Werewolf 99: The Suffering Game – Day 3

Wonderland, with all of its games and sacrifices, has become almost familiar by now. Your adventuring parties, while tired and scared, have forged a closer bond through the struggles you’ve endured here. How adorable.

Your hosts, seeing you conversing within your parties, decide they aren’t huge fans of secrecy. (When it’s not them being secretive, at least.) Due to the result you spun on the Wheel, one of you is going to have to give some of your secrets up! Lydia and Edward debate for a moment, then smile, and in unison point at the possum and Eppie the gnome. “Your turn, darlings!”

Fra Hoho is knocked over by a pedestal of black smoke that rises beneath him. He is slowly raised above the rest of the adventurers in the room, their party nervously watching them rise. Soon, Eppie follows on a column of their own. At first, they hold a hand over their mouth, not wanting to betray their team. Then, as if forced by some higher power, Hoho says in a voice not quite his own:

“”I’m honestly okay with keeping the Wolf in our Party alive if that means we get to win.”

Eppie, puppeted by the same force, replies in monotone:

“See, comments like that make me wonder if you’re the wolf, but I’m more interested in going after the other parties right now that trying to figure out our wolf.”

The adventurers are lowered from their pedestal, blinking confusedly. The two elves look excited: “What a juicy secret!,” says Lydia. Edward, putting his hand over his heart, replies, “We do hope that nothing bad comes as a result of this!” The two smile widely, then dissolve into black smoke.

During the confusion, Teeger Gusterson had managed to sneak to the very back of the crowd, where he could cast a spell without being spotted. He says a few arcane words before casting Blight on Nemeia. She drops to the ground, the necrotic damage seeping through her body. She looks up at her party and, for the first time, cries for help– only to shut her eyes for good a moment after.

Grumproro/Nemeia is dead. She was but a simple Adventurer (Vanilla Town).

Of course, someone was bound to notice the druid’s necromantic tendencies. You don’t see what it was that hit Teeger, but you do see him cry out and stagger to the floor. The blood pooling beneath him tells you that he’s not going to make it.

Sic Humor/Teeger Gusterson is dead. He was a mysterious Saboteur. 

You hear the disembodied voices of your hosts laughing as both of their dead bodies dissolve into smoke.

ROUND 3… BEGIN!

Credit for today’s header goes to Defenestratin on Tumblr and Twitter!
[spoiler title=”Players”]

  1. Captain Video – Elf Paladin, Santa Claus
  2. Wasp – Warforged Cleric, Katy
  3. Hayes – Dwarf Barbarian, Tanka Mountainfist
  4. April – Friendly Gnome, Stanley , Adventurer
  5. Banner – Aarakocra Ranger, Aera Verlyma
  6. Indee – Bugbear Paladin, Lord Kutisv
  7. Jake – Tiefling Druid, Zadie
  8. MrImMyOwnGrandfather – Elf Rogue, Lord Edge/Blandrew McBlanderson, Saboteur, Lover
  9. DW – Human Monk, Goku Black
  10. Owen – Aarakocra Wizard, Diane
  11. Glitch – Blinky the Beholder, Saboteur
  12.  Hoho – Bugbear Monk, Fra Hoho
  13. Demyx – Dwarf Bard, Gem Glitterrock
  14. MacCrocodile – Dragonborn Warlock, Professor Bipps
  15. Lindsay – Aarakocra Witch, Robin Branch-Break
  16. Sic Humor – Dwarf Druid, Teeger Gusterson, Saboteur
  17. Grumproro – Tiefling Rogue, Nemeia, Adventurer
  18. Ralph – Orc Bard, Ralph Loaf
  19. Mayelbridwen – Gnome Ranger, Eppie
  20. Lamb Dance – Elf Rogue, Princess Leaves
  21. Donalbain – Dwarf Wizard, Paul Daniel
  22. Josephus Brown – Orc Druid, Daisy Orchid

[/spoiler]
[spoiler title=”Rules”]

Your duty as Adventurers is not only to eliminate all Saboteurs threatening your victory inside Wonderland, but to defeat all other Parties besides your own as well.

The are two central Events/Games that the Hosts of Wonderland will challenge you with: The first will be a daily spin of the Wheel of Misfortune. One person out of the entire group will be randomly selected to spin the Wheel at Twilight (and Morning on Day 1), and whatever they land on will have an effect on every living player for the following Day. Sacrifices will be made to abide what the Wheel has landed on. Spinning the Wheel is mandatory to advance forward to the next challenge of Wonderland. You may refuse to accept a given effect from the Wheel, but this will result in the penalty of an extra spin for the Day and a new sacrifice. Multiple spins will eventually be mandatory in later Days/Rounds.

The second central Event/Game is Trust or Forsake, which occurs intermittently (non-daily), roughly every two Days. Trust or Forsake pits two of the Adventuring Parties (randomly selected) against one another, as they will vote through their respective QTs for one representative in this challenge. The representative can never be the same person as before. These two representatives will choose whether to Trust or Forsake their rival adventuring party for the day. An alternative event-game will occur if both representatives choose Trust. If one trusts and the other forsakes, the person who trusted dies. If both players choose forsake, a 50/50 chance will determine which of them dies.

Additional undisclosed events will occur over time, including a special Bonus Round!

We will be tracking the collective morale of all players. If the morale meter gets too low at any point during the game, there will be consequences.

Typical Werewolf still rules apply. A Day phase where you vote for who to kill, a night phase where roled players use their powers.

DO NOT DIRECTLY QUOTE from any of your QT’s. Do not edit comments under any circumstances.

Please note that you must make a minimum of three posts per day to avoid being mod-killed.

Please be mindful that some of our players live on a different continent and will not always be able to be active at the same time as other players.
[/spoiler]
[spoiler title=”Roles”]

15 Adventurers

  • 11 9 Vanilla Adventurers
  • The Twins: Secret siblings who trust each other completely and communicate in secret. (Masons)
  • The Protector: An adventurer who loves their comrades so wholeheartedly that they will keep them from moving or acting at all during the night. (Jailkeeper)
  • The Boy Detective: An intrepid young adventurer who simply can’t resist any opportunity to sniff out a mystery! They will try to determine the identities of Edward and Lydia’s agents during the nighttime. (Cop/Investigator)
  • The Peacemaker: A zealous adventurer who has one chance to secretly attempt to remove one saboteur in the night. (Vigilante, can only target wolves, not just somebody they know is in a rival Party)
  • The Raven’s Prophet: An adventurer with mysterious connections to the beyond, who receives guidance from the Astral Plane in the night. (Receives one random message from the Graveyard during each Night Phase)

2 Saboteurs 

  • Saboteur Captain: The leader of the saboteurs and infiltrators may occasionally receive direct orders from Edward and Lydia in their private QT. A Captain must always be in play, so if they are eliminated, there will be a recruitment (Alpha Wolf)
  • The Lonely Journal Keeper: An infiltrator who quietly observes and records notes on the Adventurers they are ingratiated with. Once per night they can attempt to discover the role of one Adventurer. (Wolf Investigator)
  • The Lover: A proactive and sociable infiltrator who loves to commiserate with the Adventurers, and uses this friendliness as a pretense for obstructing the actions of their victims. (Wolf Roleblocker)
  • 2 Vanilla Saboteurs

[/spoiler]

Twilight will be at 11 AM EST on Sunday, August 25th. (This is negotiable.)