Werewolf 207 – Tomb of Horrors, Day Six

Weary but determined, the party pushes even deeper into the tomb, Acererak’s echoing taunts bouncing off the stone walls.

We must be getting closer, they thought. The lich knows it will be destroyed when we find it.

They enter an imposing chamber with walls of ivory and inlaid gold. It appears to be a treasure room, filled with urns, statues, and chests of intricate design. While the party’s back is turned greedily assessing the valuables, two more innocents fail their “staying alive” saving throws.

Jake has died. She was the ROGUE and was TOWN.

Side Character has died. He was an NPC (VANILLA TOWN).


5 Town
1 Wolf
1 Serial Killer

Players

1. Cop on the Edge-ish
2. Hoho
3. Josephus
4. Marlowe
5. Narrowstrife
6. Queequeg
7. Raven

Anewholiday ACOLYTE TOWN
Anna VANILLA TOWN
April ILLUSIONIST WOLF
Beinggreen CLERIC WOLF
Copywight VANILLA TOWN
Dourif PALADIN TOWN
Eleanor VANILLA WOLF
Flubba VANILLA TOWN
Jake ROGUE TOWN
Moolissa WIZARD TOWN
MSD VANILLA TOWN
Owen RANGER TOWN
Pablo VANILLA TOWN
Side Character VANILLA TOWN
Wasp VANILLA TOWN

Roles

Acolyte
Once per game, you can cast a spell from the Cleric spell list.

Cleric
Can cast all spells from the Cleric spell list, one per day/night cycle.


Doppelganger (Serial Killer)
Must kill a player each night. The Doppelganger may be an NPC or may be replacing one of the class roles, in which case that role (and its powers) are not in the game. The Doppelganger cannot be detected by the Paladin.

Fighter
Second Wind (1-shot) – The first time the Fighter is targeted to be killed, they do not die, instead their role is revealed. The next time they die, they stay dead.

Illusionist
Once per game, you can cast a spell from the Wizard spell list.

Monk
Flurry of Blows (1-shot) – Can secretly add two additional votes to a single day. The additional votes are applied at Twilight anonymously. 

NPCs
Vanilla players.

Paladin
Lawful Good – The Paladin must be a Town role.

Detect Evil – Each night, the Paladin may learn the alignment of a player they choose. The Doppelganger, the Rogue, and any Plane Shifted players read as “blocked”.

Ranger
Hunter’s Mark (1-shot) – Choose a player, if that player performs any action at night, you see who they targeted (but not what they did). If you see no action, you can move your Hunter’s Mark to a different player the next night. If you see the Doppelganger, they get a Spot check vs. your Hide check, and if they spot you, they can choose to kill you instead of their original target.


Rogue
Sneak Attack (1-shot) – The rogue can make a poison sneak attack on a player during the day. To do this, the rogue must reply to one of their target’s comments using a secret word that only the rogue and the mod know. That night, their target makes a Constitution saving throw, and if they fail, they die. If the target doesn’t die, the Rogue can try again on a future day. The Cleric’s Sanctuary spell also blocks Sneak Attack.
 
Stealth – The Rogue cannot be detected by the Paladin.


Wizard
Can cast all spells from the Wizard spell list, one per day/night cycle.

Spells

Each spell can only be cast once per game (per player).
The Cleric and Wizard can each cast only one spell per day/night cycle.
Spells can be cast on yourself.

Cleric Spells
– Bear’s Endurance: Choose a player. The next day, that player must include a bear pun or image of a bear in every post they make. Each time they post without a bear reference, they receive a vote.
– Cure Wounds: Protect your target from being killed that night.
– Plane Shift: The targeted player is sent to another plane for the night, blocking their action and all other actions that target them. Any 1-shot action or spell the target player uses is blocked, but not spent.
– Sanctuary: Can be cast during the day at any time before the one hour Twilight warning. Cancel all votes on a player of your choice and prevent further votes on them for the rest of the day. Also blocks the Rogue’s Sneak Attack.
– Speak With Dead: Ask a question of the graveyard. Response may be cryptic.

Wizard Spells
– Bestow Curse: Choose a player. The next day, that player cannot use a letter of your choice in their posts. Each time they use the cursed letter, they receive a vote.
– Confusion: Can be cast during the day at any time before the one hour Twilight warning. All votes are wiped off the board. Everyone can cast a new vote, but they cannot vote for anyone they already voted for before Confusion was cast.
– Displacement: Choose a player. Any night actions targeting that player have a 50% chance of failing. 
– Plane Shift: The targeted player is sent to another plane for the night, blocking their action and all other actions that target them. Any 1-shot action or spell the target player uses is blocked, but not spent.
– Summon Monster: Choose a player. The next day, that player must draw a monster and post it to the thread.

Win Conditions

Win conditions for Town, the Wolves, and the Doppelganger will be revealed later in the game. Until then, normal Werewolf rules apply.

Rules

No quoting or screencapping from Discord.
-You cannot edit any of your posts. The mod will know!
-Wolf and Doppelganger night kill actions are mandatory. Wolf kills are performed as a group unless there is only one wolf left.
-A tie vote at Twilight results in RNG amongst the tied players.
-Participation: You must make a minimum of three posts per day to avoid being replaced.
-Be nice: Attack arguments, not people.
-Night Action Order of Operations: Plane Shift/Displacement > all other night actions > kills.

Daily Events

Events will be held during the day. Participation is optional, though random participants may find valuable loot. Events are mostly for fun and flavor, so if you “die” in an event you don’t actually die in the game.

NPC (Vanilla) Message

Here is the message that vanilla players received in Discord:
You have no special powers, other than the innate courage to explore Acererak’s Tomb. You are VANILLA (NPC).

Day One, Day Two, Day Three, Day Four, Day Five

Day Six will end on Wednesday, May 24 at 5pm PST/8pm EST.