1. As the days lengthen and the snow melts away, the forest seems to come alive again with a new spring. The calls of birds, the buzzing of bees, and the rustling of the breeze through the trees fill the fresh, bright air. At night, under the watchful gaze of the moon, wolves, owls, and bats silently hunt their prey, surveilling each other all the while. Life and death exist in ordered balance.

    Deep underground, buried beneath roots and mycelium, something new is blooming. It carries with it into the moonlight an invasive, insidious need to destroy, and there are some that are more than willing to help it. As the flora and fauna feel the whistle of malice in the twisting wind, they must attempt to overcome the dark presence camouflaged amongst...

    The Winding Undergrowth
  2. THE WINDING UNDERGROWTH is a familiar puzzle of information with a fresh layer to solve: directionality. 11 of the script's 25 homebrew characters have abilities that depend on a direction decided not by themselves, but the Storyteller. As such, good players must figure out which direction their information is going in to get full use out of it, evil players must obscure which direction their abilities are harming the group in, and the potential of there being a Moonlight in-play makes it possible that every directional ability is intertwined.

    The more common mysteries, though, continue to remain present and important. Several forms of misinformation bring doubt into the good team's conclusions, characters on both sides have ways of increasing or decreasing how many deaths a night brings, and Outsiders have reasons to say hidden. However, with more complex mechanics like execution survival and madness not making an appearance, the original principles of Demon hunting remain intact.

    Beginner, at least as far as homebrews go. Recommended for players who want a complex but amicable puzzle.

    WHEN PLAYING THE WINDING UNDERGROWTH...

    Good players will be constantly hunting for information and then trying to decipher it once its found. Townsfolk and Outsiders alike have information attached to their abilities, with almost none being able to play passively or be content with an early death. Townsfolk information can be powerful, but often only reaches its full potential when the context around it is solved, directionality being a key example. Outsider information, on the other hand, is used to help clean up after the mess they've made. Their abilities mean that Outsiders often either aren't content to die until they wrap up their loose ends, or that they actively avoid execution.

    Evil players will be hiding, doing their best to blend in and sow the seeds of falsehoods wherever they can. Minions are quiet, even at their most destructive, meaning their anonymity lets them play as slyly and boldly as they wish. Their abilities encourage them to gain trust with good players, capitalize off of false information, and lead the votes of the good team astray. Demons are even quieter, and have the defensive capabilities to thwart the ever-present flow of information from the good team. While an exposed Demon type is far from a caught Demon here, selling the wrong Demon world can do wonders in getting the wrong people suspected.

  3. Corvid

    Each night, choose 2 players: you learn how many are or were the target of an evil ability tonight.


    “Come closer. If my eyes don't deceive me that's - there. Sap. And on your wing, too. Did you truly not notice? How strange.”

    The Corvid learns if players are the target of an evil ability.

    Evil abilities that the Corvid can detect include chosen kills (e.g. Imp, Po, & Assassin), chosen poisoning (e.g. Poisoner, Widow, & Lleech), chosen madness (Cerenovus & Harpy), and other targeted choices (e.g. Devil's Advocate, Witch & Fearmonger).

    The Corvid can also detect more passive evil abilities that still affect specific players. This includes Shabaloth regurgitation, Vigormortis poisoning, & a Zombuul who is alive but registers as dead due to their ability.

    The Corvid cannot detect certain types of evil abilities: 1) purely passive ones that affect many but target none (e.g. Leviathan announcement); 2) ones which happen purely during daytime (e.g. Boomdandy & Organ Grinder); 3) setup abilities (e.g. Outsiders added by the Baron).

    Evil abilities that malfunction or fail still register to the Corvid, such as the Monk blocking the Imp's kill or the drunk Godfather failing to kill the Goon.

    The Corvid can pick anyone on each night. They can be alive, dead, or even themselves.

    Examples

    The Widow has poisoned the Shugenja. On night one, the Corvid chooses themselves and Bailey the Widow and learns a 'no'. On night two, the Corvid chooses Bailey and Ciara the Shugenja and learns a 'yes'.

    The Imp tries to kill the Pixie, but the Monk protects them: the Corvid chooses Jim the Pixie and Chelsea the Imp and learns a 'yes'. The next night, after the Psychopath publicly kills Jim, the Corvid chooses Jim and Chelsea and learns a 'no'.

    How to Run

    Each night, wake the Corvid. The Corvid points at any two players. If either chosen player was the target of an evil ability tonight, nod your head yes. Otherwise, shake your head no. Put the Corvid to sleep.

    What the Corvid can or cannot see can get complicated, especially with experimental characters. For the purposes of The Winding Undergrowth, evil abilities are straightforward enough that you can follow this rule of thumb: if the Corvid's choices include a player with an evil player's reminder token on them, they learn a yes, and learn a no otherwise (the only exception to this is an Opiu'm character swap, which does not have a token but the Corvid still detects).

    Townsfolk

  4. Queen Bee

    Each night, you learn how many evil players are alive neighbors to alive Worker Bees. [+1 Worker Bee]


    “Can't you sense it? There's a foul smell about here. You haven't let anyone unsavory get too close, have you?”

    The Queen Bee knows how many evils are next to her Worker Bees.

    The Queen Bee changes setup so that at least one Worker Bee is in-play, though there may be up to three (see: Worker Bee).

    Each night, the amount of evil players who are alive neighbors to living Worker Bees are tallied, and the Queen Bee learns this total (similar to an Empath).

    The Queen Bee does not know who her Worker Bees are, or how many there are.

    Examples

    The Queen Bee has one Worker Bee who starts neighboring two evil players. The Queen Bee learns a '2' on night one, learns a '1' on night two after one of the evil players is executed, and learns a '0' after the Worker Bee dies the next night.

    The Queen has two Worker Bees, who are two seats apart with one evil player sitting between them. The Queen Bee learns a '1' on night one, as only one evil player is an alive neighbor to alive Worker Bees. After one of the Worker Bees gets executed, the Queen Bee still learns a '1' that night.

    How to Run

    Each night, wake the Queen Bee. Show them fingers (0, 1, 2 ...) equaling the number of evil players who are alive neighbors to alive Worker Bees. Put the Queen Bee to sleep.

    Townsfolk

  5. Flittermouse

    Each night, choose a player: if they die before dusk, learn the character of 1 of their evil neighbors the next night.


    “There was the sound of broken branches, then a crash, followed by a scream. And underneath their breath, I could hear them laugh.”

    The Flittermouse learns an evil character and where to look for them if they can guess an upcoming death.

    The Flittermouse guesses who will die soon each night. If the chosen player dies before their next pick, their guess has paid off.

    If the Flittermouse's guess has paid off, they learn the character of an evil neighbor of their successfully guessed player right before they choose again.

    The Flittermouse does not learn who is that evil character, and they do not learn if that character is the recently deceased player's clockwise or anti-clockwise evil neighbor.

    "Evil neighbor" means the closest player in a direction who is evil. They do not have to be the direct neighbor of the recently deceased player, and their life or death status does not matter either.

    Examples

    The Flittermouse chooses Yolanda the Spy, who gets executed the next day. That night, the Flittermouse is shown the Scarlet Woman token, who sits three seats clockwise from the Spy. The other evil player is the Imp, who sits one seat anti-clockwise from the Spy.

    The Flittermouse chooses Matthias the Tea Lady, who is killed by the Demon later that night. The following night, they are correctly shown the Mastermind token before choosing Frederick the Sailor. The next day, the Sailor is executed but does not die, meaning the Flittermouse learns nothing tonight and picks again.

    How to Run

    Each night, wake the Flittermouse. The Flittermouse points to any player: mark that player with the WATCH reminder token. Put the Flittermouse to sleep.

    If the player with the WATCH reminder token dies, the next time the Flittermouse wakes, choose one of the evil neighbors of the dead player and show the Flittermouse their character token. This happens before the Flittermouse's next choice.

    Townsfolk

  6. Devil's Thorn

    Each night, learn a character type 1 step further in a fixed direction from a specific evil player (skipping Travellers).


    “Something slinked by me in the night, and I felt my bur get caught in its side. There was an overpowering sense of dread, the hum of malevolence radiating from its core - until the wind dislodged me, that is, and now part of me is latched onto someone new.”

    The Devil's Thorn moves from person to person away from an evil player, learning their character types as they go.

    On the first night, the Storyteller chooses an evil player and a direction for the Devil's Thorn's ability, neither of which the Devil's Thorn learns.

    Each night, the Devil's Thorn learns the character type of the next player in that direction, starting from the evil player's neighbor.

    The Devil's Thorn's ability only skips over Travelers and no one else, regardless of things like life or death status.

    Examples

    The Demon, an Outsider, a Townsfolk, and a Minion sit adjacent in clockwise order. The Storyteller, who has decided for the Devil's Thorn's ability to move clockwise from the Demon, tells the Devil's Thorn Outsider on night one, Townsfolk on night two, & Minion on night three.

    The Innkeeper, Grandmother, Pukka, and Assassin sit adjacent in clockwise order. The Devil's Thorn learns Demon on night one, Townsfolk on night two, and Townsfolk on night three, because their ability is moving anti-clockwise from the Minion.

    How to Run

    During the first night, decide on an evil player and a direction. Mark the evil player's neighbor in that direction with the BUR reminder token.

    Each night, wake the Devil's Thorn. Show the Devil's Thorn the character type of the player currently with the BUR reminder token. Put the Devil's Thorn to sleep, and then move the BUR reminder token by one player in the given direction.

    Usually, the most powerful thing a Devil's Thorn can learn is Outsider. Keep this in mind both as the Devil's Thorn and while Storytelling it.

    Townsfolk

  7. Ginseng

    Each night, you may choose a player (not yourself): they are safe from all others tonight. A chosen evil player learns who you are.


    “You look unwell: here, drink. We must purge any and all toxins from your system. Just make sure you don't tell anyone what I've done for you, yes?”

    The Ginseng protects other players from all external afflictions, but is found out if they help a foe.

    A player the Ginseng chooses is completely safe from all other abilities for that night. This includes death, drunkenness, poisoning, and other more specific harming effects (e.g. Vortox making information false, or the Harpy's madness).

    The Ginseng makes a player safe from good and evil abilities alike, but cannot make a player safe from their own ability.

    The Ginseng can choose anyone besides themselves, and can also choose to not choose anyone.

    If the Ginseng chooses an evil player, the evil player learns who the Ginseng is. The evil player is still safe from other abilities for the night.

    Examples

    The Ginseng chooses the Empath. Later that night, the Poisoner chooses to poison the Empath and the Imp chooses to kill the Empath. That night, the Empath learns sober and healthy info and survives.

    After the Baron is executed, the Ginseng chooses the Drunk who thinks they're the Undertaker. That night, the drunk Undertaker learns 'Mayor', because the Ginseng cannot protect the Drunk from their own ability.

    The Ginseng chooses the Flowergirl. Later that night, the Dreamer decides to check the Flowergirl. The Flowergirl and Dreamer both learn sober and healthy info that night, because the Dreamer learning info on the Flowergirl does not harm them, and therefore does not interact with the Ginseng's ability.

    How to Run

    Each night, wake the Ginseng. The Ginseng either points at any player except themself or shakes their head no.

    If they shake their head no, nothing happens: put the Ginseng to sleep. If they point to another player, mark the chosen player with the SAFE reminder token, then put the Ginseng to sleep.

    If the Ginseng chose an evil player, wake them next. Show them the THIS CHARACTER SELECTED YOU info token and the Ginseng token, then point at the Ginseng player. Put the evil player to sleep.

    A player with the SAFE reminder token is safe from all other abilities that night. They cannot be killed, made drunk, made poisoned, or be negatively affected in any way.

    Townsfolk

  8. Raccoon

    Each night, choose a player: you learn their alignment. Unless your choice is closer to you in 1 fixed direction, you are drunk tonight.


    “That scent is one of no ordinary creature, but one mutated by malice and treachery! Or, perhaps I'm just smelling those droppings.”

    The Raccoon can learn a player's alignment, but only if they're on the correct side of the circle.

    On the first night, the Storyteller picks a direction, which the Raccoon does not learn. This direction never changes.

    If the Raccoon chooses a player closer to them in the given direction, their info on that player's alignment is sober. If the chosen player is closer to the Raccoon in the other direction, or equidistant, the info is drunk.

    There are no limitations on who the Raccoon can choose each night. However, a Raccoon who picks themselves or a player directly opposite them (only in games with an even number of players) will always learn drunk info.

    Examples

    In a seven player game, the Storyteller has chosen for the Raccoon's sober direction to be clockwise. On night one, the Raccoon chooses Ulricha the Cerenovus sitting three spaces clockwise of them and learns that she is evil. On night two, the Raccoon chooses Jonah the Fang Gu one space anti-clockwise and learns that he is good. On night three, the Raccoon chooses Gerald the Artist sitting two spaces anti-clockwise and learns that he is good.

    In a ten player game, the Raccoon chooses the player sitting directly opposite them, 5 spaces away, and learns drunk info regardless of the Raccoon's direction. The next night, the Raccoon chooses themselves and learns evil, because the choice has made them drunk again.

    How to Run

    During the first night, pick a direction for the Raccoon's info to be sober in. This can't change.

    Each night, wake the Raccoon. The Raccoon points to a player. If that player is closer to the Raccoon in the chosen direction, give sober info on that player's alignment (thumbs up for good, thumbs down for evil). If they are closer in the other direction, or equidistant, give drunk info on their alignment. Put the Raccoon to sleep.

    Townsfolk

  9. Mantis

    Each night*, you may choose 2 alive players: if both are good, 1 dies.


    “I trust you. I love you. Let me show you just how much.”

    The Mantis can test if two players are good at the cost of one of their lives.

    The Mantis may choose to not use their ability on any night, and does not wake on the first night.

    If the Mantis' choices include at least one evil player, nothing happens. If both are good, the Storyteller chooses one to kill.

    The only restriction on choices is that they must be alive. As such, the Mantis may choose themselves, and may die to their own ability.

    Examples

    The Mantis chooses the Flowergirl and the Mutant. The Mutant dies.

    The Mantis chooses the Chambermaid and the Mastermind. Neither die.

    The poisoned Mantis chooses the Slayer and the Saint: neither die. On the next night, the now healthy Mantis chooses the Chef and the Spy: the Chef dies, since the Spy is registering as good.

    How to Run

    Each night except the first, wake the Mantis. They either shake their head no or point to two alive players.

    If the Mantis shook their head no, nothing happens. Put the Mantis to sleep.

    If the Mantis pointed to two alive players who are both good, choose one to mark with the DEAD reminder token: they die. If at least one chosen player is evil, nothing happens. Put the Mantis to sleep.

    Townsfolk

  10. Horned Owl

    Each night*, learn whether today's executee & their nominator are the same alignment.


    “Let me be the judge of this so-called 'justice'.”

    The Horned Owl detects if each execution involved people of the same alignment.

    If no execution happened today, the Horned Owl learns nothing tonight.

    If an execution happened today, the Horned Owl learns if the executed player & their nominator are of same or different alignments.

    The Horned Owl does not learn about other nominations that happened that day, or anything regarding the day's votes.

    If the executed player survives, the Horned Owl still learns info about them. If a player died via a method other than execution in the day, the Horned Owl does not learn info about them.

    Examples

    A player nominates themselves and is executed. That night, the Horned Owl learns a 'yes', for obvious reasons.

    The Zombuul nominates the Moonchild, the Grandmother nominates the Assassin, and the Tea Lady nominates the Fool. The Fool is executed, does not die, and the Horned Owl learns a 'yes' that night.

    The Horned Owl is nominated and executed. They learn nothing tonight, because they are dead.

    How to Run

    If a player is executed, mark the executed player and their nominator each with the JUDGE reminder token.

    Each night except the first, if any player was executed today, wake the Horned Owl. Nod your head yes (to indicate the two players marked as JUDGE have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Horned Owl to sleep.

    Townsfolk

  11. Worker Bee

    Once per game, at night, choose 3 players: you learn a character type none are. [+0 to +1 Worker Bees]


    “You pick up patterns after living in a routine for long enough, and I'd say I've noticed a pattern or two. Or three.”

    The Worker Bees can each learn a character type three players aren't.

    A Worker Bee can alter setup to add an additional Worker Bee, though there may also be a third with a Queen Bee (see: Queen Bee).

    Once per game, a Worker Bee can choose three players and learn a singular character type none of those players are.

    A Worker Bee can choose alive or dead players, or include themselves.

    Examples

    A Worker Bee chooses Quentin the alive Godfather, Toshiko the alive Lunatic, & Max the dead Tinker: they learn 'Demon', because none are the Demon.

    A Worker Bee chooses Abigail the Imp, Oscar the Spy, & Medha the Drunk: they learn 'Minion', since Oscar is registering as a Townsfolk. Meanwhile, a second Worker Bee chooses the same three players and learns 'Townsfolk', as the Spy is now registering as a Minion.

    How to Run

    Each night, wake any Worker Bee. They either shake their head no or point to three players. Repeat until all Worker Bees have acted.

    If a Worker Bee shook their head no, nothing happens. Put that Worker Bee to sleep.

    If a Worker Bee chooses three players, pick a character type none of those three are and show it to that Worker Bee. Then, mark that Worker Bee with the No Ability reminder token, put them to sleep, and stop waking them from then on.

    Townsfolk

  12. Sequoia

    Once per game, at night*, choose 2 dead players: learn every alive evil character from the 1st to the 2nd in a direction.


    “Feel the breeze from up high, twisting and quickening as if puppeteered. Feel the earth from below, shifting and anchoring in nurturing soil. You will need both to achieve clarity.”

    The Sequoia can learn alive evil characters by anchoring themself in the dead.

    The Sequoia cannot use their ability until at least two players are dead. It can then be used once per game.

    Once the Sequoia chooses two dead players, the Storyteller picks a direction and looks at all the characters from the first player to the second in that direction: they show the Sequoia every alive evil one.

    If the Sequoia learns multiple characters, they learn them in the order that they appear in the direction.

    The Sequoia does not learn good characters, dead evil characters, or evil characters outside of the given range.

    Examples

    Alice the dead Empath, the Imp, the Poisoner, and Yusuf the dead Butler sit adjacent in clockwise order. The Sequoia chooses Alice, then Yusuf, and since the Storyteller has decided for the ability to move clockwise, the Sequoia learns 'Imp' and 'Poisoner'.

    On night two, the Witch is dead and the Summoner is alive. The Sequoia picks the Summoner's clockwise neighbor and anti-clockwise neighbor, who are both dead. The Sequoia learns nothing, as the Storyteller has decided their ability has moved clockwise.

    The Zombuul who has "died" once is the only remaining evil player. The Sequoia learns nothing tonight no matter what they pick.

    How to Run

    Unless less than two players are dead, wake the Sequoia each night. The Sequoia either shakes their head no or points to two dead players.

    If the Sequoia shook their head no, nothing happens. Put the Sequoia to sleep.

    If the Sequoia chose two dead players, pick a direction, then show the Sequoia the character token of every alive evil character sitting between the first and second chosen player in the direction you picked (in order from first to second). Then, mark the Sequoia with the No Ability reminder token, put them to sleep, and stop waking them from then on.

    Townsfolk

  13. Volk

    On your 1st night, choose a direction: you learn a character closer to you in that direction. When they die, learn this tonight.


    “Ветры меняются почти так же быстро, как умирают эти существа.”

    The Volk has the scent of an in-play character.

    On their first night, the Volk picks a direction, clockwise or anti-clockwise. The Storyteller shows them a character closer to the Volk in the chosen direction than the other. They only learn the character, not the player.

    If the character the Volk learned dies, the Volk is told that they are dead on the next possible night.

    The character the Volk learns can be good, evil, alive, or dead, or of any character type. The only requirements are that it must be in-play and in the direction the Volk picked.

    A character directly opposite the Volk cannot be learned by them, as they are equidistant in either direction. Similarly, the Volk cannot learn themself.

    Examples

    In a seven person game, the Volk chooses clockwise on the first night. The Storyteller shows them Courtier, who sits three seats clockwise from the Volk. On the second night, when the Demon kills the Courtier, the Volk learns that the Courtier is now dead.

    The drunk Volk picks a direction and learns Cerenovus. The Cerenovus is not in-play. Two nights later, the drunk Volk learns the Cerenovus has died.

    How to Run

    During their first night, wake the Volk. The Volk points in a direction. Pick a character closer to the Volk in that direction, mark that character with the KNOW reminder token, and show the Volk their character token. Put the Volk to sleep.

    If the player marked as KNOW died today or tonight, wake the Volk. Show them that the character they learned is now dead. Put the Volk to sleep.

    Townsfolk

  14. Vulture

    If both of your neighbors are dead, you know their characters (skipping Travellers).


    “Dinnertime.”

    The Vulture can confirm the identities of their neighbors, but only once they both die.

    The Vulture learns nothing until both of their neighbors are dead.

    Once both neighbors are dead, the Vulture is woken that night to learn each neighbor's character. The Vulture knows this info at all times, meaning they are updated if it changes.

    The Vulture's ability is completely unaffected by the method in which their neighbors die.

    If a Vulture's neighbor is resurrected after both were dead, the Vulture's ability deactivates. If that player then dies again, it reactivates.

    Examples

    The Vulture's neighbors are Eliza the Librarian and the Nellie the Imp. After the Librarian is executed and dies, the Imp chooses to kill themselves so that a new Minion becomes the Imp. That night, the Vulture learns that Eliza is the Librarian and Nellie is the Imp.

    The Vulture's neighbors, the Tinker and the Fortune Teller, are dead: the Vulture has learned this. That night, the Professor resurrects the Fortune Teller, who is both turned into the Barber by the Pit-Hag and killed by the Demon on the next night. That night, the Vulture learns which neighbor is the Tinker and that the other is the Barber.

    The poisoned Vulture learned incorrect info on their neighbors last night. Tonight, now that the Vulture is sober, they learn a new, correct set of characters for their neighbors.

    How to Run

    If both of the Vulture's neighbors are dead, mark the Vulture with the DINNER reminder token. Remove this token if either revives.

    If the Vulture has the DINNER, they know the characters of their neighbors. If they do not, wake the Vulture tonight, point to each neighbor, and show their respective character tokens. Put the Vulture to sleep.

    Townsfolk

  15. Moonlight

    Each time the Storyteller picks a direction, it must be the same one, even if you die. On the final night, learn which direction.


    “There are a thousand spinning threads which lead to a thousand falling leaves which lead to a thousand glassy eyes. Within the fragile reflection of the moon, if you can bear to look, everything points to the same answer.”

    The Moonlight imposes a pattern in the uncertainty of other, direction-based abilities.

    If the Moonlight is in-play, the Storyteller picks a direction on their first night (clockwise or anti-clockwise): every ability that requires a Storyteller-chosen direction must now be in that direction.

    This ability is active even during the preparation for the first night, affecting abilities that are set up before anyone wakes (e.g. deciding which of the Demon's neighbors is the Marionette).

    While the Moonlight is drunk or poisoned, the Storyteller can choose either direction for other abilities (unless they are fixed i.e. forbidden from changing mid-game).

    Once the Moonlight dies, the Storyteller can choose either direction (unless they are fixed).

    If the Moonlight is alive on the game's final night, they learn which direction they have been standardizing.

    Examples

    The Storyteller decides for the Moonlight's direction to be clockwise. The Devil's Thorn learns character types clockwise from the Demon each night, the Honeysuckle's clockwise alive good neighbor becomes drunk, and the Ambersap's closest clockwise Outsider starts registering as evil.

    The Storyteller decides for the Moonlight's direction to be anti-clockwise. The Raccoon who checks players that are closer to them clockwise receives drunk info. Then, the Moonlight dies. The Raccoon continues to get drunk info on players closer to them clockwise, because their ability's direction is fixed, but the Sequoia uses their ability and learns their info clockwise.

    Since the Moonlight's direction is clockwise, the Corpsefly poisons a dead player's clockwise Townsfolk neighbor, which is the Moonlight. On the next night, the Corpsefly poisons their target's anti-clockwise Townsfolk neighbor, since the Moonlight is poisoned. The next night, the Corpsefly poisons their target's clockwise Townsfolk neighbor again, because the Moonlight is no longer poisoned.

    How to Run

    On their first night, pick a direction for Moonlight to enforce: mark the Moonlight with the CW or A-CW reminder token for clockwise or anti-clockwise. Players whose abilities are affected by the Moonlight might also have a reminder token placed on them. Whenever an ability requires a Storyteller-chosen direction, it now must happen in that direction.

    If the Moonlight is alive on the game's final night, wake them. Point in the direction decided for their ability on the first night. Put the Moonlight to sleep.

    When running Moonlight, think carefully about choosing a direction by looking at the in-play abilities it will affect! Once you decide, you won't be able to change your mind later.

    There are currently no official Clocktower characters that Moonlight interacts well with, so please only run Moonlight with homebrew characters that do. On this script, the 10 characters that Moonlight affects are: Devil's Thorn, Flittermouse, Raccoon, Sequoia, Honeysuckle, Wapiti, Corpsefly, Ambersap, Opiu'm, and Rootstalk.

    Townsfolk

  16. Wapiti

    You start knowing how many steps the evil Townsfolk is in a direction from the Demon. [1 Townsfolk is evil]


    “It had always been lurking just beyond my vision, but I feel it elsewhere now: this spirit has found itself a host it can corrupt. Send me to its realm, and I will end this myself.”

    The Wapiti has brought in an evil presence, but might be able to track it.

    At the start of the game, if the Wapiti is in-play, one Townsfolk is made evil and learns this. The Wapiti does not know which Townsfolk they have turned evil.

    If the Wapiti dies at night, they are woken to learn the number of steps between the Demon and the evil Townsfolk in a direction.

    If there are multiple Demons, the Storyteller chooses which one to include in the Wapiti's info. If there are multiple evil Townsfolk, the Wapiti learns info about the one they added.

    If the Wapiti dies during the day, they learn nothing. It does not matter which character killed the Wapiti at night.

    Examples

    As the Wapiti is in-play, the Chef sitting two seats clockwise of the Imp is evil. At night, the Imp kills the Wapiti, and the Wapiti learns a '2'.

    The Wapiti has turned the Mayor evil. The Wapiti is executed, dies, and learns nothing.

    In a seven player game, the evil Assassin sits clockwise adjacent to the Zombuul. The Assassin kills the Wapiti & the Wapiti learns a '6', since the Storyteller has decided their info is anti-clockwise.

    How to Run

    On the first night, choose a Townsfolk to become evil and mark them with the EVIL reminder token. Wake the evil Townsfolk. Show them the YOU ARE info token, then give a thumbs down to show them they are evil. Put the evil Townsfolk to sleep.

    If the Wapiti dies at night, pick a direction to count the spaces from the Demon to the evil Townsfolk, then show the Wapiti the hand signal (0, 1, 2 ...) for this number.

    Outsider

  17. Honey Badger

    Townsfolk who vote for you are drunk until dawn, even if you die.


    “Rot in hell, jackasses.”

    The Honey Badger punishes those who vote for them.

    Whenever a Townsfolk votes for the Honey Badger, they immediately become drunk. The drunkenness does not go away until the end of the following day.

    If the Honey Badger is executed, the Townsfolk that voted for them are still drunk until tomorrow dusk.

    The same Townsfolk can be drunk multiple times if they voted for the Honey Badger multiple times. Evil and dead Townsfolk are not immune.

    Outsiders, Minions, and Demons are unaffected by the Honey Badger. It is only Townsfolk.

    The player who nominated the Honey Badger does not become drunk until they vote for them.

    Examples

    The Undertaker nominates the Honey Badger, the Empath votes for the Honey Badger, and the Honey Badger is executed and dies. That night, the Undertaker correctly learns that the Honey Badger was executed, while the Empath receives drunk info.

    The Slayer and the Alsaahir vote for the Honey Badger. Later in the day, the Slayer publicly shoots the Demon, and the Alsaahir correctly guesses the evil team. The game continues, because both are currently drunk.

    The dead Banshee, evil Oracle, and Zealot all vote for the Honey Badger. The Banshee tries to nominate afterwards but fails, because they are drunk. The evil Oracle gets drunk info that night. The Zealot remains sober.

    How to Run

    When the Honey Badger is nominated, ready your DRUNK reminder tokens. Any Townsfolk who votes for them is marked with a token: they are drunk until dawn.

    At the start of each day, remove all of the Honey Badger's reminder tokens, but do not remove these reminder tokens when the Honey Badger dies.

    Outsider

  18. Honeysuckle

    1 of your alive Townsfolk neighbors is drunk. If you guess (once) who it is, you learn this & become drunk.


    “Oh my, you really are distracted! No, no, I don't smell anything ... oh. Is it ... is it me?”

    The Honeysuckle searches for who they've made drunk.

    At the start of the game, one of the Honeysuckle's Townsfolk neighbors is made drunk.

    The Honeysuckle always makes an alive Townsfolk drunk, meaning that if the original drunk Townsfolk dies, it moves to a new alive Townsfolk neighbor.

    "Townsfolk neighbors" mean the closest Townsfolk in either direction from the player, which are not necessarily the Honeysuckle's direct neighbors.

    The Honeysuckle can guess once to the Storyteller which player they are making drunk. They privately learn whether or not they are correct, and a correct guess makes the Honeysuckle drunk instead of the Townsfolk.

    When the Honeysuckle dies, the drunkenness disappears (unlike the Puzzlemaster, which this role is otherwise similar to). However, a dead Honeysuckle cannot make a guess.

    Examples

    The Honeysuckle sits between Ilya the Investigator and Gianna the drunk Empath. After learning the Empath got incorrect info, the Honeysuckle guesses to the Storyteller that Gianna is who they've made drunk, and is privately told they are correct. From then on, Gianna gets sober Empath info, and the Honeysuckle vouches that Gianna is a Townsfolk.

    The Honeysuckle sits between Henry the Vigormortis and Philip the Oracle. The Honeysuckle guesses to the Storyteller that they are making Henry drunk, and is privately told nothing. The Honeysuckle guesses again that they have been making Philip drunk, and is reminded by the Storyteller that the Honeysuckle only has one guess. Jesse the Town Crier, sitting on the other side of Harry the Vigormortis, remains drunk.

    The Honeysuckle sits between Marcus the drunk Grandmother and Melanie the Gossip. The Po kills Marcus, so Marcus' other neighbor, the Innkeeper, becomes drunk instead of Marcus. When the Innkeeper is executed and dies the next day, Melanie becomes drunk. That night, the Honeysuckle dies, and Melanie becomes sober.

    How to Run

    On the first night, choose a direction and mark the Honeysuckle's Townsfolk neighbor in that direction with the DRUNK reminder token. This player is drunk.

    The Honeysuckle can guess once to you which player they are making drunk. If their guess is correct, privately tell the Honeysuckle that they were correct, then move the DRUNK reminder token from the Townsfolk to the Honeysuckle. If their guess is incorrect, privately tell the Honeysuckle they were incorrect (or say nothing), and then mark the Honeysuckle with the GUESS USED reminder token, while the Townsfolk remains drunk.

    If the drunk Townsfolk dies, move the DRUNK reminder token to a different alive Townsfolk neighbor of the Honeysuckle. They are now drunk. It can continue moving for as long as the Honeysuckle is active and at least one Townsfolk is alive. The Honeysuckle's guess is only correct if they guess the player they are currently making drunk, not a player who was previously made drunk and then died.

    Outsider

  19. Nightshade

    A good player might die at any time, even if you die. Once per game, privately ask the Storyteller if it has happened yet.


    “The berries look sweet, but I promise they'd be the last you ever eat.”

    The Nightshade can narrow down when they caused a death.

    If the Nightshade is in-play, even if they are dead, the Storyteller can choose once per game for a player to die to this ability. The death could happen at any time, or might not happen at all.

    The player killed by the Nightshade does not learn the Nightshade's ability killed them. Likewise, the Nightshade does not learn when their ability activates.

    While alive, the Nightshade can privately ask the Storyteller once if their ability has activated yet. The Storyteller answers them privately. This can only happen once, and cannot happen once the Nightshade dies.

    Examples

    The Monk blocks the Imp's kill, and the Storyteller decides for the Nightshade to kill the Butler tonight. In the morning, the alive Nightshade asks the Storyteller if their ability has happened and is told 'Yes'.

    The Shabaloth kills two players tonight. The living Nightshade asks the Storyteller if their ability was used the next morning, and is told 'No'. Later in the day, the Nightshade dies due to their own ability.

    How to Run

    At any point in the game, you may choose that one good player dies to the Nightshade, even if the Nightshade is already dead. When this happens, mark that player with the DEAD reminder token.

    Once per game, at any point during the day, the Nightshade might approach the Storyteller and privately ask if they have caused a death yet. The Storyteller answers them with a 'Yes' or 'No', then marks the Nightshade with the ASK USED reminder token: the Nightshade cannot ask this again.

    Outsider

  20. Fox

    Each night*, you may choose a player & guess their character. If correct, they die. If incorrect, you die.


    “No hard feelings, right, friend? How could you expect me to land a killing blow without getting close to your heart?”

    The Fox can kill players it knows, but might kill itself instead.

    At night*, the Fox can choose a player and guess which character they are. The targeted player dies if the guess is correct, but the Fox dies if the guess is incorrect.

    The Storyteller does not tell the Fox if their guess was correct or not.

    The Fox can choose to abstain from guessing on any night.

    Examples

    Tonight, the Fox chooses to guess no one. The Fox also abstains on the next night, but on the following night chooses Vera the Slayer and guesses Slayer: Vera dies.

    Tonight, the Fox chooses Alan the Gossip and guesses Gossip: Alan dies. On the next night, the Fox chooses Bernie the Moonchild and guesses Minstrel: the Fox dies.

    How to Run

    Each night except the first, wake the Fox. They either shake their head no or choose a player. If they choose a player, they then point to a character to guess. Put the Fox to sleep. If the Fox's guess was correct, mark the guessed player with the DEAD reminder token. If it was incorrect, mark the Fox with the DEAD reminder token. The player who is marked as dead, dies.

    Minion

  21. Cicada

    If 5 or more players live & evil loses today, evil wins at tomorrow dusk instead. 1 of your alive neighbors & no one else dies tonight.


    Minion

  22. Wildfire

    If all living good players vote on a nomination (excluding the nominee), evil wins.


    “Let their emotions run hot, and the emerging spark is all you need to kindle an inferno. ”

    The Wildfire can burn the game down if good's votes get led astray.

    If a good player has been nominated, and every other alive good player votes for them, the Wildfire's ability activates, and the game ends in evil's victory.

    The Wildfire's ability does not activate on dead votes, or if the nominee is evil.

    Examples

    With five people alive, the Wildfire nominates the Butler. The Wildfire, Undertaker, and Chef vote. The Butler and Imp do not vote. Since, excluding the nominee, every alive good player has voted, the game ends and evil wins.

    The Baron is nominated and every player votes in a unanimous decision. Every alive good player has voted, but since the nominee is evil, the game continues.

    The Drunk is nominated, and every alive player votes except for the Ravenkeeper. The game continues.

    How to Run

    Each time a good player is nominated, pay attention to the votes. If every alive good player other than the nominee votes, immediately announce that the game is over and that evil has won.

    Minion

  23. Ambersap

    You start knowing an Outsider character closer to you in 1 direction: they might register as evil & as a Minion or Demon. [+1 Outsider]


    “You poor sap. How does it feel? Realizing this was the plan from the beginning, I mean.”

    The Ambersap creates the perfect scapegoat.

    At the start of the game, one of the Ambersap's Outsider neighbors is picked by the Storyteller: they might register as evil, and as a Minion or Demon (like a Recluse), for the duration of the Ambersap's life.

    "Outsider neighbors" means the closest Outsider in either direction from the Ambersap. It does not have to be a direct neighbor.

    Neither the Ambersap, the affected Outsider, or anyone else learns which player the Ambersap is affecting.

    The Ambersap adds an Outsider in setup to make sure they have a possible target.

    Examples

    The Storyteller decides for the Lunatic, the Ambersap's closest clockwise Outsider, to be affected. The Empath sitting between the Ambersap and the Lunatic learns a '2', the Town Crier learns a Minion nominated on a day only the Lunatic did, and when the Lunatic is executed, their neighboring Tea Lady does not save them.

    The Storyteller decides that the Ambersap's closest anti-clockwise Outsider, the Sweetheart, will be affected. The Dreamer learns that they are either the Dreamer or the Witch, but the Artist who asks if they are evil is told 'No', because the Sweetheart only sometimes misregisters.

    The Storyteller decides for the Recluse to be affected by the Ambersap. Nothing changes.

    How to Run

    During setup, increase the amount of Outsiders by one (replacing a Townsfolk).

    On the first night, mark an Outsider neighbor of the Ambersap with the SAP reminder token. This Outsider might register as an evil player would from now on, just like a Recluse.

    Minion

  24. Thörn

    Each night*, choose a player: they die. You learn whoever chooses an evil player & they might die at any time.


    “To those brave and foolish enough, step into the thicket. The slightest pinprick shall bleed you dry.”

    The Thörn can kill whoever chooses an evil player.

    When someone chooses an evil player, the Thörn is briefly woken to learn the choosing player. That choosing player might now die at any time.

    The Thörn does not learn which evil player they chose, or the ability that was used to choose them. All they learn is the player who now could die at any moment.

    The Thörn does not choose when these players die: it is purely up to the Storyteller. The death could come that night, a later day, a later night, or not at all.

    Players who are evil or dead are not immune to this. The Thörn still learns them, and they still might die at any time (however, evil players should usually not die to the Thörn's ability).

    Examples

    Wenona the Fortune Teller chooses the Thörn. The Thörn learns Wenona is now bleeding. The next night, despite the Thörn not choosing her, Wenona dies.

    Lukas the Snake Charmer chooses the Pit-Hag. The Thörn learns Lukas is now bleeding. The next day, Lukas dies when they nominate, despite there being no Witch in-play.

    Richard the Monk and Ellen the Butler both choose the Poisoner: the Thörn learns this. Three days later, the only alive players are Richard, Ellen, the Poisoner, and the Thörn. Richard suddenly dies, entering final three, but Ellen remains alive even as the Thörn is executed.

    How to Run

    Each night except the first, wake the Thörn. The Thörn chooses a player: they die. Put the Thörn to sleep.

    Whenever someone chooses an evil player, they are marked with the BLEEDING reminder token. Then, wake the Thörn. Show the Thörn the BLEEDING reminder token and then the player marked with it.

    At any time, you may decide that a player with the BLEEDING reminder token now dies. Remove the reminder token once you do so.

    The Storyteller deciding if and when bleeding players die is a large component of this demon, so choose wisely. In particular, be careful of the night order, as a player who knows they died after every killing character acted will become very confident a delayed Thörn death was responsible.

    Demon

  25. Opiu'm

    Each night*, choose a player: they die. If you choose a Minion while your known Townsfolk neighbor lives, swap characters instead.


    “Take a deep breath: there's nothing here, see? No, it can't have just disappeared, your mind must be playing tricks on you. Please, won't you be calm for me? That's right, just breathe it in ... ”

    The Opiu'm can move to other evil players so long as its bloom is kept alive.

    The Opiu'm knows one player that is their Townsfolk neighbor: their bloom. This Townsfolk is not poisoned or otherwise harmed by the Opiu'm's ability.

    So long as that Townsfolk is alive, the Opiu'm can swap characters with a Minion at night instead of killing. Neither die, and both the Minion and Opiu'm keep their abilities.

    If the Townsfolk bloom dies by any means, the Opiu'm can no longer swap.

    When the Opiu'm swaps, the new Opiu'm learns one of their own Townsfolk neighbors as the new bloom. However, this player might already be dead, in which case no further swap can occur.

    Examples

    On night one, the Opiu'm learns that Jayce, their closest clockwise Townsfolk, is their bloom. On night three, Jayce is still alive, and the Opiu'm chooses to swap with the Baron. The Opiu'm becomes the Baron, the Baron becomes the Opiu'm, and the new Opiu'm learns that Peyton, their closest anti-clockwise Townsfolk, is the bloom now.

    Trevor is the bloom who is executed and dies on day two. The Opiu'm chooses the Mastermind tonight and kills them instead of swapping.

    On night two, Victoria the Opiu'm chooses to swap characters with the Xaan. The new Opiu'm learns that Kyle, who was executed and died on day one, is the bloom. The Opiu'm can no longer swap.

    How to Run

    On the first night, pick a Townsfolk neighbor of the Opiu'm to be their bloom, and mark them with the BLOOM reminder token. Wake the Opiu'm, show the BLOOM reminder token, and point to the marked player. Put the Opiu'm to sleep.

    Each night except the first, wake the Opiu'm. The Opiu'm points to a player: they die, unless the bloom is alive & the Opiu'm chose a Minion, in which case the Minion & Opiu'm swap characters instead. The bloom immediately moves to a Townsfolk neighbor of the new Opiu'm, and the new Opiu'm learns who. Move the BLOOM reminder token as such. Put the Opiu'm to sleep.

    Demon

  26. Mycotaa

    Each night*, choose a player: they die. You register falsely to a Townsfolk for each dead or removed Outsider. [-1 or +1 Outsider]


    “Not a soul shows care for the departed outcasts. None but I, who gives thanks in every absorbed nutrient.”

    The Mycotaa can camouflage itself through the demise of Outsiders.

    If an Outsider dies, the Mycotaa must misregister to a Townsfolk (if possible). The Storyteller can decide when this happens, but cannot choose for no one to be affected.

    A Townsfolk the Mycotaa misregisters for cannot register the Mycotaa correctly for the rest of the game. The registration must be false, not might.

    If the Mycotaa removed an Outsider during setup, one Townsfolk misregisters the Mycotaa from the game's start.

    The total number of dead and removed Outsiders is the amount of Townsfolk the Mycotaa misregisters to.

    The Mycotaa's ability only applies to itself, not to other evil players.

    Examples

    The Drunk is executed and dies. That night, the Fortune Teller chooses the Mycotaa and another player and learns 'No', as the Mycotaa now registers falsely to the Fortune Teller as of the Drunk's death. The next night, the Fortune Teller chooses the Mycotaa again and learns another 'No'.

    The Mycotaa has removed an Outsider during setup. The Washerwoman learns that the Mycotaa or the Saint is the Soldier, because the Storyteller has chosen for the Mycotaa to register falsely to the Washerwoman. The Chef, however, still learns a '1' from the Mycotaa and Baron sitting next to each other.

    How to Run

    During setup, choose to add an Outsider (replacing a Townsfolk) or remove an Outsider (adding a Townsfolk). If it's the latter, add a GROWTH reminder token to the Grimoire.

    Each night except the first, wake the Mycotaa. The Mycotaa points to a player: they die. Put the Mycotaa to sleep.

    Each time an Outsider dies, add a GROWTH reminder token to the Grimoire. When a Townsfolk ability interacts with the Mycotaa, you may choose to move an unassigned GROWTH reminder token to them: that Townsfolk must register the Mycotaa falsely for the rest of the game. An assigned token cannot switch players.

    Demon

  27. Rootstalk

    Each night*, choose a player: they die & your poison moves by 1 Townsfolk in a known direction from you, starting at your neighbor.


    “There is a network of fibers and nerves that stretch longer and lower than you can imagine. I am its master, and there is nowhere I cannot reach you.”

    The Rootstalk moves their poison from Townsfolk to Townsfolk.

    The Rootstalk starts knowing a direction the Storyteller has picked: this direction is the one in which their poison travels.

    On the first night, the Rootstalk's Townsfolk neighbor in the given direction is poisoned. On the second night, it moves to the next Townsfolk in that direction, and so on each night.

    The Rootstalk's poison does not skip evil or dead Townsfolk.

    Neither the Rootstalk nor anyone else learns which specific player is poisoned on each night. It is up to the Rootstalk to determine this.

    If the poison makes a full rotation around the circle, it does not stop. Townsfolk can be poisoned more than once in a game this way.

    Examples

    On the first night in a seven player game, the Rootstalk learns their direction is clockwise. On night one, the Empath, the Rootstalk's clockwise neighbor, gets wrong info from the poisoning. On night two, the poison skips the Saint and poisons the Ravenkeeper. On night three, the poison skips the Recluse, and the Baron, poisoning the Investigator. On night four, the poison skips the Rootstalk and poisons the Empath once more.

    The Rootstalk learns their direction is anti-clockwise. On night one, the Sailor is poisoned, who gets executed and dies on day one. On night two, the Professor is poisoned, who tries and fails to resurrect the Sailor. On day two, the Chambermaid is executed and dies, who the Rootstalk poisons on night three.

    How to Run

    On the first night, pick a direction for the Rootstalk's poison to travel in. Wake the Rootstalk, point in the chosen direction for them, and put the Rootstalk to sleep. Mark the Townsfolk neighbor of the Rootstalk in the chosen direction with the POISONED reminder token: they are poisoned.

    Each night except the first, wake the Rootstalk. The Rootstalk chooses a player: they die. Put the Rootstalk to sleep, then move the POISONED reminder token by one Townsfolk in the chosen direction: the new marked Townsfolk is now poisoned instead.

    Demon

  28. Night Order

    First Night

    Moonlight
    Honeysuckle
    Wapiti
    Ambersap
    Opiu'm
    Rootstalk
    Ginseng
    Flittermouse
    Corvid
    Worker Bee
    Queen Bee
    Raccoon
    Devil's Thorn
    Volk

    Other Nights

    Ginseng
    Flittermouse
    Thörn
    Opiu'm
    Mycotaa
    Rootstalk
    Fox
    Mantis
    Nightshade
    Volk
    Vulture
    Corvid
    Horned Owl
    Devil's Thorn
    Sequoia
    Worker Bee
    Queen Bee
    Raccoon
    Moonlight
  29. this almanac generated using Bloodstar Clocktica