The Chambermaid Learned a Two
Notes
This script is built around the idea of that Night 1, the Chambermaid learns a two, and even if they don't, they will want to claim they did. The only ways of the Chambermaid learning a one on Night 1 is if they have found the Soldier, or the Damsel, or they are droisoned. On subsequent nights, as first night and once-per roles are used, the Chambermaid becomes much more powerful. There's also the additional bonus of the Chambermaid being twice as good as the Balloonist if killed Day 1/Night 2 as you've learned two players in the game rather than just one! Thanks to those on the Strings server and the Seattle meetup for play testing and providing feedback. Meredith and Natalie helped with script design and tweaks. Special thanks to StuporJeff for drawing the short straw of discovering why I really had to swap out Goon for Ogre as the Lleech/Goon interaction just sucks for the evil team. Apologies to every storyteller of this script for the long Night 1, so long that I had to edit the output of the script tool in order to fit the night order on one sheet of paper. (The change in v1.4 is adding the Spirit of Ivory to the JSON, which avoids the problem of Ogre and Philo-Ogre)