The diesel steamboat chugs on into the gathering dusk. Witchy Woman waits for everyone to go to sleep, then steps outside her cabin.
“Hexcellent,” she says, sneaking down the hallway. Arriving at the chosen door, she proceeds to… sit down and patiently wait there through the night. At last, with dawn breaking, she stands. Her charge is safe. She walks up to the boat’s top deck to stretch her legs.
“Perfect,” she says to herself, “and no one will ever kn-”
She is then suplexed over the railing by a mystery attacker.
“Perfect,” says Donny Jet to himself, “and no one will ever kn-”
He is then deadlifted over the railing by a squad of turncoats.
“Do you think anyone will ever know?” one of them asks the others.
“Best not to ask.”
Meanwhile, in the wheelhouse, Wendy has fallen asleep reading How to Win Friends and Influence People. She – and everyone else – learn of Lindsay and Zecko’s disappearances when the boat drifts out of the main current and runs aground on a sandbar. You are in the town of Arvin, population 533. Nothing of note has ever happened in Arvin.
“Fudge,” says Wendy, assessing the situation. “I’m going to have to get us unstuck. Does anyone know where the jack on a boat usually is?”
The TV in the wheelhouse comes on, showing Witchy Woman and Donny Jet yelling at each other. Zaxaforian Candulor is sitting off to one side, trying not to become involved.
“I can’t believe you did that!” says Witchy Woman
“It seemed smarter when I didn’t think I would be caught,” says Donny.
Witchy Woman (Lindsay) has been eliminated. She was the jailkeeper. Donny Jet (Zecko) has been eliminated. He was the serial killer.
Fuming, Wendy sends you all into town for breakfast with the SRCW’s petty cash fund, which is a Chock Full o’Nuts coffee can filled with pennies. As you wade ashore, El Caimán Chocante paddles up and tags in for Mick Dundee.
MacCrocodile has replaced forget_it_jake, keeping the same alignment and powers (or lack thereof).
Day 2 ends Monday at 9 p.m. EST (countdown)
- Pearl Sheltie
Capt. Lindsay Funke– JAILKEEPER
- Mello Yello Enthusiast
Dr. Nick– WOLF
- Flubba Gunto
- Milkproof Robot
- Library Lass
Zecko– SERIAL KILLER
- Ralph Waldo Wiggum
- MacCrocodile/Forget It Jake (tag team)
- Spiny Creature
12 wrestlers (vanilla town)
4 traitors (wolves)
1 rogue wrestler (serial killer)
1 booker (detective, town aligned)
1 TV camera operator (jailer, town aligned)
1 TV host (custom role – flip-flops alignments)
- The jailer cannot jail themselves, or the same person two days in a row.
- Wyoming Beatdown League turncoats (mafia) will show up as TRAITOR to the Detective. All others come up WRESTLER.
- The traitors win when they are equal to the number of town-aligned players left.
- Town wins when all the traitors and the serial killer are defeated.
- Serial killer wins when it comes down to just them and one other person.
- The TV Host flip-flops alignments between odd and even-numbered days, can talk to the “dead” wrestlers in the Graveyard, and can share that info with the rest of you. Does not have access to the wolf QT, or count towards lynch-or-lose situations. The flip-flopping happens at the beginning of each day, after the previous night actions have gone through.
- 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.
- No editing posts.
- No quoting or screencapping from your QTs.
- If you have any other questions about rules, please ask in QT, and I will answer publicly here.