Werewolves 43: Witch Trials – Day Five

The Colonel had reason to feel good that night. He had helped bring a witch to justice. There were still two more out there, he knew, but two had been taken down, along with the Devil himself.

Even so, he walked home with a slow and heavy step. There were still two more witches in Avocado Township, and they would be after him now.

He regretted nothing about his decision.

He walked alone from the meeting house, down past the old church, past the Hathorne farm, now doomed to die without its barn. The sky was clear and the stars shone brightly.

Eventually, he came to his own house. He fished the iron key from his pocket and went to unlock the door. The key passed through the lock and down through the door, as did his hand. The door offered no resistance to his person or the possessions he carried. Colonel Mustard moved through the wall into his dark, empty house. He cried out, but none but the Colonel himself could hear his cries.

He would forever quietly and passively observe.

Colonel Mustard has died. He was the Minister.

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Starting Roles
10 Colonists (Vanilla Town) – No special powers. Town-aligned.
2 Adulterers (Lovers) – Share a private QT. Town-aligned
1 Minister (Cop) – Investigate the alignment of one player per night, results are WITCH and NOT A WITCH. Town-aligned.
1 Magistrate (Jailer) – Select a player each night to both shield from night actions and prevent from enacting their actions. Town-aligned
3 Witches (Werewolves) – Share a private chat room with the Devil. Collectively, they select a player each night to kill. Scum-aligned.
1 Devil (one-shot witch recruiter) – Same as witches above, plus a one-time recruitment. Scum-aligned.
1 Crazed Zealot (Serial Killer) – Selects one player per night to kill. Unaligned.

Rule Clarifications:
– If any number of witches is alive and free to act, they can still carry out their night kill, even if one of them is jailed. The Devil’s recruitment requires the Devil to be alive and free to act.
– The Devil and the Witches would turn up as WITCH on a cop’s investigation. All others turn up NOT A WITCH.
– A tie at the end of day results in No Lynch. A majority of living players voting for any one person (or No Lynch) ends the day early.
If you have any other questions about rules, please ask in QT, and I will answer publicly here.

The Players
spookyfriend
SewerRatPumpkinPie – witch
HolsGG – colonist
Admirax – lover
Colonel Mustard – minister
Smapti Jones – crazed zealot
BrittaBot – magistrate
David S. PUUUUUUUUmpkins
Grumproro – witch
Capt.LindsayMonsterFück – colonist
TheFrankensteinMcNeal
Pulprobot
subsaharan – the devil
the good king pluggerwumps – colonist
Mello Yello Enthusiast
Captain Video – lover
Plague Doctor Nick – colonist
Zeckhost
RobertPostsChild

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