Fleeing Innocence
Full Script
2
Notes
The theme of this script is outsiders being chased by evil. With some mechanically focused ways for the Vizier to be engaged by the evil and good teams and for the Vizier player to be engaged with what is going on in the town. This script is using some advanced roles but should help groups newer to the Vizier to see it shine in multiple ways and have any experienced player who may have made an early judgement about the role think again. It also offers some great royalty themed role playing, especially between the King and Vizier roles.
While you have the traditional Damsel role, the combo of Saint and Vizier provides an interesting but dangerous game of cat and mouse to engage the Vizier despite being outed evil. It also gives the good team a reason to sell misinformation or bluffs to the Vizier about who the Saint is and possibly set up the Damsel to be executed instead.
For the other minions both the Fearmonger and Devil's Advocate need to coordinate with the Vizier to ensure victory for the evil team. Also opportunities to frame good players or to even bluff the Vizier as drunk. Fearmonger + Vizier is best saved for larger 3 minion games or for a more experienced group to the Vizier role.
Meanwhile the wider conflict between good and evil is centered around a King's court with roles to protect the King (or Choirboy) and verify anyone who falls in service to the good king. Undertaker pairs well to make a Vizier player think twice about executing players every day.
Good will learn information from daily execution with few âmust haveâ roles on the script. The town will be willing to step up to the block in a bid to verify their loyalty to the good team.
Evil has three poisoning demons and the possibility of Fang-Gu jumps to keep the good team guessing and the Outsiders unsure if they should be courting death from the demon or not. With the minions being more mechanically visible the Demon needs to play stealthily and let their minion(s) be in conflict with good.
With a solid amount of protection from the Fool and Pacifist in the town the Monk has an interesting choice to protect their King, the Undertaker or the Choirboy for game winning information. The Monk gets to shine in this script but needs to stay hidden.
The Pacifist is made more interesting as a role with a Vizier in play. It helps the ST balance the Vizier kills and they could confirm a good player, or be the set up for an evil team Devil's Advocate bluff.
The Savant is at risk of poisoning but don't have to worry about a Vortox so benefit as stronger information gatherer. Along with the Grandmother, the Choirboy and Pacifist (used liberally) make ideal townsfolk roles to reward the Huntsman if they find their Damsel.
Finally the Minstrel offers an opportunity to kill the Vizier (in a 2+ minion game) and provides a reason for the Vizier to protect their fellow minion(s) and fear the Minstrel's song.
Characters
Total 25
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
King
Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.
Undertaker
Each night*, you learn which character died by execution today.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Fool
The 1st time you die, you don't.
Pacifist
Executed good players might not die.
Choirboy
If the Demon kills the King, you learn which player is the Demon. [+the King]
Minstrel
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Outsider
4
Saint
If you die by execution, your team loses.
Sweetheart
When you die, 1 player is drunk from now on.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Minion
4
Vizier
All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Demon
4
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Pukka Night Flowchart