• Our second year of the NFL Pick 'Em is open to join now. You can join directly here and get involved in the weekly threads over in the Picks forum.
  • If you are reading this message, congratulations! You are on the new server! You made it!!

Acolytes Official Guidebook

Table of Contents

General Rules: Post #1
Roles: Post #2
Item List: Post #3
Past Game Results: Post #4
Past Game Results: Post #5
Potion Recipe Book: Post #6
Quests: Post #7




GENERAL RULES

WIN CONDITIONS:
Villagers kill all Acolytes and the solo killer (if there is one in the game).
Acolytes equal at least 50% of the players remaining alive and remove the solo killer.
Solo killer is the last alive.
Non-violent solo achieves their specific winning condition (may or may not end the game for the town, depending on their role).
Vampire Team equal at least 50% of the players remaining alive and remove the solo killer.


PLAYER OPTIONS DURING THE DAY PHASE:
-Vote who to witch-hunt (this is what we call Lynching in this game).
-Publicly sell to or purchase from shop.
-Publicly trade with another player.
-Publicly post a Bounty on another player on the Bulletin Board (see: Assassin role)
-Publicly post an item for sale on the Bulletin Board.
-Go on a quest (instead of voting in the witch-hunt).
-Use items (Publicly OR Privately)
-Use abilities (can be public or private depending on the role description)

PLAYER OPTIONS DURING THE NIGHT PHASE:
-Acolytes votes to kill
-Use Items
-Use Abilities
-Buy from Shop
-Sell to Shop
-Respond to items for sale on Bulletin Board (message Game Master, NOT the other player)

Normal death versus Dark death:
There are ways to come back from death in this game. However, there are certain deaths from which there are no return. If your body is destroyed, it can not be reanimated as a Wight and you also can't be revived. A Dark Death is when your soul is destroyed or if the Acolytes killed you at night, when this happens you can not revive but your body can become a Wight. If neither your body nor your soul have been destroyed, a Revive is possible and your body is not eligible for becoming a Wight. If you die a Dark Death, you are welcome to post in the dead thread as long as you don't try to help or give any information while talk-to-dead players live or while revives are still possible.

Injuries: some items, abilities, or monsters cause an injury rather than a death. Being injured a second time (unless the previous injury was healed) will result in a normal death.

Wights: Some of the Acolytes have the ability to turn a dead player (dark death only) into a Wight. A wight is controlled by the Acolyte that revived them, not the player who originally lived in that body (the dead player is allowed to keep posting in the dead thread). The Wight has the abilities of the deceased player, but not their gold or inventory. Using the Wight's ability announces its presence to the town. The Acolyte controlling the Wight could choose to send it out into the field instead of keeping it for use in the town, doing so leaves it lying in wait to ambush a player questing in the chosen area (it becomes an extra enemy that the player has to kill to complete the quest but does not drop any loot). Only one Wight at a time is allowed per player controlling it. If a Wight is destroyed, that player's body can not come back as a Wight a second time.

Protection roles: If a protected player is attacked, the protector rolls a D6 for Luck. If they roll 1-3, the protector is killed (if it is a killing attack). If they roll 4-5, the protector is injured instead of killed. If they roll a 6, the attack fails and neither player is harmed.

Resurrection roles: When choosing to resurrect another player, roll a D20. 1-9 fails. 10-17 revives from a normal death but has an injury. 18-20 revives from a normal death and has no injury. Once a Revive successfully brings a player back to life (a 10 or higher), that player's once-per-game revive is spent.

Silence spells: If an ability or item places Silence on a player, that means they can not use any abilities that are classified as Magic until the Silence affliction is lifted. This is different than the Monk and Warlock abilities that prevent a player from speaking in the game (we will refer to that as "Banish" to avoid confusion). Silence spells could sometimes also be specific to a category of magic, such as Silence-Holy or Silence-Dark.

Curses: A Curse is an affliction that stays on a player until it is lifted by an ability or item. The affects of the Curse depend on the specifics of what placed a curse (for example: a curse from a Vampire bite will turn you into a Wight when the day ends, and a curse from picking up an item may prevent you from using other items and can't be dropped or sold or traded.)

Poison: A player that has been Poisoned is prevented from reviving unless an antidote is consumed along with the Revive spell.

Magic, Holy Magic, Dark Magic, and Non-Magic abilities: Abilities are classified in these categories and determine if they are affected by certain things in the game (such as Silence spells). Your roles description should clarify.
 
Last edited:
STRONG VILLAGERS:

Archer
strong role (limit: 1)
During the day, they can select a player via PM to fire an arrow at and cause an injury, and that player can not use their ability (Magic AND Non-Magic) during the day or the following night. If the arrow injures an Acolyte, that player can not vote in Acolyte chat. There are 4 total arrows. Can use only one arrow per day. If the archer kills a player, their role is revealed to the town. Can choose to use an arrow during a quest to have one free attack roll when encountering an enemy, before the enemy gets close. +1 for rolls for Luck. This ability might work similarly to a Silence spell, but it is Non-Magic and therefore can't be removed by the same methods.

Channeler
strong role (limit: 1)
At night, can select one normal-dead player to channel (not the dead forum, the Game Master will make a chat between themself, the Channeler, and the selected player). They take on the role, powers, and abilities of any dead village team player for one day and night phase. The following night, the Channeler may choose to immediately take on another dead player's role or revert back to Channeler. The Channeler is under complete control of the dead player, as this is a possession, and must act in whatever way the dead player demands (whether it's voting, trading, questing, or using abilities). Cannot channel the same player twice. If a dead player's abilities have been consumed (such as the archer's arrows, or the mage's lightning is on cooldown) they will be consumed for the Channeler. If killed while taking on another role, they will be announced as that role and not the Channeler. Can not Channel a player that died a dark death (as there is no soul left to channel). If a Channeled player gets revived, the soul is sucked back out of the Channeler and into their original body, closing the chat and reverting the Channeler back into their own role. While a dead player is being Channeled and in the chat with the Channeler and Game Master, they are temporarily removed from the dead thread. The Channeler can choose to attempt to revive a player when releasing their spirit and before selecting another dead player to Channel. If the Revive is successful, their power is spent and they can no longer Channel for the rest of the game. Revive and Channeling are both Magic abilities. See General Rules about Revive.

Clairvoyant
(Exactly 1 in each game)
At night, can choose another player and roll a D20. 20-19 you are told that player's exact role. 18-15 you are told what team that player is on. 14-1 nothing happens. If you roll a 15 or higher on an Acolyte, the Game Master privately rolls a D6. 6-3 the Vision goes unnoticed by the Acolytes. 2-1 the Acolyte feels your intrusive presence, and you are killed in a dark death. Can commune with the dead at night, however any players who died a dark death are prohibited from giving out information in the dead thread so long as a Clairvoyant is in the game and alive or killed by a normal death (and can be revived). The Clairvoyant can choose to attempt a Revive at night. If the Revive is successful, their power is spent and they can no longer check roles or visit the dead thread. There is always exactly 1 Clairvoyant per game. Revive and Vision are both Magic abilities. See General Rules about Revive.

Inquisitor
strong role (limit: 1)
During the day, can select a player to detain at night. Players locked up by the Church are protected from attacks at night, with the exception of the poison miasma item which would kill the Inquisitor AND the inmate. Selection is done via PM to the Game Master. The Inquisitor is not notified if their heretic (detained player) is attacked. The presumed-heretic cannot perform any night actions. Abilities that trigger upon a players death will still activate when that player dies, but selection cannot be changed. The Inquisitor can kill the heretic at any time (one kill per game). The Inquisitor can send up to two messages to the heretic, and the heretic can send two back. The Game Master will work as intermediary. Messages go Inquisitor -> Heretic -> Inquisitor -> Heretic. If the Inquisitor decides not to send any messages the heretics messages won't be sent. If the heretic is Silenced, they can still detain a player but will not be able to speak to them or use their blessed knife. If the Inquisitor is killed at night, the player is immediately set free and may use night actions if available.

Mage
strong role (limit: 1)
Can shoot lightning and kill during the day phase, but not two days in a row (1 day cooldown). Careful! Some abilities or items might be able to nullify it or even reflect it back on you or deflect it to another random player. Once lightning is cast, the mage's role is revealed to the town. Ability counts as Magic.

Paladin
strong role (limit: 1)
Can defend, destroy evil, or revive, but must pick one once the role is assigned to you. Defend protects a player at night from acolytes or solo killers. Destroy evil attacks a player during the day with light that will destroy an acolyte or a wight, or rebound upon the paladin and kill them if used on a player that is on the Village or Solo team. Revive can bring one player back from the dead (selection is made at night). Revive and destroy evil are a one-time use and count as holy magic, which can't be influenced by Acolyte abilities. See General Rules on Revive and Protection.

REGULAR VILLAGERS:

Alchemist
At night
, can combine two ingredients and roll a D20 to attempt to make a potion. During the day, they can choose to use the potion, or give or sell it to another player (name your price). Refer to the Recipe Book for details. Alchemy is not normal chemistry, so counts as a Magic ability.

Beggar
The Beggar is actually a humble holy man in disguise, going amongst the poor to bless them and try to better their lives. At night, can place a protective blessing on any player, including themselves. If an Acolyte attacks a blessed player, the lowest ranking Acolyte will be killed instead of the target. If the solo killer attacks, the blessing will trigger but both the solo killer and the person the blessing is on will be unharmed. The Beggar is always told if their blessing activates when it activates. The entire village is told that the Beggar's blessing killed an Acolyte if it does so. This ability is used by PMing the name of the player they would like to place the blessing on or move the blessing to. Placing or moving the blessing counts as Holy Magic (however, activating a blessing already placed isn't affected by Silence).

Bishop
During the day
, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the village cannot decide who to witch-hunt. The Bishop may convict up to two players per game. If the player convicted does not belong to the village team, they will be killed. If the player convicted does belong to the village team, they will survive and the Bishop will be killed by angry villagers. The Bishop can also move diagonally.

Blacksmith
During the night
, can choose to create a shield or a spear. Per game, can create a total maximum of two shields and one spear. The Blacksmith will finish creating the item at the start of the next night. The Blacksmith cannot use the items they create, they must be given to other players. The Blacksmith cannot begin the creation of a new item unless they have selected to give away any forged items they currently have. The shield will give a player a permanent protection for a night-phase attack. It is consumed only if it successfully blocks an attack and persists across nights. A poisonous miasma attack against a player with a shield will kill the player and the Blacksmith. The spear can be thrown once and can be used during the day similar to the Mage lightning (though not Magic). A player is notified that they have received an item. A player being killed cause the loss of any items made by the Blacksmith. A player cannot receive more than one shield in a game.

Druid
Can disguise or hide a player at night so that other players can't find them. Ability counts as Magic. See rules on protection roles.

Friar
At night
, can select two people to pray for. If one of them dies (whether at night or during the day) the other player's role will be revealed to them. Can only view one player's role per game. Not a Magic ability.

Grave robber
Once per night, can attempt to loot the corpse of a player that died. Roll a D4. Rolling a 1 is a failure. Rolling a 2 or 3 lets you choose between taking their gold or their items. Rolling a 4 lets you take everything. Works on players who died a normal or Dark death, but not on any players who's body was destroyed. It also works on Wights, as they leave some of their loot behind in the grave when they animate.

Herald
At night
, can select a player. If that player dies, the Herald will gain an additional vote during the day for the remainder of the game. Can gain up to 3 additional votes for a combined total voting power of 4 votes. Other players will not know that the Herald has increased voting power, their increased voting power will be added behind the scenes. Can't be negated by Corrupter. Not a Magic ability.

Hero
The Hero can rescue a player from being witch-hunted during the day. One use. Nobody will know why the player could not be witch-hunted. Uses their power by PMing the name of the person they wish to protect anytime during the day. Not a Magic ability.

Knight
Can save a player at night. If the Knight or the person they are guarding are attacked by normal night-phase attacks, the Knight will be told who attacked them. If it is the Acolytes, the Knight will be given the identity and role of the lowest ranking remaining Acolyte. An Acolyte detained by the Inquisitor will not be selected. The Acolyte or Solo that attacks the Knight will also be notified of the identity of the Knight. The Knight will die at the end of the day. The Knight will be notified if their protection is successful, but the village at large will not be aside from the person who did the attacking. If the Knight saves a player from multiple attacks (both the Acolytes and solo killer), they will see multiple culprits. They use their ability by PMing the name of the person they wish to protect. Because the Knight escaped the Acolytes alive and dies of their injuries later, it counts as a normal death instead of a dark death. Unlike the other protection roles, this one does not roll a die when attacked: they are given the attackers identity and then die at the end of the day phase. Not a Magic ability.

Lantern Bearer
Can watch a player at night. If the player watched is killed by a normal acolyte/solo attack, the Lantern Bearer will be given two possible suspects for the person responsible for that player's death. If the Lantern Bearer watched an acolyte kill, the Lantern Bearer will be given info on the lowest ranking remaining acolyte and another villager at random (who may be any role). A jailed acolyte will not be selected. The player selected is made at night by PMing a name to watch. Can not watch the same player on consecutive nights. Not a Magic ability. Begins the game with a Lantern in their inventory.

Merchant
Gains 2 gold in commission every time a player buys an item from the shop, and 1 gold in commission every time a player sells to the shop. No commissions for trades between players. +1 for rolls for Luck. Begins game with 8 gold. Not a Magic ability.

Monk
Can shame another player into taking a vow of silence. Monk chooses whether to Banish the player from speaking and voting in the alive thread for one day phase, OR to cast the Silence spell on them which prevents them from using any Magic abilities for the rest of the game unless it gets lifted. Can only have a Silence spell placed on one player at a time. Silence is a Magic ability, Banishing a player from talking/voting is not. Selection is made at night. If the Banish (prevented-from-talking/voting) option is chosen, Magic abilities can still be used (send PM to Game Master). They can also still go on quests but must PM the Game Master instead of announcing it publicly.

Orphan
Can visit a player at night to beg for money. If the player visited is an Acolyte or solo killer, the Orphan dies. Cannot be attacked directly and killed at night by Acolytes/solo if they are visiting. If they visit a player who is killed by Acolytes/solo, the Orphan also dies. The Orphans death will be a normal death even if it is done by an Acolyte. If the Orphan visits a non-violent solo or somebody on the village team, they can choose to give 3 gold to the Orphan. If they do, then the identity of the Orphan will be revealed to them.

Saint
Can self-revive. Once per day/night cycle, can attempt to use revive on themself from the dead thread. Ability technically counts as Holy Magic, but is safe from Silence as that spell only works on living players. See General Rules on Revive. If players are voting against them in a witch hunt and any number of players voting for them is a caster of unholy magic, one of those votes is nullified. Once per game, they can lift a curse on themselves or another player.

Sneak
Has two knives. At night, can follow a player, learning their routines and movements. On any subsequent night, the Sneak can stick a knife in them if they haven't broke off pursuit to follow another player. If the targeted player is a villager, the Sneak gets caught will be hung for attempted murder instead. If the target is not on the village team, the target will die. The village will be notified if a Sneak stabs someone and the result of the stabbing. The Sneak can begin following a target by PMing me the name. A stabbing and a failed stabbing both count as a normal death.

Thief
Can roll a D20 for Luck to attempt to steal from another player at night. 20-15 is successful. 14-6 nothing happens. 5-1 the attempt fails, and the other player catches you in the act and is notified of your assigned role. If caught by an Acolyte, the thief is killed as a dark death. Can't steal from a player detained by the Inquisitor. +2 for rolls for Luck. A successful role for thievery means they can choose 1/2 the targets gold or one random item from their personal inventory (you are not told what that player has before making the choice).

Vampire Hunter (special)
Vampire Hunter and the Vampire only appear in the game together (if one is present, so is the other). Because the Vampire doubles as a Non-Violent solo AND an Acolyte, the Vampire Hunter is an extra player on the Village team. At night they can stalk a player. If they are not an Acolyte, they get back "Nothing happened." If they are an Acolyte but are not the Vampire, the Game Master roles a D20 (1-5 they are discovered and killed by the Acolyte team, 6-18 "Nothing Happens", 19-20 they are informed they found a non-Vampire Acolyte). If they successfully find the Vampire, they kill it and remove the Vampire threat from the game and earn a bounty of 20 gold. The vampire suffers a dark death when they die and can't be revived or made into a Wight. Begins the game with a Cross in their inventory, if the Vampire Hunter is killed they can secretly pass it on to another player before dying.

Warrior
Before dying, the Warrior digs deep into their formidable well of strength to keep fighting long enough to take one of their enemies with them when they go. The target of their rage must be sent to the Game Master via PM before death, but can be changed at any time. Can not be blocked.

ACOLYTES:

1. Necromancer
Can turn any player after a dark death into a wight, unless their body was destroyed. The wight has the dead players abilities, with the exception of holy magic. This is a Dark Magic ability.

2. Mind bender
Can use illusions to make one player appear like another, so that attacks are redirected. Choose one player to look like one other chosen player (in other words, who is protected and who attacks are redirected to). Selection must be made at night. This is a Magic ability. Can redirect up to two attacks per game (not on consecutive nights) OR one lynching. Poisonous Miasma negates the spell.

3. Warlock
At night
, can silence another player, not allowing them to speak or vote or use their Magic ability that night or during the following day. Non-magic abilities can still be used. This is a Dark Magic ability.

4. Summoner
Roll a D20 for Luck to summon a random spirit during the day phase. Can be used multiple times but has to be charged first: one full day phase must pass first as a charging time, then it can be used on the following day phase. 20 dark death to random non-Acolyte, 19-18 normal death to random non-Acolyte, 17-16 destroy random item held by a non-Acolyte, 15-14 silence a random non-acolyte, 13-5 no spirit answers, 4 silence random Acolyte, 3 destroy random item held by an Acolyte, 2 random Acolyte dies a normal death, 1 random Acolyte dies a dark death. This is a Magic ability.

5. Corrupter
Can target one player at night to attempt to corrupt their ability, causing it not to work that night or the following day. Can not corrupt the same player twice in a row. Roll a D20: 20-13 success 12-1 fail. Not a magic ability and not limited to working on Magic abilities.

6. Witch
Once per game, can place a poison in the shop disguised as one of the helpful potions, or place a hex on another item. A poisoned potion will not give the potions normal effects, and instead results in an instant normal death that requires an antidote be consumed if reviving. A hexed item makes the player unable to use any current items or acquire new items unless the curse is lifted. Hexed items can't be used, dropped, sold, traded, or otherwise gotten rid of while still cursed. The hex is a Magic ability, the poison is not. Can do one poison and one hex per game. To make a poison, combine two ingredients and roll a D20 to attempt to make an imitation of the potion. Refer to the Recipe Book for details.

7. Dark priest
Can cast Silence on another player during the night, preventing them from using any night-time Magic abilities they might have. Has a 1-night cooldown, so can't be used during consecutive nights. This is a Dark Magic ability.

8. Fanatic
Once per game, can persuade the town to witch-hunt the person with the second-highest number of votes instead. Request to activate it must be done via PM during the day, with at least 6 hours remaining in the day phase. Once activated it can not be deactivated. Can also choose instead to whip the town in a frenzy, so that the player with the most votes gets killed by burning instead of hanging, making a revive impossible. Not technically a Magic ability, but can still be Silenced and also can't be used if quieted by a Monk. If a Vampire gets burned instead of hanged, it negates their solo win condition.

9. Bone Collector
Can steal the bone from the corpse of a dead player. While in the Bone Collector's possession, the player that bone belongs to will not be able to revive even if they only died a normal death. Can only hold one player's bone at a time. Counts as Unholy-Magic. Selection is made by PM during the day.

SOLO ROLES:

Assassin
Can not be killed by Acolytes at night. Kills players at night for hire. Can only kill if a player posts a Wanted poster, and can only kill once per night. Any player can choose to publicly place a bounty on another player during the day, and a Wanted poster goes up asking for another player's death, and promising a reward. They may choose the amount of the reward to try to entice the assassin. If the assassin takes the job and does the dead, the promised reward secretly transfers to the unknown assassin. Players gold and inventory are private, but posting a reward for a hit can not exceed the amount of gold that player has available to pay. They can also promise an item for a reward instead. If no job offerings are posted two days in a row, they can start choosing 1 player a night to kill and takes up to 10 gold from the corpse if that player had any. Can only do a random killing if a job offer hasn't been posted for two consecutive day phases. Once one gets posted, if it offers 10 gold or more (or an item of that much value), they can only kill by accepting a posted offer.

Outlaw
Can not be killed by Acolytes at night. Takes gold and possessions of a player at night and attacks them. Roll a D20. 20 kills the targeted player and loots everything. 19-16 kills the player and loots either all gold or all items. 15-11 kills the player and loots half their gold and no items. 10-2 injures the player and takes 1/3 of their gold. 1 is a completely botched attempt, the targeted player is not injured and has seen your face (will know your role). If the outlaw tries to rob a paladin, they are overpowered and executed by the town the next day.

Puppet Master
Can not be killed by Acolytes at night. Can create dolls in the likenesses of villagers and use Magic to imbue them with those players essence. At night, can either create two new dolls, or toss all existing dolls into a fire. Any player connected to a doll destroyed this way is immediately immolated. Their body is destroyed and they can not revive. If their body is currently animated as a Wight, it gets destroyed. Creating new dolls counts as Magic, burning the dolls does not.

Doppelganger
Each night, they can target another player to kill the following night. They spend the day sapping that player's essence so that when they make their kill, they can mimic that player's role for one day, gaining their abilities and appearing as them on any checks. Counts as Unholy-Magic.

Dark Avatar (non-violent)
Is another Fallen God, though unlike her rival Kurthost, she is trapped in a mortal body in the living world, rather than another dimension. If she is killed, she is never released from her prison of flesh but instead born into a new one elsewhere in the world. In order to be released into the world, she must tap into the Life Force of six other living players. If less than six other players remain alive, she can't release unless enough players are revived. If the Dark Avatar remains alive once all the Acolytes are killed, she counts as town and wins along with the town. In order to Link into another player's Life Force, they must correctly guess that player's role. At night, the Dark Avatar can PM the Game Master a list of six living players and what they believe their roles to be. I will tell them how many they got right (but not which ones). If it's less than six, they'll have to wait until the next Night Phase to try again. If they get all six correct, the spell activates and drains the Life Force of those six players, and all remaining players lose, leaving the Dark Avatar as the sole winner. If a night action takes out one of the six named players before the Dark Avatar's turn in the turn order, the spell fails that night regardless of the accuracy of their guesses. Can't be negated by the Corrupter.

Vampire (non-violent)
One of the Acolyte players is secretly also a Vampire. May select another player to attack at night to Feed on. Feeding on a player heals the Vampire's injury if they currently have one, and also places a curse on their victim. That player is notified that they are cursed and that it must be removed during the next day phase or they will die and become a Wight. Not a magic ability. Also at night, they may select up to two other players on the Acolyte or Village team to Glamor (solo killer can not be glamored). Players will not know they were Glamored unless a witch hunt is attempted on the Vampire. Glamor is a Magic ability. Can only Glamor or Feed on any given night, can't do both. If the Vampire is selected to die by witch hunt, they turn into a swarm of bats instead and fly away. They no longer post in the living thread, vote, or have use of their regular Acolyte abilities and are removed from Acolyte chat. They are effectively "dead" in the game, but do not appear in the Dead thread. Instead they and every living player they had Glamored are made into a new Vampire Team and added to the Vampire Chat. This removes those players from their old teams, but Glamored Acolytes remain in the Acolyte chat. The Vampire can no longer Glamor anyone, but they can still bite one player a night to place the curse on them. Vampire Team win conditions: equal at least 50% of the players remaining alive and remove the solo killer.

Mimic (non-violent)
At night
, the Mimic infects a different player. They pick their host the first night, and the original mimic will appear as that player during any checks during the infection. The infected player votes the same way as the original mimic, whether they want to or not (unless they are the player that the original mimic is voting for, in which case their vote is just nullified instead). The next night, the infected player manages to eject the mimic but must pick another player for it to jump to. If the currently-infected player dies in a witch hunt, the game ends and the original mimic wins. If the infected player dies by some other means, the original mimic dies along with them. If the original mimic is killed, the currently-infected player dies also.
 
Last edited:
Antidote
Nullifies poison in the body when revived. Active item. 5 gold.

Black Powder Flask
Gives you an injury and adds +3 to your attack roll. Gone after one use. 7 gold.

Bloodfang Dagger
Add +1 to attack roll. It also adds another +1 attack for each day that you've had a hand in any player's death. Passive. 15 gold.

Crossbow
Add +2 to attack roll against enemies with Flying. Active item. Gone after one use. 5 gold.

Elixir of Compulsion
Drink during the night after saying a player's name. If you both survive to the end of the following day, their vote will secretly be made to match yours even if they don't know it. Active item. Gone after one use.15 gold.

Giants Potion
Allows you to momentarily grow in size. Each sip you take will upgrade the size of your next die roll. Die sizes are D4, D6, D8, D10, D12, and D20. There is enough in the bottle for five sips total. D20 is the max size, but taking the whole potion all at once can turn a D4 into a D20! Active item. 15 gold.

Healing salve
Removes an injury from self. Active item. Gone after one use.10 gold.

Holy relic
Destroys a Wight. Active item. Gone after one use. 10 gold.

Holy water
Removes curse. Active item. Gone after one use. 20 gold.

Invisibility potion
Protects you from one attack, ability, or witch hunt. Must PM to ask to drink it beforehand. Gone by the end of phase, regardless of whether it got put to use. Being invisible prevents you from voting in witch hunts or in Acolyte chat. Active item. 25 gold.

Lantern
Roll a D20 at night, 20-18 you see an attack coming (if there is one) and escape in time. Modified by Luck. Active item. 5 gold.

Loud Voice potion
Potion for double vote, or cancels silence. Not stack-able. Active item. 15 gold.

Love potion
Protects from one other player for a day and night phase. They can't vote to witch-hunt you, can't vote to kill you in acolyte chat, and can't use abilities on you. Can't use more than one love potion at a time. Active item. 5 gold.

Luck potion
Gives +1 to Luck rolls for one day and night phase. Stack-able. Active item. 5 gold.

Mirror shield
Is rare and expensive, allows a player to reflect a spell back on its caster. Works on lightning, silence, and curses. Archer arrows are deflected onto another living player at random (Game Master rolls a D20, if result is the Number of a living player, that player is struck instead). Can not be used by players with unholy magic. Passive item. 50 gold.

Null Ring
Protects from 1 magic effect. Passive. Gone after one use. 8 gold.

Obsidian shield
Immune from death or injure against enemies with Fire. Gone after one use. 5 gold.

Ouiji Board
Item can only be used at night. Allows the player to commune one time with a dead player. They tell me who they'd like to hear from, and I'll retrieve one message from that player for them from the dead thread. The Game Master rolls a D4 in the dead thread, if it's a 1 then they'll receive a message from a DIFFERENT dead player (if more than one are dead) pretending to be the one they wished to speak to, and they are not told what the result of their roll was. Can not speak to players that died a Dark Death. 15 gold.

Poisonous Miasma
Uncork the bottle and throw it in someone's bedroom window at night. Kills the targeted player as well as any players protecting them. Active item. 35 gold.

Poultice
Heals an injury from self or another player. Active item. 12 gold.

Rapier
A sword light enough to let you do a double strike. After your first attack roll, roll a D4 and add it to your first. Gone after one use. 10 gold.

Sacred Sword
Doubles the attack roll agaisnt an enemy with Dark. Gone after one use. 5 gold.

Soul stone
Gives your soul a place to hide, causing a dark death to become just a normal death. Doesn't work if body is destroyed by burning. Passive item. 15 gold.

Talisman
Protects from witch hunt (second highest vote dies instead). Passive item. One-time use. 20 gold.

Unholy Axe
May use to re-roll an attack role against an enemy with Holy. Gone after one use. 5 gold.


SPECIAL ITEMS
(Will not appear in shop unless found and sold)

Blood Scroll
Write another player's name on it in your blood. If that person is killed at night, you will know the identity of their killer (if it's the Acolyte team, you will know the name of the lowest-ranking Acolyte). You will show as using unholy-magic if checked. Passive (after name is written). Gone after one use. Unique. Sell to shop for 10 gold.

Broken Hourglass
If killed in the night, slows down time enough for you to live halfway through the following day phase. Passive. Unique. Sell to shop for 7 gold.

Cross
Unique item, only appears in the Vampire Hunters hands at the start of the game. Once per day, it can be used against another player by posting in the format "XXXX uses Cross on YYYY". If that player is a Vampire, they are revealed as such. Otherwise, nothing happens. Using the Cross exposes that person as being in possession of it. If the Vampire Hunter dies, they are allowed to secretly pass on the Cross to another player. Tradable. Can be sold to the shop for 2 gold.

Enchanted hourglass
This magic hourglass once belonged to a powerful sorcerer that could turn back time! However, by the end of his long life, there remained only three grains left of the Sands of Time. Each one of them will allow you to redo ANY die roll, even one made by another player which already happened (if it was in the same phase and it was the last die roll that was made). Unique. Can be sold to the shop for 5 gold for each remaining grain of sand.

Ghost Ink
Can write 1 message to a dead player. They can give one response (Game Master delivers it). Gone after one use. Sell to shop for 15 gold.

Magic Mask
Any checks on your role, team, or alignment come back as "unknown". Your role is also not revealed when you die. Passive. Sell to shop for 12 gold.

Oracle's Eye
Check if any two players are on the same team. Unique. Gone after one use. Sell in the shop for 12 gold.

Sacred Scroll
Negate's one unholy-magic effect. Passive. Gone after one use. Sell to shop for 10 gold.

Shield
A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Passive item. Sell to shop for 5 gold.

Soul Jar
Can be invoked at night by PM. Name one player and guess what their role is. If you are correct, their soul becomes trapped in the jar and they lose all of their abilities, becoming an ordinary villager (or ordinary Acolyte). If you guess wrong, you lose your own abilities for one day phase instead. The jar can only hold one soul at a time. Will not work on solos. Unique. Sell in the shop for 20 gold.

Spear
A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Active item. Sell to shop for 5 gold.

Whisper Candle
Let's you hear one private message sent during the night (chosen at random). Gone after one use. Sell to shop for 7 gold.

Potion ingredients:

Ashcap Mushroom

2 gold

Duskroot
2 gold

Moonfern
2 gold

Thornshade
2 gold

Wyrmblossom
2 gold


NOTE: Gold prices listed here are their shop prices. Players can demand whatever price they want when selling to another player. Some of these items are only available through questing, or by being made by specific roles. All players begin the game with 5 gold (with the exception of the Merchant) and get an income of 5 gold at the beginning of each Day phase starting on Day 2.

Unique items can appear a max of one time per game.
 
Last edited:
NIGHT PHASE TURN ORDER:
Silence spells (non-Warlock) and Corrupter ability activate (targeted players are notified if successful)
Channeler releases other player's spirit
Channeler channels a normal-dead player
Use active items
Player gets detained by Inquisitor
Alchemist makes a potion
Beggar's blessing fades (if moved)
Revive abilities are attempted
Mind-bender redirect
Other protection roles engage (Inquisitor and shield items already in effect)
Blacksmith Item Completed
Blacksmith Item Gifted
Blacksmith Item Selection
Thief attempts to steal
Clairvoyant check
Warlock / Monk Banish (Warlock's Silence on abilities delayed until this step)
Sneak stabs
Witch corrupts a shop item
Inquisitor kill (if not killed by the Sneak)
Orphan visit
Revived players return from the dead (cannot be targeted by Acolytes/solo in same night)
Solo killer attack
Poisonous miasma is used
Necromancer ability used
Acolytes kill
Beggar places blessing
Friar ability activates if not Corrupted
Dark Avatar/Vampire Hunter checks
Vampire ability used
Sell items to shop
Buy items from Bulletin Board
Buy items from shop
Wights night abilities are used
 
Last edited:
Crafting Difficulty by Tier

TierRoll to SucceedOn Failure (1–4)
Basic5–20Ingredient lost
Rare10–20Ingredient lost
Powerful15–20Potion backfires (GM-defined effect)




🧪 Finalized Potion Crafting List (With Difficulty Tiers)

Potion NameIngredientsEffectTier
Healing SalveDuskroot + MoonfernHeals 1 injury.Basic
Luck PotionDuskroot + Thornshade+1 to Luck rolls (stackable) for 1 day/night.Basic
Love PotionMoonfern + WyrmblossomTarget can't vote or use abilities on you for 1 day/night.Basic
Holy WaterMoonfern + ThornshadeRemoves a curse.Basic
AntidoteMoonfern + Ashcap MushroomPrevents poison from blocking revival.Basic
Loud Voice PotionThornshade + Ashcap MushroomGrants double vote or cancels Silence.Rare
Invisibility PotionDuskroot + WyrmblossomPrevents one attack/ability/vote; you can't vote that day.Rare
Giants PotionDuskroot + Ashcap Mushroom5-sip potion that upgrades die roll size with each sip.Rare
Black Powder FlaskThornshade + Ashcap MushroomAdds +3 to attack roll but injures the user.Rare
Elixir of CompulsionMoonfern + WyrmblossomTarget's vote secretly matches yours if you both survive a day.Powerful
Poisonous MiasmaWyrmblossom + Ashcap MushroomKills target and any protector. Use at night.Powerful

ChatGPT Image May 12, 2025, 09_20_48 PM.png



ChatGPT Image May 12, 2025, 09_35_29 PM.png

CA2E86D0-DCD0-4FD1-A439-5B1204D9AE49.png
 
Last edited:
QUESTS: During the day, a player may publicly announce to go on a quest to one of the questing areas. Once a quest is announced, they can not go back on it (but are still allowed to post in the living thread). When announcing a quest, publicly say which area you wish to quest in, and then the Game Master sends you a PM. Town is only notified if you come back whole, injured, or die, while the details of the quest are given privately via PM. If you fail a quest and come back injured, you are unable to vote in the witch hunt that day, yet are not absolved from being witch-hunted when you return at the end of the day phase.

Whenever die rolls are needed in PM, the Game Master has to do it for you in the dead forums because that feature isn't available in PMs.




Questing Areas

Swamp

Fire mountain

Dark forest

Cursed ruins

Sky tower

Lost temple

Wailing Valley

Labyrinth

Haunted Dungeons

Island of Mists

Necropolis

Sunken City​



east map.jpeg





west map.png
 
Back
Top Bottom