Toil and Trouble
RPG system: LARP
Participants: 6 players
Organized by
Paracelsus Games
By
✏️ | Kristen Hendricks |
✏️ | Warren Tusk |
Summer Larpin' Happened so fast! (2018), Worcester Polytechnic Institute, Rubin Campus Center, Odeum, United States
Patrick Braasch |
Lucky Consequences (2018), Naish Holiday Village, Christchurch, Dorset, United Kingdom
Cameron Betts | |
Adina Schreiber (Lead GM) |
Description
There are three great heroes in the Kingdom of Arkhos. Their fates are bound together, like sticks in a bundle. And those fates will manifest very soon.
One will be king. One will be happy. One will die.
This much is woven into the skein of destiny, and cannot be changed. But destiny can manifest in many different ways. Humans can pull it one way or another, within the confines of its essential nature, if they wield the right sort of power.
That power is called witchcraft.
***********************************
Exactly one year ago, on the Night of Hallows, three witches gathered to perform a great work of magic. They sought to determine, for themselves, the fates that would be met by three prominent young noblemen.
Their ritual was interrupted by a party of witch-hunting heroes -- none other than the three men whose destinies lay on the line.
In the fracas, a terrible arcane backlash was unleashed. Each witch was banished to her own otherworldly sanctum, with one of the witch-hunters in tow, unable to escape back into reality for an entire year. The ritual itself was held in stasis, awaiting its completion on the next Night of Hallows.
Now the time has come. The sanctum doors have opened. The witches have thrown up powerful shields; this time around, the ritual will be finished, one way or another.
But they have had a year to contemplate their work. A year spent in the company of heroes. Some of them have begun to reconsider their ambitions.
And of course the heroes are all still present, and can speak for themselves.
Someone will receive a crown. Someone will receive joy. Someone will receive death. But which man is which? That has yet to be decided.
Double, double, toil and trouble...
Exactly one year ago, on the Night of Hallows, three witches gathered to perform a great work of magic. They sought to determine, for themselves, the fates that would be met by three prominent young noblemen.
Their ritual was interrupted by a party of witch-hunting heroes – none other than the three men whose destinies lay on the line.
In the fracas, a terrible arcane backlash was unleashed. Each witch was banished to her own otherworldly sanctum, with one of the witch-hunters in tow, unable to escape back into reality for an entire year. The ritual itself was held in stasis, awaiting its completion on the next Night of Hallows.
Now the time has come. The sanctum doors have opened. The witches have thrown up powerful shields; this time around, the ritual will be finished, one way or another.
But they have had a year to contemplate their work. A year spent in the company of heroes. Some of them have begun to reconsider their ambitions.
And of course the heroes are all still present, and can speak for themselves.
Someone will receive a crown. Someone will receive joy. Someone will receive death. But which man is which? That has yet to be decided.
Double, double, toil and trouble…
Toil and Trouble is a ninety-minute game for six players by Warren Tusk and Kristen Hendricks about witchcraft and destiny. Pregame reading is approximately twelve pages, including rules and other lore. Mechanics, while they exist, are very light. Characters are precast.
Played at
Summer Larpin' Happened so fast! (2018) | |
♻ | Lucky Consequences (2018) |
Send corrections for this page