The Conspiracy
The Town of Cecilwich is a quaint little village in an isolated corner of New England. Life has been peaceful, if cliquish. Until last Night that is, when Mayor Cecil was brutally murdered. In fact, rumors whisper that he was partially eaten by a Werewolf! The Town is fracturing along lines of paranoia and suspicious. Who could have perpetrated the heinous crime? Who among them are secretly plotting the Town’s downfall? The Town has resolved to purge itself of undesirable elements.
Each Day, the Town must decide whether or not to lynch a suspected troublemaker. Whoever collects the most votes will hang at the end of the Day. Each Night, the residents huddle in their homes and pubs, waiting it out. In the morning, the newly deceased are collected and prepared for burial. Unfortunately, the ineptitude of the Town bureaucracy prevents efficient processing of paperwork–it takes a full two Days for the complete disclosure of the late residents’ identity and other incriminating evidence.
The Coroner and Detective are steady civil servants, hired personally by the Mayor. Too bad only he knew their identities. The Coroner will immediately find the complete identification forms for any deceased resident. The Detective may investigate a recent death to try to determine the perpetrator. The Town’s Vicar, recently out of cloisters and still unrecognized, can perform the final rites on any hapless victims.
Among the loyal Town residents are the Freemasons, an organization so secretive that it doesn’t even know its own membership. Fortunately, each Freemason does know the secret handsign that can be used to covertly identity another member. The Scotsman is hardy soul, and while somewhat shy, can readily defend himself against an attack. The Vigilante, on the other hand, is perfectly prepared to take matters into his own hands, if only he knew who to target. He’d deeply regret making a mistake. The Magician is a sly trickster and escape artist. He has devised an elaborate gimmick to elude an attacker.
The Town has a several citizens with mystical abilities to counter the unknown threats. The Seer may look deep into the souls of others, to determine their true intentions. The Warlock knows a terrible curse that will exact a horrible death on anyone who violates its ward. The Witchdoctor practices a strange juju that will return a person’s soul to their body, after one day of death.
It is rumored that three Witches also live within the Town. They supposedly use their pagan spells to protect and guide it. Their power is dependent on their number, but they can consult with their dead sisters, to gain better insights.
Apparently, the Town is beset by a ravenous pack of Werewolves. They can hunt and feast upon a Town resident each Night, yet pass as a regular citizen during the day. A typical pack will be head by a ferocious Alpha Wolf, ruling the pack with an iron fist, and tailed by a meek Omega Wolf, who will be difficult to distinguish, even with magic, from an honest Townfolk. The wolves must eliminate as much of the Town as possible, in order to dominate it as their chattel food source.
Lurking on the edge of Town, hiding his ghastly profession, is a Necromancer. He seeks to lord over the living by reanimating the dead into his mindless Zombie slaves. Once his army has reached a sufficient number, the dead will shamble into Town to conquer it. A Vampire, in a loose confederation with the Necromancer, sates his hunger on the occasional victim, thoughtfully providing another source of corpses.
Most insidiously, a cryptic organization has infiltrated the Town: the Cabal. With only limited mystic powers, they scheme to take over the Town for their own purposes. They have a secret channel of communication in which they may consult with each other and make plans. Only the Witches can stop them, provided the Town survives assault by the evils of the Night.
Ultimately, the Town must survive against all the forces besetting it. Good luck!