by Gawen Robinson
Pricing & Order Info.
A thrilling "TIME TRAVEL" adventure!
- Flexible Cast size to suit YOUR group numbers, from 21 actors upwards. See "Casting" tab below.
- Easy to stage and costume.
- CD of Backing Tracks plus essential sound effects available. No pianist required!
- CD of Vocal Tracks. Both these CDs include Overture, ALL Songs, Special Effects, Play Ons and Play Offs in the order you need them enabling production and direction to take place without specialist musical expertise. However - for those of you who prefer a live pianoforte accompaniment, we now have available a superb BRAND NEW Performance Score which encompasses Overture, ALL Play Ons and Play Offs, Songs, Link Music, Cues and Chord Symbols. (Grade 5 standard).
- Easily manageable props.
- Duration - 50 minutes.
- Age range - Key Stage 2 Production (7-11 years).
We also have available a BRAND NEW Rehearsal Score (Grade 2 / 3 standard).
Check them out on the "Script and Songs" heading.
The "Villains of the Piece" in "Time Lord" are described in the script as "Dinopods"(reptilian) but feel free to cast them as Aliens, Humanoids, Dinosaurs... whatever tickles your or your children's fancy.
Scene One: In A Dark Cave
This dramatic scene introduces us to the comically inept alien villains of the piece. Led by their king, Rex, they plot to re-capture the planet they once ruled for millions of years.
Scene Two: The Johnson's New House
Two children, Harriet and Sam explore a rambling old house that has recently become their new home and discover a hidden cupboard that has been sealed up for over 70 years. Inside the cupboard they unearth an old board game called 'Time Lord' which releases a real 'Time Lord' (Lord Emit). As the dice is thrown a riddle magically appears that, when solved, transforms the old cupboard into a time machine and there follows an incredible journey into the past.
Scene Three: The Old House, 1942
Their first adventure takes them back to 1942 where they discover 3 evacuee children (George, Dora and Jess) who themselves have been lost in time. Harriet and Sam find out about the dangers of the game they have joined and how the evacuees had travelled to meet Columbus and Shakespeare before inadvertently letting a group of prehistoric aliens / humanoids / dinosaurs...we call them "dinopods" (use your imagination!) escape into the present day. They realise that to avoid a major catastrophe the game must be completed and so they nervously throw the dice again.
Scene Four: The Dardanelles, 1854
On their journey the time travellers meet some fantastic historical characters. In this scene they meet Florence Nightingale who is helping wounded soldiers in a temporary hospital during the Crimean War. She gives Harriet her famous lamp and tells her that it may help her find her way though the darkness that will follow.
Scene Five: A Dark Cave
In this scene Rex is brought up to date by his two chief advisors (Raptor and Steggor). Satisfied that things are going to plan, he asks for some entertainment and is treated (in the absence of anything else) to a 'Rap-off' between his two henchmen. Watching them make fools of themselves he decides to take matters into his own hands.
Scene Six: The Time Machine
The walls are turned around again to reveal the time machine. Our main characters wonder about the purpose of the objects they have been given (the lamp, Columbus's compass and Shakespeare's quill pen) as the dice are thrown once again to take them back to 1808 and Beethoven's music room.
Scene Seven: Beethoven's Room, Vienna, 1808
Beethoven is struggling to compose a new symphony and is surprised by the visit of 6 time travellers, partly as he is deaf and cannot hear them approach. Harriet suggests a musical addition to his famous four-note tune that leads to a brand new style of dance music and makes Beethoven very happy. Lord Emit suddenly gets a reading on his torch pen that indicates the presence of danger and sure enough Rex appears followed by two (less than intelligent) henchmen (Bronto and Tritor). They stun Beethoven and capture the Time Lord leaving the children under guard. At this point the first of the magical objects (Beethoven's ear-trumpet) creates a strange sound that hypnotises the guards and allows the prisoners to escape.
Scene Eight: Roman Britain, AD61
The scene begins outside Beethoven's room in Vienna. The children, led by Columbus's compass, retrieve the game that has been hidden. As they throw the dice once more they are led into Roman Britain AD61 outside Londinium (London) where they meet Queen Boudicca and some of her Iceni warriors. Boudicca has been fighting the Romans and believes she has destroyed Londinium until reports of strange creatures with terrible weapons arrive along with Lord Emit's pen device that has been discovered amongst the ruins. The children realise what must have happened and try to warn Boudicca who now realises she must fight along side the Romans to defeat this deadly enemy.
Using Florence Nightingale's lamp they devise a plan to capture the creatures at night. Meanwhile the evacuee children have used their objects to discover the whereabouts of Lord Emit and have rescued him from the creatures' lair. Just as Rex and his guards are starting to re-gain their strength and escape, Sam uses Boudicca's sword (the last of the magical objects) to defeat them and the battle is won. With the aliens / humanoids / dinopods securely bound, the final throw of the dice ends the game and sends everyone back home to their own time; the great adventure is over.