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Acolytes Day 3

WITCH HUNT

  • dimmerwit

  • Jawneh

  • Jon

  • Kat

  • Local Hero

  • Quagmire

  • Tommy Boy

  • No vote/not playing


Results are only viewable after voting.
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"KURTHOST is the evil fallen God locked away, imprisoned in another dimension. His influence can still be felt throughout the world, however, and his acolytes work in secret to bring him back into the world of the living to bring hell on earth."


"Your job is to find them out and slay them before their dark summoning ritual is complete. Their job is to kill as many of you innocents as possible as blood sacrifices to speed up their spell."



WIN CONDITIONS: Villagers kill all Acolytes and the solo killer (if there is one in the game). Acolytes equal at least 50% of the players remaining alive. Solo killer is the last alive. Non-violent solo achieves their specific winning condition (may or may not end the game for the town, depending on their role).

PLAYER OPTIONS DURING THE DAY PHASE:
-Vote who to witch-hunt (this is what we call Lynching in this game).
-Publicly sell to or purchase from shop.
-Publicly trade with another player.
-Publicly post a Bounty on another player in the shop.
-Go on a quest (instead of voting in the witch-hunt).
-Use items or abilities.

WHAT'S DIFFERENT ABOUT THIS GAME:

New game mechanics:
-Shop and personal inventory and money system.
-Personal attributes and rolling a 6-sided or 20-sided die to determine success or failure of abilities.
-Option to go on quests during the day phase.
-Uncover clues to find the evil gods weakness.(this is only story related and won't affect how the game is played)
-The Evil team can turn players killed by a dark death into Wights to serve their purposes.

Normal death versus Dark death:
There are ways to come back from death in this game. However, there are certain deaths from which there are no return. If a village witch hunt ends in burning instead of hanging, the body is destroyed and there is no coming back. If the acolytes kill you at night, that is a dark death as your soul has been given to Kurthost and is gone. If a player dies by a normal death but their body is burned, their spirit still survives so are allowed to give information if talking to a Clairvoyant or a Channeler.

Injuries: some items, abilities, or monsters cause an injury rather than a death. The effect of the injury depends on what caused it, and being injured a second time results in a normal death.

Wights: Some of the Acolytes have the ability to turn a dead player (dark death only) into a Wight. A wight is controlled by the Acolyte that revived them, not the player who originally lived in that body (their spirit remains in the dead thread). The Wight has the abilities of the deceased player, but not their gold or inventory. Using the Wight's ability announces its presence to the town. The Acolyte controlling the Wight could choose to send it out into the field instead of keeping it for use in the town, doing so leaves it lying in wait to ambush a player questing in the chosen area. Only one Wight at a time is allowed per player controlling it. If a Wight is destroyed, that player's body can not come back as a Wight a second time.

Protection roles: If a protected player is attacked, the protector rolls a D6 for Luck. If they roll 1-3, the protector is killed (if it is a killing attack). If they roll 4-5, the protector is injured instead of killed. If they roll a 6, the attack fails and neither player is harmed.

Resurrection roles: When choosing to resurrect another player, roll a D20. 1-9 fails. 10-17 revives from a normal death but has an injury. 18-20 revives from a normal death and has no injury. Once a Revive successfully brings a player back to life (a 10 or higher), that player's once-per-game revive is spent.

SHOP: You can buy/sell at the shop publicly during the day, or privately via PM at night. Trading or selling to other players can only be done publicly during the day. If you sell an item to the shop, you receive 1/2 the resale price (rounded down if halving an odd number). Items sold in the shop become available for sale in the shop. If multiple people are choosing to purchase the same item at night and there is not enough inventory to go around, the Game Master roles a D20 until it lands on one of the would-be purchaser's numbers to determine who gets it, regardless of who messages for it first (to be fair to time zones and people with busy schedules). Every player (except for Merchants) begins the game with 5 gold, and has an income of 5 gold every day phase beginning on Day 2. Shop purchases can not be made on Night 0, it opens for business beginning on Day 1.

QUESTS: During the day, a player may publicly announce to go on a quest to one of the questing areas. When choosing to go on a quest, the are foregoing their vote in the witch hunt, but are not absolved from being witch-hunted themselves when they return at the end of the day phase. Once announcing a quest, they can not go back on it (but are still allowed to post in the living thread). When announcing a quest, publicly say which area you wish to quest in and then the Game Master sends you a PM after he rolls a D20 for you (since it's not enabled in messages), this will determine what type of monster you encounter. When I tell you the creature, you can then attempt to fight or attempt to flee, and roll a D6 to determine success. Luck can be added for running but not for fighting. Results could be injury, death, gold, an item, or nothing. Town is only notified if you come back whole, injured, or die, while the details of your quest are given to you privately via PM.
Questing Areas:
-Swamp
-Fire mountain
-Dark forest
-Cursed ruins
-Sky tower
-Lost temple
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THE ROLES:

STRONG VILLAGERS:
Archer: strong role (limit: 1). During the day, they can select a player via PM to fire an arrow at and cause an injury, and that player can not use their ability during the day or the following night. If the arrow injures an Acolyte, that player can not vote in Acolyte chat. Selection of who to shoot must be done at night by PM, and there are 4 total arrows. Can use only one arrow per day. If the archer kills a player, their role is revealed to the town. Can choose to use an arrow during a quest to have one free attack roll when encountering an enemy, before the enemy gets close. +1 for rolls for Luck. This ability works like Silence but is not magic and therefore can't be removed by the same methods.
Channeler: strong role (limit: 1). At night, can select one normal-dead player to channel (not the dead forum, the Game Master will make a chat between themself, the Channeler, and the selected player). During the day, they take on the role, powers, and abilities of any dead village team player for use that day, that night, and the following day. During the following day, the Channeler may choose to immediately take on another dead player's role or wait for the day to end and revert to Channeler. The Channeler is under complete control of the dead player, as this is a possession, and must act in whatever way the dead player demands (whether it's voting, trading, questing, or using abilities). Cannot take the same player's role twice. If a dead player's abilities have been consumed (such as the archer's arrows, or the mage's lightning is on cooldown) they will be consumed for the Channeler. If killed while taking on another role, they will be announced as that role and not the Channeler. Can not Channel a player that died a dark death (as there is no soul left to channel). If a Channeled player gets revived, the soul is sucked back out of the Channeler and into their original body, closing the chat and reverting the Channeler back into their own role. While a dead player is being Channeled and in the chat with the Channeler and Game Master, they are temporarily removed from the dead thread. The Channeler can choose to attempt to revive a player when releasing their spirit and before selecting another dead player to Channel. If the Revive is successful, their power is spent and they can no longer Channel for the rest of the game. Revive and Channeling are both Magic abilities.
Clairvoyant: (Exactly 1 in each game). At night, can choose another player and roll a D20. 20-19 you are told that player's exact role. 18-15 you are told what team that player is on. 14-1 nothing happens. If you roll a 15 or higher on an Acolyte, the Game Master privately rolls a D6. 6-3 the Vision goes unnoticed by the Acolytes. 2-1 the Acolyte feels your intrusive presence, and you are killed in a dark death. Can commune with the dead at night, however any players who died a dark death are prohibited from giving out information in the dead thread so long as a Clairvoyant is in the game and alive or killed by a normal death (and can be revived). The Clairvoyant can choose to attempt a Revive at night. If the Revive is successful, their power is spent and they can no longer check roles or visit the dead thread. There is always exactly 1 Clairvoyant per game. Revive and Vision are both Magic abilities.
Inquisitor: strong role (limit: 1). During the day, can select a player to detain at night. Players locked up by the Church are protected from attacks at night, with the exception of the poison miasma item which would kill the Inquisitor AND the inmate. Selection is done via PM to the Game Master. The Inquisitor is not notified if their heretic (detained player) is attacked. The presumed-heretic cannot perform any night actions. Abilities that trigger upon a players death will still activate when that player dies, but selection cannot be changed. The Inquisitor can kill the heretic at any time (one kill per game). The Inquisitor can send up to two messages to the heretic, and the heretic can send two back. The Game Master will work as intermediary. Messages go Inquisitor -> Heretic -> Inquisitor -> Heretic. If the Inquisitor decides not to send any messages the heretics messages won't be sent. If the heretic is Silenced, they can still detain a player. The Inquisitor will not be able to speak to them or use their blessed knife. If the Inquisitor is killed at night, the player is immediately set free and may use night actions if available.
Mage: strong role (limit: 1). can shoot lightning and kill during the day phase, but not two days in a row (1 day cooldown). Careful! Some abilities or items might be able to nullify it or even reflect it back on you or deflect it to another random player. Once lightning is cast, the mage's role is revealed to the town. Ability counts as Magic.
Paladin: strong role (limit: 1). Can defend, destroy evil, or revive, but must pick one once the role is assigned to you. Defend protects a player at night from acolytes or solo killers. Destroy evil attacks a player during the day with light that will destroy an acolyte or a wight, or rebound upon the paladin if used on a player that is on the Village or Solo team. Revive can bring one player back from the dead (selection is made at night). Revive and destroy evil are a one-time use and count as holy magic, which can't be influenced by Acolyte abilities.

REGULAR VILLAGERS:
Alchemist: At night, can roll a D20 to make a potion. During the day, they can choose to use the potion, or give or sell it to another player (name your price). 1-8 Healing salve. 9-12 luck potion. 13-15 love potion. 16-17 holy water. 18-19 loud voice 20 invisibility. Alchemy is not normal chemistry, so counts as a Magic ability.
Beggar: The Beggar is actually a humble holy man in disguise, going amongst the poor to bless them and try to better their lives. At night, can place a protective blessing on any player, including themselves. If an Acolyte attacks a blessed player, the lowest ranking Acolyte will be killed instead of the target. If the solo killer attacks, the blessing will trigger but both the solo killer and the person the blessing is on will be unharmed. The Beggar is always told if their blessing activates when it activates. The entire village is told that the Beggar's blessing killed an Acolyte if it does so. This ability is used by PMing the name of the player they would like to place the blessing on or move the blessing to. Placing or moving the blessing counts as Holy Magic (however, activating a blessing already placed isn't affected by Silence).
Bishop: During the day, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the village cannot decide who to witch-hunt. The Bishop may convict up to two players per game. If the player convicted does not belong to the village team, they will be killed. If the player convicted does belong to the village team, they will survive and the Bishop will be killed by angry villagers. The Bishop can also move diagonally.
Blacksmith: During the night, can choose to create a shield or a spear. Per game, can create a total maximum of two shields and one spear. The Blacksmith will finish creating the item at the start of the next night. The Blacksmith cannot use the items they create, they must be given to other players. The Blacksmith cannot begin the creation of a new item unless they have selected to give away any items they currently have. The shield will give a player a permanent protection for a night-phase attack. It is consumed only if it successfully blocks an attack and persists across nights. A poisonous miasma attack against a player with a shield will kill the player and the Blacksmith. The spear can be thrown once and can be used during the day similar to the Mage lightning (though not Magic). A player is notified that they have received an item. A player being killed cause the loss of any items made by the Blacksmith. A player cannot receive more than one shield in a game.
Druid: can disguise or hide a player at night so that other players can't find them. Ability counts as Magic.
Friar: At night, can select two people to pray for. If one of them dies (whether at night or during the day) the other player's role will be revealed to them. Can only view one player's role per game. Not a Magic ability.
Herald: At night, can select a player. If that player dies, the Herald will gain an additional vote during the day for the remainder of the game. Can gain up to 3 additional votes for a combined total voting power of 4 votes. Other players will not know that the Herald has increased voting power, their increased voting power will be added behind the scenes. Can't be negated by Corrupter.
Hero: The Hero can rescue a player from being witch-hunted during the day. One use. Nobody will know why the player could not be witch-hunted. Uses their power by PMing the name of the person they wish to protect anytime during the day.
Knight: Can save a player at night. If the Knight or the person they are guarding are attacked by normal night-phase attacks, the Knight will be told who attacked them. If it is the Acolytes, the Knight will be given the identity and role of the lowest ranking remaining Acolyte. An Acolyte detained by the Inquisitor will not be selected. The Acolyte or Solo that attacks the Knight will also be notified of the identity of the Knight. The Knight will die at the end of the day. The Knight will be notified if their protection is successful, but the village at large will not be aside from the person who did the attacking. If the Knight saves a player from multiple attacks (both the Acolytes and solo killer), they will see multiple culprits. They use their ability by PMing the name of the person they wish to protect. Because the Knight escaped the Acolytes alive and dies of their injuries later, it counts as a normal death instead of a dark death. Unlike the other protection roles, this one does not roll a die when attacked: they are given the attackers identity and then die at the end of the day phase.
Merchant: gains 2 gold in commission every time a player buys an item from the shop, and 1 gold in commission every time a player sells to the shop. No commissions for trades between players. +1 for rolls for Luck. Begins game with 8 gold.
Monk: Can shame another player into taking a Vow of silence. Monk chooses whether to banish the player from speaking and voting in the alive thread for one day phase, OR to cast the Silence spell on them which prevents them from using any Magic abilities for the rest of the game unless it gets lifted. Can only have a Silence spell placed on one player at a time. Silence is a Magic ability, removing a player from talking/voting is not. Selection is made at night. If the prevented-from-talking/voting option is chosen, Magic abilities can still be used (send PM to Game Master).
Orphan: Can visit a player at night to beg for money. If the player visited is an Acolyte or solo killer, the Orphan dies. Cannot be attacked directly and killed at night by Acolytes/solo if they are visiting. If they visit a player who is killed by Acolytes/solo, the Orphan also dies. The Orphans death will be a normal death even if it is done by an Acolyte. If the Orphan visits a non-violent solo or somebody on the village team, they can choose to give 3 gold to the Orphan. If they do, then the identity of the Orphan will be revealed to them.
Saint: Can self-revive. Once per day/night cycle, can attempt to use revive on themself from the dead thread. Ability technically counts as Holy Magic, but is safe from Silence as that spell only works on living players.
Sneak: Has two knives. At night, can follow a target on a player, learning their routines and movements. On any subsequent night, the Sneak can stick a knife in them if they haven't broke off pursuit to follow another player. If the target is a villager, the Sneak gets caught will be hung for attempted murder instead. If the target is not on the village team, the target will die. The village will be notified if a Sneak stabs someone and the result of the stabbing. The Sneak can begin following a target by PMing me the name. A stabbing and a failed stabbing both count as a normal death.
Thief: can roll a D20 for Luck to attempt to steal from another player at night. 20-15 is successful. 14-6 nothing happens. 5-1 the attempt fails, and the other player catches you in the act and is notified of your assigned role. If caught by an Acolyte, the thief is killed as a dark death. Can't steal from a player detained by the Inquisitor. +2 for rolls for Luck. A successful role for thievery means they can choose 1/2 the targets gold or one random item from their personal inventory.
Warrior: Before dying, the Warrior digs deep into their formidable well of strength to keep fighting long enough to take one of their enemies with them when they go. The target of their rage must be sent to the Game Master via PM before death, but can be changed at any time. Can not be blocked.

ACOLYTES:
1: Necromancer can turn any player after a dark death into a wight (except for a witch hunt that resulted in burning). The wight has the dead players abilities, with the exception of holy magic.
2: Mind bender: can use illusions to make one player appear like another, so that attacks are redirected. Choose one player to look like one other chosen player (in other words, who is protected and who attacks are redirected to). Selection must be made at night. This is a Magic ability.
3: Warlock: at night, can silence another player, not allowing them to speak or vote or use their Magic ability that night or during the following day. Non-magic abilities can still be used.
4: Summoner: Roll a D20 for Luck to summon a random spirit during the day phase. Can be used multiple times but has to be charged first: one full day phase must pass first as a charging time, then it can be used on the following day phase. 20 dark death to random non-Acolyte, 19-18 normal death to random non-Acolyte, 17-16 destroy random item held by a non-Acolyte, 15-14 silence a random non-acolyte, 13-5 no spirit answers, 4 silence random Acolyte, 3 destroy random item held by an Acolyte, 2 random Acolyte dies a normal death, 1 random Acolyte dies a dark death.
5: Corrupter: Can target one player at night to attempt to corrupt their ability, causing it not to work that night or the following day. Can not corrupt the same player twice in a row. Roll a D20: 20-13 success 12-1 fail. Not a magic ability and not limited to working on Magic abilities.
6: Witch: Once per game, can place a poison in the shop disguised as one of the helpful potions, or place a hex on another item. A poisoned potion will not give the potions normal effects, and instead results in an instant normal death that requires an antidote be consumed if reviving. A hexed item makes the player unable to use any current items or acquire new items unless the curse is lifted. Hexed items can't be used, dropped, sold, traded, or otherwise gotten rid of while still cursed.
7: Dark priest: Can cast Silence on another player during the night, preventing them from using any night-time Magic abilities they might have. Has a 1-night cooldown, so can't be used during consecutive nights.
8: Vampire: if the Vampire is injured, they may select another player to attack at night to heal their own injury while inflicting an injury on another. The player who gets injured this way is notified that they must have a curse removed during the next day phase or they will die and become a Wight. This vampire attack is separate from the nightly Acolyte attack/sacrifice. Not a magic ability. If the Vampire dies in a towns witch hunt, the Vampire wins and all other players lose.
9: Fanatic: Once per game, can persuade the town to witch-hunt the person with the second-highest number of votes instead. Request to activate it must be done via PM during the day, with at least 6 hours remaining in the day phase. Once activated it can not be deactivated. Can also choose instead to whip the town in a frenzy, so that the player with the most votes gets killed by burning instead of hanging, making a revive impossible. Not technically a Magic ability, but can still be Silenced and also can't be used if quieted by a Monk. If a Vampire gets burned instead of hanged, it negates their solo win condition.

SOLO ROLES:
Assassin: Can not be killed by Acolytes at night. Kills players at night for hire. Can only kill if a player posts a Wanted poster, and can only kill once per night. Any player can choose to publicly place a bounty on another player during the day, and a Wanted poster goes up asking for another player's death, and promising a reward. They may choose the amount of the reward to try to entice the assassin. If the assassin takes the job and does the dead, the promised reward secretly transfers to the unknown assassin. Players gold and inventory are private, but posting a reward for a hit can not exceed the amount of gold that player has available to pay. They can also promise an item for a reward instead.
Outlaw: Can not be killed by Acolytes at night. Takes gold and possessions of a player at night and attacks them. Roll a D20. 20 kills the targeted player and loots everything. 19-16 injures the player and loots everything. 15-11 injures the player and loots half their gold and no items. 10-2 injures the player but fails to take any loot. 1 is a completely botched attempt, the targeted player is not injured and has seen your face (will know your role). If the outlaw tries to rob a paladin, they are overpowered and executed by the town the next day.
Puppet Master: Can not be killed by Acolytes at night. Can create dolls in the likenesses of villagers and use Magic to imbue them with those players essence. At night, can either create two new dolls, or toss all existing dolls into a fire. Any player connected to a doll destroyed this way is immediately immolated. Their body is destroyed and they can not revive. If their body is currently animated as a Wight, it gets destroyed. Creating new dolls counts as Magic, burning the dolls does not.
Dark Avatar (non-violent): is another Fallen God, though unlike her rival Kurthost, she is trapped in a mortal body in the living world, rather than another dimension. If she is killed, she is never released from her prison of flesh but instead born into a new one elsewhere in the world. In order to be released into the world, she must tap into the Life Force of five other living players. If less than five other players remain alive, she can't release unless enough players are revived. If the Dark Avatar remains alive once all the Acolytes are killed, she counts as town and wins along with the town. In order to Link into another player's Life Force, they must correctly guess that player's role. At night, the Dark Avatar can PM the Game Master a list of five living players and what they believe their roles to be. I will tell them how many they got right (but not which ones). If it's less than five, they'll have to wait until the next Night Phase to try again. If they get all five correct, the spell activates and drains the Life Force of those five players, and all remaining players lose, leaving the Dark Avatar as the sole winner. If a night action takes out one of the five named players before the Dark Avatar's turn in the turn order, the spell fails that night regardless of the accuracy of their guesses. Can't be negated by the Corrupter.
Vampire Hunter (non-violent): they win if they find the vampire before the town does (Vampire and Vampire Hunter always appear in the game together). At night they can stalk a player, and can get one of three results: "Nothing happened" (player is not a vampire or other acolyte), or they are discovered and killed (player is a non-vampire acolyte), or they find their vampire and kill them. If they successfully find the Vampire, they remove the Vampire threat from the game and earn a bounty of 20 gold. They also score a Win at the end of the game if they survive, even if the Acolytes win. The vampire suffers a dark death when they die and can't be revived or made into a Wight. If the town does a witch hunt on the vampire though, the game is over and the Vampire Hunter, the town, and acolytes all lose (only Vampire wins). If the vampire is killed by a means other than a witch hunt or getting caught by the Vampire Hunter, the Vampire Hunter earns no bounty and converts to the Village team.
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A lot of these roles might sound OP, but they have their drawbacks in other abilities or items from other players.
NOTE: There is no set number on how many strong villager or regular villager roles there are in the game. The only limitations are a maximum of 1 of EACH strong role (could be zero), and there is exactly 1 Clairvoyant in every game (not zero).

NIGHT PHASE TURN ORDER:

Silence spells and Corrupter ability activate
Channeler channels a normal-dead player
Use active items
Player gets detained by Inquisitor
Alchemist makes a potion
Beggar's blessing fades (if moved)
Revive abilities are attempted
Mind-bender redirect
Other protection roles engage (Inquisitor and shield items already in effect)
Blacksmith Item Completed
Blacksmith Item Gifted
Blacksmith Item Selection
Thief attempts to steal
Clairvoyant check
Warlock / Monk mute (Warlock's Silence on abilities delayed until this step)
Sneak stabs
Witch corrupts a shop item
Inquisitor kill (if not killed by the Sneak)
Orphan visit
Revived players return from the dead (cannot be targeted by Acolytes/solo in same night)
Solo killer attack
Poisonous miasma is used
Necromancer ability used
Acolytes kill
Beggar places blessing
Friar ability activates if not Corrupted
Dark Avatar/Vampire Hunter checks
Vampire ability used
Sell items to shop
Buy items from shop
Wights night abilities are used
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ITEM DESCRIPTIONS:

Antidote: nullifies poison in the body when revived. Active item. 5 gold.
Healing salve: removes an injury from self. Active item. 10 gold.
Holy relic: destroys a Wight. Active item. Gone after one use. 10 gold.
Holy water: removes curse. Active item. 20 gold.
Invisibility potion: protects you from one attack, ability, or witch hunt. Must PM to ask to drink it beforehand. Gone by the end of phase, regardless of whether it got put to use. Being invisible prevents you from voting in witch hunts or in Acolyte chat. Active item. 25 gold.
Lantern: Roll a D20 at night, 20-18 you see an attack coming (if there is one) and escape in time. Modified by Luck. Active item. 5 gold.
Loud Voice potion: potion for double vote, or cancels silence. Not stack-able. Active item. 15 gold.
Love potion: protects from one other player for a day and night phase. They can't vote to witch-hunt you, can't vote to kill you in acolyte chat, and can't use abilities on you. Can't use more than one love potion at a time. Active item. 5 gold.
Luck potion: gives +1 to Luck rolls for one day and night phase. Stack-able. Active item. 5 gold.
Mirror shield: is rare and expensive, allows a player to reflect a spell back on its caster. Works on lightning, silence, and curses. Archer arrows are deflected onto another living player at random (Game Master rolls a D20, if result is the Number of a living player, that player is struck instead). Can not be used by players with evil alignment. Passive item. 50 gold.
Poisonous Miasma: Uncork the bottle and throw it in someone's bedroom window at night. Kills the targeted player as well as any players protecting them. Active item. 35 gold.
Poultice: Heals an injury from self or another player. Active item. 12 gold.
Shield: A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Passive item. 20 gold.
Soul stone: Gives your soul a place to hide, causing a dark death to become just a normal death. Doesn't work if body is destroyed by burning. Passive item. 15 gold.
Spear: A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Active item. 20 gold.
Talisman: protects from witch hunt (second highest vote dies instead). Passive item. One-time use. 20 gold.

NOTE: Gold prices listed here are their shop prices. Players can demand whatever price they want when selling to another player. Some of these items are only available through questing, or by being made by specific roles. All players begin the game with 5 gold (with the exception of the Merchant) and get an income of 5 gold at the beginning of each Day phase starting on Day 2.
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CURRENT SHOP INVENTORY:
(3) Antidote (5 gold)
(2) Holy Relic (10 gold)
(2) Holy Water (20 gold)
(2) Lantern (5 gold)
(2) Love Potion (5 gold)

TOWN BULLETIN:
A piece of paper. K in black ink on one side, s in purple ink on the back.
An erased comic, with a U in black ink on the front, and an h in purlple ink on the back.
A scroll with a glowing black T on one side, and a purple r on the other side.
An empty pizza box, with an O in black ink on the top of the lid, and a k in purple ink on the backside of it.
A piece of paper. T in black ink on one side, t in purple ink on the back.
A note recording: 'Here is the key, to stopping evil's spell:'
A note recording: 'What type of story won't take long to tell?'


Day 3 will end at
 
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It is a strangely quiet morning. It felt like barely half the town was left.

That's because...it was.

The horror first started when they found the body of the poor little girl with no parents, Benzine, her dented begging cup next to her and empty. She was the Orphan.

The town was sad, for she was a sweet child, but also a freeloader who contributed nothing to the struggling town, so they moved on quickly.

That was when they noticed the next body. Ben lay in the dirt with two broken legs, a brass horn next to him. He was the Herald.

Next they saw the body of A PineSol Scent with a serrated, ceremonial knife in his back, and a bloody sword in his hand. He was the Warrior, and he was killed by the Acolytes.

The blood did not belong to an Acolyte, however. In his rage, he roared (the villagers assumed hours later) and charged Smacktard, who lay cut open on the ground next to him, wearing his brown robes and praying the rosary when he died. He was the Friar.

Surely that had to be the end to all the horror. Four deaths in one night was just too much! But no, a fifth body lay nearby. Christina lay in a badass cape that was black on the outside, red on the inside, with an ENORMOUS collar. Her eyes were red, her skin paper-white, and she had protruding fangs. There was a giant wooden cross driven through her heart, having been sharpened into a stake. Her body broke down into ashes and was carried away on the wind, leaving behind a strange scroll with glowing letters on it. A T in black ink on one side, and an r on the other side in purple ink. She was the Vampire, and she was found and killed by the Vampire Hunter.

THE SHOP AND THE BULLETIN BOARD HAVE BEEN UPDATED
 
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Jesus Christ, what happened last night?!

... Since I apparently have some time to think on it before the thread opens...

Benzine probably died visiting an evil person. Any thoughts on who he might've picked? Would he go after somebody who voted for him or not? He mentioned Jawneh right before the end of the day, but I suspect he was hinting that he'd already visited Jawneh because he expected to die in the lynch (sorry Benzine).

I guess Alu killed Smacktard and the acolytes killed Alu.

Ben was maybe killed by the SK? Unless somebody else wants to take credit for it.

@Ants! Buy healing salve!
 
I have way more questions than answers.

@Jawneh what is going on with you are you okay do you need assistance

As for Benzine, I'm not about to sit here and get framed for leading a vote on the poor orphan, only for someone to block the vote (which was fine), to then have someone else kill him in some other fashion.

I'd like to be up front and direct -- I had nothing to do with his overnight death, period. Yeah, I led the lynch vote but I was just shooting in the dark, and I know my boy Benzine always loves a good hearted lynch vote from his best friend on the internet Tommy Boy. Other that that, the heck is going on here?
 

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Jesus Christ, what happened last night?!

... Since I apparently have some time to think on it before the thread opens...

Benzine probably died visiting an evil person. Any thoughts on who he might've picked? Would he go after somebody who voted for him or not? He mentioned Jawneh right before the end of the day, but I suspect he was hinting that he'd already visited Jawneh because he expected to die in the lynch (sorry Benzine).

I guess Alu killed Smacktard and the acolytes killed Alu.

Ben was maybe killed by the SK? Unless somebody else wants to take credit for it.

@Ants! Buy healing salve!
To be fair, Benzine may have been visiting Alu too, since he'd die visiting someone attacked.

I, uh... also found the vampire in sheer dumb luck... so there's that. Sorry, Christina. But what are the fucking odds, huh?!

I also have no reason to continue visiting people at night since I found my target, but the town is down a significant chunk and only one acolyte has been found. That is not a good rate.
 
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To be fair, Benzine may have been visiting Alu too, since he'd die visiting someone attacked.
Oh good point, that's possible.
I, uh... also found the vampire in sheer dumb luck... so there's that. Sorry, Christina. But what are the fucking odds, huh?!
Thanks for that! Who knows who she was planning to bite after getting injured yesterday.

I also have no reason to continue visiting people at night since I found my target, but the town is down a significant chunk and only one acolyte has been found. That is not a good rate.
Hmm can we use your ability to help identify evil people? Or is it too risky like the orphan?
 

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Oh good point, that's possible.

Thanks for that! Who knows who she was planning to bite after getting injured yesterday.


Hmm can we use your ability to help identify evil people? Or is it too risky like the orphan?
There's only really downside now. I can only eliminate the vampire. If I find an acolyte I die. Even though I'm not part of the village, I also have no reason to ally with the acolytes. So you'd just lose my vote. Technically, by my role description, finding the vampire before the town, I get a win either way. But there are still 3 more acolytes and a solo killer. So there is a 50/50 shot I die as there's only 4 town left.
 

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The fucking cunt of an orphan came to beg me for money. I gave him a boot to the face, but he came back the next night AGAIN for more money.

Considering me handsome and generous nature after my superbly successful first quest, I had some spare pittance to the monetarily and parentanily deprived one. So yes, I found out who Benzine was for sure. Though I did also figure out it was him due to playing with him too many games lmao.

Yesterday's thing. I was silenced by someone. Ants was wonderful enough to let me ride onto another adventure and embark on a quest even while silenced. As GM's can talk with you telepathically, it was no problem. Hence the weird random message yesterday that I came back injured. Injured, but I got a cat from it! It's here!

cat GIF by MOST EXPENSIVEST


(Cat does nothing unless Ants decides otherwise. He looks cute and is shadowy. If he kills the rest of the town, I deem no responsibility from it.)


So what is up you today? Is there anything worth mentioning? I need to go read the role list since so many people died, but if someone else already figured all that out, I'm all ears!
 
There's only really downside now. I can only eliminate the vampire. If I find an acolyte I die. Even though I'm not part of the village, I also have no reason to ally with the acolytes. So you'd just lose my vote. Technically, by my role description, finding the vampire before the town, I get a win either way. But there are still 3 more acolytes and a solo killer. So there is a 50/50 shot I die as there's only 4 town left.
Hey man give yourself a pat on the back, you took care of a huge problem. that's a win
 
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I just read through the SK roles and outlaw seems the most likely. Nobody has posted wanted posters that I know of, so the assassin couldn't kill Ben. He wasn't immolated so can't be puppet master. That leaves outlaw. It's weird nobody was attacked previous nights though. Unless they were and just didn't say?
 

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ok this was very funny to read lol but why did he visit you two nights in a row 😑
Because he's a fucking cunt. Ants can affirm that I said that.

But considering you can let the other person know who you are and slowly build up a group of known townies, it's pretty powerful. I just didn't consider that already day 1 and told him to fuck off.
 
I know the idea of questing is enticing and new, but it is the reason acolytes have an advantage right now. I didn't want the responsibility of the vote to lay on my shoulders, but also did not want to go another day without doing something. I didn't quest, it would have been even worse if I didn't vote. I made a choice, explained it before I went to bed when only my sole vote was on Benzine. I didn't think anyone else's vote mattered. I am sorry for trying to witch hunt the child, truly.
 
The fucking cunt of an orphan came to beg me for money. I gave him a boot to the face, but he came back the next night AGAIN for more money.

Considering me handsome and generous nature after my superbly successful first quest, I had some spare pittance to the monetarily and parentanily deprived one. So yes, I found out who Benzine was for sure. Though I did also figure out it was him due to playing with him too many games lmao.

Yesterday's thing. I was silenced by someone. Ants was wonderful enough to let me ride onto another adventure and embark on a quest even while silenced. As GM's can talk with you telepathically, it was no problem. Hence the weird random message yesterday that I came back injured. Injured, but I got a cat from it! It's here!

cat GIF by MOST EXPENSIVEST


(Cat does nothing unless Ants decides otherwise. He looks cute and is shadowy. If he kills the rest of the town, I deem no responsibility from it.)


So what is up you today? Is there anything worth mentioning? I need to go read the role list since so many people died, but if someone else already figured all that out, I'm all ears!
Kitty is just for show (and for fun). No effect on gameplay.
@Ants! Would the town know if a wanted poster was posted?
Yes, because that's something the players do publicly during the day. Nobody knows who or what the SK is, so if two players are having a tiff (or even just if somebody really suspects another player of being an acolyte), they could be like "If there is an assassin in the game I'm offering X amount of gold to kill that motherfucker Fools Requiem!!"

And then I post the bounty in the town bulletin board, and the Assassin is allowed to kill that player at night if they wish and automatically have that gold (or promised item) transferred to them.
 
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Tommy, Kat, and dimmer.

My suspicion of you will lessen if you quest.

Love, local
I planned to after getting a healing item (which I've now done) but I want to figure out what happened last night first, in case I want to be able to vote.

"Orphan: Can visit a player at night to beg for money. If the player visited is an Acolyte or solo killer, the Orphan dies. Cannot be attacked directly and killed at night by Acolytes/solo if they are visiting. If they visit a player who is killed by Acolytes/solo, the Orphan also dies. The Orphans death will be a normal death even if it is done by an Acolyte. If the Orphan visits a non-violent solo or somebody on the village team, they can choose to give 3 gold to the Orphan. If they do, then the identity of the Orphan will be revealed to them."

Did one of y'all kill him? It doesn't say it prevents townies from killing him...
 
Because nobody cared about picking up the dead bodies before the "bring out your dead" garbage cart came by, they were still lying around.

Everyone tried to ignore them, but it's very hard to do that when one of them starts speaking.

The head on the body of Ben turned to face the little boy at the well, and when it spoke with the voice of VashTheClairvoyant, the poor kid shit himself.

"What type of story won't take long to tell?"

Then the head started to turn back to the position it had been in, but suddenly snapped back and said in Ben's voice this time "Oh, and before Vash breaks this connection: the SK got me you dummies!"

Then he went back to being dead.

Somebody wrote it down and added it to the bulletin board.
 

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Well if the SK is the outlaw then it makes sense, Ben was already injured. I'm not sure why the SK didn't attack earlier though.

I feel like if no townie killed Benzine then you must be lying.
It could be/likely is a puppet master, to be honest. It's basically arsonist, so they could have 4 people doused, and after last night, all their targets may be dead already.

I think it's possible there is also a witch. Which would explain Ben. Benzine either visited an acolyte, which immediately makes Jawneh sus, or he visited Ben/Alu and was killed with them.
 
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It could be/likely is a puppet master, to be honest. It's basically arsonist, so they could have 4 people doused, and after last night, all their targets may be dead already.
But Ben wasn't burnt! @Ants! Can you confirm puppet master would burn their victim(s)?

I think it's possible there is also a witch. Which would explain Ben. Benzine either visited an acolyte, which immediately makes Jawneh sus, or he visited Ben/Alu and was killed with them.
If Benzine visited an evil person then Jawneh is lying and probably evil.
 
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