“You know what would buck up morale?” says Lt. Trout at sundown. “An old-fashioned sing-along.” She runs down to the bunker and comes back with a guitar that has a few bullet holes in it. “Nothing does a heart good like a song.”
At that moment, the Germans drop xylyl bromide gas on you, but Lt. Trout insists on the sing-along anyway. You pull your masks on and begin to sing inside a thick, yellow-white cloud of poison. You can barely see anything.
Oh give me a home, where the buffalo roam-
There’s a shnck sound, and a thud as the strange merchant’s severed head falls to the ground.
The Merchant from Resident Evil 4 (DW) has died. He was INFANTRY (Town).
“Oh no,” says August Sebald.
“No, no, keep singing,” says Lt. Trout, continuing to play the melody.
And the deer and the buffalo play–
There’s a “Hurk!” from “Zecko” Flashman. When you look over, you see that he’s been strangled with barbed wire.
Thelonious “Zecko” Flashman has died. He was INFANTRY (Town).
“It’s fine,” says Lt. Trout.
Where seldom is heard, a discouraging word-
In the poison cloud, you hear a muffled struggle, but nothing happens.
And the skies are not cloudy all day.
A single, enormous shell comes down directly on top of Ult Warrior, killing him instantly.
Ult Warrior has died. He was INFANTRY (Town).
The rest of you are bowled over by the blast, which punches a circle of clear air into the gas cloud. Lt. Trout sits up. Half a dozen shell fragments are embedded in her guitar. She tosses it away, then rips off her mask.
“That tears it!” she shouts. “No one is to disrespect song time. NO ONE.” She looks around. “Is everyone okay? Other than the dead people, I mean?”
For a moment, it looks like you might be. You’re covered in dirt, but have suffered only minor scrapes that definitely probably won’t become gangrene. But then you see Cpl. Charlton Wimbiscus, lying on the ground with a shell fragment sticking out of his chest.
“Chuck!” says Lt. Trout, running over. She cradles his head in her arms. “Speak to me!”
“This hurts a lot,” he says.
“Oh, that’s nothing,” sats Lt. Trout, a little too loudly. “You’ll be fine! Extremely fine!”
“So…” he coughs, then licks the blood away from his lips. “So good to see you.”
And he dies.
Cpl. Charlton Wimbiscus (NPC) has died. His ghost will return to his ancestral home on Prince Edward Island.
Lt. Trout gently lowers him to the ground, then picks up the guitar and swings herself up over the sandbags into No Man’s Land. You all hold your breaths, then flinch as the machine guns start up. Then, suddenly, they cut out, and you hear shouting in German, followed by what sounds like someone hitting something with a guitar. It goes on for a long time. After a pause, Lt. Trout returns. She doesn’t want to talk about it.
You go to bed in silence. The moon rises. Scuffles ensue.
The enemy has captured:
- King Elroy Bertrand Poopypants of East Hampshire (April)
- Zapp Brannigan (Mr. I’m My Own Grandfather)
- Special Private Dolores “Babyface” Guppy (Sister Mary Francis)
And, after shooting down her hydrogen-filled animal-balloon,
- Deryn Sharp (The Hayes Code)
However, you’re lucky enough to capture a mixed detachment of Ottoman and Bulgarian soldiers:
- Abdul Abulbul Amir, a boastful Turkish officer
- Bay Ganyo, a Bulgarian rose oil merchant
You will be able to swap your prisoners for theirs at twilight.
“And I looked, and behold! A pale horse”
- No one’s heard from Russia in awhile, and the other countries are starting to worry.
- Many sad poems were written today by soldiers in various field hospitals.
- Top Entente propagandists have created what they call “dank memes,” to hasten the end of the war:
Today’s Trading Cards
The enemy fears them!
“Fragments from France”
By Bruce Bairnsfather
- A Winged Potato – Lord Flashheart
- Annanomally – Reposted InnDEEEEED Comments
- April LKD – King Elroy Bertrand Poopypants of East Hampshire – Held in Stalag 69
- BannerThief – Corporal BannerThief Vakarian
BrittaBot – Svvëdish Chef– Infantry. Died Day 2 in a duel against Josephus.
- Clodia –Clothilde Renou
- D. Goat – Gort v3.0
Dr. Nick – The Internet– MEDIC. Killed Night 1 by the Hungarian Spy.
DW – Merchant from Resident Evil 4– Infantry. Killed Night 2 by the Hungarian Spy.
- Flubba Gunto – Officer Krazy Kat
- Grumproro – D.H. Lawrence
- Hegel Exercises
- Hohopossum – Australian wombat-ready possum
- Jake – The Luggage
- Jon Hamm’s John Ham – Jonathan Hamsworth
- Josephus Brown – Portugal. The Man
- Lamb Dance – John Laurens – Held in Stalag 69
Lindsay – Lena von Meow– Infantry. Died Day 1 in a duel against Mike.
Lord Stoneheart – Bidoof– Infantry. Died Day 1 in a duel against Jake.
- Louie Blue – Cheikh Khoulé
- Mac Crocodile – Lance Corporal Alistair Edmond Angela MacCrocodile III
- Mayelbridwen – Bertha “Rilla” Marilla Blythe
- Miss Rim – Dame Augusta Mimsy-Porpington of the Great Snoring Mimsy-Porpingtons
Mr. Glitch– Infantry. Sent over the top at the end of Day 2.
- Mr. I’m My Own Grandfather – Rear Brigadier Zapp Brannigan – Held in Stalag 69
Otakunomike– Infantry. Sent over the top at the end of Day 1.
- Owen1120 – Augustus Sebald
- Pearl Sheltie – Lt. Count Dracula
- Pulprobot – John Harrison – Replaced on Day 2 by AWP
- Ralph Waldo Wiggum – Victor Delamarre
- Shipwreck – Midshipman Hector “Shipwreck” Delgado – Replaced on Day 3 by Thoughts
- Shipwreck – Midshipman Hector “Shipwreck” Delgado – Replaced on Day 3 by Thoughts
Sic Humor – Steve Smith– Infantry. Died Day 2 in a duel against Spooky.
- Sister Jude the Obscure – Mary Pickford
- Sister Mary Francis – Special Private Dolores “Babyface” Guppy – Held in Stalag 69
- Smapti – Smaptibus µ, of the Mermarians of Mu
Snugglewumps – Billy D. Orfan– GERMAN SPY. Killed Night 1 by the Austrian spy; also targeted by NCO #1.
Spiny Creature – Comrade Samantha Parkington, an American girl– AUSTRIAN SPY (SK #1). Killed Night 1 by the German spies.
Spookyfriend – Sean the 𝚏𝚛𝚒𝚎𝚗𝚍𝚕𝚢 doll– Infantry. Died Day 2 in a duel against AWP. Subsaharan – Space Corporal Subsaharan
- The Hayes Code – Deryn Sharp – Held in Stalag 69
Ult Warrior– Infantry. Killed Night 2 by NCO #1 Zecko – Thelonious “Zecko” Flashman– Infantry. Killed Night 2 by the German spies.
- Fully Integrated First Irregulars (TOWN)
2917 Infantry (Vanilla Town) 21 Medic
- 1 Investigator
12 NCOs (Vigilantes)
- German Spies (WOLVES)
- 1 German Officer (Wolf Roleblocker)
87 German Spies (Vanilla Wolves)
- Austro-Hungarian Spies (Serial Killers)
1 Austrian Spy (SK #1)
- 1 Hungarian Spy (SK #2)
- Win conditions:
- The wolves win when they are equal to the number of town-aligned players left (if the SKs are dead), or outnumber the non-wolf players (even if the SKs are still alive).
- Town wins when all the wolves and the serial killers are defeated.
- The serial killers win when it comes down to just them and one other person.
- A three-way standoff between the last town, last wolf and one or both SKs will result in a special ending.
- Night actions:
- There isn’t a hard order that night actions occur in. This is to allow as many of them to go through as possible. Roleblocks will always take precedent over the actions of the targeted player, however.
- Your night actions do not happen if you are in Stalag 69.
- In order to keep the game moving, each night will be a maximum of 12 hours long. Be sure to get your night actions in within 12 hours of twilight, or they won’t be counted.
- Role rules:
- The medics cannot medic themselves or each other. They cannot medic the same person two days in a row.
- The German roleblocker cannot roleblock the same person two days in a row.
- The investigator will be told the alignment of the person they investigate. Results are either ENTENTE (town), GERMAN or AUSTRO-HUNGARIAN.
- The medics know each other’s identities, but do not share a QT. Same for the Austrian and Hungarian spies.
- Being medic’d prevents the target from being killed or captured by the enemy, but does not prevent them from being investigated or using their night action (if any)
- A roleblock prevents the target from using their night action (if any), but does not stop outside night actions affecting them (i.e., being killed, captured or investigated.)
- Being simultaneously targeted by both the roleblocker AND a medic effectively means the target is jailed, and can neither use their night action nor be affected by other night actions.
- For a full list of role details, see the sign-up sheet.
- Prisoner capture and trading
- Each night, you will capture 3 or 4 enemy NPCs, and they will capture 4 of you. Their captives will go to Stalag 69, a German POW camp, and you can trade for them in a daily vote thread.
- Trades are always 1:1.
- You can only vote for one person (or “no trade”) each day. The top vote-getters will be traded for with as many NPC prisoners as you have. If one of the top votes is for “no trade,” you will save one prisoner for the next day.
- Players left in Stalag 69 too long will die (see “Kill powers,” below).
- If the number of unimprisoned players drops below one third of the original player count, a prison break in Stalag 69 will be orchestrated. Not all prisoners will be able to escape, and they will have to vote for who stays behind. Those who don’t escape will die, and there will be no more prisoner captures or trades.
- Kill powers:
- The German Spies (wolves) have a collective night kill, which will be conducted with improvised weapons.
- The Austrian Spy (1st SK) has a night kill with a Rast & Gasser M1898 revolver. Multiple kills in a single night are possible with this weapon, but only if kills are foregone on previous nights.
- The Hungarian Spy (2nd SK) has a night kill with Pontostárgy, the Doom Sword.
- The NCO (town-aligned vigilante) has a night kill with railway artillery, which can hit anyone, anywhere. There is a 25% chance it will accidentally kill someone in the same area as the target victim (either the main trench or Stalag 69).
- Any two players who are not in Stalag 69 can agree to a daytime duel, in which one of them will die. Results are immediate; odds of winning are 50%. Limit 3 duels per day.
- Players in Stalag 69 will die of disease if left there for too long. The exact length of time will be between 2 and 5 days, and each player will be told the number going in. These are night deaths, and will be publicly reported the following day.
- Vote Threads:
- Prisoner swap thread: You can only vote for one person. If necessary, I will break a tie by randomly choosing between the tied players.
- Sending people over the top (kill thread): A tie at the end of day results in no one going over the top. A majority of living players voting for any one person (or not to kill) ends the day early.
- If you die during the day, your votes (if any) in the kill thread and swap thread for that day will still be counted. However, you can’t add or change your votes after you’ve died.
- There are no secret powers or win conditions in this game. Any changes I have to make to the mechanics will be announced publicly.
- 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.
Current Victrola music:
Day 3 ends Monday at 8 p.m. EST, or when a majority kill vote is reached.