His ultimate fate remains unknown.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR</strong>: The Narrator</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>NAZCA GUARD #1 (MANUEL):</strong> Nazca Jail guard</p>
<p><strong>NAZCA GUARD #2 (RICARDO):</strong> Nazca Jail guard</p>
<p><strong>ARTURO MAJALEL:</strong> Guide to Ayacucho</p>
<p><strong>CULTIST #1:</strong> Alligator cultist and guard</p>
<p><strong>PRISONER:</strong> Nazca Jail prisoner</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h3>SCENE 8: INT. IN THE LOCAL JAIL IN NAZCA (MANUEL, RICARDO, TRENT, PRISONER, TERESA)</h3>
<p><span style="text-decoration: underline;">196. MUSIC: [105] OPENING THEME — LET IT FINISH</span></p>
<p>197. NARRATOR: Trent Stone and Teresa Carter, having escaped from the criminal gangs of Star City in order to investigate the innocence or otherwise of convicted murderer Claire Mannix, now find themselves under arrest in Nazca Peru.</p>
<p><span style="text-decoration: underline;">198. SOUND: [29] CLANG OF JAIL DOOR — ECHOING JAIL-HOUSE FOOTSTEPS – ESTABLISH AND BRING TO A HALT</span></p>
<p>199. MANUEL (GUARD #1): I hope you and the lady will be comfortable for a few moments Senor.</p>
<p><span style="text-decoration: underline;">200. SOUND: [21] SNIGGERING OF PRISON POPULATION</span></p>
<p>201. RICARDO (GUARD #2): We will be taking a short walk and won’t be back for a little while. Your cellmates should make you feel quite at home.</p>
<p><span style="text-decoration: underline;">202. SOUND: [30] SOUND OF CELL DOOR LOCKING</span></p>
<p><span style="text-decoration: underline;">203. SOUND: [21] SNIGGERING OF PRISON POPULATION</span></p>
<p>204. TRENT: Well, Tess, this looks ugly.</p>
<p>205. PRISONER: You like to hurt children, eh gringo? Well, we know a little about hurting people too.</p>
<p>206. TRENT: Easy there, big guy&#8230;</p>
<p>207. PRISONER: And your woman, she’s pretty, no? There are lots of us here who would like to get to know her better I think.</p>
<p><span style="text-decoration: underline;">208. SOUND: [21] MORE UNPLEASANT LAUGHTER</span></p>
<p>209. TERESA: (NERVOUSLY) Trent&#8230;</p>
<p>210. PRISONER: You got anything to say (BEAT, THEN WITH CONTEMPT) child-killer!</p>
<p>211. TRENT: Only this&#8230; You ready, Tess?</p>
<p>212. TERESA: You bet!</p>
<p><span style="text-decoration: underline;">213. SOUND: [31] SOUND OF PUNCHES, ETC.</span></p>
<p><span style="text-decoration: underline;">214. SOUND: [32] JAIL-HOUSE ERUPTS IN SOUNDS OF ANGRY VIOLENCE</span></p>
<p><span style="text-decoration: underline;">215. MUSIC: [97] (BRIDGE) ACTION MUSIC SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA27"></a><br />
SCENE 9: INT. NAZCA JAIL CELLS — LATER (TERESA, TRENT, MAJALEL, MANUEL)</h3>
<p><span style="text-decoration: underline;">216. SOUND: [33] SOUND OF A PUNCH AND THUD AS A BODY FALLS</span></p>
<p>217. TERESA: [CUE] (PUFFING)&#8230; and stay down.</p>
<p><span style="text-decoration: underline;">218. SOUND: [34] SOUNDS OF INJURED MEN GROANING FROM THE FLOOR</span></p>
<p>219. TRENT: (WINDED BUT RECOVERING) I think that’s all of them for now.</p>
<p>220. TERESA: Yeah, but they’ll try again. You can see it in their eyes. No one likes a “child-killer.”</p>
<p>221. TRENT: True, if we’re here for very long we’ll need to be sleeping with one eye open.</p>
<p>222. TERESA: Neither of us will be able to keep that up for long.</p>
<p>223. ARTURO MAJALEL: Pssst.</p>
<p>224. TERESA: What was that?</p>
<p>225. MAJALEL: Over here by the window. Through the bars.</p>
<p>226. TRENT: Who are you?</p>
<p>227. MAJALEL: My name is Arturo. I am a friend of Jose and I am here to get you out.</p>
<p>228. TRENT: And just in time. Do you have any idea how we’ve come to be arrested?</p>
<p>229. MAJALEL: No, Senor. Someone must have known you were coming.</p>
<p>230. TRENT: Hmmm.</p>
<p>231. MAJALEL: Where is Jose?</p>
<p>232. TERESA: I’m sorry, Arturo, Jose didn’t make it.</p>
<p>233. MAJALEL: (BEAT) I am sorry to hear that, Senorita. He was a good man, and his brother will be very sad.</p>
<p>234. TRENT: I don’t mean to be pushy. But I don’t think the guards will leave us alone for very long now that the noise has quieted down.</p>
<p>235. MAJALEL: Yes, Senor, of course. I need only put this chain around the bars and, with the help of my truck, I will have you out of there in a moment.</p>
<p>236. SOUND: [35] SOUND OF CLANKING AS CHAIN IS PLACED AROUND BARS</p>
<p>237. MAJALEL: I will see you una momenta, Senor, Senorita.</p>
<p><span style="text-decoration: underline;">238. SOUND: [36] SOUND OF GUARDS RETURNING — LAUGHING TOGETHER AT SOME PRIVATE JOKE</span></p>
<p>239. MANUEL: Huh? What? You two! Don’t move!</p>
<p><span style="text-decoration: underline;">240. SOUND: [28] SOUND OF PISTOLS BEING READIED</span></p>
<p><span style="text-decoration: underline;">241. SOUND: [37] FAINT SOUND OF ENGINE STARTING IN BACKGROUND</span></p>
<p>242. TRENT: I’d like to say it’s been a pleasure, fellas, but&#8230;</p>
<p><span style="text-decoration: underline;">243. SOUND: [38] SOUND OF CRASHING AND FALLING BRICKWORK AS WALL IS PULLED OUT</span></p>
<p>244. TRENT: Now Tess. Run!</p>
<p>245. TERESA: You don’t have to tell me twice.</p>
<p><span style="text-decoration: underline;">246. SOUND: [39] SOUND OF PURSUING GUNFIRE, TRUCK DOORS, AND ENGINE ROAR AS TRUCK PEELS AWAY</span></p>
<p><span style="text-decoration: underline;">247. MUSIC: [112] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA28"></a><br />
SCENE 10: INT. THE CAB OF MAJALEL’S TRUCK — NOON THE NEXT DAY (MAJALEL, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">248. SOUND: [5] WALLA — SOUND OF TRUCK INTERIOR — ENGINE IN THE BACKGROUND — ESTABLISH AND UNDER</span></p>
<p><span style="text-decoration: underline;">249. SOUND: [40] BANGING ON CAB OF TRUCK</span></p>
<p>250. MAJALEL: You can come out now. That was the last checkpoint.</p>
<p><span style="text-decoration: underline;">251. SOUND: [41] RUSTLE OF TARPAULIN</span></p>
<p>252. TERESA: Thank God. It was stifling under there.</p>
<p>253. TRENT: It could have been worse. He might have been carrying livestock.</p>
<p>254. TERESA: Yeah? What is all this stuff? Those are “Made in the US” stamps on the crates.</p>
<p>255. MAJALEL: Si. I transport machine parts, food&#8230; goats sometimes. Whatever is needed. Up the mountains to Ayacucho.</p>
<p>256. TRENT: How much real trouble has helping us caused you, Arturo?</p>
<p>257. TERESA: Yes, we owe you a great deal for getting us out of there.</p>
<p>258. MAJALEL: For such a beautiful woman, it was a pleasure. And as for trouble? It will blow over. Someone will have paid Senor Police Chief to arrest you. He can be paid to forget you escaped. (BEAT) Besides, I do not think he would wish Lima to look too closely at his accounts, no?</p>
<p>259. TRENT: We’re in your debt.</p>
<p>260. MAJALEL: (LAUGHING) Si, Senor, this is true! But I am not one to charge interest on a loan. (LAUGHS SOME MORE)</p>
<p><span style="text-decoration: underline;">261. SOUND: [42] ENGINE FADES OUT</span></p>
<p><span style="text-decoration: underline;">262. MUSIC: [98] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA29"></a><br />
SCENE 11: EXT. AYACUCHO VILLAGE — MID AFTERNOON (TERESA, MAJALEL, TRENT)</h3>
<p><span style="text-decoration: underline;">263. SOUND: [6] WALLA — RAIN POURING DOWN, DRIPS, ETC.</span></p>
<p><span style="text-decoration: underline;">264. SOUND: [43] TRUCK PULLS UP, SPLASH OF TIRES IN MUD, ENGINE STOPS</span></p>
<p>265. TERESA: Do you ever get used to the rain, Arturo?</p>
<p>266. MAJALEL: It’s not so bad, once you get used to the mud.</p>
<p>267. TRENT: And the mosquitoes.</p>
<p>268. MAJALEL: Si, and the mosquitoes.</p>
<p>269. TERESA: (DRILY) Great!</p>
<p>270. MAJALEL: Well, we’re here Senor, Senorita. Welcome to the village of Ayacucho, my home.</p>
<p><span style="text-decoration: underline;">271. SOUND: [107] SOUND OF TRUCK DOORS OPENING</span></p>
<p><span style="text-decoration: underline;">272. SOUND: [108] SOUND OF THREE PEOPLE STEPPING INTO MUD</span></p>
<p>273. TERESA: Seems quiet.</p>
<p>274. MAJALEL: Everyone is staying out of sight. They are nervous of strangers. Come. My house is this way.</p>
<p><span style="text-decoration: underline;">275. SOUND: [109] SOUND OF THREE PEOPLE SQUELCHING THROUGH MUD</span></p>
<p>276. MAJALEL: No! The door has been kicked in. (RUNNING INSIDE) Rosa! Rosa! Where are you?</p>
<p>277. TERESA: Trent, something’s wrong here.</p>
<p>278. TRENT: Yes, I believe so! Check the neighboring houses.</p>
<p><span style="text-decoration: underline;">279. SOUND: [110] SOUND OF KNOCKING</span></p>
<p>280. TRENT: (CALLING) Anyone home?</p>
<p>281. TERESA: (CALLING OUT) Hello!</p>
<p>282. MAJALEL: (DESPONDENT) They are all gone! Slavers took them. Followers of the Ah Kin Mai of Itzamna. It looks like they struck during the meal hour; there is food still on the table. My daughter, Rosa, she is gone too.</p>
<p>283. TERESA: Oh, Arturo!</p>
<p>284. TRENT: How much of a head start do they have?</p>
<p>285. MAJALEL: A day, maybe. No more.</p>
<p>286. TRENT: It looks like they came in a truck. See those tire tracks leading into the jungle.</p>
<p>287. MAJALEL: Si, they will have been taken to the City.</p>
<p>288. TRENT: The City?</p>
<p>289. MAJALEL: Si. It is a ruin many miles up the mountain. No one is exactly certain where. The Ah Kin Mai of Itzamna has made it his home and is rebuilding it&#8230; or so goes the rumor.</p>
<p>Many villages have been raided like this. No trace has been found of the people stolen.</p>
<p>290. TRENT: But I’m willing to bet that no one discovered the raid before the rains destroyed the slavers’ tracks before. It might normally be weeks before anyone realized that one of these remote villages had been depopulated. Am I right?</p>
<p>291. MAJALEL: Si, Senor.</p>
<p>292. TRENT: Then we’ve not a moment to lose.</p>
<p>293. TERESA: But, Trent. Shouldn’t we try to contact the authorities?</p>
<p>294. TRENT: I’m not sure we have the time. Besides I’m fairly certain a village this remote has no telephone or telegraph cables. Arturo?</p>
<p>295. MAJALEL: Si.</p>
<p>296. TRENT: And how long will the tracks last before they are washed away by these rains?</p>
<p>297. MAJALEL: Another day, maybe one beyond that.</p>
<p>298. TERESA: Okay. Arturo, can your truck manage cross-country?</p>
<p>299. MAJALEL: Si, Senorita. But I am coming with you. I must find Rosa. She is all I have left in this world.</p>
<p>300. TRENT: Alright then. Let’s go.</p>
<p><span style="text-decoration: underline;">301. MUSIC: [101] (BRIDGE) DETERMINED SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA30"></a><br />
SCENE 12: EXT. APPROACHING THE WALLS OF THE RUINED CITY (TERESA, TRENT, MAJALEL)</h3>
<p><span style="text-decoration: underline;">302. SOUND: [7] WALLA — HEAVY RAIN — JUNGLE NOISES — ENGINE UNDERNEATH, BUMPS AND RATTLES FROM ROUGH TERRAIN — ESTABLISH AND UNDER</span></p>
<p>303. TERESA: Stone, I promise I’ll never complain about South American roads again.</p>
<p>304. TRENT: Never make promises you can’t keep, Tess. (BEAT) What’s that up ahead?</p>
<p>305. TERESA: The jungle’s definitely thinning and&#8230; Oh, my!</p>
<p>306. MAJALEL: It is the City, Senor, Senorita.</p>
<p>307. TERESA: It’s beautiful. Those walls must be fifty feet tall and the carvings&#8230; I’ve never seen anything like them.</p>
<p>308. TRENT: Warnings to the enemies of the people.</p>
<p>309. TERESA: What do they mean?</p>
<p>310. TRENT: They are supposed to signify death to any intruders who dare to enter the city.</p>
<p>311. TERESA: What’s that on top? Stone spiders?</p>
<p>312. MAJALEL: Si, it was long called the City of the Gold Spider. Now, it is the city of Itzamna.</p>
<p><span style="text-decoration: underline;">313. SOUND: [111] TRUCK PULLING UP — RAIN CONTINUES</span></p>
<p>314. MAJALEL: Senor, I think from here we must go on foot.</p>
<p><span style="text-decoration: underline;">315. SOUND: [44] TRUCK DOORS OPEN AND CLOSE</span></p>
<p>316. TRENT: I think you’re right, Arturo.</p>
<p><span style="text-decoration: underline;">317. SOUND: [8] WALLA — RAIN FADES QUICKLY AND IS REPLACED BY JUNGLE SOUNDS — WITH LIGHT POST-RAIN DRIPS AND SPLASHES — UP AND UNDER</span></p>
<p>318. TERESA: (RELIEVED) At last, the rain has stopped.</p>
<p>319. TRENT: Damn! I was hoping the rain would help mask our approach.</p>
<p><span style="text-decoration: underline;">320. SOUND: [45] SOUND OF HOWLER MONKEYS — LOTS AND LOTS OF HOWLER MONKEYS</span></p>
<p>321. TERESA: Trent. In the trees.</p>
<p>322. TRENT: I see them, Tess. Howler monkeys but not like any I’ve ever seen before. They’re too large for a start.</p>
<p>323. TERESA: (WRYLY) I would have thought the swords and armor would have been a more obvious indicator that something was off.</p>
<p>324. TRENT: That too.</p>
<p><span style="text-decoration: underline;">325. SOUND: [45] MONKEY NOISES GROW LOUDER ALONG WITH RASPS OF SWORDS, CLANK OF ARMOR, ETC.</span></p>
<p>326. TERESA: There’s too many of them, maybe forty or more. I don’t think we’ll be fighting our way out of this.</p>
<p>327. TRENT: It looks like we’d better surrender. Majalel?</p>
<p>328. MAJALEL: I’m sorry my friends, but he has my daughter. He promised to let her go if I brought you here.</p>
<p>329. TERESA: He? Oh damn. Look, Trent. There are machines on the backs of their necks. The monkeys are being controlled.</p>
<p>330. TRENT: It looks like the handiwork of the Technomaster, alright.</p>
<p><span style="text-decoration: underline;">331. SOUND: [45] MORE MONKEY SCREECHES</span></p>
<p>332. TRENT: I guess we’d better start moving in the direction they’re indicating.</p>
<p>(BEAT) &#8230;And don’t think we’re finished with you, Arturo. This isn’t over.</p>
<p><span style="text-decoration: underline;">333. MUSIC: [99] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA31"></a><br />
SCENE 13: EXT. CONVERTED TEMPLE/PRISON (TRENT, TERESA, CULTIST #1)</h3>
<p><span style="text-decoration: underline;">334. SOUND: [9] WALLA — MONKEY NOISES, FOOTSTEPS, AND CLANKS OF ARMOR, ETC. — ESTABLISH AND UNDER — PLAY UNTIL NEXT SOUND</span></p>
<p>335. TRENT: All right! All right, we’re moving.</p>
<p>336. TERESA: Ugh! They keep pawing me.</p>
<p>337. TRENT: Yeah, they’ve got my gun and my knife. Have they left you anything?</p>
<p>338. TERESA: Not a thing!</p>
<p><span style="text-decoration: underline;">339. SOUND: MONKEY SOUNDS WITHDRAW — FADE OUT</span></p>
<p>340. TERESA: Hey, where are they going?</p>
<p>341. TRENT: Looks like they’re handing us over to human guards. Recognize the costumes?</p>
<p>342. TERESA: Yeah. It’s the Cult of the Teeth again. I guess this time we’re on their home turf.</p>
<p>343. TRENT: Good guess.</p>
<p>344. CULTIST #1: (THREATENING/ANGRY) Move! Hurry Up!</p>
<p>345. TERESA: I guess they want us to go in there.</p>
<p>346. TRENT: It looks like some kind of low temple.</p>
<p>347. TERESA: &#8230; but one that has been converted to a prison. Look at those metal bars. I’m pretty sure they’re not original.</p>
<p><span style="text-decoration: underline;">348. SOUND: [30] CLANK OF HEAVY DOOR BEING UNLOCKED</span></p>
<p>349. CULTIST #1: Get inside!</p>
<p>350. TRENT: Yeah, yeah. We get it, buddy.</p>
<p>351. TERESA: Hey! Don’t push.</p>
<p><span style="text-decoration: underline;">352. SOUND: [30] CLANG OF BARS BEING SHUT AND LOCK TURNED</span></p>
<p>353. TERESA: (RESIGNED) I guess this means we’re trapped.</p>
<p><span style="text-decoration: underline;">354. MUSIC: [99] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">355. MUSIC: [106] CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation — except, perhaps, when it comes to Tess, who can easily throw me for a loop. I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated and have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>ARTURO MAJALEL:</strong> In my village, I am considered a wealthy man. I am a driver. I have my own truck.</p>
<p>I drive goods from the coastline inland and up the mountains to the various villages that have been established in the Andes. I move anything and everything: machine parts, goats, fruit, and vegetables. The most important thing in my life is my daughter Rosa. I would do anything for her. If she was in danger I would not hesitate to do whatever was necessary to make her safe.</p>
<p>&nbsp;</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NAZCA GUARDS:</strong> Around here, you either grew up to be a bandit or a policeman&#8230; if you want to get ahead. And sometimes there is not so much difference between the two. As police we get to walk around the town and tell people what to do&#8230; and they must do it or spend some time in the drunk tank. We make a bit of money on the side from the shopkeepers and vendors of our town. They squawk about it but they pay all the same. Everyone needs protection.</p>
<p><strong>CULTISTS:</strong> I do not speak English. I am strong. I am brave. I serve Itzamna and the Ah Kin Mai. I would do anything for Itzamna. Anything!</p>
<p><strong>PRISONER:</strong> I hate gringos and guards. I enjoy hurting people, but if I have an excuse to hurt someone, for example, if the guards point me to someone who hurts children, then all the better.</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The City of the Gold Spider</h2>
<ul>
<li><a href="https://weirdworldstudios.com/1778-2/">The City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">The City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a></li>
<li><a href="https://weirdworldstudios.com/1837-2/">The City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">The City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">The City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1832</post-id>	</item>
		<item>
		<title>Ceremonial Cob Apple Pie (dessert, serves 8)</title>
		<link>https://weirdworldstudios.com/ceremonial-cob-apple-pie-dessert-serves-8/</link>
					<comments>https://weirdworldstudios.com/ceremonial-cob-apple-pie-dessert-serves-8/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 02 Jan 2016 01:36:17 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[ceremonial cob apple pie]]></category>
		<category><![CDATA[cult of the teeth]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1795</guid>

					<description><![CDATA[<p>For dessert — Ceremonial Cob Apple Pie (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. Short crust pastry 12 sliced and cored apples 2 cups molasses (you can substitute treacle or honey) cinnamon butter Method: Line a deep cast-iron pie-pan with piecrust (shortcrust [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ceremonial-cob-apple-pie-dessert-serves-8/">Ceremonial Cob Apple Pie (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Ceremonial Cob Apple Pie (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>Short crust pastry</li>
<li>12 sliced and cored apples</li>
<li>2 cups molasses (you can substitute treacle or honey)</li>
<li>cinnamon</li>
<li>butter</li>
</ul>
<p><strong>Method:</strong> Line a deep cast-iron pie-pan with piecrust (shortcrust pastry) and fill with layers of apple alternating with molasses, cinnamon, and small bits of butter, and pour molasses over the top, using about a cup in all. Cover with a top crust and bake in a very slow oven (250°F or 120°C) for about 2 hours. Turn out in a dish and serve upside down.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/ceremonial-cob-apple-pie-dessert-serves-8/">Ceremonial Cob Apple Pie (dessert, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1795</post-id>	</item>
		<item>
		<title>Ritual Corn and Beans (side dish, serves 8)</title>
		<link>https://weirdworldstudios.com/ritual-corn-and-beans-side-dish-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 02 Jan 2016 01:29:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[cult of the teeth]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[ritual corn and beans]]></category>
		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1790</guid>

					<description><![CDATA[<p>As a side dish — Ritual Corn and Beans (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 4 cups lima beans 4 cups corn kernels 2 generous pieces of unsmoked bacon or salt pork pepper, salt butter Method: Combine corn kernels, freshly cut [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/ritual-corn-and-beans-side-dish-serves-8/">Ritual Corn and Beans (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Ritual Corn and Beans (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>4 cups lima beans</li>
<li>4 cups corn kernels</li>
<li>2 generous pieces of unsmoked bacon or salt pork</li>
<li>pepper, salt</li>
<li>butter</li>
</ul>
<p><strong>Method:</strong> Combine corn kernels, freshly cut from the cob, and lima beans, in the proportion of 3 corn kernels to a bean. Cover with water, add the unsmoked bacon or salt pork and boil slowly until most of the liquid is taken up. Serve seasoned with butter, pepper and salt.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/ritual-corn-and-beans-side-dish-serves-8/">Ritual Corn and Beans (side dish, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1790</post-id>	</item>
		<item>
		<title>Cultist&#8217;s Corn and Chicken Pie (main course, serves 8)</title>
		<link>https://weirdworldstudios.com/cultists-corn-chicken-pie-main-course-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 02 Jan 2016 01:23:07 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[cult of the teeth]]></category>
		<category><![CDATA[cultists corn and chicken pie]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1787</guid>

					<description><![CDATA[<p>For the main course — Cultist’s Corn and Chicken Pie (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 12 ears of corn (or equivalent kernels) 2 spring chickens pepper, salt butter Method: Cut the corn from the cob, cutting close to get all [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/cultists-corn-chicken-pie-main-course-serves-8/">Cultist&#8217;s Corn and Chicken Pie (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Cultist’s Corn and Chicken Pie (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>12 ears of corn (or equivalent kernels)</li>
<li>2 spring chickens</li>
<li>pepper, salt</li>
<li>butter</li>
</ul>
<p><strong>Method:</strong> Cut the corn from the cob, cutting close to get all the sweet part next to the cob; season with pepper and salt. Cut the chicken into quarters and parboil with their cleaned gizzards and livers. Cover bottom of buttered baking dish with corn, then put in the chicken, dotted all over with pieces of butter; pour over the water in which the chicken was parboiled, sprinkle with pepper and salt and then add the rest of the corn. Bake for about one hour in a moderate oven (350°F or 180°C), or until set and brown.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/cultists-corn-chicken-pie-main-course-serves-8/">Cultist&#8217;s Corn and Chicken Pie (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1787</post-id>	</item>
		<item>
		<title>Sacrificial Scallops (appetizer, serves 8)</title>
		<link>https://weirdworldstudios.com/sacrificial-scallops-appetizer-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 02 Jan 2016 01:17:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[cult of the teeth]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[sacrificial scallops]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1782</guid>

					<description><![CDATA[<p>For the appetizer — Sacrificial Scallops (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 2 or 4 cups small scallops 4 tablespoons butter 4 slices of onion minced parsley, salt, pepper slices of toasted bread Method: Parboil the scallops, drain, and dry well. [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/sacrificial-scallops-appetizer-serves-8/">Sacrificial Scallops (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Sacrificial Scallops (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>2 or 4 cups small scallops</li>
<li>4 tablespoons butter</li>
<li>4 slices of onion</li>
<li>minced parsley, salt, pepper</li>
<li>slices of toasted bread</li>
</ul>
<p><strong>Method:</strong> Parboil the scallops, drain, and dry well. Melt the butter in a saucepan, add the onion, and cook until yellow. Remove the onion. Put in the scallops. Cover with melted butter and let brown on all sides. Season well and serve on hot toast. Tartare is an excellent sauce with these.</p>
<p>The post <a href="https://weirdworldstudios.com/sacrificial-scallops-appetizer-serves-8/">Sacrificial Scallops (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1782</post-id>	</item>
		<item>
		<title>City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</title>
		<link>https://weirdworldstudios.com/city-of-the-gold-spider-episode-1-unwilling-departure/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sat, 02 Jan 2016 00:54:46 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The City of the Gold Spider]]></category>
		<category><![CDATA[city of the gold spider]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[unwilling departure]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Unwilling Departure; episode 1 of City of the Gold Spider. CITY OF THE GOLD SPIDER EPISODE #1 – UNWILLING DEPARTURE by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-1-unwilling-departure/">City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Unwilling Departure; episode 1 of City of the Gold Spider.</p>
<p><figure id="attachment_1779" aria-describedby="caption-attachment-1779" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1779" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/01/003PA3Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA003 - City of the Gold Spider" width="200" height="283" /></a><figcaption id="caption-attachment-1779" class="wp-caption-text">Pulp Adventure &#8211; PA003 &#8211; City of the Gold Spider</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>EPISODE #1 – UNWILLING DEPARTURE</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://weirdworldstudios.com/product-category/our-products/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #3: City of the Gold Spider</h3>
<p>Trent Stone and Teresa Carter are saved from a deadly ambush by a man who begs them to come to South America to clear the name of Claire Mannix — who he believes committed her crimes while under the control of the Technomaster. Before he can tell them much he is murdered and the intrepid duo sets out to find the Lost City of the Gold Spider. In Peru, they are captured by their foe only to be given the tools they need to face him down in a magical duel. The Technomaster once more tries to escape through a portal only to be severely burned in the process. His ultimate fate remains unknown.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>CITY OF THE GOLD SPIDER</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR</strong>: The Narrator</p>
<p><strong>JOHNNY JAKES:</strong> Mail boy at the Regency Hotel</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>GAUCHO (Thug#1):</strong> Thug employed by Tommy Boscone</p>
<p><strong>RICKY (Thug#2):</strong> Thug employed by Tommy Boscone</p>
<p><strong>BALTO (Thug#3):</strong> Thug employed by Tommy Boscone</p>
<p><strong>JOSE DOMINGUEZ:</strong> Brother to Felicio</p>
<p><strong>NAZCA POLICE CHIEF (CARLOS):</strong> Chief of Police in Nazca</p>
<p><strong>SFX:</strong> SFX operator (1 required)</p>
<h2>ACT 1</h2>
<h3><a id="PA18"></a><br />
SCENE 1: INT. LOBBY OF THE REGENCY HOTEL (NARRATOR, JOHNNY, TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">1. MUSIC: [105] OPENING THEME — LET IT FINISH</span></p>
<p>2. NARRATOR: Spring has finally arrived in Star City and our two heroes — Trent Stone and Teresa Carter — are discussing the recently arrived mail in the lobby of their hotel.</p>
<p><span style="text-decoration: underline;">3. SOUND: [1] WALLA — NOISE OF BUSY HOTEL LOBBY — ESTABLISH AND UNDER</span></p>
<p>4. JOHNNY JAKES (DESK CLERK): There you go, Mr. Stone, just one letter for you today. Hand delivered.</p>
<p>5. TRENT STONE: Thanks, Johnny.</p>
<p>6. JOHNNY: Hey, Mr. Stone? You hear the news? Claire Mannix’ sentence was handed down today.</p>
<p>7. TRENT: Oh yes?</p>
<p>8. JOHNNY: Guilty. They’re gonna send her upstate to the chair.</p>
<p>9. TRENT: Thanks. Johnny.</p>
<p>10. JOHNNY: No problem, Mr. Stone. Be seeing you.</p>
<p>11. TERESA CARTER: Well there’s some welcome news!</p>
<p>12. TRENT: I never thought of you as the bloodthirsty sort, Tess.</p>
<p>13. TERESA: After what she and her cult did to those college girls? The chair’s too good for her.</p>
<p>14. TRENT: You know she was still claiming amnesia right up until the end?</p>
<p>15. TERESA: Some people are just good actors. What can I say? (BEAT) What’s in the note?</p>
<p>16. TRENT: It’s another invitation&#8230; (BEAT) and my scalp’s itching again.</p>
<p>17. TERESA: Don’t you think you’re being a bit paranoid, Stone?</p>
<p>18. TRENT: Just because we haven’t been shot at for a couple of days doesn’t mean we should be letting our guard down. Besides, I’m sure someone has been following us the last day or so.</p>
<p>19. TERESA: Now you see, that’s what I mean. I know you don’t like the big city much but I think you’re starting to jump at shadows and, besides, I’d like a night out on the town.</p>
<p>20. TRENT: You don’t think this note is a trap then?</p>
<p>21. TERESA: Let me see it? “To Mr. Trent Stone and Miss Teresa Carter from a grateful city.” Two tickets to view an encore screening of the film sensation “Shanghai Express” at the landmark Tibalt Theater.</p>
<p>Yep, I’m pretty sure it’s a trap. The Tibalt is tucked away back of the main drag. A great spot for an ambush.</p>
<p>22. TRENT: Well if you think it’s a trap too..?</p>
<p>23. TERESA: It’s not that. It’s this business about being followed. This isn’t the jungle you know? Boscone’s guys are direct. They don’t stalk us around town. They pull up in a car and take a few pot shots at us, usually in public so that if they get us it’ll serve as a warning to others. Or they send us phony tickets to a movie so they can be sure we’ll be in a space they can control.</p>
<p>24. TRENT: Touché. Still&#8230; I can’t quite shake this feeling that someone has been following us.</p>
<p>25. TERESA: Okay, tough guy. I guess there’s no talking you out of it. What’re we going to do about these tickets?</p>
<p>26. TRENT: Well, it might give us a chance to nab a couple of hoods&#8230; weaken Boscone’s organization a bit by putting a few of them behind bars for a while.</p>
<p>27. TERESA: Yeah, all this hit-and-run stuff is getting a little old&#8230; Looks like I get a chance to dress up after all.</p>
<p>28. TRENT: (SOMEWHAT DISTRACTED) &#8230;Yes, and bring your Colt.</p>
<p>29. TERESA: A little large, ain’t it?</p>
<p>30. TRENT: Not tonight. I suspect we’ll need the heavy firepower.</p>
<p>31. TERESA: Whatever you say, Stone.</p>
<p>(ASIDE) What some men consider as evening wear!</p>
<p>(TO STONE) I’ll see you in the lobby in, what? Say, half an hour?&#8230;</p>
<p>32. TRENT: A little early don’t you think?</p>
<p>33. TERESA: Not really. (COYLY) You can take me out to dinner before the show.</p>
<p><span style="text-decoration: underline;">34. MUSIC: [112] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA19"></a><br />
SCENE 2: INT. LUIGI’S GREASY SPOON DINER (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">35. SOUND: [113] WALLA — FISH MARKET, ORDERS, BELL, FAT FRYER, ETC.</span></p>
<p>36. TERESA: Seriously Stone, fish and chips, wrapped in newspaper?</p>
<p>37. TRENT: (STILL DISTRACTED) Hmmm. What?</p>
<p>38. TERESA: When I said I wanted to go out, this isn’t exactly what I had in mind.</p>
<p>39. TRENT: You said you wanted something to eat, didn’t you?</p>
<p>40. TERESA: Yeah, but do you think I normally get dressed up like this for a night at Luigi’s Greasy Spoon?</p>
<p>41. TRENT: What do you mean? (paying attention for the first time) Oh, my!</p>
<p>42. TERESA: Humpf! (DISGUSTED) I’ve turned the head of every man we’ve passed on our way here, Stone. Are you sure you’re not dead?! I mean, would it kill you to pay a lady a compliment once in a while?</p>
<p>43. TRENT: I’m sorry, Tess. You look lovely. I just thought you were trying to look the part.</p>
<p>44. TERESA: Well I am, but that doesn’t mean I don’t enjoy splashing on a bit of war paint now and then. What’s with you anyway? It’s not like you to be so&#8230; distracted.</p>
<p>45. TRENT: What? Oh&#8230; sorry, Tess, something just doesn’t&#8230; feel right. I can’t put my finger on it, but something feels off.</p>
<p>46. TERESA: More off than usual you mean.</p>
<p>47. TRENT: Yes. Look at this news article.</p>
<p>“Prototype prosthetics and mechanical calipers stolen from Bentham Labs&#8230; no sign of forced entry&#8230; security guards patrolling the building&#8230; blueprints and design specifications taken.” That’s the third such robbery this month targeting prototype scientific developments and inventions&#8230;</p>
<p>And this article’s even stranger. The entire population of the howler monkey cage escaped (or were stolen) from the zoo two nights previous&#8230;</p>
<p>48. TERESA: And you think this is too sophisticated for the likes of Tommy Boscone and Dillon Tremere?</p>
<p>49. TRENT: Or even Caesar Cordova. His outfit has been showing a lot more resilience than I would have expected with two gangland organizations seeking his head.</p>
<p>50. TERESA: Maybe walking into this trap tonight isn’t such a good idea. You know, sooner or later Tommy Boscone is gonna bring in some genuine heavy hitters instead of the cheap hoods he’s been throwing at us so far.</p>
<p>51. TRENT: True, but I don’t want to miss such a tailor-made opportunity to take a few of his thugs off the street.</p>
<p>52. TERESA: Hmmm. Maybe that’s what he’s counting on.</p>
<p><span style="text-decoration: underline;">53. MUSIC: [96] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA20"></a><br />
SCENE 3: EXT. A DARKENED STREET LOOKING ON TO THE TIBALT THEATER – EVENING (TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">54. SOUND: [2] WALLA — FLICKERING BUZZ OF A FAILING STREET LIGHT, OCCASIONAL CRICKET CHIRP</span></p>
<p>55. TERESA: (STAGE WHISPER) What do you think?</p>
<p>56. TRENT: The lights are out and the walk up to the theater is covered by that alley on the left and that one on the right. Definitely a trap.</p>
<p>57. TERESA: A little obvious, isn’t it&#8230; even for Boscone’s goons?</p>
<p>58. TRENT: Perhaps, but let’s not look a gift-horse in the mouth. Do you think you can get the drop on the ones on the left if you circle round back?</p>
<p>59. TERESA: Please! After that ambush in Brazil, this’ll be a walk in the park.</p>
<p>60. TRENT: Good girl!</p>
<p>61. TERESA: Hey!</p>
<p>62. TRENT: I mean, good show.</p>
<p>63. TERESA: Better. (BEAT) I take it you’ve got the ones on the right?</p>
<p>64. TRENT: Yep! Keep it simple and don’t let ’em see you coming.</p>
<p><span style="text-decoration: underline;">65. MUSIC: [97] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA21"></a><br />
SCENE 4: EXT. THE LEFT-HAND ALLEY — MOMENTS LATER (TERESA, TRENT)</h3>
<p>66. TERESA: [CUE] (WHISPERING) Okay, there’s only three of ’em and they’re all looking the other way, watching the street.</p>
<p>One&#8230; two&#8230;</p>
<p>67. SOUND: [17] CLOSE UP SOUND OF HITS (WHAP, BANG, SMACK) FOLLOWED BY LOW GROANS AND THUDS</p>
<p>68. TERESA: Done!</p>
<p><span style="text-decoration: underline;">69. SOUND: [17] DISTANT SOUNDS OF SIMILAR ACTION (WHAP, BANG, SMACK) FOLLOWED BY LOW GROANS AND THUDS</span></p>
<p>70. TRENT: (AT A DISTANCE) Clear?</p>
<p>71. TERESA: Clear!</p>
<p>72. TRENT: Drag ’em out where we can get a good look at ’em.</p>
<p>73. TERESA: (MUTTERING) “Drag ’em out,” he says. It’s one thing to knock these gorillas out. It’s another to drag ’em out into the street.</p>
<p>Okay big guy&#8230; (GRUNTS)</p>
<p><span style="text-decoration: underline;">74. SOUND: [18] SOUND OF BODY BEING DRAGGED ALONG THE ALLEY</span></p>
<p><span style="text-decoration: underline;">75. MUSIC: [98] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA22"></a><br />
SCENE 5: EXT. OUT FRONT OF THE TIBALT (TERESA, TRENT, THUG #1, THUG #2, THUG #3, JOSE)</h3>
<p><span style="text-decoration: underline;">76. SOUND: [3] WALLA — BUZZ OF DISTANT FLICKERING STREET LAMP</span></p>
<p>77. TERESA: Well, that was almost too easy. Six of Boscone’s guys in one go. Think the police’ll be happy to see ’em.</p>
<p>78. TRENT: (SARCASTICALLY) Yeah. I’m sure they’ll want to give us a medal.</p>
<p>79. GAUCHO (THUG #1): (AT A DISTANCE) Hey you do-gooders, time to think again!</p>
<p>80. TRENT: Tess, look! On the roof! These guys were just a diversion.</p>
<p><span style="text-decoration: underline;">81. SOUND: [19] SOUND OF HUGE NUMBERS OF GUNS COCKING</span></p>
<p>82. TERESA: They’re all around us! A dozen of them at least.</p>
<p>83. TRENT: There’s too many of them. Do you think you can make it to the steps of the Tibalt?</p>
<p>84. TERESA: Yeah, I think so. Without the street lights, they can’t see us too well and those pillars should give us a little cover.</p>
<p>85. TRENT: Okay. Run for it!</p>
<p><span style="text-decoration: underline;">86. SOUND: [20] BURST OF TOMMY-GUN FIRE, JOINED BY MORE RATTLING FIRE AND RUNNING FEET</span></p>
<p>87. RICKY (THUG #2): (CALLING FROM A DISTANCE) Did I get ’em?</p>
<p>88. THUG #1: (DISGUSTED) Yeah, you got ’em! Pity they were ours. (BEAT) You hit our unconscious boys, y’idiot!</p>
<p>89. BALTO (THUG #3): Hey boss! Stone and Carter! They ran up behind the pillars of the Tibalt. We got ’em trapped.</p>
<p>90. THUG #1: Alright, there’re twelve of us and only two of them. They’ve only got a couple o’ handguns while we’ve got serious firepower.</p>
<p>This should be a walk in the park.</p>
<p><span style="text-decoration: underline;">91. SOUND: [21] THUGGISH LAUGHTER FROM THE CRIMINALS</span></p>
<p>92. TERESA: Hey, that’s my line!</p>
<p>93. TRENT: Regardless, we’re in a fix, Tess. Can we get into the theater itself?</p>
<p>94. TERESA: It’s all boarded up. Maybe if we had a&#8230;</p>
<p><span style="text-decoration: underline;">95. SOUND: [22] SOUND OF A POLICE SIREN IN THE DISTANCE GROWING CLOSER</span></p>
<p>96. TERESA: The cops? (RELIEVED AND ELATED) I don’t think I’ve ever been so glad of the cavalry.</p>
<p>97. THUG #3: (IN THE DISTANCE) Hey, boss, whattaya think?</p>
<p>98. THUG #1: Time to amscray! (BEAT) Alright, you gorillas, make yer getaways.</p>
<p>99. THUG #3: And the boys on the ground?</p>
<p>100. THUG #1: Dead! There’s nothing we can do for ’em now. Let’s just look after ourselves.</p>
<p>101. TRENT: (DISGUSTED) Typical cowards. (BEAT) Let’s go meet these police.</p>
<p><span style="text-decoration: underline;">102. SOUND: [22] SOUND OF A POLICE SIREN DRAWS EVEN CLOSER</span></p>
<p>103. TERESA: Hey, Stone. That’s no cop.</p>
<p>104. TRENT: I don’t believe it.</p>
<p>105. TERESA: I’m seeing it and I still don’t believe it. It’s just some guy&#8230; he’s wearing an enormous hat and a&#8230; is that a poncho?&#8230; walking up the hill with a hand-cranked siren.</p>
<p>(CONFUSED AND AMAZED) Who is he?</p>
<p>106. TRENT: I’ve no idea, but his quick thinking saved our lives!</p>
<p>(TO THE NEWCOMER) Stranger, we owe you our thanks!</p>
<p><span style="text-decoration: underline;">107. SOUND: SIREN ENDS</span></p>
<p>108. JOSE DOMINGUEZ: (SPANISH OR MEXICAN ACCENT) Si, Senor. I am glad I was in time. My name is Jose (HOZ-AY) Dominguez (DOM-ING-GEZ), and I very much need to talk with you.</p>
<p>109. TERESA: Hey! You aren’t the guy Trent’s been sensing on our tails the last few days?</p>
<p>110. JOSE: I’m sorry Senor, Senorita. I did not want to approach you in the open. I have survived three assassination attempts on my way here so far.</p>
<p>111. TRENT: You’d best explain quickly. Boscone’s men are easily startled but they’ll soon be back, and in greater numbers.</p>
<p>112. JOSE: Perhaps if we got off the street? Into one of these alleys?</p>
<p>113. TERESA: Trent?</p>
<p>114. TRENT: It’s okay, Tess. If he wanted to hurt us, all he needed to do was sit back and let Tommy’s boys finish the job.</p>
<p>115. TERESA: Speaking of which… I hate letting those boys get away.</p>
<p>116. TRENT: They had us dead to rights, Tess. We weren’t walking away from that one without Mr. Dominguez’ help. Six dead goons&#8230;</p>
<p>117. TERESA: Shot by their own compadres&#8230;?</p>
<p>118. TRENT: Precisely. Six dead goons may be a drop in the bucket, but it’s six more who won’t be terrorizing anyone in this town any further. It may not be ideal, but it’s better than nothing.</p>
<p>119. TERESA: Okay, Stone.</p>
<p>(TO JOSE) Mr. Dominguez, please lead the way.</p>
<p><span style="text-decoration: underline;">120. MUSIC: [98] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA23"></a><br />
SCENE 6: EXT. IN A DARKENED ALLEY — MOMENTS LATER (TRENT, TERESA, JOSE)</h3>
<p>121. TRENT: [CUE] Alright, Mr. Dominguez, I think this is as private as things are going to get. Perhaps you should explain what is going on.</p>
<p>122. JOSE: Of course, Senor. I am here on behalf of my brother, Felicio. I come to beg you to come to South America and assist us. We hear how poor Claire Mannix is in jail. She will be executed in the, so cruel, electric chair if nothing is done.</p>
<p>123. TERESA: Poor Claire Mannix? Do you realize what that girl has done? She’s responsible for four deaths we know of, kidnapping, robbery? You can’t be asking us to help her?</p>
<p>124. JOSE: Please, to be letting me explain. My brother, Felicio, he is &#8230; affianced? &#8230; to Miss Claire. He begs you to help. I beg you to help. She is innocent!</p>
<p>125. TERESA: Innocent? We caught her in the act of murdering Shelley Rossiter. If we hadn’t stopped her, she would have cut out her heart as soon as blinked. I’m no fan of capital punishment but if anyone deserves the chair, it’s her.</p>
<p>126. JOSE: (DISTRESSED) No, you are wrong, Miss Carter. Miss Claire, she was kidnapped and drugged. She was being controlled by the Ah Kin Mai of Itzamna. We have proof, proof that can save her life and restore her to my brother.</p>
<p>Please, Miss Carter, Mr. Stone, you must believe me. You are our only hope. My brother has sent me all this way. Please!</p>
<p>127. TRENT: Calm down, Jose. We’re still listening. Tell us about this Ah Kin Mai.</p>
<p>128. JOSE: The Ah Kin Mai is the most powerful&#8230; the high priest&#8230; of the Alligator worshipers of Peru. They used to be nothing, but now they have grown in strength. My brother has been captured, he is held prisoner near Ayacucho in the highland jungles.</p>
<p>129. TRENT: Have you seen this Ah Kin Mai? What does he look like?</p>
<p>130. JOSE: I have not seen him and his description may not help you much. He is said to rule from a huge stone chair that his followers carry him around upon. His face and features are hooded and cloaked. Once or twice I have heard it rumored that he is a white man, but this I do not believe. He knows the magics of our people too well to be an outsider.</p>
<p>131. TRENT: Perhaps, but in many ways, your description matches that of someone Tess and I know quite well.</p>
<p>132. JOSE: Then you believe me?</p>
<p>133. TRENT: Yes, I believe I do. Or at least I believe you’re telling me what you believe to be the truth.</p>
<p>You mentioned that your brother has been captured?</p>
<p>134. JOSE: Yes, entire villages around Ayacucho have been emptied overnight.</p>
<p>135. TERESA: Slave labor?</p>
<p>136. TRENT: Maybe.</p>
<p>137. JOSE: My brother, before he was taken, he told me that if you agree to help I should direct you to Nazca — south of Lima in Peru. There you can find a man, Arturo Majalel (MA-HA-LEL), who can guide you into the mountains to Ayacucho. All the proof you will need can be found there.</p>
<p>138. TERESA: Trent, you’re not seriously considering this?</p>
<p>139. TRENT: I am. From the description, I’d say we’ve just been handed the location of the Technomaster.</p>
<p>140. TERESA: Surely he’s dead!</p>
<p>141. TRENT: You told me yourself of the figure you saw on the other side of that portal that Claire Mannix tried to create&#8230; and, if what Mr. Dominguez here says is true, then I have no difficulty believing that Claire is innocent. We can’t just allow her to be added to the list of the Technomaster’s victims.</p>
<p><span style="text-decoration: underline;">142. SOUND: [23] INSECT-LIKE CLICKING AND SCUTTLING, AND A RATTLING NOISE</span></p>
<p>143. TERESA: What was that?</p>
<p>144. JOSE: Oh no! They’ve found me!</p>
<p><span style="text-decoration: underline;">145. SOUND: [23] MORE INSECT-LIKE CLICKING AND SCUTTLING, AND A RATTLING NOISE</span></p>
<p>146. TRENT: Great Scot! It’s a huge spider! It must be a foot across.</p>
<p>147. JOSE: (WAILING IN FEAR) No! Nooo!</p>
<p>148. TERESA: What’s it doing? It’s turning around. It’s going away.</p>
<p>149. TRENT: No, it’s not! Look at the spines on its back. It’s preparing to launch them at us.</p>
<p><span style="text-decoration: underline;">150. SOUND: [24] RATTLE FOLLOWED BY PHUT, PHUT OF DARTS BEING LAUNCHED THROUGH THE AIR</span></p>
<p>151. JOSE: (STRANGLING) aagh.</p>
<p>152. TERESA: Trent, quick, Jose’s been hit.</p>
<p>1<span style="text-decoration: underline;">53. SOUND: [25] GUNSHOT</span></p>
<p><span style="text-decoration: underline;">154. SOUND: [26] INSECTILE SQUEAL, SHUDDERING DEATH RATTLE</span></p>
<p>155. TRENT: I got it.</p>
<p>156. TERESA: Jose! Are you all right?</p>
<p>157. JOSE: (SCREAMS IN PAIN)</p>
<p>158. TRENT: He’s dying. Let me see those spines.</p>
<p>(BEAT) Poison!</p>
<p>159. JOSE: (WITH DYING BREATH) Please&#8230; my brother&#8230; (SCREAMS AGAIN AND FALLS SILENT)</p>
<p>160. TERESA: He’s gone.</p>
<p>161. TRENT: Dammit! I’m going to take a look at that spider.</p>
<p>(BEAT) Tess, he was definitely telling the truth. Look at this.</p>
<p>162. TERESA: What’s that? Oh no. I recognize that. It’s one of those remote control machines.</p>
<p>163. TRENT: Yes, it was strapped to the spider and plumbed into its brain. This is definitely the handiwork of the Technomaster.</p>
<p>164. TERESA: Alright then. What do we do next?</p>
<p>165. TRENT: First we see to the dead. And then (DRAMATIC PAUSE) we’re off to Peru.</p>
<p><span style="text-decoration: underline;">166. MUSIC: [100] (BRIDGE) TRAVEL SCENE ENDER — LET IT FINISH</span></p>
<h2><a id="PA24"></a><br />
ACT 2</h2>
<h3><a id="PA25"></a><br />
SCENE 7: INT. IN A TRUCK ON A BACK ROAD SOMEWHERE BETWEEN LIMA AND NAZCA — MID MORNING (NARRATOR, TERESA, TRENT, CARLOS)</h3>
<p>167. NARRATOR: [CUE] Tommy Boscone’s men are watching the rail station and the airport, but it is much harder to spot a lone boat leaving the docks — a fact that has worked to the advantage of Boscone’s organization during prohibition. The irony of this isn’t lost on our heroes as they smuggle themselves out of Star city and make their way down the coast to Lima. From Lima they travel half a day’s journey in the back of a truck towards Nazca, a small trading outpost from which goods are shipped up into the Andes.</p>
<p><span style="text-decoration: underline;">168. SOUND: [4] WALLA — ENGINE NOISE, LOTS OF BUMPS AND RATTLES TO INDICATE A BUMPY ROAD — ESTABLISH AND UNDER</span></p>
<p>169. TERESA: Well, I hope you’re happy?</p>
<p>170. TRENT: What do you mean?</p>
<p>171. TERESA: First, the cargo boat to Lima. Now a truck ride over some of the worst roads in the world&#8230; and in the back, not even in the cab, mind you. And you? You’re smiling like the cat that just ate the canary.</p>
<p>172. TRENT: (LANGUIDLY) That’s right. Two months in the big city was turning me soft. This is much more like it!</p>
<p>173. TERESA: You’re insane. I’m already missing my bed in the hotel suite. And who knows when I’ll next get to take a bath?</p>
<p>174. TRENT: Don’t be such a whiner. It’ll be good to put some color back in your cheeks. Besides, we haven’t left civilization yet. There’ll be an opportunity for a bath at the hotel tonight.</p>
<p>175. TERESA: (EXCITED) Yeah?</p>
<p>176. TRENT: (LAUGHING) Sure, if you don’t mind sharing it with the mules.</p>
<p>177. TERESA: (BLEAKLY) You’re talking about the water trough again, aren’t you?</p>
<p>178. TRENT: Ahuh.</p>
<p>179. TERESA: I’m never going to live that down, am I?</p>
<p>180. TRENT: M’Tembe (MUH TEM BEY) laughed for a month.</p>
<p>181. TERESA: Alright. Alright. How was I to know that the Uroku (OO-ROW-KOO) word for bath and water trough were the same thing? Besides, if we’re going to bring up embarrassing misunderstandings I could mention you and that Mabezi (MUH-BEE-ZEE) witch doctor you hooked up with in Zaire.</p>
<p>182. TRENT: (COUGHS AND SOBERS) Point taken. Why don’t we change the topic?</p>
<p>183. TERESA: Good idea.</p>
<p>184. SOUND: [27] SOUND OF TRUCK HALTING</p>
<p>185. TERESA: Hey, what’s up! Why are we stopping?</p>
<p>186. TRENT: I don’t know, Tess, I’ll get out and take a look.</p>
<p><span style="text-decoration: underline;">187. SOUND: [28] SOUND OF GUNS COCKING</span></p>
<p>188. CARLOS CASTEDA (NAZCA CHIEF OF POLICE): A good idea, Mr Stone. If you and the lady would please step out of the truck. We have been expecting you.</p>
<p>189. TRENT: I have to say you have me at a disadvantage. I was unaware that my travel plans were known to the Peruvian police.</p>
<p>190. CARLOS: We know all about you and your slavery racket, Mr Stone. You won’t be kidnapping any children from Nazca — or anywhere else — ever again.</p>
<p>191. TERESA: Slavery racket! Now wait a minute you&#8230;</p>
<p>192. TRENT: Quiet, Tess, it’s obvious someone has set us up.</p>
<p>193. TERESA: But who? No one knew we were coming.</p>
<p>194. CARLOS: Where is your accomplice, Jose? I have orders to bring you all in for questioning.</p>
<p>195. TRENT: Jose is dead. He was murdered in Star City.</p>
<p>196. CARLOS: Murdered? Hmpf. I bet you and your gangster friends turned on him, no?</p>
<p>Isn’t that why you are here, trying to cut out the middleman?</p>
<p>(TO A COUPLE OF GUARDS/DEPUTIES) Manuel, Ricardo! Take them to the cells. Put them in with the general population.</p>
<p>(TO TRENT) You will see, Senor, how even our criminals respond to those who endanger children.</p>
<p><span style="text-decoration: underline;">197. MUSIC: [96] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">198. MUSIC: [106] CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>JOHNNY JAKES: </strong>Hi. I’m Johnny and I work the mail-desk at the Regency Hotel. I’ve seen all sorts here. The rich and famous living it up, the notorious looking for a chance to be seen, the ordinary families who’ve saved their pennies to give themselves a five-star holiday — fewer of them these days though. I’ve seen them all. Some I’ve liked. Some, well&#8230; some I haven’t. Trent Stone and Teresa Carter, however, those two are tops in my book. I keep clippings of all their adventures and they’re just as nice in real life as I imagined. I’d do anything for them and go out of my way to make sure they’ve got whatever they need.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation — except, perhaps, when it comes to Tess, who can easily throw me for a loop. I say things like “indeed,” “hmmm,” and “I see” a lot and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required, but never impulsive. I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me — but I’d never let on.</p>
<p>I’m aware of Tess’s flirting and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated and have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent — who’s a bit of a stuffed shirt and easily embarrassed by flirting. We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>JOSE DOMINGUEZ:</strong> Hello, my name is Jose Dominguez. You killed my brother. Prepare to die. Ha. Ha. Actually, I am here because my brother asked me to come to Star City and find Trent Stone and Teresa Carter. I would do anything for my brother. I have survived three assassination attempts already and have walked, hitch-hiked, and stowed away to get here from Peru. I have worn the soles of my shoes out to do so. I am desperate that they should believe my story and agree to help. Without their aid, I do not know how my brother will be saved!</p>
<p><strong>CARLOS CASTEDA:</strong> I am Chief of Police here in Nazca. I am not well liked, perhaps because I let my men push the locals around a little, and perhaps because I take an occasional bribe. But the central government hardly pays enough for my men to get by. Our citizens can afford to chip in a little for the protection we give them. I hate outsiders, particularly Americans. My men are very loyal, however, and do whatever I tell them.</p>
<h2><a id="PA48"></a><br />
CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MESSENGER:</strong> I’m just a kid really, hawking newspapers, all enthusiasm, and energy. When I get a tip, that just makes my day.</p>
<p><strong>ALL THUGS:</strong> Life’s tough all over. Honest jobs are hard to come by. But I’m not like the saps who sit around doing what they’re told. I take what I want. So I break a few heads along the way? What of it? I’m good at it. I don’t have to think too much and&#8230; hey, what are you lookin’ at?</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The City of the Gold Spider</h2>
<ul>
<li><a href="https://weirdworldstudios.com/1778-2/">The City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-2-frying-pans-and-flames/">The City of the Gold Spider &#8211; Episode 2 &#8211; Frying Pans and Flames</a></li>
<li><a href="https://weirdworldstudios.com/1837-2/">The City of the Gold Spider &#8211; Episode 3 &#8211; Awaiting Trial</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-4-the-well-of-sacrifice/">The City of the Gold Spider &#8211; Episode 4 &#8211; The Well of Sacrifice</a></li>
<li><a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-5-the-duell/">The City of the Gold Spider &#8211; Episode 5 &#8211; The Duel</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/city-of-the-gold-spider-episode-1-unwilling-departure/">City of the Gold Spider &#8211; Episode 1 &#8211; Unwilling Departure</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Cult of the Teeth &#8211; Episode 3 – Dark Ritual</title>
		<link>https://weirdworldstudios.com/the-cult-of-the-teeth-episode-3-dark-ritual/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 25 Dec 2015 22:56:52 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Cult of the Teeth]]></category>
		<category><![CDATA[cult of the teeth]]></category>
		<category><![CDATA[dark ritual]]></category>
		<category><![CDATA[script]]></category>
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					<description><![CDATA[<p>Below we present the complete text of Dark Ritual; episode 3 (the final episode) of The Cult of the Teeth. THE CULT OF THE TEETH EPISODE #2 – The Missing Girls Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-3-dark-ritual/">The Cult of the Teeth &#8211; Episode 3 – Dark Ritual</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Dark Ritual; episode 3 (the final episode) of The Cult of the Teeth.</p>
<p><figure id="attachment_1768" aria-describedby="caption-attachment-1768" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/002PA2Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1768" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/002PA2Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA002 - The Cult of the Teeth" width="200" height="283" /></a><figcaption id="caption-attachment-1768" class="wp-caption-text">Pulp Adventure &#8211; PA002 &#8211; The Cult of the Teeth</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE CULT OF THE TEETH</h2>
<h3>EPISODE #2 – The Missing Girls</h3>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #2: The Cult of the Teeth</h3>
<p>“The Cult of the Teeth” is the second play in our Pulp Adventure series featuring Trent Stone and Tess Carter. Glory-hound and expert hunter, Maynard Havelock III, is the victim of a ritual murder shortly after having dinner with Trent Stone and Tess Carter. Finding themselves at the top of the suspect list, Trent and Tess are forced to investigate the disappearance of a number of young women from Star City University in a bid to clear their names. Their investigation takes them in search of an ancient cult (recently established in the modern city in which they have made their home), a missing obelisk, and behind it all, a familiar wheel-chaired villain. Can they prove their innocence and prevent the cult from committing any more ritual murders?<br />
<a id="PA2_16"></a></p>
<h2>DARK RITUAL</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>MAYNARD HAVELOCK III:</strong> Big Game Hunter</p>
<p><strong>TONY WELLS:</strong> Detective and League supporter</p>
<p><strong>ALASDAIR STANDISH:</strong> Dean of Anthropology</p>
<p><strong>RICKY (THUG #3):</strong> Thug employed by Tommy Boscone</p>
<p><strong>CLAIRE MANNIX:</strong> Head of the Beta-Phi Sorority</p>
<p><strong>MESSENGER:</strong> Message courier</p>
<p><strong>SFX:</strong> 1 SFX artist required</p>
<p>&nbsp;</p>
<h2><a id="PA2_36"></a><br />
ACT 3</h2>
<h3><a id="PA2_37"></a><br />
SCENE 18: INT. IMPRISONED IN THE WAREHOUSE — AN INDETERMINATE AMOUNT OF TIME LATER<br />
(TERESA, TRENT, CLAIRE, ALASDAIR)</h3>
<p><span style="text-decoration: underline;">347. MUSIC: [49] OPENING THEME &#8211; LET IT FINISH</span></p>
<p>348. NARRATOR: The murder of a good friend has put Trent Stone and Tess Carter on the trail of a mysterious South American death cult calling itself the Cult of the Teeth. The trail has led them to discover that a number of girls have gone missing from the local university, which in turn has led them to a warehouse on the docks. Unfortunately, on entering the warehouse, they have been gassed into unconsciousness.</p>
<p><span style="text-decoration: underline;">349. SOUND: [5] WALLA — LOW BACKGROUND CHANTING — FADE IN, ESTABLISH AND UNDER — CONTINUE UNTIL NEXT SOUND</span></p>
<p>350. TERESA: (GROANS) Oh, where are we? &#8230; Trent&#8230; are you there?&#8230;</p>
<p>351. TRENT: (GROANS) Wow. That gas really rang my bell. (GRUNTS) Where’s that light coming from?</p>
<p>352. TERESA: It’ll get better in a minute. My vision’s already starting to clear.</p>
<p>353. TRENT: Oh, yes. I’m starting to make things out. What’s that over there?</p>
<p>354. TERESA: An altar I think. There’s a girl tied to it. Four figures are kneeling in front of it, wearing those outlandish South American get-ups we saw the other night.</p>
<p>355. TRENT: Yes. I see. Behind the altar, is that a priestess? And to her right?  Isn’t that&#8230;?</p>
<p>356. TERESA: Alasdair Standish! Dressed as outlandishly as the rest. And what’s that hanging above the altar — some kind of basket with a fist-sized rock in it&#8230; that blue diamond-like material again&#8230;</p>
<p>357. TRENT: (PUTTING TWO AND TWO TOGETHER) And overshadowing it all, the obelisk that was stolen from the Natural History Museum.</p>
<p><span style="text-decoration: underline;">358. SOUND: [30] CHANTING HALTS</span></p>
<p>359. CLAIRE MANNIX: Ah, I see our guests are awake. Don’t bother trying to escape, you are tied quite securely.</p>
<p>360. TERESA: (STAGE WHISPER) What’s the matter with her eyes? They almost look like they’re glowing.</p>
<p>361. CLAIRE: Silence! I do not suffer fools lightly. You have only been spared in order to witness the triumph of our work here.</p>
<p>362. TRENT: And what is that work? Why are you here?</p>
<p>363. CLAIRE: We are the servants of Itzamna, the alligator god, creator of the world, and punisher of blasphemers. This city, home to the albino alligators of the sewers, is now holy to us and we have been drawn here on sacred pilgrimage.</p>
<p>364. TERESA: (SARCASTICALLY) How far has she been drawn?</p>
<p>With that accent she couldn’t have been born more than a few miles from here.</p>
<p>365. CLAIRE: Insolent cow! Would you care to see what happens to those who cross me? Turn around Standish! Show them your back!</p>
<p>366. TERESA: Oh my! His back&#8230; It’s covered in blood. He has been&#8230;</p>
<p>367. CLAIRE: Whipped? Scourged? Yes. He lost his stomach for our great work when the sacrifices began. Foolish man, thinking our devotion to the old ways was merely an anthropological exercise. Still, I would have thought the photos I kept of the two of us would have kept him quiet. And yet he still tried to set you on my trail. He has learned the price to be paid for disloyalty to the Chilan of Itzamna. And if I am willing to do this to one of my own followers&#8230; be assured that I have no qualms about putting an end to worthless rabble like you.</p>
<p>368. TRENT: He set us on your..? Wait a moment, you’re Claire Mannix!</p>
<p>369. CLAIRE: (IMPRESSED) Very good, Mister Stone. I’m sure you recognize the woman tied to the altar as Miss Shelley Rossiter as well. She’d say hello except that she has been drugged. We find the sacrifices go so much more smoothly when the victims are docile.</p>
<p>370. TERESA: You cowardly monster! These killings are so senseless, so twisted!</p>
<p>371. CLAIRE: Oh, sticks and stones, my dear Tess. Yes, I know who you are too. But as for senseless? Nothing could be further from the truth. Everything we have done has served a most noble purpose!</p>
<p>372. TRENT: Oh, and what purpose did the death of Maynard Havelock III serve? What possible reason could you have had for killing a man who was a complete stranger to this city?</p>
<p>373. CLAIRE: Isn’t it enough that Itzamna requires blood sacrifices? But in Havelock’s case there was indeed more. He was a blasphemer. He was here with the stated intent of hunting the chosen creatures of our god; the alligators of the sewers. This we could not tolerate. We spilled his blood as is only fitting. We are the Cult of the Teeth, and it is our duty to punish all who oppose the will of Itzamna or dare to defile his pets.</p>
<p>374. TRENT: And the picture of Shelley Rossiter that was found in his fist?</p>
<p>375. CLAIRE: What picture..? (REALISATION DAWNING) Oh, but it was Alasdair, of course!</p>
<p>(ADDRESSING ALASDAIR) Does your treachery have no end? You put it in the dead man’s hands, didn’t you? Clearly you had a deal more courage than I credited you with. Still, no matter! Look what your treachery has got you? Your vaunted saviors are my prisoners and you, yourself, are a slave to my will. Is that not so?</p>
<p>376. ALASDAIR: (BROKENLY) Yes, mistress.</p>
<p>377. TERESA: You’re mad! Surely you understand that performing human sacrifices in a modern city will not go unnoticed? Sooner or later someone will investigate, just like us.</p>
<p>378. CLAIRE: Ha! Let them. We have not come here to establish a temple. Our mission will be completed this very evening and then we shall be gone.</p>
<p>379. TRENT: And what mission is that?</p>
<p>380. CLAIRE: Such ignorance. Our benefactor sent us here to charge the stone of Iridion that hangs in the basket above the altar and to recover the mighty Tetzen obelisk behind me.</p>
<p>381. TERESA: Your benefactor?</p>
<p>382. CLAIRE: Yes. The one who has brought our great religion back from the edge of extinction, the one who has funded our pilgrimage — our great high priest, the Ah Kin Mai of Itzamna.</p>
<p>But enough bandying words with unbelievers and fools. Behold, we are about to sacrifice this woman to mighty Itzamna, alligator god and creator of the world. With her life-force, the stone of Iridion will be charged and, with the aid of the stone, a portal will be opened through the obelisk allowing our benefactor to come through and be revealed.</p>
<p>(SHARPLY) Alasdair, since you seem to have so little stomach for the reality of our rituals, go and check the bonds on our guests and return to your post by the obelisk.</p>
<p>383. ALASDAIR: Yes Mistress.</p>
<p><span style="text-decoration: underline;">384. SOUND: [5] WALLA — CHANTING BEGINS AGAIN — ESTABLISH AND UNDER</span></p>
<p>385. CLAIRE: (AS IF READING FROM A BOOK) Creator of the thirteen heavens, mighty Itzamna, we beg your power to come upon us.</p>
<p><span style="text-decoration: underline;">386. SOUND: [5] WALLA — CHANTING CONTINUES — UP BRIEFLY THEN CONTINUE UNDER</span></p>
<p>387. ALASDAIR: (WHISPERING) Stone, do you still have the blowgun and dart I dropped at the restaurant?</p>
<p>388. TRENT: (WHISPERING) You dropped that? Yes, I have it.</p>
<p>389. ALASDAIR: (WHISPERING) You’ve only got one chance. She’ll kill you both (and me) once she has what she wants. She’s completely insane.</p>
<p>390. TRENT: (WHISPERING) What do you suggest?</p>
<p>391. CLAIRE: (STILL READING) Protector of the alligator and its brethren, supplier of the mighty rivers and hunting grounds, mighty Itzamna, look upon the sacrifice we bring this day.</p>
<p><span style="text-decoration: underline;">392. SOUND: [5] WALLA — CHANTING CONTINUES — UP BRIEFLY THEN CONTINUE UNDER</span></p>
<p>393. ALASDAIR: (WHISPERING) Wait until the ritual reaches its height&#8230; you’ll know the moment. When everyone is focused on the portal, fire the dart into the stone. You will release all the stored energy and should be able to get away in the confusion.</p>
<p>(PAUSE) There, I’ve weakened your bonds. You should be able to break free.</p>
<p>394. TERESA: (WHISPERING) And what about me?</p>
<p>395. ALASDAIR: I haven’t forgotten you. (BEAT) There!</p>
<p>396. TERESA: Why are you doing this?</p>
<p>397. CLAIRE: (STILL READING) Mighty Itzamna, dealer of death, bringer of teeth in the dark, grant us this boon we request.</p>
<p><span style="text-decoration: underline;">398. SOUND: [5] WALLA — CHANTING CONTINUES — UP BRIEFLY THEN CONTINUE UNDER</span></p>
<p>399. ALASDAIR: (BITTERLY WHISPERING) She has murdered two of my students already, and I was&#8230; too weak to prevent it&#8230;</p>
<p><span style="text-decoration: underline;">400. SOUND: [5] WALLA — CHANTING CONTINUES — GROWS GRADUALLY LOUDER AS RITUAL REACHES HEIGHT</span></p>
<p>401. ALASDAIR: (URGENTLY) I must return to my place before she notices the time I have taken.</p>
<p>402. CLAIRE: We ask that you grant your power to us, that you draw the life from this offering before you, and fill the stone of Iridion with the energies of creation.</p>
<p><span style="text-decoration: underline;">403. SOUND: [5] WALLA — CHANTING CONTINUES — UP BRIEFLY THEN CONTINUE UNDER — CONTINUE UNTIL NEXT SOUND</span></p>
<p>404. TERESA: Trent, look at Miss Rossiter. Something’s happening.</p>
<p>405. TRENT: It looks like she’s beginning to wake up.</p>
<p>406. TERESA: No, she’s in pain. Oh, Trent, she’s writhing, struggling against her bonds&#8230;</p>
<p>407. TRENT: No Tess, that’s not it. Look, something mistlike is rising from her. It’s forming into thin clouds that stream upward into that stone hanging in the basket.</p>
<p>408. TERESA: And the stone, it’s beginning to glow.</p>
<p><span style="text-decoration: underline;">409. SOUND: [5] WALLA — CHANTING CONTINUES AND CONCLUDES</span></p>
<p><span style="text-decoration: underline;">410. SOUND: [31] FAINT RINGING SOUND AS THE STONE IS CHARGED</span></p>
<p>411. CLAIRE: Yes. Yes! Feel the power of Itzamna. Know his strength, his majesty! Cower before him, all you who doubt his greatness&#8230;</p>
<p>It is done. Now I will reach forth my hand and take the stone&#8230; It is charged.</p>
<p>412. TRENT: What is she..? Oh, she’s placing it in that egg-shaped depression in the obelisk.</p>
<p><span style="text-decoration: underline;">413. SOUND: [32] SOUND OF STONE AGAINST STONE LIKE A SLOW GRINDING BUTTON BEING PRESSED</span></p>
<p><span style="text-decoration: underline;">414. SOUND: [6] WALLA — A KEENING RHYTHMIC PULSATING SOUND BEGINS — ESTABLISH AND UNDER — CONTINUE UNTIL 420.</span></p>
<p>415. TRENT: This must be the moment. It’s now or never, Tess.</p>
<p><span style="text-decoration: underline;">416. SOUND: [33] SOUND LIKE A TELESCOPE BEING EXTENDED AND CLICKING INTO PLACE</span></p>
<p>417. TERESA: The obelisk is turning translucent&#8230; and something is coming towards us&#8230; as if down a long passage.</p>
<p>418. TRENT: Here goes.</p>
<p><span style="text-decoration: underline;">419. SOUND: [34] PHUT THUNK OF DART BEING BLOWN</span></p>
<p><span style="text-decoration: underline;">420. SOUND: [35] THE RHYTHM OF THE PULSES INCREASES AND THE PITCH OF THE RINGING GOES UP ALARMINGLY — CONTINUE UNTIL NEXT SOUND</span></p>
<p>421. CLAIRE: What have you done?</p>
<p>422. TRENT: I think it’s going to explode. Tess, get down.</p>
<p><span style="text-decoration: underline;">423. SOUND: [36] SOUND OF EXPLOSION</span></p>
<p><span style="text-decoration: underline;">424. MUSIC: [46] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_38"></a><br />
SCENE 19: INT. IN THE RUBBLE OF THE DEMOLISHED WAREHOUSE<br />
(TERESA, TRENT, CLAIRE)</h3>
<p>425. TERESA: [CUE] (GROANS)</p>
<p><span style="text-decoration: underline;">426. SOUND: [37] SOUND OF SHIFTING RUBBLE</span></p>
<p>427. TERESA: What hit me? Oh&#8230; (BEAT) a warehouse. Trent, are you okay?</p>
<p><span style="text-decoration: underline;">428. SOUND: [37] MORE SHIFTING RUBBLE</span></p>
<p>429. TRENT: (COUGHS) That’s the second time I’ve had my bell rung today. Help me up will you, and we’ll see if anyone else made it.</p>
<p>(GRUNTS AS HE RISES)</p>
<p>430. TERESA: It looks like Standish took the brunt of the blast. He’s dead.</p>
<p>431. TRENT: Miss Rossiter’s still here&#8230; and she’s breathing. I think the altar may have protected her from the worst of it. Her heartbeat’s very weak though. I wonder what they did to her?</p>
<p>432. TERESA: The cultists appear to be gone.</p>
<p>433. TRENT: Melted away like before. What about..?</p>
<p>434. TERESA: Claire Mannix? She’s here&#8230; and she’s alive.</p>
<p><span style="text-decoration: underline;">435. SOUND: [38] SOUND OF DISTANT SIRENS APPROACHING</span></p>
<p>436. CLAIRE: (COUGHING AND BEWILDERED) Where am I? Who are you? This isn’t Lima. Was there an earthquake?</p>
<p>437. TERESA: Don’t bother trying that amnesia schtick with me, sister? Hear those sirens? With any luck, you’re going to jail for a very long time.</p>
<p>438. CLAIRE: What? But I&#8230;</p>
<p><span style="text-decoration: underline;">439. MUSIC: [48] (BRIDGE) TRIUMPHANT SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_39"></a><br />
SCENE 20: EXT. OUTSIDE POLICE HQ<br />
(WELLS, TRENT, TERESA, MESSENGER, RICKY)</h3>
<p><span style="text-decoration: underline;">440. SOUND: [4] WALLA — STREET SOUNDS, PASSING CAR ETC.— FADE IN ESTABLISH AND UNDER</span></p>
<p>441. WELLS: Alright folks, thanks for your statements. Miss Rossiter’s in the hospital and the obelisk is being removed from the rubble and returned to the Natural History Museum.</p>
<p>442. TRENT: And what’s going to happen to Miss Mannix?</p>
<p>443. WELLS: There was blood matching that of the two missing girls and Maynard Havelock on her knife. She was found in the clothing of a death cult and, with your testimony, we’ll get her for kidnapping and contributing to the death of Alasdair Standish as well. With any luck, she’ll be facing the chair.</p>
<p>444. TERESA: The death penalty?</p>
<p>445. WELLS: Sure. She murdered three people in cold blood and was prevented from murdering a fourth.</p>
<p>That’s a capital offense.</p>
<p>446. TERESA: And what about her state of mind?</p>
<p>447. WELLS: The amnesia? It’s an act! I doubt she’ll be able to keep it up long enough for it to do her any good in court.</p>
<p>448. TRENT: Thanks, Wells. I hope this takes us off your suspect list.</p>
<p>449. WELLS: Yeah, sure. But what’s this business about you and the Cordovas? There’s no truth to the idea that you guys are getting pally is there?</p>
<p>450. TRENT: Oh that. None at all.</p>
<p>451. MESSENGER: Mr. Stone. Mr. Stone!</p>
<p>452. TRENT: Yes. That’s me.</p>
<p>453. MESSENGER: Ah, Mr. Stone. I’ve got a note for you from Mr. Caesar Cordova.</p>
<p>454. WELLS: Give me that.</p>
<p>“Mr. Stone and Miss Carter,</p>
<p>Many thanks for handling this matter on my behalf. I owe you one. C. Cordova”</p>
<p>(DISGUSTED) Nothing to it, huh?</p>
<p><span style="text-decoration: underline;">455. SOUND: [39] MALE RETREATING FOOTSTEPS</span></p>
<p>456. TRENT: Wells, wait. It’s not what you&#8230; aw, hell.</p>
<p>457. TERESA: Let him go, Stone. (BEAT) I noticed that your statement left out the part about the glowing rock and the portal opening in the obelisk.</p>
<p>458. TRENT: The police don’t want to know about those sorts of details, Tess. A judge is just as likely to throw a case out as try it if the witnesses start talking about glowing crystals and ancient gods.</p>
<p>459. TERESA: I also noticed you kept the rock.</p>
<p>460. TRENT: I didn’t know what else to do with it. It’s too dangerous to leave lying around.</p>
<p>461. TERESA: Did you get much of a look at the figure trying to get through the portal?</p>
<p>462. TRENT: No, I was too busy trying to aim the blowgun at the rock&#8230; why, did you?</p>
<p>463. TERESA: Not really. All I saw was a silhouette. A silhouette of someone in a wheelchair rolling himself towards us.</p>
<p>464. TRENT: You what?</p>
<p>465. TERESA: That’s right&#8230; A wheelchair.</p>
<p>466. TRENT: Well, Miriam Ribbensberg did warn us that it wasn’t over when we saw the Technomaster go over the edge of that chasm in his wheelchair.</p>
<p>467. TERESA: I guess not.</p>
<p><span style="text-decoration: underline;">468. SOUND: [40] SOUND OF CAR SCREECHING TO A HALT</span></p>
<p>469. TERESA: Trent, get down.</p>
<p><span style="text-decoration: underline;">470. SOUND: [41] THUMP OF BODIES HITTING THE GROUND FOLLOWED BY THE SOUND OF TOMMY-GUN FIRE</span></p>
<p>471. RICKY: (YELLING) Tommy Boscone says your time is up! The gloves are off. Ha hahaha.</p>
<p><span style="text-decoration: underline;">472. SOUND: [21] SCREECH OF TYRES AS CAR DRIVES AWAY</span></p>
<p>473. TRENT: (GROANS) You know, Tess, I’m beginning to hate this town.</p>
<p>474. TERESA: You and me, both. But you know what?</p>
<p>475. TRENT: What?</p>
<p>476. TERESA: We’re members of the League of Adventure Seekers, and this is what we do!</p>
<p>477. TRENT: (PAUSE) Tess?</p>
<p>478. TERESA: Yes, Trent?</p>
<p>479. TRENT: Do you think you could get off me now?</p>
<p><span style="text-decoration: underline;">480. MUSIC: [50] (BRIDGE) CLOSING THEME MUSIC — ESTABLISH, FADE UNDER AND CREDITS</span></p>
<p>###</p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. I’m still not sure about Stone and Carter. They cross a lot of lines&#8230; but then so do I.</p>
<p><strong>ALASDAIR STANDISH:</strong> What was that, my dear? Oh yes, I am the Dean of the School of Anthropology. Yes, it’s an absolutely fascinating subject. It’s the study of (LASCIVIOUSLY) the most basic, the most primal, societies&#8230; (DISTRACTED) My but you have the most lovely blonde hair&#8230; and beautiful blue eyes. Oh, sorry&#8230; I get so easily distracted these days. The pressures of the job and my advancing age you know. Perhaps (LASCIVIOUSLY AGAIN) we could meet later to engage in some extra tuition.</p>
<p>Oh my dear, of course, it would all be above board. I’m old enough to be your father after all. No, no. You have absolutely nothing to worry about with me!</p>
<p><strong>CLAIRE MANNIX:</strong> I am fanatically devoted to Itzamna, the alligator god. I would do anything for him (all praise his mighty form). I will kill every blasphemer, I will make the altar run with the blood of sacrifice once more, and I will fulfill my mission in this city blessed with the presence of our god’s chosen pets.</p>
<p>I am powerful, none more so, except of course the Ah Kin Mai of Itzamna: the High Priest whom I serve. But what of you? You do not appear to be wearing the garments of the priesthood.</p>
<p>Guards! Have this insect bound and placed upon the altar. There will be blood tonight!</p>
<h2><a id="PA2_48"></a><br />
CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>MESSENGER:</strong> I’m just a kid really, hawking newspapers, all enthusiasm, and energy. When I get a tip, that just makes my day.</p>
<p><strong>ALL THUGS</strong>: Life’s tough all over. Honest jobs are hard to come by. But I’m not like the saps who sit around doing what they’re told. I take what I want. So I break a few heads along the way? What of it? I’m good at it. I don’t have to think too much and&#8230; hey, what are you lookin’ at?</p>
<p>###</p>
<h2><a id="PA3_16"></a><a id="PA1_59"></a><a id="PA4_58"></a><br />
ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Cult of the Teeth</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-1-requiem-for-a-rude-man/">The Cult of the Teeth – Episode 1 – Requiem for a Rude Man</a></li>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-2-the-missing-girls/">The Cult of the Teeth – Episode 2 – The Missing Girls</a></li>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-3-dark-ritual/">The Cult of the Teeth – Episode 3 – Dark Ritual</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-3-dark-ritual/">The Cult of the Teeth &#8211; Episode 3 – Dark Ritual</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Cult of the Teeth &#8211; Episode 2 – The Missing Girls</title>
		<link>https://weirdworldstudios.com/the-cult-of-the-teeth-episode-2-the-missing-girls/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Thu, 17 Dec 2015 08:02:18 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[The Cult of the Teeth]]></category>
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					<description><![CDATA[<p>Below we present the complete text of The Missing Girls; episode 2 of The Cult of the Teeth. THE CULT OF THE TEETH EPISODE #2 – The Missing Girls Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition . This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-2-the-missing-girls/">The Cult of the Teeth &#8211; Episode 2 – The Missing Girls</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of The Missing Girls; episode 2 of The Cult of the Teeth.</p>
<p><figure id="attachment_1768" aria-describedby="caption-attachment-1768" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/002PA2Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1768" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/002PA2Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA002 - The Cult of the Teeth" width="200" height="283" /></a><figcaption id="caption-attachment-1768" class="wp-caption-text">Pulp Adventure &#8211; PA002 &#8211; The Cult of the Teeth</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE CULT OF THE TEETH</h2>
<h3>EPISODE #2 – The Missing Girls</h3>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #2: The Cult of the Teeth</h3>
<p>“The Cult of the Teeth” is the second play in our Pulp Adventure series featuring Trent Stone and Tess Carter. Glory-hound and expert hunter, Maynard Havelock III, is the victim of a ritual murder shortly after having dinner with Trent Stone and Tess Carter. Finding themselves at the top of the suspect list, Trent and Tess are forced to investigate the disappearance of a number of young women from Star City University in a bid to clear their names. Their investigation takes them in search of an ancient cult (recently established in the modern city in which they have made their home), a missing obelisk, and behind it all, a familiar wheel-chaired villain. Can they prove their innocence and prevent the cult from committing any more ritual murders?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2><a id="PA2_16"></a><br />
THE MISSING GIRLS</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>JINGLES MARINO (THUG #1):</strong> Thug employed by Caesar Cordova</p>
<p><strong>JIMMY JORTA (THUG #2):</strong> Thug employed by Caesar Cordova</p>
<p><strong>CAESAR CORDOVA:</strong> Mob boss</p>
<p><strong>RICKY (THUG #3):</strong> Thug employed by Tommy Boscone</p>
<p><strong>WILMA STURGESS: </strong>Housekeeper for the Beta-Phi</p>
<p><strong>WALT KROGAN:</strong> Taxi Driver</p>
<p><strong>SFX:</strong> 1 SFX artist required</p>
<h3><a id="PA2_28"></a><br />
SCENE 10: EXT. THE STREET OUTSIDE THE UNIVERSITY<br />
(TERESA, TRENT, JINGLES, JIMMY)</h3>
<p><span style="text-decoration: underline;">207. MUSIC: [49] OPENING THEME – LET IT FINISH.</span></p>
<p>208. NARRATOR: The death of a friend and a visit to the local university has brought a mystery involving an ancient cult and a number of missing young women to the attention of our heroes. Leaving the office of the Dean of Students after a very unsatisfying interview, Trent Stone and Tess Carter are about to discover that a great many parties are taking an interest in these events.</p>
<p><span style="text-decoration: underline;">209. SOUND: [1] WALLA — STREET SOUNDS, CARS ETC., AND WALKING FEET – ESTABLISH AND UNDER</span></p>
<p>210. TERESA: [CUE] Well, he wasn’t telling us everything.</p>
<p>211. TRENT: No he wasn’t. (CALLING OUT) Taxi!</p>
<p>212. TERESA: And those girls. Did you get the feeling his relationships are a little more familiar than is appropriate for a teacher and his students — or even for a dean and his secretary for that matter?</p>
<p>213. TRENT: It had crossed my mind. Taxi! &#8230; We’re going to have to get a car of our own if we stay in this town much longer.</p>
<p>214. TERESA: Even if we had one we’d still be on foot today. We were brought here by Wells, remember&#8230; (PAUSE) So, why didn’t you want me to tell Standish that Maynard had Shelley Rossiter’s picture in his hand when he was found this morning?</p>
<p>215. TRENT: Did you happen to notice the name of the author on that book we saw this morning?</p>
<p>216. TERESA: No, I didn’t but&#8230;</p>
<p>217. TRENT: It was written by Alasdair Standish. He was clearly lying when he said he didn’t recognize the blowgun and the symbol. I’d prefer we kept things to ourselves until we understand the situation further.</p>
<p>218. TERESA: Fair enough&#8230;</p>
<p><span style="text-decoration: underline;">219. SOUND: [17] SOUND OF CAR PULLING UP</span></p>
<p>220. JINGLES MARINO (THUG #1): Can we offer you folks a lift?</p>
<p>221. TRENT: More cheap gunmen? You’d think this town would be overrun by now.</p>
<p>222. JIMMY JORTA (THUG #2): Enough of that. Our boss would like a word.</p>
<p>223. TERESA: And who, praytell, is your boss?</p>
<p>224. JINGLES: Caesar Cordova.</p>
<p>225. TERESA: And here, I thought our lives couldn’t get any more complicated.</p>
<p><span style="text-decoration: underline;">226. MUSIC: [46] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_29"></a><br />
SCENE 11: INT. INSIDE CORDOVA’S LIMOUSINE<br />
(TRENT, CORDOVA, TERESA)</h3>
<p><span style="text-decoration: underline;">227. SOUND: [3] WALLA — ENGINE SOUND FROM INTERIOR OF CAR — FADE IN AND UNDER</span></p>
<p>228. TRENT: I take it you’re Caesar Cordova.</p>
<p>229. CAESAR CORDOVA: Si, and unless my men have grown more incompetent than usual you must be Mr Trent Stone and the ever beautiful Miss Tess Carter. Thank you for accepting my invitation.</p>
<p>230. TERESA: I always make a point of accepting invitations that are delivered at gunpoint.</p>
<p>231. CORDOVA: Ah, well&#8230; my men are sometimes a little overzealous in their enthusiasm to comply with my orders.</p>
<p>232. TRENT: Ahuh. What do you want Mr Cordova?</p>
<p>233. CORDOVA: Straight to the point, eh? A little rude perhaps, but I’ll overlook that for now. I need you to do a little job for me, no?</p>
<p>234. TERESA: We don’t work for crooks, Mr Cordova.</p>
<p>235. CORDOVA: Si, si. This I have heard. But I am an honest crook, Miss Carter. We never take anything from anyone who couldn’t afford to lose it. No civilians get hurt. My men, they are disciplined, no?</p>
<p>236. TRENT: You’re a regular Robin Hood.</p>
<p>237. CORDOVA: (STERNLY) Do not be mistaken my friend. Right now, I am being friendly. I do not have to be.</p>
<p>238. TRENT: Why are you telling us this?</p>
<p>239. CORDOVA: Because, as I say, I want you to do something for me. As I am sure you know, there is crime&#8230; and then there is crime. No one in my family sells poison to children — not like that gringo Boscone — and we do not enslave women — like that coward Tremere. There will always be crime, no? Better, the crime is run by someone like me than someone like those two murderers.</p>
<p>240. TERESA: So you know they killed their bosses.</p>
<p>241. CORDOVA: Mmmm. We hear things. I am Spanish, and my people have experience with the double-cross.</p>
<p>242. TERESA: I’ll bet.</p>
<p>243. TRENT: I still don’t see where this is all going.</p>
<p>244. CORDOVA: Nowhere you would be uncomfortable with, I promise. I have a niece, on my wife’s side, Marjory Ellison. My wife, she is a very strong woman, and she likes our niece very much. She does not wish anything to happen to her.</p>
<p>245. TERESA: And she believes your niece is in danger?</p>
<p>246. CORDOVA: She tells me that Marjory is studying at the University, living in one of the boarding houses. She tells me Marjory is afraid, that girls are going missing.</p>
<p>I am very protective of my family, Mr Stone, Miss Carter. I would not like to have to intervene directly.</p>
<p>I want you to find the girls, protect my Marjory. She is in the Beta-Phi Sorority. I would view it as a personal favor, you understand.</p>
<p>247. TERESA: You mob bosses and your favors! As it happens we’re already looking into this one for Alasdair Standish.</p>
<p>248. CORDOVA: Standish! You do not want to trust this fellow Standish. My wife tells me Marjory thinks Standish is er&#8230; unprofessional. Too, too interested in the young college girls, no?</p>
<p>249. TRENT: Interesting.</p>
<p>250. CORDOVA: Well, I take no more of your time. You keep my Marjory safe, no? We drop you off here. Good hunting!</p>
<p><span style="text-decoration: underline;">251. SOUND: [17] CAR PULLING UP</span></p>
<p><span style="text-decoration: underline;">252. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_30"></a><br />
SCENE 12: EXT. SOMEWHERE IN TOWN<br />
(TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">253. SOUND: [4] WALLA — SOUNDS OF STREET — FADE IN AND UNDER</span></p>
<p>254. TRENT: Now, where are we? He could have at least dropped us off at a taxi stand.</p>
<p>255. TERESA: Aw, quit your whining, tough guy. This city life is turning you soft. Besides, it looks like we may have another lift. Someone’s pulling up beside us again.</p>
<p>256. TRENT: Tess, that’s a tommygun poking out of the window. Get Down.</p>
<p><span style="text-decoration: underline;">257. SOUND: [20] SOUND OF CAR PULLING UP, THEN TWO BODIES HITTING THE DECK, FOLLOWED BY A SPRAY OF TOMMY-GUN FIRE</span></p>
<p>258. RICKY (THUG #3): (CALLING OUT FROM CAR) Tommy Boscone wants you out of town by nightfall. This is your last warning.</p>
<p><span style="text-decoration: underline;">259. SOUND: [21] SCREECH OF TYRES AS CAR ROARS AWAY</span></p>
<p>260. TERESA: (GROANS) Did you have to land on me so hard? (GROANS AGAIN) Are they gone?</p>
<p>261. TRENT: Yes, they’re gone. And sorry Tess&#8230; better me than a bullet.</p>
<p>262. TERESA: (ARCHLY) Well you don’t have to be too sorry, you know? Though you could lose a few pounds.</p>
<p>263. TRENT: Here, let me help you up.</p>
<p>264. TERESA: I guess we’re on the clock now. Any thoughts on what we should do next?</p>
<p>265. TRENT: Well, everything we’ve come in contact with so far is pointing to the Beta-Phi Sorority.</p>
<p>266. TERESA: Yeah, but that just doesn’t track. What’s a South American cult, a crime boss’s niece, an Anthropology professor, and a college sorority got in common?</p>
<p>267. TRENT: I haven’t a clue, but I think it’s time we found out.</p>
<p>Taxi!</p>
<p><span style="text-decoration: underline;">268. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_31"></a><br />
SCENE 13: INT. TAXI CAB AND EXT. BETA-PHI SORORITY<br />
(TRENT, TERESA, WILMA)</h3>
<p><span style="text-decoration: underline;">269. SOUND: [3] WALLA — CAR ENGINE NOISE FROM INSIDE CAR — FADE IN AND UNDER</span></p>
<p>270. TRENT: Let us out on the left, driver. That’s our destination there — the Beta-Phi Sorority.</p>
<p><span style="text-decoration: underline;">271. SOUND: [22] SOUND OF CAR PULLING UP, DOORS OPEN, THEN SHUT &#8211; LET IT FINISH</span></p>
<p>272. TERESA: Not much to look at, is it! Just a glorified apartment building converted into a dormitory.</p>
<p>273. TRENT: Careful Tess, I think your ivy league is showing.</p>
<p>274. TERESA: Hmpf. (PAUSE) It occurs to me there may be a flaw in your brilliant plan, Stone.</p>
<p>275. TRENT: Yes? What would that be?</p>
<p>276. TERESA: Well, I mean to say. You’re a man. They may not be inclined to let you in.</p>
<p>277. TRENT: Well, it’s daylight and I’m not visiting unaccompanied. I think it’ll be alright.</p>
<p>278. TERESA: I should also add that because you’re a man&#8230; they may not let you out again, either.</p>
<p>279. TRENT: You don’t say?</p>
<p>280. TERESA: You never met any of my sisters over at Princeton did you?</p>
<p>281. TRENT: I never went to Princeton at all.</p>
<p>282. TERESA: Cute. Why don’t you just go on up and ring the bell?</p>
<p>283. SOUND: [23] SOUND OF DOORBELL</p>
<p>284. MATRON WILMA STURGESS: (SUSPICIOUSLY) Can I help you?</p>
<p>285. TRENT: My name is Trent Stone and this is Miss Tess Carter. We’d like to speak with Miss Claire Mannix please. I believe, she’s the head of the Sorority?</p>
<p>286. WILMA: (ACCENTED) Just a moment, Sir. I’ll see if she is taking callers.</p>
<p><span style="text-decoration: underline;">287. SOUND: [24] FEMALE FOOTSTEPS RECEDING AND PAUSE</span></p>
<p>288. WILMA: (SCREAMS) Aaaaaah.</p>
<p>289. TRENT: Quick Tess, this is no time for niceties.</p>
<p><span style="text-decoration: underline;">290. SOUND: [25] DOOR OPENS AND CLOSES, FEET RUN DOWN HALLWAY</span></p>
<p><span style="text-decoration: underline;">291. MUSIC: [47] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_32"></a><br />
SCENE 14: INT. CLAIRE MANNIX’S ROOM<br />
(TRENT, WILMA, TERESA)</h3>
<p>292. TRENT: [CUE] Ma’am, what’s happened? Are you alright?</p>
<p>293. WILMA: (BREATHING HEAVILY) I’m fine, but Miss Mannix’s room. Look at it!</p>
<p>294. TERESA: What? Look at this mess. Books strewn about; the bedclothes tossed; personal belongings spilled out of drawers. Do you think it was a robbery, Trent?</p>
<p>295. TRENT: I don’t think so, Tess. Her jewellery box is still here on the floor by the bed. And her purse is lying open just inside the door. It still has money in it.</p>
<p>296. TERESA: Is that blood on the door frame?</p>
<p>297. TRENT: It could be. Excuse me? Ma’am..?</p>
<p>298. WILMA: I am Mrs Wilma Sturgess, housekeeper.</p>
<p>299. TRENT: Yes, thank you. Mrs Sturgess, I think it would be a good idea to call the police. Is there a telephone in the house?</p>
<p>300. WILMA: Yes, of course. I’ll see to it right away.</p>
<p><span style="text-decoration: underline;">301. SOUND: [24] SOUND OF RETREATING FEMALE FOOTSTEPS</span></p>
<p>302. TERESA: Trent, what’s that poking out from between the mattress and the bed base?</p>
<p>303. TRENT: I think it’s some kind of hand-bill. Let me see&#8230;</p>
<p>Here we are, (READING) “Party Venue of the Year, Warehouse 6 on Pier 3 of the Star City docks.”</p>
<p>304. TERESA: From what Standish told us, she was supposed to be a “sober and respectable girl.”</p>
<p>305. TRENT: Not the description you would expect of a party girl, I agree. I guess this sorority is something of a house of secrets.</p>
<p>306. TERESA: So what now? Ask a few questions, and head out to that warehouse?</p>
<p>307. TRENT: I guess so. We’ll have to wait and talk to the police anyway.</p>
<p><span style="text-decoration: underline;">308. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_33"></a><br />
SCENE 15: INT. INSIDE A TAXI<br />
(TERESA, TRENT, WALT)</h3>
<p><span style="text-decoration: underline;">309. SOUND: [3] WALLA — ENGINE NOISE FROM INTERIOR OF CAR — FADE IN AND UNDER</span></p>
<p>310. TERESA: Well, that was unpleasant.</p>
<p>311. TRENT: Yes, the police were none too happy to see us, were they?</p>
<p>312. TERESA: I know they don’t like us very much, but that seemed unusually hostile. I thought for a minute they were gonna run us in.</p>
<p>313. TRENT: I think maybe news of our conversation with Caesar Cordova has begun making the rounds.</p>
<p>314. TERESA: As if we don’t have enough troubles. Now the cops think we’re working for the mobs?</p>
<p>315. TRENT: That would be my guess.</p>
<p>316. TERESA: It’s a good thing you didn’t hand over that flyer or we’d have been in even bigger trouble.</p>
<p>317. TRENT: Mmmm. (BEAT) Oh, driver, can you pull up just before the piers.</p>
<p>318. WALT KROGAN (TAXI DRIVER): Sure thing, Mr Stone. And if you don’t mind my saying&#8230; The police mightn’t like you much, but a lot of us little people are on your side.</p>
<p>319. SOUND: [17] SOUND OF CAR COMING TO A HALT</p>
<p>320. TRENT: (SURPRISED) Oh, um yes. Er&#8230; thank you.</p>
<p>Here’s your fare.</p>
<p>321. TERESA: Say, what’s your name, buddy?</p>
<p>322. WALT: Walt.</p>
<p>323. TERESA: You got a card we can use?</p>
<p>324. WALT: Sure thing. Any time&#8230; Day or night&#8230; Just ask for Walt.</p>
<p>325. TERESA: Thanks.</p>
<p><span style="text-decoration: underline;">326. SOUND: [26] DOORS OPEN AND CLOSE, SOUND OF CAR DEPARTING</span></p>
<p>327. TRENT: Little people huh?</p>
<p>328. TERESA: It’s easy to forget taxi drivers are even there, isn’t it? But we could certainly use the transport.</p>
<p>329. TRENT: Okay then, to business. It doesn’t look like the “party venue of the year” does it?</p>
<p>330. TERESA: Decrepit looking old warehouse, broken windows, abandoned fish crates&#8230; no, not so much.</p>
<p>What do you think&#8230; the brochure was some kind of lure to bring girls down to these docks alone?</p>
<p>331. TRENT: It’s a theory. Maybe, Miss Mannix’s room was rifled in search of the brochure — an attempt to stop someone drawing just that conclusion.</p>
<p>332. TERESA: Maybe. Let’s take a look around.</p>
<p><span style="text-decoration: underline;">333. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_34"></a><br />
SCENE 16: EXT. WAREHOUSE<br />
(TRENT, TESS)</h3>
<p>334. TRENT: [CUE] Over here, Tess. It looks like the main door is open.</p>
<p>335. TERESA: Yeah? That doesn’t strike you as a bit screwy?</p>
<p>336. TRENT: It does a bit. Best be on our guard, eh?</p>
<p>337. TERESA: You want your .45?</p>
<p>338. TRENT: Better safe than sorry.</p>
<p><span style="text-decoration: underline;">339. SOUND: [27] SCRAPING METAL ON METAL AS DOOR IS OPENED</span></p>
<p><span style="text-decoration: underline;">340. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_35"></a><br />
SCENE 17: INT. INSIDE THE WAREHOUSE<br />
(TERESA, TRENT, CLAIRE)</h3>
<p>341. TERESA: [CUE] It’s pretty dark in here. Can you see anything, Stone?</p>
<p>342. TRENT: I can’t make out very much&#8230; but if this place was being used to trap young women we should be on the lookout for&#8230;</p>
<p><span style="text-decoration: underline;">343. SOUND: [28] SOUND OF SWITCH BEING THROWN AND HISS OF GAS</span></p>
<p>344. TERESA: Oh no, Trent, gas.</p>
<p>345. TRENT: (COUGHING) Quick Tess, we&#8230; need to try to&#8230; oh.</p>
<p><span style="text-decoration: underline;">346. SOUND: [29] SOUND OF TWO BODIES SLUMPING TO THE FLOOR</span></p>
<p>347. CLAIRE MANNIX: (SINISTER CACKLE) Ha hahahaha! (FADES OUT)</p>
<p><span style="text-decoration: underline;">348. MUSIC: [45] (BRIDGE) DRAMATIC SUSPENSE SCENE ENDER — LET IT FINISH</span><a id="PA2_36"></a></p>
<p><span style="text-decoration: underline;">349. MUSIC: [50] (BRIDGE) CLOSING THEME MUSIC — ESTABLISH, FADE UNDER AND CREDITS</span></p>
<p>###</p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>CAESAR CORDOVA:</strong> Si, si. I’m a crook&#8230; but a crook with&#8230; er&#8230; boundaries. I don’t push drugs or mess with prostitution. I’m loyal to my friends, good with kids and dogs. I’m Spanish, so my organization is a family. We look out for each other. Now wouldn’t it be better if crime in the city was controlled by me&#8230; after all, there’s always going to be crime&#8230; but the one who runs it? Well, there is crime and there is crime.</p>
<p><strong>CLAIRE MANNIX:</strong> I am fanatically devoted to Itzamna, the alligator god. I would do anything for him (all praise his mighty form). I will kill every blasphemer, I will make the altar run with the blood of sacrifice once more, and I will fulfill my mission in this city blessed with the presence of our god’s chosen pets.</p>
<p>I am powerful, none more so, except of course the Ah Kin Mai of Itzamna: the High Priest whom I serve. But what of you? You do not appear to be wearing the garments of the priesthood.</p>
<p>Guards! Have this insect bound and placed upon the altar. There will be blood tonight!</p>
<h2><a id="PA2_48"></a><br />
CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ALL THUGS</strong>: Life’s tough all over. Honest jobs are hard to come by. But I’m not like the saps who sit around doing what they’re told. I take what I want. So I break a few heads along the way? What of it? I’m good at it. I don’t have to think too much and&#8230; hey, what are you lookin’ at?</p>
<p><strong>WILMA STURGESS:</strong> These girls! No respect! I cook, I clean — oh how I clean! They leave their books everywhere. But I keep them in line. No hanky-panky. No young men after hours. This is a safe place. I think how I want my own daughter to be looked after!</p>
<p><strong>WALT KROGAN:</strong> I’m a cab driver. I see all sorts and I figure I’m a good judge of character&#8230; and I like to talk to my fares. It’d be a pretty dull job if I just sat there being the back of some head to everyone who got in.</p>
<p>###</p>
<h2><a id="PA3_16"></a><a id="PA1_59"></a><a id="PA4_58"></a><br />
ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Cult of the Teeth</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-1-requiem-for-a-rude-man/">The Cult of the Teeth – Episode 1 – Requiem for a Rude Man</a></li>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-2-the-missing-girls/">The Cult of the Teeth – Episode 2 – The Missing Girls</a></li>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-3-dark-ritual/">The Cult of the Teeth – Episode 3 – Dark Ritual</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-2-the-missing-girls/">The Cult of the Teeth &#8211; Episode 2 – The Missing Girls</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<title>The Cult of the Teeth &#8211; Episode 1 – Requiem for a Rude Man</title>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 11 Dec 2015 20:56:08 +0000</pubDate>
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					<description><![CDATA[<p>Below we present the complete text of Requiem for a Rude Man; episode 1 of The Cult of the Teeth. THE CULT OF THE TEETH EPISODE #1 – REQUIEM FOR A RUDE MAN by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-1-requiem-for-a-rude-man/">The Cult of the Teeth &#8211; Episode 1 – Requiem for a Rude Man</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Requiem for a Rude Man; episode 1 of The Cult of the Teeth.</p>
<p><figure id="attachment_1768" aria-describedby="caption-attachment-1768" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/002PA2Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1768" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/002PA2Sml.png?resize=200%2C283&#038;ssl=1" alt="Pulp Adventure - PA002 - The Cult of the Teeth" width="200" height="283" /></a><figcaption id="caption-attachment-1768" class="wp-caption-text">Pulp Adventure &#8211; PA002 &#8211; The Cult of the Teeth</figcaption></figure></p>
<p><figure id="attachment_3378" aria-describedby="caption-attachment-3378" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3378" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&#038;ssl=1" alt="Recommended for mature audiences - may contain adult situations and themes" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_M-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3378" class="wp-caption-text">Recommended for mature audiences &#8211; may contain adult situations and themes</figcaption></figure></p>
<h2>THE CULT OF THE TEETH</h2>
<h3>EPISODE #1 – REQUIEM FOR A RUDE MAN</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Serial #2: The Cult of the Teeth</h3>
<p>“The Cult of the Teeth” is the second play in our Pulp Adventure series featuring Trent Stone and Tess Carter. Glory-hound and expert hunter, Maynard Havelock III, is the victim of a ritual murder shortly after having dinner with Trent Stone and Tess Carter. Finding themselves at the top of the suspect list, Trent and Tess are forced to investigate the disappearance of a number of young women from Star City University in a bid to clear their names. Their investigation takes them in search of an ancient cult (recently established in the modern city in which they have made their home), a missing obelisk, and behind it all, a familiar wheel-chaired villain. Can they prove their innocence and prevent the cult from committing any more ritual murders?</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>REQUIEM FOR A RUDE MAN</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>MAYNARD HAVELOCK III:</strong> Big Game Hunter</p>
<p><strong>WAITER:</strong> Restaurant Waiter</p>
<p><strong>TONY WELLS:</strong> Detective and League supporter</p>
<p><strong>LIBRARIAN:</strong> Female University Librarian</p>
<p><strong>ALASDAIR STANDISH:</strong> Dean of Anthropology</p>
<p><strong>MADELEINE FORSYTHE:</strong> Secretary to Alasdair</p>
<p><strong>SFX:</strong> 1 SFX artist required</p>
<h2><a id="PA2_17"></a><br />
ACT 1</h2>
<h3><a id="PA2_18"></a><br />
SCENE 1: EXT. APPROACHING THE METRO (A FINE RESTAURANT IN THE CITY CENTER) — EVENING<br />
(NARRATOR, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">1. MUSIC: [49] (BRIDGE) OPENING THEME MUSIC — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">2. SOUND: [1] WALLA — STREET SOUNDS, CARS ETC., AND WALKING FEET</span></p>
<p>3. NARRATOR: Star City on a cold February evening, one month after the events of “The Alligator Menace.”</p>
<p>Our heroes, Trent Stone and Tess Carter, approach one of the city’s finer dining establishments&#8230;</p>
<p>4. TERESA CARTER: Damn it, Trent, I hate this!</p>
<p>5. TRENT STONE: Oh, come on Tess. Maynard is a friend.</p>
<p>6. TERESA: Hmpf. Maynard Havelock the Third is a glory-hound and buffoon. If he loves anything in this world more than himself, it’s catching a glimpse of his own reflection. And whenever we have these dinners he gets drunk and starts staring down the front of my dress.</p>
<p>7. TRENT: Yes, well. I’ll admit the man is a little pompous&#8230; and he does have a knack for arriving at most newsworthy events too late&#8230; but he won’t be getting a drink tonight — they have prohibition in this country, remember.</p>
<p>Beneath that insufferable blustering he has a good heart, you know?</p>
<p>8. TERESA: Deep, deep beneath. At least you got him to promise to leave the press behind.</p>
<p>9. TRENT: I tried.</p>
<p>10. TERESA: Oh no! Stone, I’m going home.</p>
<p>11. TRENT: Wait a moment Tess. It won’t be that bad.</p>
<p>12. TERESA: You say! And what’s with you anyway? You normally hate these upper-class hangouts.</p>
<p>Thinking of joining the bourgeoisie?</p>
<p>13. TRENT: Not yet, Tess. You’ve seen Maynard eat. He’s got the table manners of a water buffalo. If you must know, it quite takes the pressure off&#8230; And things are finally quiet in this town. It’s been a month since that business with the alligators; the gangs have taken a brief break from shooting at each other; and we’ve been invited out to dinner by an old friend — who is also footing the bill — at one of the finest restaurants in town! The only thing of note to happen lately has been the theft of that South American obelisk from the Natural History Museum.</p>
<p>14. TERESA: And the theft of a lump of rock (even a really big one) isn’t cause for that much interest&#8230; (BEAT) You know, Maynard only offers to pay because if he didn’t, no one would ever agree to his company.</p>
<p>15. TRENT: Now, now Tess.</p>
<p>16. TERESA: Well, I can’t say it won’t be nice to eat at the Metro. I’ve heard great things about it.</p>
<p>17. TRENT: That’s the spirit. Oh, looks like we’ve arrived.</p>
<p>18. TERESA: (SIGHS) In for a penny, I guess.</p>
<p><span style="text-decoration: underline;">19. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_19"></a><br />
SCENE 2: INT. RESTAURANT FOYER<br />
(MAYNARD, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">20. SOUND: [7] DOOR OPENS, SOUND OF FLASH BULBS GOING OFF AND QUESTIONS</span></p>
<p>21. MAYNARD HAVELOCK III: (OVER THE HUBBUB) &#8230; and that was when I shot it. The villagers were so grateful they set old Stone and his girl free on the spot. I must say they looked a sight, soaked to the skin and covered in vegetables. Still, no one got eaten that day thanks to Maynard Havelock the Third, haha!</p>
<p>22. TERESA: (STAGE WHISPER) Who’s he calling your “girl”? I don’t suppose he’ll have mentioned that it was his fault we ended up in the cook-pot in the first place?</p>
<p>23. TRENT: (WRYLY) Probably not. Come on, let’s get his attention. Maynard! We’re here!</p>
<p>24. MAYNARD: Stone, old boy! So you are. And Miss Carter&#8230;(LASCIVIOUSLY) &#8230;lovely to see you, as ever.</p>
<p>25. TERESA: (AHEM) Yes, thank you, Maynard.</p>
<p>26. MAYNARD: (TO THE CROWD OF REPORTERS) That’ll be all the stories for this evening fellows, but don’t worry, there are plenty more where those came from&#8230; but before I go there’s time for one more photo&#8230; Trent, Tess! Over here.</p>
<p>27. TRENT: Maynard, no!</p>
<p>28. MAYNARD: Oh don’t be such a stick-in-the-mud, old boy. You broke the ground on this one, after all. Smile, Miss Carter.</p>
<p><span style="text-decoration: underline;">29. SOUND: [8] MORE SOUNDS OF FLASHBULBS GOING OFF</span></p>
<p>30. MAYNARD: Well that’s it, we’ll be taking our seats in the main dining room now. Thanks, fellows.</p>
<p><span style="text-decoration: underline;">31. SOUND: [9] SOUNDS OF DISAPPOINTMENT FROM THE PRESS</span></p>
<p><span style="text-decoration: underline;">32. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_20"></a><br />
SCENE 3: INT. THE DINING ROOM<br />
(MAYNARD, TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">33. SOUND: [2] WALLA — SOUNDS OF CUTLERY, GLASSES, GLASSES CLINKING, MURMUR OF PATRONS IN BACKGROUND — ESTABLISH AND UNDER</span></p>
<p>34. MAYNARD: (SIGHS) It’s all for the fans you know. My public just can’t live without me.</p>
<p>35. TRENT: (WRYLY) Yes, I’m sure. What was that about us “breaking the ground on this one”?</p>
<p>36. MAYNARD: Oh, but surely you’ve guessed why I’m here? No? Good Lord man, I’m here on a hunting trip.</p>
<p>37. TRENT: (GENUINE SURPRISE) What? What on earth do you expect to hunt in Star City?</p>
<p>38. MAYNARD: My, but you are dim at times, Stone. The alligators of course.</p>
<p>39. TERESA: But, Maynard, the alligators are all gone. No one has seen any for over a month.</p>
<p>40. MAYNARD: Ah, yes. But therein lies the challenge, and the mystery! Where have they gone, I ask you? They can’t just have vanished off the face of the earth. No, my dear, tracking these creatures down will be a hunt worthy of my skills&#8230; and by now it will be all over the evening editions. I can’t possibly let my public down.</p>
<p>41. TERESA: (LAUGHING) Oh, Maynard, you don’t change a bit, do you!</p>
<p>42. MAYNARD: Not a bit my dear. Shall we order?</p>
<p><span style="text-decoration: underline;">43. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_21"></a><br />
SCENE 4: INT. THE DINING ROOM — LATER<br />
(MAYNARD, TERESA, TRENT, WAITER)</h3>
<p>44. MAYNARD: [CUE] Mmm, delicious&#8230; So there you have it. I sent the press release through last night, and arrived this morning. I must say this is a very friendly town. I was met at the station by no less than six reporters and by the time I’d got myself settled in at the hotel, the foyer was simply swimming with news-folk. I have arranged to spend some time at the University Library this evening, and will start the hunt tomorrow morning (after a hearty breakfast of course).</p>
<p>45. TERESA: Of course.</p>
<p>46. TRENT: But Maynard, I’ve been wondering, what took you so long to&#8230;?</p>
<p><span style="text-decoration: underline;">47. SOUND: [10] CRASH OF BREAKING GLASS, SOUNDS OF SHOCK AND FRIGHT COMING FROM PATRONS — ESTABLISH AND UNDER</span></p>
<p>48. MAYNARD: Good Lord, who are those chaps?</p>
<p>49. TRENT: I don’t recognize the get-ups. Native South American, by the look.</p>
<p>50. TERESA: They’re raising weapons of some sort. Blowguns? Quick, get down.</p>
<p><span style="text-decoration: underline;">51. SOUND: [11] CRASH OF TABLE OVERTURNING AND BREAKING CROCKERY ETC.</span></p>
<p><span style="text-decoration: underline;">52. SOUND: [12] THWOCK OF THREE BLOW-DARTS STRIKING THE TABLE</span></p>
<p>53. TRENT: Looks like I turned over the table just in time. Do you have our hardware with you Tess?</p>
<p><span style="text-decoration: underline;">54. SOUND: [13] SOUND OF RUMMAGING IN BAG — UNDER</span></p>
<p>55. TERESA: Yes, given the way things have been lately, I haven’t felt safe going anywhere without them. Here you are.</p>
<p>56. TRENT: We’ve only got a second or two. One, two, three&#8230;</p>
<p><span style="text-decoration: underline;">57. SOUND: [14] SOUND OF GUNS BEING READIED</span></p>
<p>58. TERESA: Hey, where’d they go?</p>
<p>59. TRENT: I don’t know. They seem to have melted away into the night. Almost like ghosts. (DRYLY) Maynard, you can get up now!</p>
<p>60. MAYNARD: What? Oh yes, of course.</p>
<p>61. TERESA: Look at these darts, there’s something wet coated on the tips.</p>
<p>62. TRENT: Don’t touch them Tess, that’ll be some kind of poison.</p>
<p>63. TERESA: This doesn’t have anything to do with you, does it Maynard?</p>
<p>64. MAYNARD: What? Good Lord no! I’ve only just arrived after all. No. This is more likely some part of your business. In this one, I’m strictly an innocent bystander.</p>
<p>65. TERESA: (DOUBTFULLY) hmmm.</p>
<p>66. TRENT: (AT A DISTANCE) Well, let’s take a look at where they got in&#8230; Plenty of broken glass&#8230; At least we can be certain they weren’t ghosts.</p>
<p>67. TERESA: How so?</p>
<p>68. TRENT: Apart from the broken glass? Look at this.</p>
<p>69. TERESA: What is that? A collapsible blowgun?</p>
<p>70. TRENT: It appears to be. I think it’s solid gold.</p>
<p>71. TERESA: (WHISTLES) That’s impressive. What’s the other thing?</p>
<p>72. TRENT: I think it’s a blowgun dart. Not like the others though. Look at the tip.</p>
<p>73. TERESA: Is that diamond?</p>
<p>74. TRENT: If it is, it’s not any kind of diamond I’ve ever seen. It’s blue for a start.</p>
<p>75. MAYNARD: (LAUGHING) Oh, this is wonderful. Mystery, action, adventure! If I’m quick I’ll be able to get in a couple of interviews before the late edition. Oh, looks like some members of the press are here already. If you’ll excuse me&#8230; my public awaits.</p>
<p>76. TERESA: Well, I guess that ends our evening out.</p>
<p>77. TRENT: Not quite, we’ll still need to give our statements to the police.</p>
<p>78. MAYNARD: (REATREATING INTO THE DISTANCE) Fortunately, I overturned the table in time. I hate to imagine what would have happened to poor old Stone and his girl if I hadn’t been there&#8230;</p>
<p>79. WAITER: Ahem&#8230; Excuse me sir, but the gentleman left without paying his bill.</p>
<p>80. TRENT: Ugh!</p>
<p><span style="text-decoration: underline;">81. MUSIC: [43] (BRIDGE) IRONIC SCENE ENDER — LET IT FINISH</span></p>
<h2><a id="PA2_22"></a><br />
ACT 2</h2>
<h3><a id="PA2_23"></a><br />
SCENE 5: INT. HEROES SUITE AT THE REGENCY HOTEL —THE NEXT DAY<br />
(TRENT, WELLS)</h3>
<p>82. SOUND: [15] HEAVY KNOCKING ON THE DOOR</p>
<p>83. TRENT: Hold your horses, I’m coming.</p>
<p>84. SOUND: [16] DOOR OPENS</p>
<p>85. TRENT: Oh, it’s you, Detective. Come in.</p>
<p>86. TONY WELLS: Thanks, Stone. Official business I’m afraid.</p>
<p>87. TRENT: I thought as much. Six a.m. seems a little early for a social call.</p>
<p>88. WELLS: Is Tess up? I need you both.</p>
<p>89. TRENT: She’s in the room across the hall.</p>
<p>90. WELLS: Oh, I thought&#8230; (EMBARRASSED) Sorry.</p>
<p>91. TRENT: It’s not that kind of relationship. Tess is an old-fashioned sort of girl.</p>
<p>92. WELLS: Yes, well&#8230; sorry.</p>
<p>93. TRENT: (EXASPERATED) Just go knock on her door while I get dressed. Can I meet you in the lobby in, say, ten minutes?</p>
<p>94. WELLS: Fine, I’ll see you downstairs.</p>
<p><span style="text-decoration: underline;">95. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_24"></a><br />
SCENE 6: INT. LOBBY OF THE HOTEL — FORTY-FIVE MINUTES LATER<br />
(TERESA, WELLS, TRENT)</h3>
<p>96. TERESA: [CUE] Detective Wells, so nice to see you again.</p>
<p>97. WELLS: (GLUMLY) I thought you said you’d be ten minutes.</p>
<p>98. TRENT: You can’t rush a woman in the morning, Wells.</p>
<p>99. TERESA: Besides you didn’t say it was anything urgent.</p>
<p>100. WELLS: Not urgent? &#8230; but what did you? Oh, never mind. The two of you need to come with me. Maynard Havelock the Third is dead!</p>
<p><span style="text-decoration: underline;">101. MUSIC: [44] (BRIDGE) DRAMATIC EMPHASIS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_25"></a><br />
SCENE 7: EXT. OUTSIDE THE UNIVERSITY LIBRARY<br />
(TRENT, WELLS, TERESA)</h3>
<p><span style="text-decoration: underline;">102. SOUND: [17] SOUND OF CAR PULLING UP</span></p>
<p>103. TRENT: This is the University Library.</p>
<p>104. WELLS: Yes, this is where he was found.</p>
<p>105. TERESA: Who found him, Detective?</p>
<p>106. WELLS: A night watchman. Havelock had arranged with the University to come and do some work here.</p>
<p>107. TRENT: Am I to assume we’re suspects?</p>
<p>108. WELLS: At the moment you’re just helping us with our inquiries. You were the last to be seen with him, you know?</p>
<p>109. TRENT: Actually, that’s not quite true. He left the restaurant in the company of some reporters.</p>
<p>110. TERESA: Stiffing us with the bill, to boot!</p>
<p>111. WELLS: Really? I’ll look into it. We’d better get inside.</p>
<p><span style="text-decoration: underline;">112. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_26"></a><br />
SCENE 8: INT. INSIDE THE LIBRARY<br />
(TERESA, TRENT, WELLS, LIBRARIAN)</h3>
<p>113. TERESA: [CUE] Oh, my! This is awful. Why hasn’t the body been moved?</p>
<p>114. WELLS: I told them to wait until you’d seen it. I didn’t think you would take so long to get here.</p>
<p>115. TRENT: All right, Wells, we get the message. (BEAT) There’s an awful lot of blood. Poor Maynard! It looks like they’ve opened his chest up.</p>
<p>116. WELLS: The heart is missing.</p>
<p>117. TERESA: Oh!</p>
<p>118. TRENT: And you thought we might have something to do with this?</p>
<p>119. WELLS: It’s nothing personal. You’ve traveled a lot and there aren’t many people in this town who could make it look like a ritual murder.</p>
<p>120. TERESA: Ritual murder? What makes you think it was a ritual murder?</p>
<p>121. WELLS: Aside from taking his heart? Take a look at his forehead. See that?</p>
<p>122. TRENT: What is that? It looks like someone has carved something there. A tooth?</p>
<p>123. WELLS: That’s our best guess. What do you make of it?</p>
<p>124. TRENT: I couldn’t begin to guess.</p>
<p>125. TERESA: What about that business last night? Those guys who attacked us in the restaurant were in some kind of native South American get-ups.</p>
<p>126. TRENT: It’s possible, I suppose. My initial thought was that they were after us. Maynard hasn’t been near South America in years. Most of his time has been spent in Africa.</p>
<p>127. TERESA: His left hand is balled into a fist. Could he be holding something?</p>
<p>128. WELLS: I’ll take a look. (BEAT) Yes, there’s something there. It’s badly bloodstained. A photo of a young woman I think.</p>
<p>129. TERESA: Yes, she’s pretty. It looks like a college photo judging by the pose.</p>
<p>130. TRENT: What was he here looking at?</p>
<p>131. WELLS: Books on alligators for the most part. You can see he must have been taken by surprise.</p>
<p>They’re spread all around him.</p>
<p>132. TRENT: Hmmm. Maynard may have played the buffoon often enough, and he certainly had a gift for getting in trouble. But he was, nonetheless, nobody’s fool. He would never have survived this long if he had been.</p>
<p>133. WELLS: Your point being?</p>
<p>134. TRENT: Something is wrong here. We’re missing something.</p>
<p>135. TERESA: Like what?</p>
<p>136. TRENT: One of these books doesn’t belong. This one: “South American Religion in Pre-Columbian Times.” (BEAT) He’s marked a page. I wonder what he was after?</p>
<p>137. TERESA: Look at those pictures. The costumes match those worn by our attackers last night.</p>
<p>138. TRENT: That’s right. “The Cult of the Teeth — a particularly violent death-cult that worshipped&#8230;” get this, they worshipped “alligators.” They would carve the sign of the tooth into the foreheads of their victims and sacrifices.</p>
<p>139. TERESA: What do you think it all means?</p>
<p>140. TRENT: I’m not sure, but I’m willing to bet it has something to do with the photo of the girl.</p>
<p>141. WELLS: Hmmm.</p>
<p>142. LIBRARIAN: Excuse me. (SHOCK) Oh&#8230; I&#8230; oh!</p>
<p>143. WELLS: This is still a crime scene, miss. I’ll have to ask you&#8230;</p>
<p>144. LIBRARIAN: Yes, I’m sorry. I’ve just had a call from Mr. Standish, the Dean of Anthropology. He’d like a word with Mr. Stone and his companion after you’ve finished with them, Detective.</p>
<p>145. WELLS: I think I’ve gotten everything I need to for the moment. I hate to have to say this, folks, but&#8230;</p>
<p>146. TRENT: &#8230;don’t leave town?</p>
<p>147. WELLS: Well, I was going to say “please don’t leave town” but that’s about the gist of it.</p>
<p>148. TRENT: Thanks, Detective. I’m sure we’ll be hearing from you later. By the way, what will happen to Maynard’s body now?</p>
<p>149. WELLS: For the moment he’s the property of the court. Once this business is settled we’ll hand him over to the family.</p>
<p>150. TRENT: He has a sister in England. I’ll send you the details later.</p>
<p>151. WELLS: Thanks.</p>
<p>152. TERESA: Which way to the Dean’s office, Miss?</p>
<p><span style="text-decoration: underline;">153. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA2_27"></a><br />
SCENE 9: INT. THE DEAN’S OFFICE — A SHORT WHILE LATER<br />
(ALASDAIR, TERESA, TRENT, MADELEINE)</h3>
<p>154. ALASDAIR STANDISH: [CUE] Come in, come in. I’m sorry you are visiting under such distressing circumstances.</p>
<p>155. TERESA: Thank you Mr&#8230;?</p>
<p>156. ALASDAIR: Alasdair Standish, I’m the Dean of Anthropology here at Star City U.</p>
<p>157. TERESA: Thank you, Mr. Standish. It’s a nice university you have here, though something of a maze.</p>
<p>158. ALASDAIR: Yes, our faculty is a little tucked away, isn’t it? Not what you’d call a high profile area of scientific endeavor. Still, they won’t be removing us terribly soon. We have been the recipients of a number of generous endowments which guarantee our presence on campus for a long time to come.</p>
<p>159. TERESA: The recognition must be gratifying.</p>
<p>160. ALASDAIR: Yes, yes it is.</p>
<p>161. TRENT: (UNCOMFORTABLE PAUSE) Was there some reason you wished to see us, Mr. Standish?</p>
<p>162. ALASDAIR: What? Uh yes, yes there was.</p>
<p>163. TRENT: (FURTHER UNCOMFORTABLE PAUSE) Mr. Standish?</p>
<p>164. ALASDAIR: Yes, I’m sorry. It’s not easy to decide where to begin.</p>
<p>165. TERESA: Perhaps the beginning would be best.</p>
<p>166. ALASDAIR: Yes of course. But, you must understand my position. I’m the Dean of a relatively small department within the University and I’d rather not cause the University any embarrassment. I believe you’re a reporter, Miss Carter?</p>
<p>167. TERESA: Ah, I see! You’re concerned about what might happen if this discussion were to become public?</p>
<p>168. ALASDAIR: Yes, you have it exactly. I know it’s a lot to ask, but I’d prefer it if our conversation&#8230;</p>
<p>169. TRENT: You can rely on our discretion, Mr. Standish.</p>
<p>170. ALASDAIR: (RELIEVED) Thank you. I can’t tell you what a burden this is.</p>
<p>171. TERESA: So far, you haven’t told us anything at all.</p>
<p>172. ALASDAIR: (DEEP BREATH) Yes, sorry. It concerns something one of my students brought to my attention. She’s an exceptionally good student you understand, level-headed and reliable. She’s sort of the unofficial den-mother — as well as the official sorority president — of the Beta-Phi sorority — Claire Mannix. Anyway, she has been concerned that a number of the girls have disappeared in the last few weeks — three to be exact. It’s not unusual for girls to go “on the town” (so to speak). It happens more often than you might think. University life can turn a young woman’s head. Generally, the University doesn’t like to get caught up in the scandal. Often the girl comes to her senses and returns to her studies. At other times she (AHEM) quietly departs.</p>
<p>173. TRENT: I’m sorry Mr. Standish, but I’m not sure I&#8230;</p>
<p>174. ALASDAIR: Please be patient just a little longer. The thing is, Claire — I mean Miss Mannix — was very concerned. While it’s not unusual for one girl to drop out of sight for a little while, three is much more unusual. Naturally, we don’t want to involve the police, and we certainly don’t want to be seen to be subverting the University’s handling of the situation but&#8230;</p>
<p>175. TRENT: I take it this has nothing to do with the matter in the Library this morning.</p>
<p>176. ALASDAIR: Eh? No. It’s more of a happy coincidence. Hearing you were on campus I thought I’d take the opportunity to ask for your aid.</p>
<p>177. TERESA: I’m not sure I’d describe the circumstances of our visit today as in any way “happy.”</p>
<p>178. ALASDAIR: Oh, my Lord, no! Forgive me. That was a very insensitive thing to say. The man in the Library, he was a friend of yours, yes?</p>
<p>179. TRENT: I wasn’t aware that the police had released any details as yet.</p>
<p>180. ALASDAIR: You have to understand, the University — despite its size — is a very small community at heart and news travels fast.</p>
<p>181. TRENT: Hmmm. Well yes, the victim was a friend of ours.</p>
<p>182. ALASDAIR: Please accept my apology and condolences. My mouth sometimes runs ahead of me.</p>
<p>183. TRENT: Think nothing of it. Now, about these girls&#8230;</p>
<p>184. ALASDAIR: Then you’re willing to look into it&#8230; discreetly of course.</p>
<p>185. TRENT: Yes, I think so. Do you happen to have any photographs of the young women in question?</p>
<p>186. ALASDAIR: Just a moment.</p>
<p><span style="text-decoration: underline;">187. SOUND: [18] BUZZ OF INTERCOM</span></p>
<p>188. ALASDAIR: Miss Forsythe, do you have a copy of the yearbook handy?</p>
<p>189. MADELEINE FORSYTHE (SECRETARY): Just a moment, Mr Standish, I’ll bring one in.</p>
<p>190. ALASDAIR: The University distributes this to faculty with the class lists. It makes learning the students’ names etc. easier.</p>
<p>191. TERESA: I’m sure.</p>
<p><span style="text-decoration: underline;">192. SOUND: [16] DOOR OPENS</span></p>
<p>193. MADELEINE: Here you are, Mr Standish.</p>
<p>194. ALASDAIR: Thank you, Madeleine. Now let me see&#8230;</p>
<p><span style="text-decoration: underline;">195. SOUND: [19] DOOR CLOSES AGAIN</span></p>
<p>196. ALASDAIR: Ah, here we are. This is Brit Morris, the first girl to disappear&#8230; and this, this is Jenny Silver&#8230; and, most recently,&#8230; here she is, this is Shelley Rossiter.</p>
<p>197. TERESA: Oh My!</p>
<p>198. ALASDAIR: Is something the matter Miss Carter?</p>
<p>199. TRENT: (INTERRUPTING) No, no. That’s fine. Would it be possible to borrow this from you, Mr Standish?</p>
<p>200. ALASDAIR: (WITH RELIEF) Yes, of course. I can’t tell you how much better I feel, knowing you will be looking into things.</p>
<p>201. TRENT: I’m sure. Well, Mr Standish, if there’s nothing more, I think we’d best be off.</p>
<p>202. ALASDAIR: Yes, yes. Thank you so much. And you, Miss Carter, thanks again.</p>
<p>203. TERESA: You’re very welcome.</p>
<p>204. TRENT: Oh, before we go. Your area of expertise is South American Anthropology, yes? You don’t happen to recognize these objects, do you?</p>
<p>205. ALASDAIR: Er, no. Is that a gold blowgun and dart?</p>
<p>206. TRENT: And this symbol. You haven’t seen it anywhere before?</p>
<p>207. ALASDAIR: It looks like some kind of tooth or fang. No, I can’t say I have. Is it something important?</p>
<p>208. TRENT: (IGNORING ALASDAIR) Well, thank you for your time. We won’t bother you any further.</p>
<p><span style="text-decoration: underline;">209. MUSIC: [42] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">210. MUSIC: [50] CLOSING THEME AND CREDITS</span></p>
<p>&nbsp;</p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER: </strong>Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>MAYNARD HAVELOCK III:</strong> Ho there! Maynard Havelock the Third here. My friends call me Maynard despite all my best efforts to get them to call me “Big Man.” I’m a big game hunter and adventurer, don’t you know? I bluster a bit, but my public loves me and I do my best to keep them abreast of all my latest doings. I’m never seen without a few reporters hanging on my coat-tails.</p>
<p>What was that? Why yes, I am awfully brave. Except for that time where&#8230; oh, and that time that&#8230; but never mind about that. Brave! Stalwart! Salt of the earth! A product of the Empire! That’s me. Perhaps I’m occasionally too well mannered and concerned for the feelings of others&#8230; and the fillies occasionally get a little overwhelmed by my manly presence (LAUGHING) — pretending to be offended in order to cover their sense of deep attraction towards me, bless ’em — but all in all, I’m a good sort. And you can’t ask for much more than that.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. I’m still not sure about Stone and Carter. They cross a lot of lines&#8230; but then so do I.</p>
<p><strong>ALASDAIR STANDISH:</strong> What was that, my dear? Oh yes, I am the Dean of the School of Anthropology. Yes, it’s an absolutely fascinating subject. It’s the study of (LASCIVIOUSLY) the most basic, the most primal, societies&#8230; (DISTRACTED) My but you have the most lovely blonde hair&#8230; and beautiful blue eyes. Oh, sorry&#8230; I get so easily distracted these days. The pressures of the job and my advancing age you know. Perhaps (LASCIVIOUSLY AGAIN) we could meet later to engage in some extra tuition.</p>
<p>Oh my dear, of course, it would all be above board. I’m old enough to be your father after all. No, no. You have absolutely nothing to worry about with me!</p>
<h2><a id="PA2_48"></a><br />
CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>LIBRARIAN:</strong> I like an orderly world, one of discipline and quiet. I’m easily shocked — but not above reading the latest romance novel. Murder just doesn’t belong in a world of books.</p>
<p><strong>MADELEINE FORSYTHE:</strong> I’m so grateful to Mr. Standish for my job as his secretary. He’s a great man. So clever and kind. I wish I could keep him to myself but there’s always another bright young thing walking through his door. I guess he needs variety. But, each year a new crop of young things arrives and I just keep getting older.</p>
<p><strong>WAITER:</strong> Hey I just work here. I’m polite, I smile, but the last thing I want is a deadbeat patron. The money comes out of my wages if they skip out on the check. I’ve got to do right by my family — and there are a hundred other guys lined up for my job — so there’s no way a deadbeat walks out without paying.</p>
<p>###</p>
<h2><a id="PA3_16"></a><a id="PA1_59"></a><a id="PA4_58"></a><br />
ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a>.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Cult of the Teeth</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-1-requiem-for-a-rude-man/">The Cult of the Teeth – Episode 1 – Requiem for a Rude Man</a></li>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-2-the-missing-girls/">The Cult of the Teeth – Episode 2 – The Missing Girls</a></li>
<li><a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-3-dark-ritual/">The Cult of the Teeth – Episode 3 – Dark Ritual</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-cult-of-the-teeth-episode-1-requiem-for-a-rude-man/">The Cult of the Teeth &#8211; Episode 1 – Requiem for a Rude Man</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1767</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #41</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-40-2/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-40-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Dec 2015 22:01:01 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1758</guid>

					<description><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects. Don’t forget to check out some [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-40-2/">Artist&#8217;s Sketchbook #41</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.</p>
<p><figure id="attachment_1759" aria-describedby="caption-attachment-1759" style="width: 815px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/12/RapunzalArt5.png"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1759" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/12/RapunzalArt5.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &quot;Audio Drama for Schools&quot;." width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/RapunzalArt5.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/RapunzalArt5.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/RapunzalArt5.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/12/RapunzalArt5.png?resize=600%2C1007&amp;ssl=1 600w" sizes="(max-width: 640px) 100vw, 640px" /></a><figcaption id="caption-attachment-1759" class="wp-caption-text">Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &#8220;Audio Drama for Schools&#8221;.</figcaption></figure></p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-40-2/">Artist&#8217;s Sketchbook #41</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1758</post-id>	</item>
		<item>
		<title>Adventurer&#8217;s Cream Pie (dessert &#8211; serves 8)</title>
		<link>https://weirdworldstudios.com/adventurers-cream-pie/</link>
					<comments>https://weirdworldstudios.com/adventurers-cream-pie/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Dec 2015 21:49:29 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[Adventurer's Cream Pie]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[dessert]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1756</guid>

					<description><![CDATA[<p>For dessert — Adventurer’s Cream Pie (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 1/2 cup butter 2 cups sugar 4 eggs, well beaten 3 ½ cups flour 4 teaspoons baking powder 1/2 teaspoon salt 1 cup milk 2 teaspoons vanilla Method; Cream [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/adventurers-cream-pie/">Adventurer&#8217;s Cream Pie (dessert &#8211; serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For dessert — Adventurer’s Cream Pie (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>1/2 cup butter</li>
<li>2 cups sugar</li>
<li>4 eggs, well beaten</li>
<li>3 ½ cups flour</li>
<li>4 teaspoons baking powder</li>
<li>1/2 teaspoon salt</li>
<li>1 cup milk</li>
<li>2 teaspoons vanilla</li>
</ul>
<p><strong>Method;</strong> Cream the butter and add sugar gradually. Add eggs and beat well. Sift the dry ingredients and add to creamed mixture alternately with the milk, beating after each addition. Add vanilla. Pour mixture into two well-buttered layer cake tins and bake in a moderate oven (350°F or 180°C) for 30 minutes. When cool put layers together with cream filling and sprinkle top with powdered sugar.</p>
<p>&nbsp;</p>
<p>Cream filling</p>
<ul>
<li>5 tablespoons flour</li>
<li>3/4 cup sugar</li>
<li>1/4 teaspoon salt</li>
<li>2 cups milk, scalded</li>
<li>2 eggs</li>
<li>1 teaspoon vanilla</li>
</ul>
<p><strong>Method:</strong> Mix the ingredients together in a double boiler and gradually add the milk, stirring constantly to prevent lumps. Cook until the mixture thickens. Pour a small amount over the eggs and mix thoroughly. Add egg mixture to the balance of the first mixture and cook for two minutes. Remove from heat and cool. Add flavoring.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/adventurers-cream-pie/">Adventurer&#8217;s Cream Pie (dessert &#8211; serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1756</post-id>	</item>
		<item>
		<title>Sewer Salad (side dish &#8211; serves 8)</title>
		<link>https://weirdworldstudios.com/sewer-salad-side-dish-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Dec 2015 21:44:38 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[sewer salad]]></category>
		<category><![CDATA[side dish]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1754</guid>

					<description><![CDATA[<p>As a side dish — Sewer Salad (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. 8 tomatoes, peeled and sliced 2 cucumbers, peeled and sliced 4 green peppers (capsicums) thinly sliced 2 tablespoons minced onion 1 teaspoon Worcestershire sauce 1 teaspoon A1 sauce [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/sewer-salad-side-dish-serves-8/">Sewer Salad (side dish &#8211; serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As a side dish — Sewer Salad (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>8 tomatoes, peeled and sliced</li>
<li>2 cucumbers, peeled and sliced</li>
<li>4 green peppers (capsicums) thinly sliced</li>
<li>2 tablespoons minced onion</li>
<li>1 teaspoon Worcestershire sauce</li>
<li>1 teaspoon A1 sauce</li>
<li>salt, pepper, and paprika</li>
<li>1/2 teaspoon dry mustard</li>
<li>2 teaspoons sugar</li>
<li>2 pilot crackers</li>
<li>4 tablespoons sour cream</li>
<li>lettuce</li>
</ul>
<p><strong>Method:</strong> Combine the tomato, cucumber, and pepper (capsicum) and drain off their juices. Soak the crackers in cold water for about 3 minutes and squeeze dry. Place a layer of vegetable mixture in a bowl and sprinkle with the chopped onion and cracker. Spread with sour cream to which all the above spices and sauces have been added. Repeat until all the ingredients have been used. Place on ice for about 3 hours; serve on crisp lettuce leaves.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/sewer-salad-side-dish-serves-8/">Sewer Salad (side dish &#8211; serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1754</post-id>	</item>
		<item>
		<title>Barbecued &#8216;Gator and Sauce (main course, serves 8)</title>
		<link>https://weirdworldstudios.com/barbecued-gator-and-sauce-main-course-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Dec 2015 21:28:43 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[barbecued gator and sauce]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[main course]]></category>
		<category><![CDATA[recipe]]></category>
		<category><![CDATA[sauce]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1750</guid>

					<description><![CDATA[<p>For the main course — Barbecued ’gator and Sauce (serves 8) These themed recipes are for authentic dishes cooked in the continental United States during the late 1930s. 1 boneless leg of lamb (2 pounds/900g) 4 tablespoons chili sauce 4 onions, sliced 2 cloves garlic 2 tablespoons Worcestershire sauce 2 teaspoons ground ginger 2 teaspoons [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/barbecued-gator-and-sauce-main-course-serves-8/">Barbecued &#8216;Gator and Sauce (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the main course — Barbecued ’gator and Sauce (serves 8)</p>
<p>These themed recipes are for authentic dishes cooked in the continental United States during the late 1930s.</p>
<ul>
<li>1 boneless leg of lamb (2 pounds/900g)</li>
<li>4 tablespoons chili sauce</li>
<li>4 onions, sliced</li>
<li>2 cloves garlic</li>
<li>2 tablespoons Worcestershire sauce</li>
<li>2 teaspoons ground ginger</li>
<li>2 teaspoons dry mustard</li>
<li>2 tablespoons vinegar</li>
<li>pepper, salt</li>
<li>4 tablespoons olive oil</li>
</ul>
<p><strong>Method:</strong> After wiping the lamb well with a damp cloth, rub thoroughly with the spices which have been mixed together. Dredge well with flour and brown quickly in a hot oven (400°F or 200°C) for about 25 minutes. Reduce heat and baste with the combined chili sauce, Worcestershire, vinegar, and olive oil. Slice onion and place around the meat with the cloves of garlic. Baste every 15 minutes, allowing about 30 minutes to the pound for roasting. One hour before finished add one cup of boiling water. Skim the fat from the pan and strain for gravy.</p>
<p>&nbsp;</p>
<p>Sauce</p>
<ul>
<li>1/2 pound (225 g) butter</li>
<li>2 cups vinegar</li>
<li>2 sour pickles, finely chopped</li>
<li>4 tablespoons chopped onion</li>
<li>4 tablespoons Worcestershire sauce</li>
<li>4 tablespoons chili sauce</li>
<li>8 slices lemon</li>
<li>2 teaspoons brown sugar</li>
<li>2 green peppers (capsicum), finely chopped</li>
</ul>
<p><strong>Method:</strong> Combine and mix thoroughly. Place in a saucepan on a low heat and cook until butter melts, stirring constantly. Place in top of a double boiler and keep warm until ready to use.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/barbecued-gator-and-sauce-main-course-serves-8/">Barbecued &#8216;Gator and Sauce (main course, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1750</post-id>	</item>
		<item>
		<title>Alligator Meatballs (appetizer, serves 8)</title>
		<link>https://weirdworldstudios.com/alligator-meatballs-serves-8/</link>
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		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 04 Dec 2015 21:17:36 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recipe]]></category>
		<category><![CDATA[alligator meatballs]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[appetizer]]></category>
		<category><![CDATA[dinner party]]></category>
		<category><![CDATA[recipe]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1748</guid>

					<description><![CDATA[<p>For the appetizer — Alligator Meatballs (serves 8) This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s. Two pounds (900g) minced beef One pound (450g) minced pork 2 minced onions 2 eggs 2 tablespoons flour salt, pepper 4 slices dry bread Method: Soak the bread in [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/alligator-meatballs-serves-8/">Alligator Meatballs (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the appetizer — Alligator Meatballs (serves 8)</p>
<p>This themed recipe is for an authentic dish cooked in the continental United States during the late 1930s.</p>
<ul>
<li>Two pounds (900g) minced beef</li>
<li>One pound (450g) minced pork</li>
<li>2 minced onions</li>
<li>2 eggs</li>
<li>2 tablespoons flour</li>
<li>salt, pepper</li>
<li>4 slices dry bread</li>
</ul>
<p><strong>Method:</strong> Soak the bread in water and, when soft, squeeze out water. Add the remaining ingredients and enough water to make the meat mixture quite soft. Then shape the balls to the desired size, preferably small, and pan fry in hot butter. If gravy is desired add a little butter after the meatballs are removed from the pan, and stir in about 2 tablespoons of flour. Then stir in hot water and salt and pepper, and a little cream. Pour the gravy over the meatballs. Serve on toothpicks.</p>
<p>This recipe is in the public domain and may be used freely.</p>
<p>The post <a href="https://weirdworldstudios.com/alligator-meatballs-serves-8/">Alligator Meatballs (appetizer, serves 8)</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1748</post-id>	</item>
		<item>
		<title>The Alligator Menace &#8211; Episode 4 – Portrait of Villainy</title>
		<link>https://weirdworldstudios.com/1738-2/</link>
					<comments>https://weirdworldstudios.com/1738-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 27 Nov 2015 20:55:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alligator Menace]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[portrait of villainy]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1738</guid>

					<description><![CDATA[<p>Below we present the complete text of Portrait of Villainy; episode 4 of The Alligator Menace. THE ALLIGATOR MENACE EPISODE #4 – PORTRAIT OF VILLAINY An original audio drama and fun dinner party idea by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Edition This [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/1738-2/">The Alligator Menace &#8211; Episode 4 – Portrait of Villainy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Portrait of Villainy; episode 4 of The Alligator Menace.</p>
<p><figure id="attachment_119" aria-describedby="caption-attachment-119" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-119" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=200%2C283&#038;ssl=1" alt="The Alligator Menace - Episode 1 of our Pulp Adventure Serial" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=104%2C148&amp;ssl=1 104w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=21%2C31&amp;ssl=1 21w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=26%2C38&amp;ssl=1 26w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=151%2C215&amp;ssl=1 151w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-119" class="wp-caption-text">The Alligator Menace &#8211; Episode 1 of our Pulp Adventure Serial</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ALLIGATOR MENACE</h2>
<h3>EPISODE #4 – PORTRAIT OF VILLAINY</h3>
<p>An original audio drama and fun dinner party idea</p>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Edition</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold. Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained. No derivative content or use is allowed. It can be freely shared in its current form (without change) under this license. If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com/">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="http://www.weirdworldstudios.com/">http://www.weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Series #1: The Alligator Menace</h3>
<p>Trent Stone and Tess Carter are in Star City to participate as junior members in the League of Adventure Seekers annual dinner. However, when the dinner — and a number of other key events throughout the city — is broken up by a horde of remotely controlled albino sewer alligators, Trent and Tess are launched into a dangerous game of cat and mouse with an insane genius bent on controlling the city’s underworld. In order to overcome this villain, our heroes must navigate a dangerous world of organized crime bosses, gang war, exploding alligators, and weird science. Can they locate the villain before his plans reach their fruition? Tune in to “The Alligator Menace” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ALLIGATOR MENACE</h2>
<p>CAST LIST</p>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>MIRIAM RIBBENSBERG:</strong> President of the League</p>
<p><strong>THE TECHNOMASTER:</strong> aka John Whistler (Villain)</p>
<p><strong>THEO TYRONE:</strong> Coroner</p>
<p><strong>SFX:</strong> 1 SFX artist required</p>
<p>&nbsp;</p>
<h2>EPISODE 4: Portrait of Villainy</h2>
<h3>SCENE 25: INT. CORONER’S COOL ROOM<br />
(TERESA, THEO, TRENT)</h3>
<p><span style="text-decoration: underline;">514. MUSIC [80] (BRIDGE) OPENING THEME MUSIC — LET IT FINISH</span></p>
<p>515. NARRATOR: NARRATOR: Someone in Star City is manipulating events to create a gang war between the major crime families… but who, and for what reason? Our heroes (Trent Stone and Tess Carter) have followed what few clues they have found to the coroner’s office in the hope of tracking down the master criminal behind all the recent mayhem.</p>
<p>516. TERESA: [CUE] A bit undignified, isn’t it, laying them out on tables like so many slabs of meat.</p>
<p>517. THEO: The dead don’t care. But that isn’t what I want you to see. It’s these alligator corpses.</p>
<p>518. TRENT: There’s not much left.</p>
<p>519. THEO: Admittedly, but I was able to examine the brain and the stomach contents of each. See this machine I recovered. It was plumbed directly into the motor control region of one of the creature’s brains. And this small metal card with various bumps and grooves in it, I believe this provided the instructions the animal was required to follow. Very ingenious, and requiring no small amount of work to produce in quantity.</p>
<p>520. TERESA: Looks like you were right, Stone. It is some kind of mechanical mind control.</p>
<p>521. THEO: But that’s not all. There have been rumors for some time that a nest of the beasts is hidden somewhere near Pevensey Street. I never gave it much thought — people are always claiming to have seen this or that around the city and it’s usually just tall stories. But the homeless avoid the area unless they’re desperate for a place to stay. Lots of people have supposedly gone missing there, but, of course, with so many transients passing through looking for work it’s hard to determine whether a disappearance equals a missing person or simply someone who has moved on&#8230; and the police have higher priorities than looking into every report that comes in from the homeless community.</p>
<p>522. TERESA: (WRYLY) I’m sure.</p>
<p>523. TRENT: Yes, but what has this to do with your findings?</p>
<p>524. THEO: Just this. In the stomach of one of the alligators I found&#8230;</p>
<p>525. TERESA: A wallet?526. THEO: That’s right. It belonged to a homeless man named Herbert Whitman. He disappeared last week. Some of the folk at Indigo Park reported it. They said he had gone to stay in the abandoned Pevensey Street Mission. There is a regular soup kitchen on the street in front, and, despite all the warnings, some of the homeless try to sleep there in order to be early enough to get a meal before the food runs out. His meal ticket for the soup kitchen is still inside.</p>
<p>527. TRENT: This could be just the break we were looking for.</p>
<p>528. TERESA: At the very least it links the alligators used in the commission of these crimes with a specific location.</p>
<p>529. TRENT: Thanks, Dr. Tyrone. We’ll check it out.</p>
<p>530. THEO: Don’t mention it&#8230; and be careful. The bullets haven’t started flying yet, but once the gangs start shooting it out, this town will be a dangerous place to be out and about in.</p>
<p><span style="text-decoration: underline;">531. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_43"></a><br />
SCENE 26: EXT. PEVENSEY STREET MISSION (LATE AFTERNOON)<br />
(TRENT, TERESA)</h3>
<p>532. TRENT: [CUE] So Tess, what do you think?</p>
<p>533. TERESA: Ugly looking place, isn’t it? Hard to believe it was a mission once. It’ll take some work to get inside too. Look at all those boarded-up doors and windows.</p>
<p>534. TRENT: Then we’d better get started. I’m willing to bet though, that if this place was being used as a regular squatters’ residence by the homeless, some of those boards will swing back fairly easily.</p>
<p>535. TERESA: Hey you’re right. These boards do shift easily.</p>
<p><span style="text-decoration: underline;">536. SOUND: [59] SOUND OF WINDOW BEING RAISED</span></p>
<p>537. TERESA: Yep, we can get in here.</p>
<p><span style="text-decoration: underline;">538. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_44"></a><br />
SCENE 27: INT. PEVENSEY STREET MISSION (MINUTES LATER) (TERESA, TRENT)</h3>
<p>539. TERESA: [CUE] This isn’t what I expected, Stone.</p>
<p>540. TRENT: What do you mean?</p>
<p>541. TERESA: Well, look at this corridor we’re standing in. This place is supposed to have been abandoned for some time, right?</p>
<p>542. TRENT: Yeah, so?</p>
<p>543. TERESA: So, where’s all the dust?</p>
<p>544. TRENT: Hmm. (URGENTLY) Tess, don’t move!</p>
<p>545. TERESA: What? Why?</p>
<p>546. TRENT: I think this is some kind of trap.</p>
<p>547. TERESA: Hang on then, I’m coming back over to you.</p>
<p>548. TRENT: No, wait!</p>
<p><span style="text-decoration: underline;">549. SOUND: [60] SOUND OF SOMETHING CLICKING INTO PLACE</span></p>
<p>550. TERESA: Oh no, the floor’s falling away. Aaaah!</p>
<p>551. TRENT: Whoah!</p>
<p><span style="text-decoration: underline;">552. SOUND: [61] SLIDING SOUND AS CRIES TRAIL OFF INTO THE DISTANCE</span></p>
<p><span style="text-decoration: underline;">553. MUSIC: [75] (BRIDGE) CLIFFHANGER SCENE ENDER — LET IT FINISH</span></p>
<h2><a id="PA1_45"></a><br />
ACT 3</h2>
<h3><a id="PA1_62"></a><br />
SCENE 28: INT. CAGE OVER THE ALLIGATOR PIT WITHIN THE SEWERS (AN UNKNOWN PERIOD OF TIME LATER)<br />
(TRENT, TERESA, TECHNOMASTER)</h3>
<p><span style="text-decoration: underline;">554. SOUND: [12] WALLA — SLIGHT CREAKING AND SWAYING NOISE — FADE IN AND UNDER</span></p>
<p>555. TRENT: (GROANING) Tess, are you alright?</p>
<p>556. TERESA: Hmmm? Yes, I think so. What happened?</p>
<p>557. TECHNOMASTER: (LAUGHING VILLAINOUSLY) You “fell,” quite literally, into my clutches.</p>
<p>558. TERESA: I know that voice. You were on Claire’s tape. You’re the villain who’s behind this mess.</p>
<p><span style="text-decoration: underline;">559. SOUND: [62] RATTLING OF CAGE BARS</span></p>
<p>560. TRENT: Let us out, you fiend!</p>
<p>561. TECHNOMASTER: Such cliché? Really? You needn’t bother trying to escape. The bars of the cage you’re in are of tungsten steel. Have you worked out where you are, yet?</p>
<p>562. TERESA: Oh, no! We’re hanging over the alligator pit.</p>
<p>563. TECHNOMASTER: Yes, that’s right. And you know what happens when I set this mechanism in motion, don’t you? You’ve seen it once before. It must be galling to realize my hideaway was just over the other side of the chasm you saw those poor “mob brats” fall into this morning.</p>
<p>564. TERESA: You’re a madman!</p>
<p><span style="text-decoration: underline;">565. SOUND: [63] SQUEAKING NOISE OF WHEELCHAIR APPROACHING</span></p>
<p>566. TECHNOMASTER: (ANGRILY) I’m not mad, you pathetic little worms. Everything I have done has served a highly rational purpose. I am the Technomaster, the master of machines, and my brilliance has kept me well ahead of your pathetic League and your own floundering attempts to determine what has been going on!</p>
<p>567. TERESA: Look, he’s coming into the light. It’s a man, hooded and cloaked&#8230; in a wheelchair!</p>
<p>568. TRENT: (STAGE WHISPER) I’ll try to keep him busy, Tess. See if you can figure out the mechanism.</p>
<p>(TO TECHNOMASTER) We’re not so foolish as you believe. We found you, didn’t we? A petty little coward hiding in the sewers doesn’t seem so much.</p>
<p>569. TECHNOMASTER: Ha! Don’t flatter yourselves. You are my prisoners! That hardly strikes me as a victory on your part.</p>
<p>As for my disability, you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along, a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. A bullet in the back, mind you! (BITTERLY) I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>570. TRENT: So that’s what this is? A cry for attention from a poor little man who hasn’t been appreciated enough?</p>
<p>571. TECHNOMASTER: Don’t mock me. I have lost everything.</p>
<p>572. TRENT: And so have the people you’ve killed. You don’t really expect sympathy from us, do you?</p>
<p>573. TECHNOMASTER: No, I didn’t expect you would understand. But, still, my plan is greater than simple revenge on the society which has so failed me. My sights are set much higher.</p>
<p>574. TRENT: Yes, how so?</p>
<p>575. TECHNOMASTER: See that machine behind me. See its connection to the sewer pipes. Every pipe in the city connects with these junctions at some point.</p>
<p>576. TRENT: So?</p>
<p>577. TECHNOMASTER: Sound, Mr. Stone! Sound!</p>
<p>I’m sure you are aware that sound is simply vibration. The vibrations of speech travel through the air and, however faintly, strike metal objects — like pipes. The pipes then transmit the sound along their lengths.</p>
<p>578. TRENT: Ah, the blackmail scheme. So is that your grand scheme? You’re nothing more than a listener at keyholes. But surely, it would be impossible to detect and separate all the vibrations traveling down the pipes.</p>
<p>579. TECHNOMASTER: Ah, but that is my genius. I have created a machine which can discern and separate even the smallest and weakest vibrations which travel through these pipes. I am not here, hiding in the dark, Stone. Rather, I have been gathering every dirty secret uttered in this city, and I have been growing rich keeping them on behalf of the city’s elite. I have now grown rich enough to put the next part of my plan into motion.</p>
<p>580. TRENT: And what might that be?</p>
<p>581. TECHNOMASTER: Control of the city’s underworld of course. I will be receiving a cut from almost every criminal enterprise in the city.</p>
<p>582. TRENT: Almost? That’s right, your deal is only with the Tremeres and Falcones. That leaves the Cordovas outside your little net, doesn’t it?</p>
<p>583. TECHNOMASTER: Not for long. The gang war everyone is talking about will happen. But not in the way anyone expects. With Dillon Tremere and Tommy Boscone in charge, the Tremere and Falcone organizations will unite and destroy the Cordovas. The Cordovas are too new and not nearly strong enough to hold their own in this contest. In the end, I will be making money from every criminal enterprise in the city.</p>
<p>584. TRENT: And is that what this has all been about? Money?</p>
<p>585. TECHNOMASTER: Again, your thinking is too small, too limited. Money is but a tool. Still, I shan’t be telling you everything. I want you to die frustrated that you were unable to unravel my plans&#8230; and die you will.</p>
<p>Once I pull this lever&#8230;</p>
<p><span style="text-decoration: underline;">586. SOUND: [64] SOUND OF LEVER PULLING AND TICKING BEGINS — CONTINUE UNDER</span></p>
<p>587. TECHNOMASTER: &#8230;the timer will be underway. In just over an hour my pets will gather to be fed. They will flood into the chasm below and, exactly fifteen minutes later, you will be dropped into the pit to serve as their dinner.</p>
<p>I hope you like alligator&#8230; I’m sure they will enjoy you! (SINISTER LAUGHING)</p>
<p><span style="text-decoration: underline;">588. SOUND: [65] SQUEAKING OF WHEELCHAIR TRAILS OFF INTO THE DISTANCE</span></p>
<p>589. TRENT: He’s gone, Tess. Did you find anything?</p>
<p>590. TERESA: Not much. These locks seem to be electrical but the wiring is encased in these metal tubes.</p>
<p>There doesn’t seem to be any way to halt the mechanism or timer.</p>
<p>591. TRENT: Electrical, you say? Do you remember what Cinqo Tavoli called this gun that I’ve been carrying in my pocket?</p>
<p>592. TERESA: An electrical disrupter! (BEAT) But what if you use it and it triggers the mechanism early?</p>
<p>593. TRENT: I think we’ll have to take the risk. I can’t think of any other options.</p>
<p>594. TERESA: Alright. Just give me a moment to get a good grip on these bars.</p>
<p>595. TRENT: Okay, if I can just aim this at the control mechanism over on the ledge&#8230;</p>
<p><span style="text-decoration: underline;">596. SOUND: [31] SOUND OF ELECTRICAL DISCHARGE</span></p>
<p><span style="text-decoration: underline;">597. SOUND: [67] TICKING STOPS, FOLLOWED BY SOUND OF WHIRRING GEARS AS THE CAGE STARTS MOVING</span></p>
<p>598. TERESA: I think it worked. The cage is being winched back to the ledge.</p>
<p><span style="text-decoration: underline;">599. SOUND: [68] SOUND OF LOCKS RELEASING</span></p>
<p>600. TRENT: Whew! That was close. Let’s get out of here and see if we can’t get this “Technomaster” before he does any more damage.</p>
<p><span style="text-decoration: underline;">601. MUSIC: [72] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_46"></a><br />
SCENE 29: TUNNELS WITHIN THE TECHNOMASTER’S LAIR (MOMENTS LATER)<br />
(TERESA, TRENT)</h3>
<p>602. TERESA: [CUE] Cosy little place he’s got here. Is that a bedroom through there?</p>
<p>603. TRENT: Looks like it. There’s a desk with a journal and what looks like a ledger on it.</p>
<p>604. TERESA: We’ll need to come back for those.</p>
<p>605. TRENT: Yes. What we want right now is his lab. I’m willing to bet that’s where he is. These insane genius types just can’t stand to be away from their experiments for very long.</p>
<p>606. TERESA: There’s a light coming from that chamber up ahead. He could be in there.</p>
<p>607. TRENT: Okay, but quietly. We don’t know what other surprises he might have up his sleeve.</p>
<p><span style="text-decoration: underline;">608. MUSIC: [75] (BRIDGE) SUSPENSEFUL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_47"></a><br />
SCENE 30: INT. THE TECHNOMASTER’S LABORATORY<br />
(TERESA, TRENT, TECHNOMASTER)</h3>
<p>609. TERESA: [CUE] (STAGE WHISPER) This chamber is huge. Look at all this equipment.</p>
<p>610. TRENT: Yeah. There are crates of those electrical disruptor guns&#8230; all ready to be shipped out by the look.</p>
<p>611. TERESA: And what’s that over there? A shelf full of control harnesses for the alligators.</p>
<p>612. TRENT: Well, I’ll give him this much, he’s been an industrious little madman.</p>
<p>Look over there, between those shelves. I think that may be him working at that desk.</p>
<p>613. TERESA: You’re right. Let’s see if we can take him by surprise.</p>
<p>614. TRENT: I think you’d better get behind me, Tess. We don’t know what other kinds of weapons he may have.</p>
<p>615. TERESA: Well, just this once. But only because I don’t have a weapon of my own.</p>
<p>616. TRENT: Don’t worry, Tess, your tough-girl image is safe with me.</p>
<p>(LOUDLY) Don’t move, Technomaster! I’ve got you covered!</p>
<p>617. TECHNOMASTER: What? It can’t be! I had you trapped.</p>
<p>618. TERESA: You wouldn’t be the first villain to ever underestimate us.</p>
<p>619. TECHNOMASTER: Is that so? Then I hope you’re fast on your feet. (GRUNTS WITH EFFORT)</p>
<p>620. TRENT: Tess, get back. He’s pulling those shelves down on us.</p>
<p><span style="text-decoration: underline;">621. SOUND: [69] HUGE CRASH OF FALLING SHELVES</span></p>
<p>622. TERESA: Oh my. That was close. But, look, he’s getting away down that corridor.</p>
<p>623. TRENT: He’s heading back towards the pit&#8230; and that machine he’s carrying&#8230; I’ll bet it’s the controls for directing the alligators.</p>
<p>624. TERESA: We’ve got to stop him before he calls them. Otherwise, we’ll be up to our elbows in the animals.</p>
<p>625. TRENT: You’re right, come on.</p>
<p><span style="text-decoration: underline;">626. MUSIC: [72] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_48"></a><br />
SCENE 31: INT. TUNNELS WITHIN THE TECHNOMASTER’S LAIR (TERESA, TRENT, TECHNOMASTER)</h3>
<p>627. TERESA: [CUE] (PUFFING) He’s really moving!</p>
<p>628. TRENT: Yes, this tunnel’s on a slight slope and that chair of his is really gaining speed.</p>
<p>629. TERESA: That would explain why he’s veering so wildly from side to side.</p>
<p>630. TRENT: That and his own terror. He’s none too brave when facing people without the backup of his creatures&#8230;</p>
<p>631. TECHNOMASTER: Turn, damn you. Turn! No! (WAILING SCREAM TRAILS OFF)</p>
<p>632. TERESA: He shot out over the edge! He’s fallen into his own pit.</p>
<p><span style="text-decoration: underline;">633. SOUND: [70] FAINT ALLIGATOR GROWLS AND ROARS</span></p>
<p>634. TRENT: Well, I guess that ends the threat posed by the “Technomaster.”</p>
<p><span style="text-decoration: underline;">635. MUSIC: [79] (BRIDGE) TRIUMPHANT SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_49"></a><br />
SCENE 32: INT. MIRIAM RIBBENSBERG’S SUITE<br />
(TRENT, TERESA, MIRIAM)</h3>
<p><span style="text-decoration: underline;">636. SOUND: [13] WALLA — SOUNDS OF DINNERWARE, CUTLERY ETC. — ESTABLISH AND UNDER</span></p>
<p>637. TRENT: Well, Miss Ribbensberg, I mean Miriam, that sums it up. We destroyed his listening machine&#8230; I’m pretty sure no one should have the power to invade people’s privacy like that ever again&#8230; and we burned his ledger of secrets. The guns are in the hands of the police — and I think Commissioner Doogan now hates us more than ever — and the Technomaster is gone.</p>
<p>638. TERESA: Apparently he was a war veteran, Lt. John Whistler. Before the war, he was an up-and-coming inventor and physicist. His injuries and the Wall Street crash put an end to his dreams.</p>
<p>639. TRENT: Nobody was recovered so we assume he was eaten. Without the control mechanism, the alligators have dispersed. No one is sure where they have gone. Unfortunately, we couldn’t prove Claire’s claims regarding collusion between Tommy Boscone and Dillon Tremere in the murders of Jerry and Jocelyn Falcone, and Eadie and Marco Tremere. I guess we’ll just have to see what happens as far as the gangs of Star City are concerned.</p>
<p>640. MIRIAM: And what of your friend Tegan? How is she handling things?</p>
<p>641. TERESA: Not so good. She’s refusing to see us. We got back to the house to find most of our belongings had been thrown out into the street. Much of it had been taken already by the homeless.</p>
<p>642. MIRIAM: I’m sorry, my dear, but you do look lovely in the gown I lent you.</p>
<p>643. TERESA: Yes, thank you, Miriam. After three separate trips into the sewers my own gown, aside from being ruined, was more than a little ripe.</p>
<p>644. MIRIAM: Well, thank you for the report. Marianne and I will be leaving in the morning but I need to say a few things to you before we go.</p>
<p>Whatever this affair set in motion has not yet reached its conclusion. My sister tells me that this is not over and that the threat she has been sensing, while reduced by your efforts, has not yet been neutralized.</p>
<p>There is a significantly bigger game in play than what has so far been revealed. I need to ask you to stay on a little longer. Perhaps even make this city your base for the foreseeable future (if you will pardon the pun).</p>
<p>Given your circumstances, I am arranging for you to have this suite when I vacate it tomorrow. And the League will cover the cost of replacing your possessions, of course.</p>
<p>645. TRENT: That’s extremely generous.</p>
<p>646. MIRIAM: Think nothing of it. We need you here. In fact, the world needs you. This threat has not yet been vanquished and, until it is, the League of Adventure Seekers stands ready to support you.</p>
<p><span style="text-decoration: underline;">647. MUSIC: [81] (BRIDGE) CLOSING THEME MUSIC — ESTABLISH, FADE UNDER AND CREDITS</span></p>
<p>###</p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice, and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>MIRIAM RIBBENSBERG:</strong> Good evening, I am Miriam Ribbensberg, the mysterious and beautiful President of the League of Adventure Seekers. While I display all the feminine graces, men are often surprised to discover I am a world-renowned aviatrix and coordinate an organization numbering almost 600 members. I am politically astute, unabashedly honest, and courteous in all circumstances. It is impossible to get me riled. If ever my enemies do succeed in killing me, I will die with composure and dignity.</p>
<p><strong>THE TECHNOMASTER: </strong>You think of me as a villain, but you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along, a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. A bullet in the back, mind you! I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>But, I remain a genius! And compared to the brainless, worthless, peons roaming this pathetic little city, I am a god. I will have my revenge and everyone will be forced to grovel at my feet.</p>
<p><strong>THEO TYRONE:</strong> I’m the impeccably dressed and well-mannered Coroner of Star City. That means I spend my time with dead bodies. The dead keep no secrets from me. What I do is intimate and unpleasant, and I am long past attributing any dignity to the corpses which cross my tables. I occasionally forget how traumatic it can be to encounter my workplace if you have spent your life sheltered from the ugliness of death and, even when I attempt to show sympathy, it comes off a little hollow and my natural impatience shines through. Try not to waste my time.</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Alligator Menace</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/">The Alligator Menace – Episode 1 – Hostile Reception</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/">The Alligator Menace – Episode 2 – Extortion</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-3/">The Alligator Menace – Episode 3 – Gang War</a></li>
<li><a href="https://weirdworldstudios.com/1738-2/">The Alligator Menace – Episode 4 – Portrait of Villainy</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/1738-2/">The Alligator Menace &#8211; Episode 4 – Portrait of Villainy</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1738</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #40</title>
		<link>https://weirdworldstudios.com/1742-2/</link>
					<comments>https://weirdworldstudios.com/1742-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 27 Nov 2015 20:51:01 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1742</guid>

					<description><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects. Don’t forget to check out some [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/1742-2/">Artist&#8217;s Sketchbook #40</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.</p>
<p><figure id="attachment_1743" aria-describedby="caption-attachment-1743" style="width: 815px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt4.png"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1743" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt4.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &quot;Audio Drama for Schools&quot;." width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt4.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt4.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt4.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt4.png?resize=600%2C1007&amp;ssl=1 600w" sizes="(max-width: 640px) 100vw, 640px" /></a><figcaption id="caption-attachment-1743" class="wp-caption-text">Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &#8220;Audio Drama for Schools&#8221;.</figcaption></figure></p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/1742-2/">Artist&#8217;s Sketchbook #40</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1742</post-id>	</item>
		<item>
		<title>The Alligator Menace &#8211; Episode 3 &#8211; Gang War</title>
		<link>https://weirdworldstudios.com/the-alligator-menace-episode-3/</link>
					<comments>https://weirdworldstudios.com/the-alligator-menace-episode-3/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 20 Nov 2015 18:59:26 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alligator Menace]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[gang war]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1733</guid>

					<description><![CDATA[<p>Below we present the complete text of Gang War; episode 3 of The Alligator Menace. THE ALLIGATOR MENACE EPISODE #2 – EXTORTION An original audio drama and fun dinner party idea by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alligator-menace-episode-3/">The Alligator Menace &#8211; Episode 3 &#8211; Gang War</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Gang War; episode 3 of The Alligator Menace.</p>
<p><figure id="attachment_119" aria-describedby="caption-attachment-119" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-119" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=200%2C283&#038;ssl=1" alt="The Alligator Menace - Episode 1 of our Pulp Adventure Serial" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=104%2C148&amp;ssl=1 104w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=21%2C31&amp;ssl=1 21w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=26%2C38&amp;ssl=1 26w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=151%2C215&amp;ssl=1 151w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-119" class="wp-caption-text">The Alligator Menace &#8211; Episode 1 of our Pulp Adventure Serial</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ALLIGATOR MENACE</h2>
<h2>EPISODE #2 – EXTORTION</h2>
<p>An original audio drama and fun dinner party idea</p>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (DD BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="http://www.weirdworlstudios.com">http://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Series #1: The Alligator Menace</h3>
<p>Trent Stone and Tess Carter are in Star City to participate as junior members in the League of Adventure Seekers annual dinner. However, when the dinner — and a number of other key events throughout the city — is broken up by a horde of remotely controlled albino sewer alligators, Trent and Tess are launched into a dangerous game of cat and mouse with an insane genius bent on controlling the city’s underworld. In order to overcome this villain, our heroes must navigate a dangerous world of organized crime bosses, gang war, exploding alligators, and weird science. Can they locate the villain before his plans reach their fruition? Tune in to “The Alligator Menace” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ALLIGATOR MENACE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>RICKY (THUG #1):</strong> Thug employed by Jerry Falcone</p>
<p><strong>GAUCHO (THUG #2):</strong> Thug employed by Jerry Falcone</p>
<p><strong>RUDY (THUG #3):</strong> Thug employed by Jerry Falcone</p>
<p><strong>JERRY FALCONE:</strong> Mob boss</p>
<p><strong>CINQO TAVOLI:</strong> Thug employed by Dillon Tremere</p>
<p><strong>CLAIRE TEMPLETON:</strong> Crime Reporter</p>
<p><strong>TOMMY BOSCONE:</strong> Traitorous lieutenant to Falcone</p>
<p><strong>DILLON TREMERE:</strong> Mob boss</p>
<p><strong>THE TECHNOMASTER:</strong> aka John Whistler (Villain)</p>
<p><strong>THEO TYRONE:</strong> Coroner</p>
<p><strong>SFX:</strong> 1 SFX artist required</p>
<h3>SCENE 18: INT. SOMEWHERE IN THE SEWER TUNNELS — LATER<br />
(TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">342. MUSIC: [80] (BRIDGE) OPENING THEME MUSIC — LET IT FINISH</span></p>
<p>343. NARRATOR: Our heroes (Trent Stone and Tess Carter), press-ganged by the Falcone Crime family into handling the ransom drop aimed at recovering the Crime Boss’ daughter from her kidnappers, have just been betrayed by a small-time crook named Cinqo Tavoli who has absconded with the ransom money. The kidnap victims have plunged to their deaths into an alligator pit while Cinqo has retreated into the sewer tunnels where our heroes have given chase.</p>
<p>344. TERESA: [CUE] Stone, where did he go?</p>
<p>345. TRENT: (FROM A DISTANCE) He’s not down here.</p>
<p>346. TERESA: Damn it. Who’d have thought the little scumbag could be so slippery.</p>
<p><span style="text-decoration: underline;">347. SOUND: [43] DISTANT SOUND OF TEARING FABRIC</span></p>
<p>348. TERESA: Hey! What’s that noise?</p>
<p>349. TRENT: Look, Tess, up there. It’s Tavoli. He’s climbing a ladder up that shaft. He’s nearly at the surface.</p>
<p>350. TERESA: But the strap on that bag of his doesn’t look like it will hold.</p>
<p><span style="text-decoration: underline;">351. SOUND: [44] DISTANT RIPPING AND CRY OF “NO!” FROM TAVOLI</span></p>
<p>352. TRENT: In fact there it goes. The whole bag is dropping.</p>
<p>353. TERESA: But he’s still got the other one and&#8230; aw, he’s gotten away.</p>
<p><span style="text-decoration: underline;">354. SOUND: [45] THUMP OF HEAVY BAG FULL OF MONEY HITTING GROUND</span></p>
<p>355. TRENT: Well, at least we’ve recovered Falcone’s money. I hate to think what would have happened if we’d come out of these sewers without his daughter and without the money.</p>
<p>356. TERESA: And I’m pretty sure Tavoli will live to regret this day once we tell Falcone what happened.</p>
<p>357. TRENT: I guess we’d better get out of here then.</p>
<p><span style="text-decoration: underline;">358. MUSIC: [76] (BRIDGE) RESIGNED SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_36"></a><br />
SCENE 19: EXT. CNR OF CUMBERLAND AND FOURTEENTH STREETS — MID-DAY<br />
(TERESA, RICKY, TRENT, GAUCHO)</h3>
<p>359. TERESA: [CUE] (COUGHING) Daylight at last, hey, where’d everybody go!</p>
<p>360. RICKY: What took you so long? The Tremeres took off shortly after you went down into the underground. It’s only me and Gaucho here now. Did you find the girl?</p>
<p>361. TRENT: Yes. But she’s dead. We nearly got her back but Tavoli tried to steal Falcone’s money. There’s nothing left. She was eaten alive.</p>
<p>362. RICKY: That rat Tavoli! The boss’ll go nuts.</p>
<p>363. GAUCHO: And Tavoli was working for the Tremeres?</p>
<p>364. TRENT: Yeah. But the Tremere kid died as well. My guess is Tavoli’ll try to pin it on us.</p>
<p>365. GAUCHO: This’ll mean a gang war.</p>
<p>366. RICKY: Great! It’s about time we taught those Tremeres a thing or two.</p>
<p>367. GAUCHO: No. You dummy! A gang war’s bad for business. Nobody wins except the undertaker.</p>
<p>368. TRENT: (MUSING) I wonder if that wasn’t the kidnapper’s aim all along.</p>
<p>369. RICKY: What? Aw, come on. We better get you two back to Mr. Falcone.</p>
<p><span style="text-decoration: underline;">370. MUSIC: [73] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_37"></a><br />
SCENE 20: INT. FALCONE HQ — EARLY AFTERNOON<br />
(FALCONE, TERESA, TRENT, RICKY, GAUCHO)</h3>
<p>371. FALCONE: [CUE] Dead? My little girl is dead? And that insect, Tavoli, is responsible? The Tremeres are responsible?</p>
<p>372. TERESA: We brought your money back, Mr. Falcone.</p>
<p>373. FALCONE: What? Money? I don’t care about the money! I want my Jocelyn&#8230; But you’re right, I’ve got to start thinking straight. The Tremeres are probably moving already. We need our boys here, now!</p>
<p>374. TRENT: Mr. Falcone, a war isn’t going to bring her back.</p>
<p>375. FALCONE: You think I don’t know that? The Tremeres are going to be coming for us whether I act to protect my interests or not. Tavoli will have told them that you caused this by now and Eadie Tremere is going to hold me responsible. Eadie loved nothing in this world like she loved that boy of hers. He was all set to take over the business from her when she retired. She’ll send everything she’s got at me.</p>
<p>As for you&#8230; well, she’s going to want you two bad. I’m almost inclined to give you up to her except it wouldn’t change anything — and I owe you for coming back and bringing me the news.</p>
<p>376. TRENT: I guess we could have run.</p>
<p>377. FALCONE: Yeah, but you didn’t. I owe you some thanks for that. I’ll get you out of town. There ain’t nowhere in this town that Eadie won’t find you, so I’m going to send you to the railway.</p>
<p>Boys! Take these two to Grand Central and see they get on a train. Then get back here right away.</p>
<p>378. RICKY AND GAUCHO: Yes Boss!</p>
<p>379. FALCONE: In the meantime, I need to get hold of Tommy.</p>
<p>380. TERESA: Tommy?</p>
<p>381. RICKY: Yeah, Tommy Boscone. He’s the number two guy around here. Answers to no one but the boss. They’ll be wanting to have a war council.</p>
<p>382. GAUCHO: And before you ask, Eadie does her own planning. That idiot brother of her dead husband, Dillon, is officially the second in command over there, but everyone knows the title’s just for show. Eadie calls all the shots. Come on, we gotta get you outta here.</p>
<p><span style="text-decoration: underline;">383. MUSIC: [77] (BRIDGE) TIME PASSING SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_38"></a><br />
SCENE 21: INT. GRAND CENTRAL STATION<br />
(TRENT, RICKY, TERESA, GAUCHO, RUDY, CLAIRE, TOMMY, DILLON, TECHNOMASTER)</h3>
<p><span style="text-decoration: underline;">384. SOUND: [9] WALLA — SOUND OF BUSY STATION NOISES — FADE IN AND UNDER</span></p>
<p>385. TRENT: Thanks, boys, we can take it from here.</p>
<p>386. RICKY: Don’t thank us. It was six to five we was going to be takin’ you out to the country with some shovels in the trunk — what with the news you brought the boss. Still might, if you don’t get out of town fast. Mr Falcone has a long memory.</p>
<p>387. TERESA: Yeah, but it wasn’t our fault&#8230;</p>
<p>388. GAUCHO: Since when has life been fair, sister. Mr Falcone is giving you a break so you’d better take it. Once the bullets start flying you ain’t gonna wanna be in this town anyways.</p>
<p>389. RICKY: Ah, stop it, Gaucho. You sound like you’re at a funeral. We’re gonna cream them Tremeres. What could possibly go wrong?</p>
<p><span style="text-decoration: underline;">390. SOUND: [46] DISTANT SOUND OF STARTLEMENT AND RAISED VOICES</span></p>
<p>391. RUDY (THUG #3): (FROM A DISTANCE) Hey Ricky, Gaucho. Over here. Quick.</p>
<p>392. GAUCHO: Ain’t that Rudy and the boys.</p>
<p>393. RICKY: Yeah, go check it out while I keep an eye on these two.</p>
<p>394. GAUCHO: You got it.</p>
<p><span style="text-decoration: underline;">395. SOUND: [47] SOUND OF RETREATING FOOTSTEPS</span></p>
<p>396. TERESA: That doesn’t look good. They haven’t even bothered to hide their guns.</p>
<p>397. TRENT: (BEAT) Whatever it is, it’s happening fast. Gaucho’s coming back already.</p>
<p><span style="text-decoration: underline;">398. SOUND: [48] FOOTSTEPS APPROACH AT A RUN</span></p>
<p>399. GAUCHO: (PANTING) Bad news. They killed the boss. A bomb at the house. It was packed in on the back of another one of them alligators. Tommy Boscone is calling everyone back there. I think he plans to raid the Tremeres.</p>
<p>400. RICKY: Aw, crap! C’mon then.</p>
<p>401. TERESA: Hey! What about us?</p>
<p>402. RICKY: We ain’t got time for you two anymore. Just get on that train and get outta here. We don’t wanna see your faces again, got it?</p>
<p>403. TERESA: Yeah, we got it.</p>
<p><span style="text-decoration: underline;">404. SOUND: [49] SOUND OF RUNNING FEET MOVING AWAY</span></p>
<p>405. TRENT: Well, Tess. I’m not sure we could have made a bigger mess of things.</p>
<p>406. TERESA: What do you mean?</p>
<p>407. TRENT: I mean, first Martin, then those two kids, and now Falcone. We’ve been standing idly by while people are getting killed all around us. I don’t think this is quite what Miriam had in mind when she asked us to stay in the city.</p>
<p>408. TERESA: True, but you can hardly blame yourself. We’re new to this town. I’m not sure I even understand what’s going on yet.</p>
<p>409. TRENT: Perhaps! But we could’ve anticipated more of what’s been happening and we didn’t. It’s all just escalating out of control.</p>
<p>410. TERESA: We can’t just give up!</p>
<p>411. TRENT: No? If we stay we’re putting ourselves at the heart of a major gang war. The police won’t help us and I’m not sure where we should even begin trying to unravel this mess.</p>
<p>412. CLAIRE TEMPLETON: Maybe I can help you with that.</p>
<p>413. TERESA: What the&#8230;? Who are you?</p>
<p>414. CLAIRE: Claire Templeton. I’m a reporter for the Star City Tribune.</p>
<p>415. TRENT: Oh yes, I remember you! I saw your by-line a couple of times in the newspapers we found at the Rodriguez’. You haven’t had much good to say about the League so far, have you?</p>
<p>416. CLAIRE: Well, this is your chance to prove me wrong. I’m in a jam and need your help. I’ve been following you since you went to the gallery this morning.</p>
<p>I can’t go to the cops and I don’t know who to trust at the office. This news is just too big and if I don’t handle it right I’m likely to end up dead.</p>
<p>417. TRENT: Slow down, Miss Templeton. I think you had better start at the beginning.</p>
<p>418. CLAIRE: Alright, Mr. Stone. I’m a crime reporter for the Tribune and I’ve been looking into the blackmail epidemic which has been hitting the city, as well as signs that a gang war has been brewing. Up until now, I thought the two stories had no connection to each other.</p>
<p>First, I was aware that someone has been bringing in new weapons for the Tremeres. Really fancy guns. They don’t shoot bullets, instead, they fire some kind of weird electrical charge.</p>
<p>The police are denying they exist, but my contacts tell me the guns are real. It’s all been kept very hush-hush and only a couple of Dillon Tremere’s lackeys have been reliably seen to be using them.</p>
<p>The thing is though, unconfirmed rumor has it that one or two of Tommy Boscone’s guys have been seen with them as well.</p>
<p>At the same time, a bunch of Star City’s richest families has been hit by scandals. And rumors of a blackmailing racket have been doing the rounds.</p>
<p>I wasn’t able to figure any of it out until I got my hands on this&#8230;</p>
<p>419. TERESA: A tape recording?</p>
<p>420. CLAIRE: Yes. A recording of a telephone conversation between Tommy Boscone, Dillon Tremere, and some mysterious third party who I think is supplying the guns, masterminding the blackmail scheme, and even directing the alligator attacks.</p>
<p>Hang on, I’ll turn it on.</p>
<p><span style="text-decoration: underline;">421. SOUND: [50] CLICK THEN HISS AND STATIC IN THE BACKGROUND AS THE TAPE PLAYS — UNDER</span></p>
<p>422. TOMMY BOSCONE: I don’t like this at all. We’re using a damned party line.</p>
<p>423. TECHNOMASTER: Oh don’t worry, Tommy. I’ve taken steps to make sure this line is secure. I’m sure that by now you’ve seen just how far my reach has gotten.</p>
<p>424. DILLON TREMERE:(NERVOUSLY) Sure, sure. You’ve done everything you said you would.</p>
<p>425. TECHNOMASTER: Yes, and more. Dillon, you’ve tested the guns. I’m sure you will agree that they are more than satisfactory. I’ve also seen to it that some of your more vocal opponents have been neutralized by the scandals surrounding the revelation of some of their nastier little secrets.</p>
<p>426. TOMMY: Yeah. The guns are great. And getting rid of those society hypocrites was a good move. But what about the Rodriguez’. Those two do-gooders are squeaky clean. You won’t get a thing on them.</p>
<p>427. TECHNOMASTER: Don’t you worry. I’ve already taken steps to neutralize them. You just need to be ready.</p>
<p>428. TOMMY: So what’s the plan?</p>
<p>429. TECHNOMASTER: At tonight’s fundraiser, while the idiot police and League do-gooders are distracted with their own alligator issues, my pets will strike. I have a plan for dealing with the Rodriguez’ and before dawn, I will have Jocelyn Falcone and Marco Tremere safely caged. Their deaths a few hours later should be enough to spark the gang war you’re looking for.</p>
<p>430. DILLON: Yeah, but what about the rest of it. You promised I’d get control of the Tremere family back again.</p>
<p>431. TECHNOMASTER: Ah, poor Dillon. Passed over in favor of your brother your whole life. And then when your brother died and you thought you had it made, the organization passed into the hands of his wife.</p>
<p>Don’t worry, Dillon, Eadie will be dead before the sun goes down tomorrow, as will Jerry Falcone. You and Tommy will have sole control of the city’s two largest crime families.</p>
<p>432. TOMMY: Yeah, and then we’ll run this town our way. No more stupid rivalry. No more treading on each other’s turf.</p>
<p>433. TECHNOMASTER: Yes, and you won’t forget who handed you the keys to the kingdom, will you boys? I get twenty percent of your monthly take.</p>
<p>434. DILLON: And worth every penny. Assuming you deliver&#8230;</p>
<p>435. TECHNOMASTER: Don’t worry. I’ll deliver.</p>
<p><span style="text-decoration: underline;">436. SOUND: [51] SOUND OF A CLUNK AS IF SOMETHING NEARBY WAS BUMPED</span></p>
<p>437. DILLON: Hey, what was that. Sounds like someone’s in my outer office.</p>
<p>438. TECHNOMASTER: Then kill them you fool!</p>
<p><span style="text-decoration: underline;">439. SOUND: [52] SOUND OF SPINNING AND CLICKING TAPE REEL</span></p>
<p>440. TRENT: Oh, so that’s how you got this tape.</p>
<p>441. CLAIRE: Yes, I was hiding in Dillon’s outer office. When he heard me and burst in I jumped out the window. I’m pretty sure he saw my face and knows who I am. I’ve been hiding out ever since.</p>
<p>442. CINQO: But not real well, Toots! You’re not the only one who’s been following these bozos around town.</p>
<p>443. TRENT: Cinqo Tavoli. I might have known. Which rock did they turn over in order to bring you out into the sun?</p>
<p>444. CINQO: Funny guy. But you won’t be smiling soon. This is a gat in my pocket. And so long as nobody tries anything funny, no one’ll get hurt.</p>
<p>445. TERESA: The cheaper the crook, the gaudier the patter. What do you want, Cinqo?</p>
<p>446. CINQO: It ain’t what I want. It’s my boss. He wants that tape. Give it to me and no one gets hurt. But first, head up those stairs. We’re gonna talk somewhere a little more private. On the roof.</p>
<p>447. TERESA: (STAGE WHISPERED) You know he’s going to kill us, don’t you, Stone?</p>
<p>448. TRENT: Yes, he’ll try, but at least if we cooperate we can get him to some place where no other civilians will get hurt.</p>
<p>449. CINQO: Stop whispering you two. Go through that door and onto the roof, pronto.</p>
<p><span style="text-decoration: underline;">450. SOUND: [53] SQUEAKY DOOR SWINGS OPEN</span></p>
<p><span style="text-decoration: underline;">451. SOUND: [10] WALLA: LIGHT WIND — FADE OUT</span></p>
<p><span style="text-decoration: underline;">452. MUSIC: [73] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_39"></a><br />
SCENE 22: EXT. RAILWAY ROOFTOP (MOMENTS LATER)<br />
(CLAIRE, CINQO, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">453. SOUND: [10] WALLA: LIGHT WIND — FADE IN AND UNDER</span></p>
<p>454. CLAIRE: Please, I’ll give you the tape. Just don’t hurt anyone.</p>
<p>455. CINQO: Sure, Toots! You’ll give me the tape. But first, we’ve got some other business to attend to. You ever see one of these before?</p>
<p>456. CLAIRE: What is that? It’s some weird kind of gun, but I’ve never seen anything like it before.</p>
<p>457. CINQO: What, you don’t recognize the guns you’ve been writing about in your articles? The boss calls it an “electrical disrupter” gun. I don’t much care what it’s called personally so long as it kills things dead&#8230; and it does. Doesn’t just kill ’em either. Burns ’em. Real painful like. See I am gonna have to kill you, Toots! The boss can’t have people finding out it was him that killed Eadie now, can he? And yeah, she’s dead. That ’gator had enough explosive in it that they’ll be pickin’ bits of her brains out of the stonework for eight city blocks.</p>
<p>458. CLAIRE: Oh! (SOBS)</p>
<p>459. TERESA: You coward. Leave her alone!</p>
<p>460. CINQO: Oh, your turn is coming, sweet cheeks. See, I like hurting women. And I can’t leave any witnesses.</p>
<p>461. TRENT: Why you&#8230;</p>
<p><span style="text-decoration: underline;">462. SOUND: [31] SOUND OF ELECTRICAL ZAPPING NOISE</span></p>
<p>463. CLAIRE: (SCREAMS) Ahhh!</p>
<p><span style="text-decoration: underline;">464. SOUND: [55] SOUND OF CLAIRE’S BODY HITTING THE GROUND</span></p>
<p>465. TERESA: (APPALLED) He shot her! In cold blood!</p>
<p>466. TRENT: He’s mine, Tess, while his attention is fixed on the girl.</p>
<p>467. TERESA: Look out, Trent. The edge of the building&#8230;</p>
<p>468. CINQO: (DWINDLING SCREAM) Ahhh!</p>
<p><span style="text-decoration: underline;">469. SOUND: [56] SOUND OF CINQO’S BODY HITTING THE GROUND BELOW THE ROOFTOP</span></p>
<p>470. TERESA: Oh Trent, Cinqo stepped back off the roof. There’s no way he could have survived that.</p>
<p>471. TRENT: We’ll see to him in a moment. How’s Claire?</p>
<p>472. TERESA: She’s unconscious but I think she’ll be okay. The tape player took most of the blast.</p>
<p>473. TRENT: It looks completely ruined. So much for any evidence we could use.</p>
<p>474. CLAIRE: (COUGHS BROKENLY)</p>
<p>475. TERESA: She’s coming around. Claire&#8230; are you alright?</p>
<p>476. CLAIRE: (MOANING SOFTLY) I feel like someone hit me in the chest with a sledgehammer.</p>
<p>477. TRENT: That’s not surprising. You just took one heck of a jolt.</p>
<p>478. CLAIRE: (COUGHING) We need to get to the coroner’s office. Theo Tyrone’s the chief examiner. He’ll be responsible for examining the bodies.</p>
<p>479. TRENT: You mean the bodies of Eadie Tremere and Jerry Falcone. That’s a good idea.</p>
<p>480. TERESA: Yeah, but I don’t think Claire’s in any condition to come with us.</p>
<p>481. TRENT: You’re right, Tess, we need to get her an ambulance&#8230; and I want to see if we can recover that gun from Cinqo’s body.</p>
<p>482. CLAIRE: (COUGHING) Well, at least take my keys. My car is in the railway parking lot. Bay twenty-seven C.</p>
<p><span style="text-decoration: underline;">483. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_40"></a><br />
SCENE 23: EXT. CORONER’S OFFICE (LATE AFTERNOON)<br />
(TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">484. SOUND: [57] SOUND OF CAR PULLING UP</span></p>
<p><span style="text-decoration: underline;">485. SOUND: [11] WALLA: STREET SOUNDS — FADE IN AND UNDER</span></p>
<p>486. TERESA: Well, here’s the Coroner’s office. How’d you go with the gun?</p>
<p>487. TRENT: The weapon I recovered from Tavoli’s body is quite extraordinary. It’s small enough to fit in your pocket, hand-cranked so you can manually recharge it, and carries an enormous payload of energy. I think I’ll hang onto it for a while. We’ve been unarmed in this city full of guns for too long.</p>
<p>488. TERESA: Do you really think we’ll get much help here? After all, we haven’t really been welcomed by officialdom in this town up to now.</p>
<p>489. TRENT: True enough, but we’re running out of options. Every lead we’ve uncovered has either resulted in someone dying&#8230; or it’s been destroyed. Besides, Claire seemed to think the Coroner could help us.</p>
<p>490. TERESA: Okay, Stone&#8230; and at least the formaldehyde will cover your smell.</p>
<p>491. TRENT: Hmpf. Two trips into the sewers in the last twenty-four hours hasn’t done your bouquet any favors either, you know?</p>
<p>492. TERESA: Don’t I just. I wish we could find an opportunity to get changed.</p>
<p>493. TRENT: Well, if we survive the day we’ll head back to Tegan’s place and see what we can find&#8230; If she’ll even see us.</p>
<p>494. TERESA: If we can get the guy responsible for all this, it may bring her some comfort.</p>
<p>495. TRENT: Hmmm. We’ll see. Come on. Let’s get off the street.</p>
<p><span style="text-decoration: underline;">496. SOUND: [58] SOUND OF DOOR OPENING AND CLOSING; STREET SOUNDS DROP AND FADE</span></p>
<p><span style="text-decoration: underline;">497. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_41"></a><br />
SCENE 24: INT. CORONER’S OFFICE<br />
(TRENT, TERESA, THEO)</h3>
<p>498. TRENT: [CUE] Hello. Anyone there?</p>
<p>499. TERESA: Gee, these places give me the creeps. And they’re always so cold.</p>
<p>500. THEO TYRONE: Retards the decomposition process I’m afraid. I’m the Chief Coroner, Theo Tyrone.</p>
<p>How can I help you, folks?</p>
<p>501. TRENT: Ah, Mr. Tyrone, my name is&#8230;</p>
<p>502. THEO: Yes, I know who you are, but it would probably be best if we didn’t go shouting it out loud.</p>
<p>The commissioner has declared you <em>persona non grata</em> around here.</p>
<p>503. TERESA: And you?</p>
<p>504. THEO: I like to give people the benefit of the doubt. Detective Wells speaks well of you, and that’s quite a recommendation.</p>
<p>505. TERESA: We seem to have won over Claire Templeton, too.</p>
<p>506. THEO: Claire? She sent you?</p>
<p>507. TRENT: Yes, she’s in hospital having narrowly survived an attack by one of Dillon Tremere’s thugs.</p>
<p>508. THEO: Is she all right?</p>
<p>509. TRENT: She will be. She said you would be handling the corpses of the crime bosses.</p>
<p>510. THEO: What? Yes, that’s right. And not just the crime bosses.</p>
<p>511. TERESA: What do you mean?</p>
<p>512. THEO: I mean, the bodies of the alligators which were used in the assassination have been recovered too.</p>
<p>You may find the results of the autopsies interesting.</p>
<p>513. TRENT: How so?</p>
<p>514. THEO: Well, come with me.</p>
<p><span style="text-decoration: underline;">515. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forward. It is also my job to remind listeners of what came before in a calm, trustworthy voice, and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>MARTIN RODRIGUEZ:</strong> I’m a wealthy industrialist with a vision for the restoration and revival of our city. I am civic-minded and participate in all the philanthropy I can. I am an eternal optimist, always wanting to see the best in people, but this doesn’t mean I don’t understand money and hard work. I’m a sharp investor and I always do my “due diligence.” My financial wits have kept me from being swallowed up in the disaster of the depression and, despite everything, I have even been able to expand my business holdings somewhat.</p>
<p><strong>TEGAN RODRIGUEZ:</strong> I’m Martin’s wife and extremely proud of him. He is running a business empire that provides goods, services, jobs, and hope to the people of Star City. He’s occasionally a bit soft-hearted and sometimes a bit too trusting, but no one’s got the better of him yet. For my part, I work with him as an equal partner. We discuss all his business affairs and I weigh in on all the major decisions. But this all happens in the background. In the foreground, I’m the dutiful wife and glamorous hostess of all of Martin’s major social functions. Be warned, however, while I can be extremely charming you don’t want to get on my bad side.</p>
<p><strong>MIRIAM RIBBENSBERG:</strong> Good evening, I am Miriam Ribbensberg, the mysterious and beautiful President of the League of Adventure Seekers. While I display all the feminine graces, men are often surprised to discover I am a world-renowned aviatrix and coordinate an organization numbering almost 600 members. I am politically astute, unabashedly honest, and courteous in all circumstances. It is impossible to get me riled. If ever my enemies do succeed in killing me, I will die with composure and dignity.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. I’m still not sure about Stone and Carter. They cross a lot of lines&#8230; but then so do I.</p>
<p><strong>WALTER DOOGAN:</strong> I’m Walter Doogan, but you can call me Commissioner&#8230; or sir. I’ve worked hard to get where I am and I’ve had to boot a lot of heads along the way. There’s no such thing as a free lunch and, if you cross me, you’ll absolutely live to regret it. I’ve a mean streak a mile wide and I’m well practiced at keeping those mealy-mouthed politicians and bleeding hearts out of the business of protecting people from the low-life who roam the city. There are three things in this world that I hate: politicians, criminals, and vigilantes.</p>
<p><strong>JERRY FALCONE:</strong> I’m number one in this town. The Tremeres and the Cordovas may think they’ve got outfits that can rival me, but I still control the biggest territory and the most mobsters, and that’s the way it’s gonna stay. I don’t take any lip and I’m old enough and cautious enough to see the value in keeping the peace. I’ve got a daughter. She’s got nothing to do with the family business and she’s the apple of my eye. Anyone hurts her and&#8230; well, it’s better left to the imagination what I’d do to ’em.</p>
<p><strong>CINQO TAVOLI:</strong> So I like to hurt women, kids, and small animals? What of it? You think I care what the likes of you thinks. I takes my pay and does what I’m told. That idjit Falcone didn’t appreciate me. He thought I went overboard on one of my jobs — feels I “enjoy it too much,” that I “make too much noise.” What does he know? I like my job. I’m good at my job. And if getting the job done involves a bit of mess from time to time, well I deserve a bit of fun, don’t I? If you’re squeamish you shouldn’t be in this business.</p>
<p><strong>CLAIRE TEMPLETON:</strong> I’m the crime reporter for the Star City Tribune. I know everyone in this town from the mayor down to the guys who pick up your garbage at four in the morning. I’m good at my job too, which is why I’m on the run and about as scared as I’ve ever been. I found out something — something I can’t print without ending up dead. I’ve just got to find a way to get myself out of this alive!</p>
<p><strong>TOMMY BOSCONE:</strong> Second in command to Jerry Falcone, that’s me. But not for long. I’ve had my eye on the prize from the start and now it looks like I can get my hands on it. But I’m no mug. I know it’s gotta be done right. This Technomaster character reckons he can deliver&#8230; and so long as he keeps my name out of it, I’m happy for him to try. There are other ways to get to the top of the ladder. The daughter’s turned me down already — too high and mighty to choose a guy who’s come up through the ranks like her pop did. I guess she’ll get what’s coming to her though. Heh.</p>
<p><strong>DILLON TREMERE:</strong> It ain’t fair! The outfit shoulda been mine. Instead, it went to that evil witch Eadie. My brother spends his life lording it over me and then he has to go marry some chorus girl who’s more ruthless than he is. He goes and dies, and she gets the organization. What do I get? Second in charge. I’ve been second fiddle for way too long. Still, she’s gonna get hers. You bet! And then, well, then it’s gonna be my turn to shine.</p>
<p><strong>THE TECHNOMASTER: </strong>You think of me as a villain, but you know nothing of what I’ve sacrificed. I was on my way to greatness when the Great War came along, a research scientist and inventor par excellence. I did my part and signed up, but a bullet in the back put an end to my days on two legs. A bullet in the back, mind you! I was hit by a stray bullet from our own side. And when I returned? Well, I was an embarrassment. I received a letter of thanks for my service, a medal — in the mail — and a tiny pension. That was all the thanks I got from my country.</p>
<p>No one wanted to hire a maimed researcher. I lost my home, my lab, the respect that was rightly mine, everything.</p>
<p>But, I remain a genius! And compared to the brainless, worthless, peons roaming this pathetic little city, I am a god. I will have my revenge and everyone will be forced to grovel at my feet.</p>
<p><strong>THEO TYRONE:</strong> I’m the impeccably dressed and well-mannered Coroner of Star City. That means I spend my time with dead bodies. The dead keep no secrets from me. What I do is intimate and unpleasant, and I am long past attributing any dignity to the corpses which cross my tables. I occasionally forget how traumatic it can be to encounter my workplace if you have spent your life sheltered from the ugliness of death and, even when I attempt to show sympathy, it comes off a little hollow and my natural impatience shines through. Try not to waste my time.</p>
<h2><a id="PA1_57"></a><br />
CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ALL THUGS:</strong> Life’s tough all over. Honest jobs are hard to come by. But I’m not like the saps who sit around doing what they’re told. I take what I want. So I break a few heads along the way? What of it? I’m good at it. I don’t have to think too much and&#8230; hey, what are you lookin’ at?</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at https://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Alligator Menace</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/">The Alligator Menace – Episode 1 – Hostile Reception</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/">The Alligator Menace – Episode 2 – Extortion</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-3/">The Alligator Menace – Episode 3 – Gang War</a></li>
<li><a href="https://weirdworldstudios.com/1738-2/">The Alligator Menace – Episode 4 – Portrait of Villainy</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-alligator-menace-episode-3/">The Alligator Menace &#8211; Episode 3 &#8211; Gang War</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1733</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #39</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-39/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-39/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 20 Nov 2015 18:58:50 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1729</guid>

					<description><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects. Don’t forget to check out some [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-39/">Artist&#8217;s Sketchbook #39</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.</p>
<p><figure id="attachment_1731" aria-describedby="caption-attachment-1731" style="width: 815px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt3.png"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1731" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt3.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &quot;Audio Drama for Schools&quot;." width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt3.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt3.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt3.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt3.png?resize=600%2C1007&amp;ssl=1 600w" sizes="(max-width: 640px) 100vw, 640px" /></a><figcaption id="caption-attachment-1731" class="wp-caption-text">Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &#8220;Audio Drama for Schools&#8221;.</figcaption></figure></p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-39/">Artist&#8217;s Sketchbook #39</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1729</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #38</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-38-2/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-38-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 13 Nov 2015 20:43:58 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1723</guid>

					<description><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects. Don’t forget to check out some [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-38-2/">Artist&#8217;s Sketchbook #38</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.</p>
<p><figure id="attachment_1725" aria-describedby="caption-attachment-1725" style="width: 815px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt2.png"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1725" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt2.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &quot;Audio Drama for Schools&quot;." width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt2.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt2.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt2.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt2.png?resize=600%2C1007&amp;ssl=1 600w" sizes="(max-width: 640px) 100vw, 640px" /></a><figcaption id="caption-attachment-1725" class="wp-caption-text">Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &#8220;Audio Drama for Schools&#8221;.</figcaption></figure></p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-38-2/">Artist&#8217;s Sketchbook #38</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1723</post-id>	</item>
		<item>
		<title>The Alligator Menace &#8211; Episode 2 &#8211; Extortion</title>
		<link>https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/</link>
					<comments>https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 13 Nov 2015 20:39:43 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alligator Menace]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[extortion]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1721</guid>

					<description><![CDATA[<p>Below we present the complete text of Extortion; episode 2  of The Alligator Menace. THE ALLIGATOR MENACE EPISODE #2 – EXTORTION An original audio drama and fun dinner party idea by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attritubution Non Commercial No Derivatives (CC [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/">The Alligator Menace &#8211; Episode 2 &#8211; Extortion</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Extortion; episode 2  of The Alligator Menace.</p>
<p><figure id="attachment_119" aria-describedby="caption-attachment-119" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-119" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=200%2C283&#038;ssl=1" alt="The Alligator Menace - Episode 1 of our Pulp Adventure Serial" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=104%2C148&amp;ssl=1 104w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=21%2C31&amp;ssl=1 21w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=26%2C38&amp;ssl=1 26w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=151%2C215&amp;ssl=1 151w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-119" class="wp-caption-text">The Alligator Menace &#8211; Episode 1 of our Pulp Adventure Serial</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-thumbnail wp-image-3380" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ALLIGATOR MENACE</h2>
<h2>EPISODE #2 – EXTORTION</h2>
<p>An original audio drama and fun dinner party idea</p>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attritubution Non Commercial No Derivatives (CC BY-NC-ND 4.0) Edition .</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (DD BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction is allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Series #1: The Alligator Menace</h3>
<p>Trent Stone and Tess Carter are in Star City to participate as junior members in the League of Adventure Seekers annual dinner. However, when the dinner — and a number of other key events throughout the city — is broken up by a horde of remotely controlled albino sewer alligators, Trent and Tess are launched into a dangerous game of cat and mouse with an insane genius bent on controlling the city’s underworld. In order to overcome this villain our heroes must navigate a dangerous world of organized crime bosses, gang war, exploding alligators, and weird science. Can they locate the villain before his plans reach their fruition? Tune in to “The Alligator Menace” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ALLIGATOR MENACE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>TONY WELLS:</strong> Detective and League supporter</p>
<p><strong>WALTER DOOGAN:</strong> Police Chief and League opponent</p>
<p><strong>RICKY (THUG #1):</strong> Thug employed by Jerry Falcone</p>
<p><strong>GAUCHO (THUG #2):</strong> Thug employed by Jerry Falcone</p>
<p><strong>JERRY FALCONE:</strong> Mob boss</p>
<p><strong>CINQO TAVOLI:</strong> Thug employed by Dillon Tremere</p>
<p><strong>BYSTANDER:</strong> A bystander at the fundraiser</p>
<p><strong>SFX:</strong> 1 SFX artist required</p>
<h2>ACT 2</h2>
<h3>SCENE 8: EXT. — THE PENDLETON GALLERY (TERESA, WELLS, TRENT)</h3>
<p><span style="text-decoration: underline;">145. MUSIC: [80] (BRIDGE) OPENING THEME MUSIC — LET IT FINISH</span></p>
<p>146. NARRATOR: Ludicrous though it sounds, Star City has been prey to an attack by remotely controlled albino sewer alligators and our heroes (Trent Stone and Tess Carter) are being escorted by Detective Tony Wells to the Pendleton Gallery in search of their missing friends; Martin and Tegan Rodriguez.</p>
<p><span style="text-decoration: underline;">147. SOUND [23] SOUND OF CAR PULLING UP</span></p>
<p>148. TERESA: Good Lord! It looks like a disaster area.</p>
<p>149. WELLS: The ground floor collapsed into the basement. It’s what gave the alligators such easy access from the sewers.</p>
<p>150. TRENT: How many people were hurt?</p>
<p>151. WELLS: Lots of the attendees suffered scrapes and bruising, but no one was seriously injured except for those who were carried off. According to witnesses, the creatures struck with clockwork precision, some working to isolate their targets from the main group, while others picked out the victims and dragged them away. I know it’s impossible but the animals seemed to know exactly who they were after.</p>
<p>152. TRENT: Maybe not so impossible, Detective Wells. If the alligators which attacked at the League’s dinner were anything to go by, the creatures which struck here were being controlled by machines that sent signals directly into their brains.</p>
<p>153. WELLS: Mind control? Are you nuts?</p>
<p>154. TERESA: Is it really harder to believe than that someone trained all these animals to simultaneously attack three separate targets with military precision?</p>
<p>155. WELLS: (DOUBTFULLY) I guess it’s a theory anyway.</p>
<p>156. TRENT: Can we see inside?</p>
<p>157. WELLS: Sure. Come this way.</p>
<p><span style="text-decoration: underline;">158. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_26"></a><br />
SCENE 9: INT. — THE PENDLETON GALLERY (TERESA, TRENT,WELLS)</h3>
<p>159. TERESA: [CUE] What a mess. It’s almost like I imagine your apartment looks, Trent!</p>
<p>160. TRENT: Funny girl. Are those scorch marks on the walls?</p>
<p>161. WELLS: Yeah. It looks as if some kind of explosive was used to bring down the floor.</p>
<p>162. TERESA: What’s the bet that when you raise the floor you’ll find exploded alligator parts underneath.</p>
<p>163. TRENT: We won’t know until they have a chance to get some heavy machinery in here, but I’m willing to bet your hunch is right, Tess. Those scorch marks are consistent with small explosives, and the notion of alligators back-packing the charges into the basement ahead of the main attack doesn’t seem unreasonable. Let’s use that ladder to get down inside and take a closer look.</p>
<p>164. TERESA: I’m right behind you, boss. It’s a good thing I’m wearing an evening dress. I’d hate to have come unprepared.</p>
<p>165. TRENT: Quit your griping. You think I’m thrilled about clambering about in all that dust in this monkey suit.</p>
<p>166. TERESA: Well at least yours is a rental. Hey, what’s that down there?</p>
<p>167. TRENT: It looks like there’s something moving at the bottom of that elevator shaft.</p>
<p>168. TERESA: Good grief. It’s an alligator. It looks like it fell down the shaft and got left behind.</p>
<p>169. WELLS: It must have been knocked out by the fall. And the machine on its back appears to be damaged.</p>
<p>170. TERESA: Well, it’s awake now. Stone, grab that plank.</p>
<p>171. TRENT: Good idea, Tess&#8230; everyone get back&#8230; there we go&#8230;</p>
<p><span style="text-decoration: underline;">172. SOUND: [24] CLUNK OF PLANK ON CONCRETE</span></p>
<p>173. TRENT: &#8230; look out, here it comes&#8230;</p>
<p><span style="text-decoration: underline;">174. SOUND: [25] ALLIGATOR GROWLS, SCRABBLING CLAWS ETC.</span></p>
<p>175. TRENT: Now, quickly. Follow it into those tunnels. Don’t get too close.</p>
<p>176. TERESA: (MIMICKING TRENT) “And don’t lose it either.” (BEAT) Yeah. Yeah. We know the drill.</p>
<p><span style="text-decoration: underline;">177. MUSIC: [72] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_27"></a><br />
SCENE 10: INT. THE SEWER TUNNELS (WELLS, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">178. SOUND: [6] WALLA — SOUNDS OF HURRIED FOOTSTEPS THROUGH ECHOING TUNNELS; ALLIGATOR GRUNTS AND GROWLS IN THE DISTANCE — PLAY UNDER UNTIL NEXT SOUND</span></p>
<p>179. WELLS: This is a maze down here. Keep your torch on that thing.</p>
<p>180. TERESA: Wow it’s fast. It can really move on those little legs.</p>
<p>181. TRENT: So long as we keep pace with it, and so long as luck is on our side, we should be able to track it back to its lair.</p>
<p>182. WELLS: Wait a minute. What’s that ahead? It looks like a&#8230;</p>
<p>183. TRENT: Yes, a dead end. I’m not sure I want to deal with one of these things when it’s cornered. Those jaws can crush bone.</p>
<p>184. TERESA: Me either. But look, it’s taking to the water.</p>
<p><span style="text-decoration: underline;">185. SOUND: [26] SPLASH OF ALLIGATOR ENTERING WATER</span></p>
<p>186. TERESA: It’s swimming under the wall. We’re going to lose it.</p>
<p>187. TRENT: Damn it! There must be a way through. Check the walls.</p>
<p>188. TERESA: Over here. This brick is loose. Whoah!</p>
<p><span style="text-decoration: underline;">189. SOUND: [27] SOUND OF STONE ON STONE AS HIDDEN DOOR SWINGS OPEN</span></p>
<p>190. TRENT: Lookout, the wall is opening up. Good job Tess!</p>
<p><span style="text-decoration: underline;">191. MUSIC: [78] (BRIDGE) ANTICIPATORY SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_28"></a><br />
SCENE 11: UNDERGROUND CHAMBER HOLDING THREE CAGES (WELLS, TRENT, TERESA, TEGAN)</h3>
<p>192. WELLS: [CUE] What is that&#8230; some kind of chamber?</p>
<p>193. TRENT: Yes, with a bunch of corridors exiting it. I think I can also make out some cages hanging from the roof, three by the look. Bring that light over here.</p>
<p>194. WELLS: It looks like we’ve lost that alligator.</p>
<p>195. TERESA: Uh-huh, there are just too many tunnels coming off this chamber. It could have taken any of them, and now that it’s in the water there are no tracks to follow either.</p>
<p><span style="text-decoration: underline;">196. SOUND: [28] MUFFLED YET URGENT SOUNDS ISSUING FROM ONE OF THE CAGES — TEGAN TRYING TO SPEAK THROUGH A GAG</span></p>
<p>197. TERESA: (ALARMED) Oh Trent, look! The cages aren’t empty.</p>
<p>198. TRENT: You’re right, Tess. Up near the ceiling&#8230; I think that cage is holding Martin Rodriguez&#8230; and he looks badly injured.</p>
<p>199. TERESA: And that cage hanging at waist height&#8230; I think it’s holding Tegan, but she’s bound and gagged.</p>
<p>200. WELLS: There’s a cage on the ground too, with the gate open&#8230; Oh my Lord, are those human remains?</p>
<p>201. TERESA: Oh, how awful!</p>
<p>202. TRENT: Don’t look, Tess! Someone has been using the cages as a way to feed the alligators. It looks like none of the animals themselves are around at the moment, however.</p>
<p>203. TERESA: Speaking of not being around. I thought there were five victims. Assuming the remains in the lower cage belong to just one person (and that cage could hardly have fit more than one) then we are still missing two victims.</p>
<p>204. WELLS: Thank God for small mercies. Well, surely our first job is to free the people we’ve found already.</p>
<p>205. TRENT: Yes of course. I think I can jimmy the lock on Tegan’s cage.</p>
<p><span style="text-decoration: underline;">206. SOUND: [29] TEGAN’S MUFFLED CRIES GROW MORE DESPERATE THROUGH THE GAG</span></p>
<p>207. TRENT: Tegan, it’s alright. It’s me, Trent. We’ll have you out of here in just a second&#8230; (GRUNTS)</p>
<p><span style="text-decoration: underline;">208. SOUND: [30] CLANG OF LOCK BREAKING AND FALLING TO THE FLOOR</span></p>
<p><span style="text-decoration: underline;">209. SOUND: [31] SOUND OF AN ARCING ELECTRICAL DISCHARGE — UNDER</span></p>
<p><span style="text-decoration: underline;">210. SOUND: [32] MARTIN SCREAMS THROUGH HIS OWN GAG AS HE IS ELECTROCUTED BY THE TRAP — OVER</span></p>
<p><span style="text-decoration: underline;">211. SOUND: [33] (BEAT) TEGAN WAILS THROUGH HER GAG AS SHE SEES HER HUSBAND DIE — OVER</span></p>
<p>212. WELLS: Good Lord, it’s a trap. The other cage was electrified to respond when this one was opened. Rodriguez just took 5000 volts. He’s dead!</p>
<p>213. TRENT: Martin, oh no! Tegan, let me get the gag out of your mouth&#8230;</p>
<p>214. TEGAN: You fool Trent! I was trying to warn you. The man in the wheelchair said if anyone tried to set me free, Martin would be electrocuted. He’s killed Martin and it’s all your fault! It’s all your fault (BREAKS DOWN SOBBING).</p>
<p>215. TRENT: Tegan, I&#8230;</p>
<p>216. WELLS: It’s alright, Stone, you couldn’t have known. I’ll get her out of here.</p>
<p><span style="text-decoration: underline;">217. SOUND: [34] SOUND OF SOBBING WOMAN BEING HUSTLED AWAY CRYING “GIVE ME BACK MY HUSBAND! PLEASE! GIVE HIM BACK!”</span></p>
<p><span style="text-decoration: underline;">218. MUSIC: [75] (BRIDGE) DESPAIRING SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_29"></a><br />
SCENE 12: INT. THE PENDLETON GALLERY (BYSTANDER, TERESA, TRENT, DOOGAN)</h3>
<p><span style="text-decoration: underline;">219. SOUND: [35] AMBULANCE WAILS IN BACKGROUND — ESTABLISH THEN FADE UNDER</span></p>
<p>220. BYSTANDER: (AWAY FROM MIC) Was that the body of the millionaire they just brought out? He looked like he was badly burned. I thought it was supposed to be alligators that got him.</p>
<p><span style="text-decoration: underline;">221. SOUND: [7] WALLA — MURMUR OF ONLOOKERS — FADE IN AND UNDER</span></p>
<p>222. TERESA: (GENTLY) Trent? Trent? You couldn’t have known. It wasn’t your fault.</p>
<p>223. TRENT: Yes it was, Tess. I could have looked more closely. I might have seen the wires. Instead I went blundering in like an elephant. And now Martin is dead.</p>
<p>224. TERESA: But Trent&#8230;</p>
<p>225. WALTER DOOGAN: (INTERRUPTING ROUGHLY) You’re damned right he’s dead. And I’d be holding you personally responsible if I wasn’t absolutely certain one of my own officers had invited you here.</p>
<p>226. TRENT: Commissioner Doogan! I take full responsibility for what’s happened. None of your officers were involved&#8230;</p>
<p>227. DOOGAN: (ANGRILY) Don’t try to cover for my men. You’ll only make things worse. I want you out of my crime scene right away. And if I ever see your vigilante faces again I’m going to put you in jail, understand me, boyo?</p>
<p>228. TRENT: Why you son of a&#8230;</p>
<p>229. TERESA: (HOLDING TRENT BACK) No Trent! He wants you to take a swing at him. It’s all the excuse he needs.</p>
<p>(TO DOOGAN) You’re the boss, commissioner. We’ll leave.</p>
<p>230. DOOGAN: Well then? Why are you still standing there? Get the hell out!</p>
<p>2<span style="text-decoration: underline;">31. MUSIC: [74] (BRIDGE) TRAGIC SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_30"></a><br />
SCENE 13: THE STREET OUTSIDE THE GALLERY (TERESA, TRENT, RICKY, GAUCHO)</h3>
<p>232. TERESA: [CUE] Well, that could have gone better&#8230; I guess we should find Tegan and pay our respects.</p>
<p>233. TRENT: I’m not sure that would be a good idea just now. They were sedating her when they put her in the ambulance.</p>
<p>234. TERESA: Oh. Then where to now? It feels like we’re at a dead end&#8230; Hey, what’s this car pulling up beside us?</p>
<p><span style="text-decoration: underline;">235. SOUND: [36] SOUND OF A CAR PULLING UP AND DOORS OPENING</span></p>
<p>236. RICKY (THUG #1): Hey, you two. Are you part of that “League of Adventure” group?</p>
<p>237. TRENT: Yeah, that’s right. What do you want?</p>
<p>238. RICKY: Our boss would like a few words with you.</p>
<p>239. TRENT: Oh, and who is your boss?</p>
<p>240. RICKY: Mr Jerry Falcone.</p>
<p>241. TERESA: The gangster?</p>
<p>242. GAUCHO (THUG #2): Mr Falcone is an honest business man&#8230; and he don’t like to be kept waiting.</p>
<p>243. RICKY: Yeah that’s right. So are you coming along quietly, or are we gonna have to persuade you some?</p>
<p>244. TRENT: Not that I’d mind an opportunity to beat up a couple of hired goons in cheap suits right now — especially given the day I’ve been having — but we’ll play along.</p>
<p>245. RICKY: Then lean up against the car. Mr Falcone doesn’t like his visitors to come packin’.</p>
<p>246. TRENT: We’re not armed.</p>
<p>247. RICKY: Yeah, well. Nuttin’ personal but we gots to do our jobs.</p>
<p><span style="text-decoration: underline;">248. MUSIC: [73] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_31"></a><br />
SCENE 14: INT. FALCONE HQ — MORNING (RICKY, FALCONE, TRENT, TERESA)</h3>
<p>249. RICKY: [CUE] Mr Falcone, your guests are here.</p>
<p>250. JERRY FALCONE: Send ’em in, Ricky.</p>
<p>251. RICKY: Sure boss.</p>
<p>252. TRENT: I take it you wanted to see us, Mr Falcone.</p>
<p>253. FALCONE: Sure, sure. I see you’ve met my boys. Ricky’s the gabby one.</p>
<p>254. TERESA: And the other one?</p>
<p>255. FALCONE: Miss Carter, isn’t it? The other one’s Gaucho. He’s company for Ricky.</p>
<p>256. TRENT: And now that the introductions are over, why have you brought us here?</p>
<p>257. FALCONE: Well, Mr Stone&#8230; or can I call you Trent?</p>
<p>258. TRENT: Mr Stone is fine.</p>
<p>259. FALCONE: Fair enough. Well, Mr Stone, I seem to find myself in need of your services.</p>
<p>260. TERESA: We don’t work for crooks, Mr Falcone.</p>
<p>261. FALCONE: Is that so? Well, it’s a good thing that I’m just an honest business man then, ain’t it? Besides, this is the kind of thing you do-gooders live for. Take a look at the note I got this morning.</p>
<p>262. TERESA: (READING SLOWLY) “If you ever want to see Jocelyn alive again deliver two hundred thousand dollars to the end of the sewer tunnel accessed from the corner of Fourteenth and Cumberland at TEN A.M. today.”</p>
<p>263. TRENT: That’s just over an hour from now. Who’s Jocelyn and why haven’t you contacted the police?</p>
<p>264. FALCONE: Jocelyn’s my daughter. She hangs out with the social set and was grabbed at last night’s fundraiser.</p>
<p>265. TERESA: I wouldn’t have thought a mob boss’s daughter would be very welcome among the social set.</p>
<p>266. FALCONE: (ANGRILY) Business man! And Jocelyn don’t know nothin’ about the family business. I keep her out of it. On top of which, it’s because of these&#8230; misunderstandings&#8230; regarding what I do for a living that I can’t call in the cops.</p>
<p>267. TRENT: We’ll let that slide for the moment. Why involve us, and not your own people?</p>
<p>268. FALCONE: There’s been some strange stuff happening lately and I’m not sure I can trust everyone in my organization. My daughter is too important to me to trust this to any of my knuckle-heads, so I’m bringing in some outside help.</p>
<p>269. TRENT: I see&#8230; How did you receive this note?</p>
<p>270. FALCONE: An alligator slithered up out of the sewers and dropped it on my front porch around three am. It was wrapped in a bloody piece of Jocelyn’s dress. Two of my guys saw it and woke me up.</p>
<p>271. TRENT: And what do you want us to do about it, Mr Falcone?</p>
<p>272. FALCONE: I want you to deliver the ransom. I want you to get my daughter back. Here’s the bag. The money’s all in there.</p>
<p>273. TERESA: Wow. You keep this much cash on hand?</p>
<p>274. FALCONE: No. I’ve had the boys gathering it since the note arrived this morning&#8230; and don’t get any funny ideas. I’ll know if the money don’t reach its destination. You either bring my daughter back or bring back the money. You come back empty handed and&#8230; well, I’ll leave the rest to your imagination.</p>
<p>275. TERESA: You’re assuming we’re willing to go along with this?</p>
<p>276. FALCONE: Well, like I said. You’re do-gooders. Ain’t that right, Mr Stone? And besides, I’ll owe you a favor. Not something any old Joe in this town can say.</p>
<p>277. TRENT: And if we refuse?</p>
<p>278. FALCONE: (WITH FINALITY) No one refuses an offer from me! Understand? No one.</p>
<p>279. TERESA: Well, it’s a good thing for us we don’t leave innocent girls in the hands of lunatic kidnappers.</p>
<p>280. FALCONE: Yeah well&#8230; Just don’t mess this up, okay? As for “the lunatic kidnapper”&#8230; once Jocelyn’s okay, finding this guy will be my boys’ top priority.</p>
<p>Ricky! Gaucho! Give these fine folks a lift down to Fourteenth and Cumberland. Make sure you don’t go into the sewers after them — I don’t want anyone messing this up. You wait for them to come back out and bring them back here&#8230; got it?</p>
<p>281. RICKY: Sure boss. What if they come out without Jocelyn?</p>
<p>282. FALCONE: You still bring ’em back here, got me? I’ll wanta know exactly what happened.</p>
<p><span style="text-decoration: underline;">283. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_32"></a><br />
SCENE 15: EXT. CNR OF CUMBERLAND AND FOURTEENTH — MID MORNING (RICKY, GAUCHO, TERESA, TRENT, CINQO)</h3>
<p><span style="text-decoration: underline;">284. SOUND: [37] SOUND OF CAR PULLING UP AND ENGINE IDLING — UNDER</span></p>
<p>285. RICKY: Hey, what’s that? Ain’t that a Tremere car just ahead?</p>
<p>286. GAUCHO: Yeah, and a bunch of Tremere boys lounging on those steps across the street. This don’t smell right, Ricky.</p>
<p>287. RICKY: You’re telling me! Unless I’m seeing things that’s Cinqo Tavoli climbing out of that car. And with a big bag of dough no less.</p>
<p>288. GAUCHO: Tavoli! That rat! Didn’t he try to cheat the boss before he signed up with the Tremeres?</p>
<p>289. RICKY: That’s about the size of it. Keep those gats handy. This could get ugly? You two get out, but slowly. And keep your hands where everyone can see ’em.</p>
<p>290. TERESA: Who are the Tremeres, Ricky?</p>
<p>291. RICKY: You’re kinda new to this town ain’t ya? The Tremeres are a rival gang. They own the Northern districts. We got the South and East. And the Cordovas have been gaining ground in the West.</p>
<p><span style="text-decoration: underline;">292. SOUND: [38] SOUND OF CAR DOORS OPENING AND CLOSING</span></p>
<p>293. CINQO TAVOLI: (CALLING FROM A DISTANCE) Hey, what are you ugly plugs doing here?</p>
<p>294. RICKY: No need to get riled. We’re here for the same reason you are, I think.</p>
<p>295. GAUCHO: (MURMURING TO HIMSELF) So the Tremere kid got ’napped too? Hmpf.</p>
<p>296. TRENT: Gaucho?</p>
<p>297. GAUCHO: (PUTTING TWO AND TWO TOGETHER) Someone’s grabbed the kids of the bosses of the two most important outfits in town. Either someone’s got a real serious case of guts&#8230; or they’re real stupid.</p>
<p>298. TERESA: Oh-oh. Cinqo’s got a gun.</p>
<p><span style="text-decoration: underline;">299. SOUND: [39] SOUNDS OF NUMEROUS GUNS BEING READIED</span></p>
<p>300. TRENT: Whoah. Whoah! Let’s remember why we’re here before we go killing each other. Frankly, I don’t much care if you street scum start killing each other but it looks like two lives hang in the balance.</p>
<p>(TO TAVOLI) I take it that your boss’s kid&#8230;</p>
<p>301. GAUCHO: (INTERRUPTING HELPFULLY) Marco.</p>
<p>302. TRENT: Thanks&#8230; I take it that Marco Tremere has been kidnapped and the ransom was to be brought here.</p>
<p>303. CINQO: (SUSPICIOUSLY). Yeah&#8230;?</p>
<p>304. TRENT: Well, so was Jocelyn Falcone. We’re all here to try to get them back alive. Okay?</p>
<p>305. CINQO: (DOUBTFULLY) Hmmm&#8230; Alright.</p>
<p><span style="text-decoration: underline;">306. SOUND: [40] SOUND OF GUNS BEING LOWERED</span></p>
<p>307. CINQO: But I ain’t ever seen you before and I don’t trust you. How do you want to play this?</p>
<p>308. TRENT: Well, you and one of yours, plus me and the girl&#8230;</p>
<p>309. TERESA: (STAGE WHISPER) Who are you calling a “girl,” buster.</p>
<p>310. TRENT: (STAGE WHISPER) Not now, Tess. (ALOUD) You and me and the girl take the ransom to the drop and bring back the kids.</p>
<p>311. CINQO: Alright. But I’m going in alone. Are you carrying any hardware?</p>
<p>312. TRENT: No, we’re unarmed.</p>
<p>313. CINQO: Alright, I’m putting my gun down. Let’s go.</p>
<p><span style="text-decoration: underline;">314. MUSIC: [75] (BRIDGE) RISING TENSION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_33"></a><br />
SCENE 16: INT. THE RANSOM DROP TUNNELS (MOMENTS LATER) (TERESA, CINQO, TRENT)</h3>
<p><span style="text-decoration: underline;">315. SOUND: [8] WALLA — SQUELCHING STEPS, DRIPS, OCCASIONAL SPLASHES — FADE IN AND UNDER</span></p>
<p>316. TERESA: Ugh! Twice I’ve ended up in the sewers in my evening gown. You sure know how to treat someone to a good time, Stone.</p>
<p>317. CINQO: Cut the chatter, Toots!</p>
<p>318. TERESA: Yeah. And a fine hello to you too, scumbag.</p>
<p>319. CINQO: If you think I’m gonna let a skirt talk to me like&#8230;</p>
<p>320. TRENT: You’ll let her talk anyway she wants. Besides we’re almost there. It looks like there’s some kind of chamber at the end of this tunnel.</p>
<p><span style="text-decoration: underline;">321. MUSIC: [75] (BRIDGE) RISING TENSION SCENE ENDER — LET IT FINISH</span></p>
<h3><a id="PA1_34"></a><br />
SCENE 17: INT. THE RANSOM DROP (MOMENTS LATER) (TERESA, CINQO, TRENT)</h3>
<p>322. TERESA: [CUE] Holy Smokes, Stone, look at that!</p>
<p>323. TRENT: I don’t believe it. The chamber opens out to overlook a huge underground cliff.</p>
<p>324. TERESA: And down the bottom&#8230; Alligators! Lots and lots of alligators!</p>
<p>325. TRENT: What’s that hanging over the chasm?</p>
<p>326. CINQO: Looks like some kind of cage. It is, and yeah, the kids are in there.</p>
<p>327. TERESA: So what now?</p>
<p>328. TRENT: Let’s take a look around, Tess. Hmmm, what’s this pillar over here? It’s got some kind of note on it, made from cut-out news print.</p>
<p>“Place the money on the pillar to retrieve the hostages.” Looks like we have to leave the money here.</p>
<p>329. CINQO: Okay. You first. And don’t try anything funny.</p>
<p>330. TERESA: Yeah, yeah, tough guy. I hear you ratted out your previous boss. What kind of a man does that?</p>
<p>331. CINQO: Why you&#8230;</p>
<p>332. TRENT: That’s enough. Let’s just get this over with&#8230; There, that’s Falcone’s money. Now you, Tavoli.</p>
<p>333. CINQO: Alright, but I won’t forget this&#8230; there.</p>
<p><span style="text-decoration: underline;">334. SOUND: [41] STONE ON STONE AS STONE PILLAR BEGINS SINKING. PULLEY STARTS SQUEAKING AND WHIRRING IN DISTANCE — ESTABLISH AND UNDER</span></p>
<p>335. CINQO: Hey, what’re you trying to pull. The money&#8230; It’s sinking into an opening in the floor.</p>
<p>336. TERESA: Yeah, and the cage is moving towards us. I think we’ve done it. The kids’ll be safe.</p>
<p>337. CINQO: No! That’s four hundred thousand dollars. I ain’t lettin’ the money get away.</p>
<p>338. TRENT: No! Cinqo, you fool! You’ll kill them.</p>
<p>339. CINQO: Got it. See you later suckers.</p>
<p><span style="text-decoration: underline;">340. SOUND: [42] MECHANISM HALTS. CATCH OPENS. SHRIEKING METAL AND A PAIR OF FADING SCREAMS FOLLOWED BY A CRUNCH AS OCCUPANTS FALL TO THEIR DEATHS IN THE PIT BELOW — LET IT FINISH</span></p>
<p>341. TERESA: [CUE] The bottom fell out of the cage and they’ve fallen to their deaths. The alligators have them. Oh Trent, do something!</p>
<p>342. TRENT: They’re dead already Tess. There’s nothing we can do&#8230; except get after Tavoli. Come on.</p>
<p><span style="text-decoration: underline;">343. MUSIC: [72] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">344. MUSIC: [81] (BRIDGE) CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice, and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. I’m still not sure about Stone and Carter. They cross a lot of lines&#8230; but then so do I.</p>
<p><strong>WALTER DOOGAN:</strong> I’m Walter Doogan, but you can call me Commissioner&#8230; or sir. I’ve worked hard to get where I am and I’ve had to boot a lot of heads along the way. There’s no such thing as a free lunch and, if you cross me, you’ll absolutely live to regret it. I’ve a mean streak a mile wide and I’m well practiced at keeping those mealy mouthed politicians and bleeding hearts out of the business of protecting people from the low-life who roam the city. There are three things in this world that I hate: politicians, criminals, and vigilantes.</p>
<p><strong>JERRY FALCONE:</strong> I’m number one in this town. The Tremeres and the Cordovas may think they’ve got outfits that can rival me, but I still control the biggest territory and the most mobsters, and that’s the way it’s gonna stay. I don’t take any lip and I’m old enough and cautious enough to see the value in keeping the peace. I’ve got a daughter. She’s got nothing to do with the family business and she’s the apple of my eye. Anyone hurts her and&#8230; well, it’s better left to the imagination what I’d do to ’em.</p>
<p><strong>CINQO TAVOLI:</strong> So I like to hurt women, kids, and small animals? What of it? You think I care what the likes of you thinks. I takes my pay and does what I’m told. That idjit Falcone didn’t appreciate me. He thought I went overboard on one of my jobs — feels I “enjoy it too much,” that I “make too much noise.” What does he know? I like my job. I’m good at my job. And if getting the job done involves a bit of mess from time to time, well I deserve a bit of fun, don’t I? If you’re squeamish you shouldn’t be in this business.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>ALL THUGS:</strong> Life’s tough all over. Honest jobs are hard to come by. But I’m not like the saps who sit around doing what they’re told. I take what I want. So I break a few heads along the way? What of it? I’m good at it. I don’t have to think too much and&#8230; hey, what are you lookin’ at?</p>
<p><strong>BYSTANDER:</strong> I was just passing by see, and then, boom, free entertainment! Sirens, cops, fire trucks, ambulances. You name it. And here I am front and center for the biggest news event of the year so far.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, e-learning consultant and, most recently, writer. He currently lives in Sydney, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and in general make his life worth living.</p>
<p>Don’t forget to check out the free sample portions of our titles at <a href="https://weirdworldstudios.com/product-category/our-products/">https://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author. The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Alligator Menace</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/">The Alligator Menace – Episode 1 – Hostile Reception</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/">The Alligator Menace – Episode 2 – Extortion</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-3/">The Alligator Menace – Episode 3 – Gang War</a></li>
<li><a href="https://weirdworldstudios.com/1738-2/">The Alligator Menace – Episode 4 – Portrait of Villainy</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/">The Alligator Menace &#8211; Episode 2 &#8211; Extortion</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1721</post-id>	</item>
		<item>
		<title>Artist&#8217;s Sketchbook #37</title>
		<link>https://weirdworldstudios.com/artists-sketchbook-37-2/</link>
					<comments>https://weirdworldstudios.com/artists-sketchbook-37-2/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 06 Nov 2015 20:01:28 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[artwork]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1712</guid>

					<description><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects. Don’t forget to check out some [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-37-2/">Artist&#8217;s Sketchbook #37</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here’s a look at some character artwork provided for our forthcoming (and first) non-fiction title &#8220;Audio Drama for Schools&#8221;. It shows some character art from the title. The artwork was completed by the extremely talented Miyukiko. We feel, as always, very privileged to have her assistance on these projects.</p>
<p><figure id="attachment_1713" aria-describedby="caption-attachment-1713" style="width: 815px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt1.png"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-1713" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/RapunzalArt1.png?resize=640%2C1074" alt="Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &quot;Audio Drama for Schools&quot;." width="640" height="1074" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt1.png?w=815&amp;ssl=1 815w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt1.png?resize=179%2C300&amp;ssl=1 179w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt1.png?resize=610%2C1024&amp;ssl=1 610w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/RapunzalArt1.png?resize=600%2C1007&amp;ssl=1 600w" sizes="(max-width: 640px) 100vw, 640px" /></a><figcaption id="caption-attachment-1713" class="wp-caption-text">Sketches and art elements by Miyukiko of a character from our Host Your Own Old Time Radio Drama title &#8220;Audio Drama for Schools&#8221;.</figcaption></figure></p>
<p>Don’t forget to check out some free samples of our titles at <a href="http://weirdworldstudios.com/product-category/our-products/">http://weirdworldstudios.com/product-category/our-products/</a> .</p>
<p>The post <a href="https://weirdworldstudios.com/artists-sketchbook-37-2/">Artist&#8217;s Sketchbook #37</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1712</post-id>	</item>
		<item>
		<title>The Alligator Menace &#8211; Episode 1 &#8211; Hostile Reception</title>
		<link>https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/</link>
					<comments>https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Fri, 06 Nov 2015 19:36:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[The Alligator Menace]]></category>
		<category><![CDATA[alligator menace]]></category>
		<category><![CDATA[hostile reception]]></category>
		<category><![CDATA[script]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=1709</guid>

					<description><![CDATA[<p>Below we present the complete text of Hostile Reception; episode 1  of The Alligator Menace. THE ALLIGATOR MENACE EPISODE #1 – HOSTILE RECEPTION by Philip Craig Robotham Cover Illustration by Miyukiko Edited by Margaret Wilkins Copyright 2013 Philip Craig Robotham Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition. This play is licensed under [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/">The Alligator Menace &#8211; Episode 1 &#8211; Hostile Reception</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Below we present the complete text of Hostile Reception; episode 1  of The Alligator Menace.</p>
<p><figure id="attachment_119" aria-describedby="caption-attachment-119" style="width: 200px" class="wp-caption alignleft"><a href="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2014/01/PA1Sml.png?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-119" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=200%2C283&#038;ssl=1" alt="The Alligator Menace - Episode 1 of our Pulp Adventure Serial" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=104%2C148&amp;ssl=1 104w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=21%2C31&amp;ssl=1 21w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=26%2C38&amp;ssl=1 26w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2014/01/PA1Sml.png?resize=151%2C215&amp;ssl=1 151w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-119" class="wp-caption-text">The Alligator Menace &#8211; Episode 1 of our Pulp Adventure Serial</figcaption></figure></p>
<p><figure id="attachment_3380" aria-describedby="caption-attachment-3380" style="width: 150px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" class="wp-image-3380 size-thumbnail" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted-150x150.png?resize=150%2C150&#038;ssl=1" alt="Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children" width="150" height="150" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=150%2C150&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=100%2C100&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?resize=200%2C200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/Square_20mm_col_PG-Converted.png?w=260&amp;ssl=1 260w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-3380" class="wp-caption-text">Parental Guidance Recommended: May contain content some parents may feel is inappropriate for younger children</figcaption></figure></p>
<h2>THE ALLIGATOR MENACE</h2>
<h3>EPISODE #1 – HOSTILE RECEPTION</h3>
<p>by Philip Craig Robotham</p>
<p>Cover Illustration by Miyukiko</p>
<p>Edited by Margaret Wilkins</p>
<p>Copyright 2013 Philip Craig Robotham</p>
<p>Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) Edition.</p>
<p><figure id="attachment_3314" aria-describedby="caption-attachment-3314" style="width: 85px" class="wp-caption alignleft"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-3314" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2015/11/by-nc-nd.png?resize=85%2C30&#038;ssl=1" alt="CC by-nc-nd 4.0" width="85" height="30" /><figcaption id="caption-attachment-3314" class="wp-caption-text">CC by-nc-nd 4.0</figcaption></figure></p>
<p>This play is licensed under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) International license. This play may not be commercially reproduced, performed, or sold.   Non-commercial production, performance, and reproduction are allowed under this license so long as attribution is maintained.  No derivative content or use is allowed.  It can be freely shared in its current form (without change) under this license.  If you would like to purchase one or more copies of this work (for your own personal non-commercial use, or to help financially support the author) then please return to <a href="https://www.weirdworlstudios.com">https://www.weirdworlstudios.com</a> and purchase your own copy. Thank you for respecting the hard work of this author.</p>
<p>Other works by this author can be found at the author’s website: <a href="https://weirdworldstudios.com">https://weirdworldstudios.com</a> or through select, online book retailers.</p>
<h3>Episode 1: The Alligator Menace</h3>
<p>Trent Stone and Tess Carter are in Star City to participate as junior members in the League of Adventure Seekers annual dinner. However, when the dinner — and a number of other key events throughout the city — is broken up by a horde of remotely controlled albino sewer alligators, Trent and Tess are launched into a dangerous game of cat and mouse with an insane genius bent on controlling the city’s underworld. In order to overcome this villain, our heroes must navigate a dangerous world of organized crime bosses, gang war, exploding alligators, and weird science. Can they locate the villain before his plans reach their fruition? Tune in to “The Alligator Menace” and experience this exciting adventure for yourself.</p>
<p>Episodes in the Host Your Own “Old Time Radio Drama” series are designed to provide a fun dinner party experience for 6–8 participants. Read along, taking on the role of one or more of the characters in the story, and listen as the exciting drama unfolds. This is the theater of the mind, where the special effects are only limited by your imagination, and your participation will build a memory that you’ll treasure for years to come.</p>
<h2>THE ALLIGATOR MENACE</h2>
<h3>CAST LIST</h3>
<p><strong>NARRATOR:</strong> The Narrator</p>
<p><strong>MARTIN RODRIGUEZ:</strong> Industrialist and philanthropist</p>
<p><strong>TEGAN RODRIGUEZ:</strong> Wealthy wife of Martin Rodriguez</p>
<p><strong>TERESA CARTER:</strong> Our heroine and reporter</p>
<p><strong>TRENT STONE:</strong> Our hero and adventurer</p>
<p><strong>MIRIAM RIBBENSBERG:</strong> President of the League</p>
<p><strong>NEWSBOY:</strong> A Newsboy</p>
<p><strong>WEATHERBY:</strong> Butler to the Rodriguez</p>
<p><strong>TONY WELLS:</strong> Detective and League supporter</p>
<h2>ACT 1</h2>
<h3>SCENE 1: INT. THE RODRIGUEZ’ TOWNHOUSE — EVENING<br />
(NARRATOR, MARTIN, TERESA, TEGAN, TRENT)</h3>
<p><u>1. MUSIC: [80] (BRIDGE) OPENING THEME MUSIC — LET IT FINISH</u></p>
<p>2. NARRATOR: [CUE] Six pm on a cold January evening in Star City. Our heroes Trent Stone and Tess Carter have just arrived at the brownstone townhouse of wealthy industrialist Martin Rodriguez and his lovely young wife Tegan.</p>
<p>3. MARTIN RODRIGUEZ: Welcome, old boy. It’s wonderful to see you again&#8230; And this must be your&#8230; assistant?</p>
<p>4. TERESA CARTER: We’re equal partners. Tess Carter, reporter. Nice to meet you, Mr uh&#8230;?</p>
<p>5. MARTIN: Oh, just call me Martin. We’re all friends here. And any friend of Trent Stone is a friend of mine&#8230; though I do hope you will keep our private conversations off the record?</p>
<p>6. TERESA: Of course.</p>
<p>7. MARTIN: May I introduce my wife? Trent, Tess, this is my wife Tegan.</p>
<p>8. TEGAN: Enchanted. Martin has told me so much about you, Mr Stone. We greatly appreciate your coming. This city needs heroes, now more than ever.</p>
<p>9. TRENT STONE: I’m sorry to hear that. When a city has need of heroes, it rarely augurs well!</p>
<p>10. MARTIN: Too true. We’ve done well here, Trent, but the stock market collapse of twenty-nine was very hard on many in this city. I’ve been fortunate in having my money in things that are essential to the community but, even so, with so many people out of work and more flooding into the city every day in search of jobs that just aren’t there, the level of desperation is on the rise, and with it crime.</p>
<p>11. TERESA: I had no idea things were so bad.</p>
<p>12. TEGAN: Yes. The Police Commissioner has done a good job of keeping the worst of it out of the press, but people are scared, and we badly need a shot of hope if things are not to get worse.</p>
<p>13. MARTIN: Speaking of creating hope, I’m afraid we need to get going. Tegan and I are hosting a fundraiser for the city’s soup kitchens at the Pendleton Gallery tonight. As we’re counted among those who have not yet lost their fortunes in the ongoing financial crisis, Rodriguez Industries is trying to give a little back to the city and help stave off some of this growing misery.</p>
<p>14. TEGAN: I do hope you will excuse us ducking out on you so soon, especially after you have only just arrived&#8230; but I’m sure you have your own preparations to make. You’re attending the League of Adventure Seekers Dinner this evening, aren’t you?</p>
<p>15. TRENT: Yes, we are. And we understand perfectly regarding the fundraiser. We’re only grateful you agreed to put us up at such short notice. The hotels are completely full with all these heroes in town.</p>
<p>16. TEGAN: Yes, well. Don’t be too certain of your welcome outside these walls. The police are up in arms — they see you as a bunch of vigilantes — and the press have been on the warpath about your dinner all week.</p>
<p>17. TERESA: It’s understandable I guess, but if people only took a bit more responsibility for the protection of their communities, watched out for one another more, then maybe organizations like the League wouldn’t be necessary.</p>
<p>18. TRENT: Maybe, but not everyone is cut out to face down evil. And while people are afraid there will always be a need for those with courage to step forward and take up the fight.</p>
<p>19. MARTIN: Well said, old boy&#8230; but we must be going. We’ll see you in the morning.</p>
<p>20. TEGAN: Yes, good night. Please make yourselves at home. Our man, Weatherby, will be happy to get you anything you need, and the cook, Mrs Naismith, will be here for another hour if you need a bite to eat.</p>
<p>21. TERESA: Thank you and good night.</p>
<p>22. TRENT: Yes, good night.</p>
<p><span style="text-decoration: underline;">23. SOUND: [14] DOOR CLOSES</span></p>
<p>24. TRENT: Well that sounded ominous.</p>
<p>25. TERESA: What? Rising crime? City in desperation? Opposition from the police and press? What else is new?</p>
<p>26. TRENT: True enough. Still, I think I’ll take a look at the papers&#8230; Hmmm&#8230; Corruption at City Hall&#8230; blackmail epidemic&#8230; pressure on the commissioner for trying to crack down on organized crime&#8230; an arms race between the city’s criminals&#8230; the League dinner&#8230; (WRYLY) filed in the crime section — the papers really don’t like us much&#8230; and, what’s this? Alligator sightings in the sewers?</p>
<p>27. TERESA: That old chestnut. Every big city seems to have a version of this legend doing the rounds. How does it go?&#8230; kids buy the animals as pets but once they get too large to care for, flush them into the sewers where they grow fat on the waste?</p>
<p>28. TRENT: Mmm. Something like that. Dr Fennimore — a local biologist from the University — shares your skepticism. He dismisses the rumors as utter nonsense: “The sewers would be unable to provide enough nourishment for one, let alone a colony of these animals. They simply could not survive down there.”</p>
<p>29. TERESA: Exactly.</p>
<p>30. TRENT: You’d think that after working together for all this time, and after all the things we’ve seen, you’d have developed a more open mind by now.</p>
<p>31. TERESA: Oh come on, you’re not giving credence to this malarkey are you? Sure we’ve seen a lot of strange stuff, but I’m still not going to buy into every urban legend that crosses our path.</p>
<p>32. TRENT: Fair enough, besides it’s starting to get late. Why don’t we get dressed for dinner. We’ve still got to catch a cab to the Regency Hotel.</p>
<p>33. TERESA: Okay. (BEAT) Hey, they’ve given me a key on the inside of my door. (ARCHLY) I guess Martin Rodriguez doesn’t quite trust you with a young lady in the house.</p>
<p>34. TRENT: I would have thought you’d gotten over your shyness after two weeks with me on a tiny boat in the Congo?</p>
<p>35. TERESA: Well, needs must&#8230; but this isn’t the Congo, buster, and I’ll be using the key.</p>
<p><span style="text-decoration: underline;">36. SOUND: [15] DOOR CLOSES FOLLOWED BY THE TURN OF THE KEY IN THE LOCK</span></p>
<p><span style="text-decoration: underline;">37. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3>SCENE 2: EXT. THE REGENCY HOTEL (ON THE SAME EVENING)(TRENT, TERESA)</h3>
<p><span style="text-decoration: underline;">38. SOUND: [1] WALLA — SOUND OF CARS PASSING ON STREET; MURMUR OF EXCITED PEOPLE ENTERING HOTEL — ESTABLISH AND FADE UNDER</span></p>
<p>39. TRENT: Well, here we are. Star City’s famous Regency Hotel. What do you think?</p>
<p>40. TERESA: Hmpf. I think you’ve never looked more uncomfortable. Do you have our invitations?</p>
<p>41. TRENT: Yes, right here.</p>
<p>42. TERESA: I can’t believe you’re so nervous. I’ve seen you face down an Amazonian witch doctor in the company of six jaguars without blinking an eye — and one formal dinner has you quivering like a little girl.</p>
<p>43. TRENT: Well, I was never required to know which fork to use by any witch doctor of my acquaintance.</p>
<p>44. TERESA: Uhuh. Well if it comes to that, you can just follow my lead.</p>
<p>45. TRENT: (RESIGNED) Okay&#8230; but I’m blaming you for every faux pas.</p>
<p>46. TERESA: As if I’m the reason we’re here and not that telegram from Miriam Ribbensberg.</p>
<p>47. TRENT: True enough, but when the President of the League of Adventure Seekers asks you personally to dinner&#8230;</p>
<p>48. TERESA: Yeah, yeah. Come on, tough guy. The sight of all these heroic types in one place is starting to make me hungry.</p>
<p><span style="text-decoration: underline;">49. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3>SCENE 3: INT. THE REGENCY HOTEL DINING ROOM (MOMENTS LATER)<br />
(TERESA, TRENT, MIRIAM)</h3>
<p><span style="text-decoration: underline;">50. SOUND: [2] WALLA — SOUND OF CROCKERY AND CUTLERY ETC.; MURMUR OF VOICES IN CONVERSASTION AROUND THE TABLE — ESTABLISH AND FADE UNDER</span></p>
<p>51. TERESA: Oh c’mon fella, this is amazing! Isn’t that Clark Vicious Jnr over there&#8230; and oh, isn’t that “The Silhouette” over there in that dark corner&#8230; and there, talking to the guy with the elephant gun, isn’t that Lord Greybroke? I heard he was raised in a jungle by wild pigs or something?</p>
<p>52. TRENT: Stop rubbernecking Tess, you look like a tourist.</p>
<p>53. TERESA: Can I help it if you never take me anywhere? This is the first time in nearly a year I’ve sat down to a meal where I didn’t stand to catch malaria. Let me enjoy the moment. Besides, I’m a reporter, I’m supposed to rubberneck.</p>
<p>54. TRENT: Fine, fine&#8230; but I’m only interested in identifying one guest, the guest of honor, Miriam Ribbensberg.</p>
<p>55. MIRIAM RIBBENSBERG: Well then, it appears you have done so. I’m Miriam Ribbensberg and you, of course, are Mr Trent Stone — it’s wonderful to see you again&#8230; and you, my dear, must be the charming Miss Tess Carter. It’s good to finally meet you..</p>
<p>56. TRENT: Miss Ribbensberg.</p>
<p>57. TERESA: Enchanted.</p>
<p>58. MIRIAM: I’m afraid I only have a moment before I have to deliver my keynote address, but I’m very glad you’re here, and I wish to speak with both of you urgently. Please come up to my suite after the dinner. I’m staying here in the hotel, Suite three, nineteen.</p>
<p><span style="text-decoration: underline;">59. SOUND: [16] DINNER GONG BEING STRUCK.</span></p>
<p>60. MIRIAM: That’s my cue I’m afraid. Please excuse me, won’t you.</p>
<p>61. TRENT: Mysteriouser and mysteriouser.</p>
<p>62. TERESA: You didn’t tell me she was so beautiful.</p>
<p>63. TRENT: What? Oh yes, she is. I was forgetting that the two of you had never met. Most of us were recruited to the League by her.</p>
<p>64. TERESA: (IN MOCKING TONES) How quickly they forget! You recruited me yourself after that business in Mozambique, remember?</p>
<p>65. TRENT: Yes, I remember. The intrepid reporter with the flashing eyes and the penchant for getting neck deep in trouble. I’d have thought pulling you out of that slaver’s cage would have made you a little more cautious and, perhaps, a little more grateful too.</p>
<p>66. TERESA: Hmpf. You can talk! How many times have I saved your life now? (BEAT) &#8230;And (FLIRTING) what was that about my eyes?</p>
<p>67. TRENT: I can’t precisely&#8230; oh wait, the speech is starting.</p>
<p>68. TERESA: Hmmm.</p>
<p>69. MIRIAM: Ladies and gentlemen, welcome to the fifteenth annual League of Adventure Seekers Dinner. I am your hostess, and the current President of the League, Miriam Ribbensberg, and it is my pleasure to welcome you all here this evening.</p>
<p><span style="text-decoration: underline;">70. SOUND: [17] POLITE APPLAUSE — FADE UNDER</span></p>
<p>71. MIRIAM: As you are aware, the League has suffered a number of sad losses in the last twelve months. The loss of our team in Nairobi, despite their success in curtailing the revolution, was a grievous blow, and a number of others have fallen from our roster due to misadventure in the far flung reaches of the globe. As is our custom, I would like to begin proceedings by proposing a toast to the memory of our fallen comrades, lost in the pursuit of peace, harmony, and knowledge during the last twelve months.</p>
<p>To absent friends.</p>
<p><span style="text-decoration: underline;">72. SOUND: [18] THE TOAST IS ECHOED AROUND THE ROOM — UNDER</span></p>
<p>73. TRENT AND TERESA: To absent friends.</p>
<p><span style="text-decoration: underline;">74. SOUND: [19] AT THIS POINT THERE IS A GREAT CRASHING AND LOW ANIMAL ROARING, CRIES OF PANIC, SCREAMS ETC. — ESTABLISH AND UNDER</span></p>
<p>75. TERESA: Good grief. Trent look, coming through the doorways.</p>
<p>76. TRENT: I see them. Alligators, huge pale alligators. Dozens of them, and they’re attacking the guests. Quick, grab a knife, some of them are coming our way.</p>
<p><span style="text-decoration: underline;">77. SOUND: [3] WALLA — CRASHING NOISES, GRUNTS OF COMBAT, ALLIGATOR ROARS ETC. — ESTABLISH AND UNDER</span></p>
<p>78. TERESA: Trent, they’re heading for Miriam Ribbensberg. We’ve got to stop them.</p>
<p>79. TRENT: Damn it, you’re right. Wait&#8230; on their backs. Can you see those strange machines? I think they might be controlling the beasts. If I use this chair&#8230;</p>
<p><span style="text-decoration: underline;">80. SOUND: [20] SOUND OF CHAIR SMASHING</span></p>
<p>81. TRENT: That’s it! The animal is scuttling away. Quick, grab Miriam and get her out of the room.</p>
<p>82. TERESA: You got it!</p>
<p><span style="text-decoration: underline;">83. SOUND: [4] WALLA — SOUNDS OF FIGHTING CONTINUE — FADE UNDER</span></p>
<p><span style="text-decoration: underline;">84. MUSIC: [72] (BRIDGE) ACTION SCENE ENDER — LET IT FINISH.</span></p>
<h3>SCENE 4: INT. THE REGENCY HOTEL DINING ROOM (LATER)<br />
(TERESA, TRENT)</h3>
<p>85. TERESA: [CUE] (BREATHING HEAVILY) What a mess! I’d hate to be footing the clean-up bill after this.</p>
<p>86. TRENT: Yes, the property damage is likely to be quite expensive to repair. Hopefully the hotel has insurance.</p>
<p>87. TERESA: At least nobody was killed.</p>
<p>88. TRENT: From what I can see, most of the injuries are superficial, and we managed to bag a couple of the alligators.</p>
<p>89. TERESA: So what’s with those machines on their backs?</p>
<p>90. TRENT: I’m not sure. They seem to be plumbed directly into the creatures’ brains&#8230; controlling them somehow.</p>
<p>91. TERESA: Well, it’s a sure bet that the animals were under some kind of intelligent control. Did you notice the way they attacked?</p>
<p>92. TRENT: They exhibited almost military precision. Some distracting the heroes in the room, while others went for their real target, Miriam Ribbensberg.</p>
<p>93. TERESA: Speaking of whom. I left her once I got her out of harm’s way. Shouldn’t we be on our way up to her suite?</p>
<p>94. TRENT: What? Yes, I suppose so.</p>
<p><span style="text-decoration: underline;">95. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3>SCENE 5: INT. — MIRIAM RIBBENSBERG’S SUITE — A SHORT WHILE LATER<br />
(MIRIAM, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">96. SOUND: [21] KNOCKING ON DOOR &#8211; LET IT FINISH</span></p>
<p>97. MIRIAM: Ah, Mr. Stone. Miss Carter. Do come in.</p>
<p>98. TERESA: We weren’t sure you still wished to see us after your close call this evening.</p>
<p>99. MIRIAM: My dear, I would most certainly have wished to see you, if only to thank you for saving my life. As it is, I have other business with you as well. Please have a seat.</p>
<p><span style="text-decoration: underline;">100. SOUND: [14] DOOR CLOSES &#8211; LET IT FINISH</span></p>
<p>101. TRENT: Thank you, Miss Ribbensberg.</p>
<p>102. MIRIAM: Please call me Miriam.</p>
<p>103. TRENT: All right then&#8230; Miriam&#8230; how may we&#8230; Great Scot!</p>
<p>104. MIRIAM: Please, don’t be alarmed. That is my sister, Marianne. She doesn’t speak, but it is on her account that you are here.</p>
<p>105. TRENT: Forgive me&#8230; it’s just that I can usually sense the presence of the occupants of any room that I am in. I didn’t sense her presence at all&#8230; in fact, I still can’t.</p>
<p>106. MIRIAM: Yes, Marianne has some unique abilities. Her capacity to fade into the background is one of them. She is a very powerful psychic and her abilities make her the League’s most carefully guarded secret. She and I have had a bond since childhood. She can speak directly into my mind and her premonitions of the future have been invaluable in helping the League deal with threats to the peace and stability of the world.</p>
<p>107. TERESA: Premonitions? You mean like seeing the future?</p>
<p>108. MIRIAM: Yes, exactly. Though, Marianne’s visions are imperfect. She sees the future as if it were a succession of blurry photographs. Usually, she can tell us where a new threat to the world will arise and who on our roster of members is best equipped to thwart it.</p>
<p>109. TRENT: I take it that this is the real business of the League — keeping the world safe from such threats?</p>
<p>110. MIRIAM: That’s right, and at this juncture, the League has need of you two. Tonight’s attack signals the beginning of the rise of a new threat to peace in the world. According to Marianne, you and Miss Carter are our best hope to nip it in the bud. I need to ask you to remain in Star City and look into this matter for us. Are you willing?</p>
<p>111. TERESA: Of course we are. With your sister on our side, how can we possibly fail?</p>
<p>112. MIRIAM: Please, don’t mistake me. My sister’s visions identify those in the League who are most likely to succeed in thwarting new threats, but, as the loss of our team in Nairobi demonstrates, the outcome is by no means assured.</p>
<p>113. TRENT: We understand Miss Ribbensberg&#8230; I mean Miriam. We’ll do our best.</p>
<p>114. MIRIAM: Then God be with you!</p>
<p><span style="text-decoration: underline;">115. MUSIC: [71] (BRIDGE) NEUTRAL SCENE ENDER — LET IT FINISH</span></p>
<h3>SCENE 6: EXT. THE REGENCY HOTEL — NIGHT<br />
(NEWSBOY, TERESA, TRENT)</h3>
<p><span style="text-decoration: underline;">116. SOUND: [5] WALLA — SOUND OF CARS PASSING ON STREET — ESTABLISH AND FADE UNDER</span></p>
<p>117. NEWSBOY: (UNDER IN BACKGROUND) Extra. Extra. Read all about it. Alligators attack key points in city — Police HQ, Regency Hotel, and Society Fundraiser. Five members of the social set dragged into the sewers.</p>
<p>118. TERESA: What a night. What time is it, Stone?</p>
<p>119. TRENT: (YAWNS) About three in the morning, I should think. We’re just about in time for the early edition.</p>
<p>120. TERESA: Sounds like a special edition’s already hit the streets. What’s the kid saying?</p>
<p>121. NEWSBOY: (ENTERING) Extra. Extra. Read all about it. Alligators attack key points in city — Police HQ, Regency Hotel, and Society Fundraiser. Five members of the social set dragged into the sewers.</p>
<p>122. TRENT: Great Scot! Son, over here. I’ll take a paper, thanks.</p>
<p>123. NEWSBOY: That’ll be a nickel mister. (BEAT) Thanks.</p>
<p>124. TRENT: (READING) Hmmm&#8230; Police Headquarters attacked &#8230; gathering of heroes attacked at the Regency Hotel&#8230;</p>
<p>125. TERESA: Looks like we were right. There is a mind behind these attacks.</p>
<p>126. TRENT: Yes, and these first two attacks were intended to keep anyone who could intervene busy while the real target of the attacks was hit&#8230; here we are&#8230; (READS ALOUD) the Pendleton Gallery, home to last night’s gala fundraising effort hosted by Martin and Tegan Rodriguez, was attacked in the small hours by a further troupe of alligators, the third location to be targeted in last night’s raids. Rumors persist that at least five of the high profile guests were dragged away into the sewers, but a spokesperson for the Police refuses to confirm or deny the rumors.</p>
<p>127. TERESA: This is awful. Trent, we’ve got to get back to the townhouse and make sure Martin and Tegan weren’t among those taken!</p>
<p><span style="text-decoration: underline;">128. MUSIC: [73] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<h3>SCENE 7: INT. THE RODRIGUEZ’ TOWNHOUSE — MORNING APPROACHES<br />
(TRENT, WEATHERBY, TERESA, WELLS)</h3>
<p>129. TRENT: [CUE] Good morning, Weatherby. I’m sorry to wake you, but have your employers returned home yet.</p>
<p>130. WEATHERBY: Why no, sir, they haven’t. And I am beginning to worry. They were expected no later than two a.m.</p>
<p><span style="text-decoration: underline;">131. SOUND: [21] LOUD KNOCKING ON DOOR</span></p>
<p>132. TERESA: Oh, thank goodness. That could be them now.</p>
<p>133. TRENT: I don’t think so, Tess. The Rodriguez’ would have their own keys. They’d hardly need to knock.</p>
<p><span style="text-decoration: underline;">134. SOUND: [22] DOOR OPENS</span></p>
<p>135. WEATHERBY: Good morning, sir?</p>
<p>136. TONY WELLS: I’m sorry to disturb you good folks, but I’m glad you’re up. My name is Wells, Detective of Star City PD, and I have some bad news.</p>
<p>137. TERESA: Oh no!</p>
<p>138. WELLS: The Pendleton Gallery was the target of an attack last evening — I say an attack but we really don’t understand it fully — and Mr and Mrs Rodriguez have gone missing. We believe they were carried away by the perpetrators.</p>
<p>139. TRENT: Don’t bother trying to spare us the details, Wells. We’ve already seen the morning edition.</p>
<p>140. WELLS: Oh. Then you’ll understand that we are doing everything we can to rescue the Rodriguez’ and return them home.</p>
<p>141. TRENT: Yes, thank you, Detective&#8230; But isn’t it a little unusual for a police detective to deliver this kind of news? Usually that would fall to a junior officer I would imagine?</p>
<p>142. WELLS: True. Delivering bad tidings isn’t the only reason that I’m here. I understand you are members of the League with a direct connection to the missing.</p>
<p>143. TERESA: Right on both counts, buster. The Rodriguez’ are our friends.</p>
<p>144. WELLS: Good. Chief Doogan would have my hide if he heard me say this, but&#8230; frankly, we’re out of our depth. I was hoping you’d accompany me back to the Gallery and take a look. It’ll have to be on the Q.T. — you guys aren’t exactly the dish of the day in police circles — but anything you can turn up would be greatly appreciated.</p>
<p>145. TRENT: Then there’s not a moment to lose. Let’s go.</p>
<p><span style="text-decoration: underline;">146. MUSIC: [73] (BRIDGE) OMINOUS SCENE ENDER — LET IT FINISH</span></p>
<p><span style="text-decoration: underline;">147. MUSIC: [81] (BRIDGE) CLOSING THEME AND CREDITS – LET IT FINISH</span></p>
<h2>CASTING SHEETS — MAJOR CHARACTERS</h2>
<p><strong>NARRATOR:</strong> Hello, I am your narrator. I introduce the cold stormy nights on which our stories take place, the dark alleys, and darker personalities who inhabit the lonely city. It is my job to set the scene and establish the serious tone of suspense and intrigue that will carry the story forwards. It is also my job to remind listeners of what came before in a calm, trustworthy voice, and ensure that everyone is oriented to where we are and where we are going.</p>
<p><strong>TRENT STONE:</strong> Hello, I’m Trent Stone, Adventurer. I’m always in command of the situation (except perhaps, when it comes to Tess — who can easily throw me for a loop). I say things like “indeed,” “hmmm,” and “I see” a lot, and speak in a way that friends of Clark Kent would find very familiar. I’m smart, observant, and quick to use my fists when required (but never impulsive). I sound like Joe College but I’m blue collar through and through. My lack of higher education is something of an embarrassment to me (but I’d never let on).</p>
<p>I’m aware of Tess’s flirting, and occasionally I wonder if it’s more than just a way to keep entertained on the job — mostly I just ignore it and keep on working.</p>
<p><strong>TERESA CARTER:</strong> Hiya. Everyone calls me Tess. I’m the take-no-prisoners sort who can hold her own in the man’s world that is the concrete jungle of Star City. I’m college educated but have a mean right hook. I’m a reporter by training and a stickybeak by inclination — this tends to get me in trouble. Curious, playful, and smart, that’s me! But I’m also painfully honest, easily moved by the troubles of others, and as protective as a tigress of my friends. I secretly have a thing for Trent (who’s a bit of a stuffed shirt and easily embarrassed by flirting). We both pretend it’s not there for the sake of the job, but I can’t help occasionally feeling a bit wistful.</p>
<p><strong>MARTIN RODRIGUEZ:</strong> I’m a wealthy industrialist with a vision for the restoration and revival of our city. I am civic-minded and participate in all the philanthropy I can. I am an eternal optimist, always wanting to see the best in people, but this doesn’t mean I don’t understand money and hard work. I’m a sharp investor and I always do my “due diligence.” My financial wits have kept me from being swallowed up in the disaster of the depression and, despite everything, I have even been able to expand my business holdings somewhat.</p>
<p><strong>TEGAN RODRIGUEZ:</strong> I’m Martin’s wife and extremely proud of him. He is running a business empire that provides goods, services, jobs, and hope to the people of Star City. He’s occasionally a bit soft-hearted and sometimes a bit too trusting, but no one’s got the better of him yet. For my part, I work with him as an equal partner. We discuss all his business affairs and I weigh in on all the major decisions. But this all happens in the background. In the foreground, I’m the dutiful wife and glamorous hostess of all of Martin’s major social functions. Be warned, however, while I can be extremely charming you don’t want to get on my bad side.</p>
<p><strong>MIRIAM RIBBENSBERG:</strong> Good evening, I am Miriam Ribbensberg, the mysterious and beautiful President of the League of Adventure Seekers. While I display all the feminine graces, men are often surprised to discover I am a world-renowned aviatrix and coordinate an organization numbering almost 600 members. I am politically astute, unabashedly honest, and courteous in all circumstances. It is impossible to get me riled. If ever my enemies do succeed in killing me, I will die with composure and dignity.</p>
<p><strong>TONY WELLS:</strong> I’m a detective in a city full of liars, cheats, killers, and con-men. You’d think that would have made me a cynic. And I guess it has a little. But underneath the hard-boiled exterior, I actually give a damn. I do this job because I want to keep people safe from the animals and predators who roam the dark side of the city. I believe in heroes, or at least I want to believe in them. I’m still not sure about Stone and Carter. They cross a lot of lines&#8230; but then so do I.</p>
<h2>CASTING SHEETS — MINOR CHARACTERS</h2>
<p><strong>NEWSBOY:</strong> I’m just a kid really, hawking newspapers, all enthusiasm and energy. When I get a tip, that just makes my day.</p>
<p><strong>WEATHERBY:</strong> I am Weatherby. Just Weatherby. I am prim. I am proper. I understand duty and discretion. Where others panic and lose their heads, I remain stalwart, reliable to the end. Should the time come when the barbarians stand at the doors you will find me doing exactly as I ought: serving tea and cucumber sandwiches.</p>
<p><strong>BYSTANDER:</strong> I was just passing by see, and then, boom, free entertainment! Sirens, cops, fire trucks, ambulances. You name it. And here I am front and center for the biggest news event of the year so far.</p>
<p>###</p>
<h2>ABOUT THE AUTHOR</h2>
<p>Philip Craig Robotham grew up in a house full of books and has held numerous jobs as a teacher, computer programmer, graphic and web designer, an e-learning consultant and, most recently, writer. He currently lives in Victoria, Australia with his wife and two sons. When he was younger and fitter he enjoyed martial arts, but in recent years his hobbies have tended towards more sedate fare (board games, movies, books, and role-playing games).</p>
<p>He is extremely grateful for the encouragement he receives from his biggest fans — his wife and two boys — all of whom read and enjoy his scripts and, in general, make his life worth living.</p>
<p>You can contact the author regarding performance rights (or simply to say hello) through his website: <a href="http://www.weirdworldstudios.com">http://www.weirdworldstudios.com</a>.</p>
<p>THE END</p>
<p>###</p>
<p>Don’t forget to check out the free sample portions of our titles at http://weirdworldstudios.com/product-category/our-products/.</p>
<p>This post and all its content is copyright © 2013 Philip Craig Robotham and has been released under a Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND 4.0) license. This play cannot be reproduced, shared, or performed commercially without the written permission of the author.  The production of derivative content, merchandise, or creative works and materials is expressly forbidden under this agreement. However you may share, reproduce, and perform this play freely so long as authorship is acknowledged, no money changes hands, and the play is not modified in any way.</p>
<h2>The Alligator Menace</h2>
<ul>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/">The Alligator Menace – Episode 1 – Hostile Reception</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-2-extortion/">The Alligator Menace – Episode 2 – Extortion</a></li>
<li><a href="https://weirdworldstudios.com/the-alligator-menace-episode-3/">The Alligator Menace – Episode 3 – Gang War</a></li>
<li><a href="https://weirdworldstudios.com/1738-2/">The Alligator Menace – Episode 4 – Portrait of Villainy</a></li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/the-alligator-menace-episode-1-hostile-reception/">The Alligator Menace &#8211; Episode 1 &#8211; Hostile Reception</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
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