Werewolves 117: Locke & Key – Day 5

Robin Hood and Little John, walkin’ through the Keyhouse

Wantin’ hard to get a key and tryin’ to find a way

Lookin’ under cushions and inside the china cabinet

Oo-de-lally, oo-de-lally, golly what a day


Never, ever thinkin’ they was danger in the shadows

Playin’ on the weathered Keyhouse walls

Never, ever dreamin’ that a schemin’ demon gym teacher

And owl were watchin’ them ramble the halls!


Robin Hood and Little John, runnin’ through the Keyhouse

Fleein’ from the clockwork claws and tryin’ to get away

Contemplatin’ nothin’ but escape but not quite makin’ it

Oo-de-lally, oo-de-lally, golly what a day.


MSD/Robin Hood has died. He was a HIGH SCHOOLER (Town)



In this game, powers work a little differently. They are connected to magical keys, which can be found, given away, or even stolen – including by the demons! Please read them carefully. Your life could depend on it!

BODE, KINSEY, TYLER, and NINA each start with a key.

BODE finds a new key at the beginning of each day. (The house prefers to show its keys to an innocent, someone without malice.) If BODE is killed, new keys will be instead be found by KINSEY. And so on, the succession afterwards being TYLER, SCOT, JAMAL, JACKIE, JORDAN, DUNCAN, NINA.

During the day, a player may choose to give away any number of keys that they currently hold by naming in their QT, in bold, each recipient’s name and which key they wish to give them. They may change their mind about this at any time during the day – for purposes of the game, the transfer happens at Twilight, immediately after the daykill. Thus, if the intended recipient is daykilled, the transfer doesn’t happen. (You may name a second choice recipient if desired, to avoid this.)

During the night, any player holding a key may choose to use the power of that key. If a player holds more than one key during the night phase, they may choose only one to use.

A player may not pass Twilight while holding more than one key. If they do not choose keys and recipients before Twilight while holding multiple keys, they will lose keys at random, and they will be found by random targets.

If a player is daykilled while holding a key, a random person who voted for them will find the key on their body.

If a player is nightkilled while holding a key, their killer receives the key.

Writeups will mention any keys lost by a killed target, but not who receives them.

You may not use the same key on the same person two nights in a row. However, the same person can be targeted two nights in a row if the key is passed from one person to another.


-Transferred keys received

-Kinsey acts

-Use of the Ghost Key

-Use of all other keys not mentioned

-Nightkill attempts.

-Use of the Mending Key


-Jordan’s sacrifice

-[A character-specific action]

– Stolen/looted keys received

In addition to the keys, all named characters (both town and demon) have a special ability or quality of some kind.


Because the power to observe actions exists in this game, it’s important to specify WHICH of the demon players is actually performing the demon’s nightkill – therefore, there’s an order in which they’ll attempt to make the kill. The default order is THE DARK LADY, THE CLOCKWORK OWL, DODGE, ELLIE. That is, if the demons choose to kill a target, and someone is watching the player who is The Dark Lady, they will see the attempt. If they are watching one of the other demon players, they won’t see the attempt.

This DOES NOT mean that jailing or blocking The Dark Lady will prevent the demon’s nightkill! If the designated killer is blocked or incapacitated, the next demon on the list will make the attempt instead, and so on. The nightkill can only be prevent by blocking/incapacitating all demons or using a healing/blocking power on the intended target.

The player who is Dodge may change this order if desired. If Dodge is killed, the order can only be changed further by unanimous consent of the remaining demon players.

All the typical Werewolf rules about quoting QTs and editing posts apply. There’s a lot of special powers out there, with more to come – so it might behoove you to be discreet about your roles and keys. You never know what someone could do with the information… And finally: this game has a lot of moving parts and might get broken or lurch into imbalance pretty easily. If that happens, I reserve the right to toss a couple mercy keys to the side that’s on the ropes, just to keep things interesting!




BODE LOCKE, the rambunctious and curious younger brother

KINSEY LOCKE, a fearless track star and middle child

TYLER LOCKE, a surly hockey player and older brother

NINA LOCKE, a grieving widow and mother

DUNCAN LOCKE, an art teacher and uncle

SCOT KAVANAUGH, ambiguously British punk

JAMAL SATURDAY, best friend of Scot

JACKIE VEDA, Kinsey’s track teammate

JORDAN GATES, wealthy hellraiser

All other town players are HIGH SCHOOLERs. Their QT text reads as follows:

You are an ordinary HIGH SCHOOLER who’s been invited to a Halloween party at that weird old Keyhouse place. You don’t have any special powers of your own, but if you end up in possession of a key, you can use it.”


LUCAS “DODGE” CARAVAGGIO, once a sarcastic but good-hearted teenager, now possessed by one of the Children of Leng. He just wants to stay on Earth, indulging in the many pleasures of the flesh, and he’ll kill anyone who stands in his way.

THE DARK LADY, an echo of the past. She was little more than a voice at the bottom of a well until Bode unwittingly released her. Now she seeks to help her alter ego, Dodge.

THE CLOCKWORK OWL, a wind-up raptor used by Dodge to hunt for keys.

ELLIE WHEDON, the school track coach and unwilling thrall of Dodge. His mental influence forces her to assist him in his plans, but she’s not truly evil.


SAM LESSER, a psychotic serial killer. He’d really like to finish killing off the Locke family, but he’s got no love for Dodge either. He gets one kill per night. Sam has a chance to hang around as a ghost for a little while if he’s killed, so if he’s wiped out early he may stay around for a night or two, killing from beyond the grave.



1. MSD – Robin Hood – HIGH SCHOOLER (Town)

2. Goat – Percival Dunwoody

3. Raven – Napstablook

4. MacCrocodile – Paramedic Joe Hill – HIGH SCHOOLER (Town)

5. Nate – Conan the Barbarian

6. Colonel Mustard – Infomercial Ian/Isobel

7. Hoho – Maurice

8. Spooky – Madeline – JORDAN GATES (Town)

9. Hicks – The Cast of Can’t Hardly Wait – THE DARK LADY (Demon)

10. Ralph – The General – HIGH SCHOOLER (Town)

11. Shinichiki – Locke Cole

12. Stoneheart – Teen Stoneheart – HIGH SCHOOLER (Town)

13. Lindsay – Shaggy and Scooby – SCOT KAVANAUGH (Town)

14. Emmelemm – Marta

15. Captain Video – Woody – LUCAS “DODGE” CARAVAGGIO (Demon)

16. Louie – Dear Abby – TYLER LOCKE (Town)

17. Wasp – Count Dorcula – JACKIE VEDA (Town)

18. Grumproro – Ash

19. Lamb – Mabel Pines

20. Mr. I’m My Own Grandfather – Zapp Rowsdower – NINA LOCKE (Town)

21. Sic – Star Butterfly – HIGH SCHOOLER (Town)



When a new key enters play, an explanation of its powers will be posted. The current keys in play are:

THE GHOST KEY – The Ghost Key unlocks the Ghost Door. Upon passing through this door, the soul is separated from the body temporarily. The soul can fly around, but can’t do much on its own, nor can it be hurt. The holder of the Ghost Key may push anyone through the door (including themself), preventing them from acting or being acted on that night.

THE HEAD KEY – The Head Key unlocks someone’s head so you can see inside. The holder of the Head Key may look into another person’s mind and see if they are GOOD or EVIL.

THE MENDING KEY – The Mending Key opens the Mending Cupboard, which can fix broken objects, including people. It can heal mortal wounds, but can’t bring people back from the dead. The holder of the Mending Key may choose a target (including themself) to put in the Mending Cupboard. If that person is targeted by a mortal wound the same night they go in the Mending Cupboard, it’s healed.

THE PHILOSPHOSCOPE KEY – When inserted in the Philosphoscope in the tower, this key allows you to spy on people. Targeting someone with the Philosphoscope will allow you to observe anything they do or that is done to them that night. If a Demon gains possession of this key, they will also learn the name (if any) of the player they spy on.

THE HERCULES KEY- This key activates the Hercules Necklace, which makes you extremely strong and resilient. The holder of the Hercules Key may grant anyone (including themself) the strength of Hercules. If targeted for a nightkill, they have a 50% chance to survive.

THE ANIMAL KEY – This key opens the Animal Door, which transforms anyone who passes through it into an animal. The holder of the key may target any player (including themself) and name an animal. For the next day, the targeted player is only able to communicate in gifs featuring that animal. (It must be an animal for which a reasonable supply of gifs exists.)

THE SHADOW KEY – This key operates the Shadow Crown, which lets the wearer send out shadows to do their bidding. You may use this key to make a nightkill. Because shadows are doing the work for you, various risks associated with making nightkills are reduced. Heavy is the head that wears the crown, so you must pass it on after use. After it is used twice successfully, the Shadow Key stops working. (It has already been used once.)

THE MUSIC BOX KEY – This key winds the Music Box. While the music box plays, everyone dances to the keyholder’s tune. The holder of this key may target another player and order them to do one of the following:

-hand over all their keys.

-target another player (that you name) with their key.

-attempt to kill another player (this function can only be used once)

If the Music Box Key and the Head Key are successfully used on the same player on the same night, the holder of the Head Key will be asked if they wish to erase the target’s memory. If they do, the target will not be able to know who targeted them with the Music Box. Otherwise, they will remember everything.

THE ECHO KEY – This key can call back the ghosts of the past. Once per night, the user of this key may call back any player in the graveyard. The selected player will be able to send a message of 25 words or less to the land of the living.

THE OMEGA KEY – The Omega Key opens the door in the caves and lets the demons through. You probably don’t want to do that, so the Omega Key doesn’t do much for the heroes. But if the demons get their hands on it, they can use it to recruit another demon to their side. Protect it at all costs!



Twilight will be Saturday, February 21, at 6:00 PM Central Time. With 9 players, it will take 5 votes for autodaykill.