Summonin' Succotash
Full Script
2
Notes
Summonin' Succotash, this is a new Ace script!
My group were talking recently about the fact that we've not played with the Mezepheles or the Summoner in a long time (we used to be a smaller group and found that the Mezepheles gave evil a huge boost, and Summoner gave evil a huge defecit, when we were playing 7-9 player games. We've now got a bunch of new players so I'm bringing them back, baybeeeeee).
With that being said, allow me to introduce our Dramatis Personae.
For our terrified Townsfolk, we have the Chef, Investigator, and Librarian for our starting information roles. There is little to be said about these three, you know them and you love them. Next, we have continual night-time information roles - the Empath, Balloonist, and Village Idiot. All grant useful information, but beware the drunkenness caused by several of our devilish Demons, one of our oafish Outsiders, and our next Townsfolk, the Sailor. The Sailor and the Exorcist are the two Townfolk on this script that can cause there to be no deaths during the night - with the Sailor also potentially protecting themself during the day as well. Then, we have our friendly Storyteller-visitors, the Savant, Artist, and Fisherman. These three are liable to stop in for a chat with Ravenswood Bluff's most beloved Storyteller - and may gain some useful information to boot. And finally, we have the Cannibal and the Sage, who both crave different kinds of death, and can be major thorns in the side of the Demon.
Next up, the oafish Outsiders. The Lunatic believes themself to be the Demon - and if their kill doesn't go through, they must have been Exorcised or hit a Sailor! There's no other explanation, unless of course, they're not really the Demon! The Sweetheart is so beloved by the Town that, should they die, one player will drink themself into a stupor. The Barber changes players' styles as they draw their last breath. And, of course, the Mutant must hide their true, hideous face behind a mask!
We come next to our malodorous Minions, and first off the mark is the Mezepheles, tempting the pure of heart to join the side of evil. The Poisoner can spread misinformation about town, sowing the seeds of chaos. The newly-announced Wizard can do all manner of things - and, if they so desire, could ask for their wish while visiting the Stoyteller for a portrait, a plate of fish, or a discussion of their brand-new wheelchair! Last but certainly not least is the Summoner, who performs their ritual to conjure up one of the...
Devilish Demons! The Pukka spreads poison as they kill, but could wind up with no deaths if the player they pick gets executed. The No Dashii wraps its tendrils around its neighbours, poisoning two Townsfolk. The Imp (el classico) can jump about, rendering all of the good team's work in narrowing down the options moot. And last on our list is the Lleech, whose host must die for the town to thrive.
This script has had 0 playtesting at time of posting, and is, in fact, less than an hour old. That being said, it looks fun, and I hope you - and my group - enjoy it.
Storyteller Notes: Be aware that having the Barber and the Mezepheles in play at the same time can cause two extra evil players, if the Mezepheles turns a good player, the Barber dies, and the Demon swaps the Mezepheles with a living evil player. This is somewhat mitigated by the multiple sources of droison that could potentially hit a Barber (Sailor, Sweetheart, Poisoner, Pukka). That being said, be careful with this combination.
There's also the issue of a Summoner selecting a Sweetheart-drunk player to become a (permanently-drunk) Demon, but... well, that's rare enough and funny enough for me to have kept the interaction in.
A Lunatic can be told that they have been exorcised if you want to explain a night with no deaths. Also, a Lunatic who believes themself to be the Pukka or the Lleech makes a choice on night 1, and the Demon learns this.
Finally, don't forget the Summoner/Pukka Jinx - the Summoner wakes on Night 2 to choose if they want to make a Pukka. If they say yes, they make a Pukka and don't wake on Night 3, otherwise they wake on Night 3 as usual.
Characters
Total 25
Townsfolk
13
Chef
You start knowing how many pairs of evil players there are.
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Exorcist
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Outsider
4
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Sweetheart
When you die, 1 player is drunk from now on.
Barber
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Minion
4
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Demon
4
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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.