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Welcome to Mafia #70: Dungeons & Dragons!
Rules for this game have been posted here.
Waking slowly, you find yourself alone on the floor of a small, unfamiliar room. Stone walls encircle you completely, with apparently no exit to speak of. A thin mist lingers at the edge of your vision, and the air is thick and humid.
As your surroundings appear to have changed since you closed your eyes, you attempt to get to your feet and begin poking around your prison in the abnormal way that only adventurers do. Your body protests even these simple activities, however; your everything hurts, and you feel more exhausted now than you did the night before.
Can you hear me? The voice resonates just behind your ears. You draw your weapon and turn to face it. Nothing.
Good. You will be needing that. It's become apparent that this thing is speaking to you magically; you adapt to this quickly because you never meet any normal people. It seems intent on being dramatic, so you wait for it to continue and examine your cell further. There isn't much to speak of.
It is time for you to be leaving. Turn around.
You do as you're told, partly because there isn't anything else readily available to do, and to your surprise you find an opening in the wall where there sure as hell wasn't one before. You waste no time at all in leaving, stepping out into the hallway, around the corner and following the narrow passage in the one direction it allows you to. The mist at your feet stirs and flits away as you approach. Before long, the hallway widens and opens into what feels like a much larger space, the walls turning sharply to your left and right and disappearing into the mist. Ahead of you, the flat stone floor does the same.
Go on. Your way out is straight ahead. You're not used to taking orders from disembodied voices, but you find yourself compelled to do as it says. Continuing onward, you expect the mist to swallow you whole, and are surprised to discover it easier to make out vague, shadowy shapes in the distance. As best you can tell, you're in some form of large amphitheater.
You are also no longer alone. You begin to see and hear the tell-tale signs of others: faint figures in the mist, the tap of boots, the jingle of armor, the awkward silence of knowing that someone is there but not actually being able to hear them. Experience has taught you to pick up on these clues and isolate them, but the best that you can do at the moment is note that they are many. This is confirmed when they step out of the mist and into view.
You stop, and so do they, the lot of you standing in a circle and awkwardly facing each other. Attempting to look each of them over one by one, you find it difficult to catalog what you see. It's easy enough to look at one and note what jumps out at you, and even to note differences from one person to the next: their weapons, armor and the like. Beyond that, details are fleeting, overtaken by the mist as you shift your focus to the next person in line.
It is then that you notice the body in the middle of the circle, its robes torn and limbs battered and bloody.
I had hoped this could be avoided. The voice shimmers a bit and quickens as it cuts into your thoughts.
Heed me. Beyond this, I cannot aid you:
One brought you here. More would keep you here. Most would leave you here. All are dangerous.
Be wary. Trust no one.
Living Players
Arialla
Catta
Robozerim
Senna
Virothe
Setup
- Town
- Mafia
- Serial Killer
- ??
Night Zero
- ??, a Conjurer, was found dead.
Day One
- Listo, a Draconic Mage (Sorcerer), fell in battle.
Night One
- Rixis, a Bard of Lore, was found dead.
Day Two
- Jynx, a Champion (Fighter), fell in battle.
Night Two
- Dranxadin, a Hunter (Ranger), was found dead.
- Lysah, a Druid of the Land, was found dead.
Day Three
- Blood Fox, an Enchanter (Wizard), was put out of his misery while he slept.
Night Three
- Dupti, a Thief (Rogue), was found dead.
- Graeham, a ??, was found dead.
Mid-Day Four
- Graeham, a ??, came back to life.
Day Four
- No deaths.
Night Four
- Monkz, a Berserker (Barbarian), was found dead.
- Uggor, a Druid of the Moon, was found dead.
Day Five
- Largehorn, a Totem Warrior (Barbarian), fell in battle.
Night Five
- Graeham, a ??, was found dead.
Mid-Day Six
- Graeham, a ??, came back to life.
Day Six
- Kurenai, an Assassin (Rogue), fell in battle.
- Graeham, a Necromancer (Wizard), succumbed to poison.
Night Six
- Celtic, a Warlock of the Great Old One, was found dead.
Day Seven
- No deaths.
Night Seven
- Xanjori, a Beast Master (Ranger), was found dead.
Day Eight
- Kryllian, a Diviner (Wizard), fell in battle.
Night Eight
- No deaths.
Day Nine
- Valyrian, a Paladin of Devotion, fell in battle.
Night Nine
- Razamith, a Monk of the Open Hand, was found dead.
Day Ten
- Crackleslap, a Light Cleric, fell in battle.
Night Ten
- Dendrek, a Bard of Valor, was found dead.
- Anakso, a Monk of Shadow, was found dead.
Day Eleven
- Allowyn, a Vengeful Oathbreaker (Paladin), fell in battle.
Night Eleven
- No deaths.
Day Twelve
- Robozerim, a Wild Mage (Sorcerer), fell in battle.
The Town has won!
Bonus Winners
- Arialla (Coup de Grâce): First vote on a disarmed enemy's lynch (Largehorn, Day Five)
- Razamith (Master of Self-Control): Started Night Four with 8 Ki
- Anakso (Back to the Shadows): Became Meditative five times (Night Five)
- Dendrek (Skalding Insults): Lived to D5 or later and insulted a unique player every day alive.
Bonus Experience / Cake Awards
- Most Valuable Townie: Razamith
- Most Valuable Scum: Dendrek
- Most Sickeningly-Accurate Note Dump: Senna
- Team Player: Anakso
- Most Entertaining QT: Xanjori and Jaden Beiber III, the First of His Name, King of Myspace, Lord of Twitter, Sovereign of the Most Honourable Order of the Bath, Slayer of the Kraken, Savior of us all, "Titles, Titles, Titles", Hand of the King and Protector of the Realm Extraordinaire, Esquire, M.D.™
- Entertainer of Moderators/Dead People/Bump in the Night: Rixis (and not just because he died N1)
Click for night actions / QT links!