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15 years ago
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Mafia 23. The Rockland tavern


Rockland Valley is one of the most picturesque corners of the world. Located in northern Kandara, it encompasses two rivers and several forests and lakes; it is enclosed on two sides by mountains: the low green Irenzhals to the east and the high rocky Bronds to the southwest. They say that sunrises in the valley are truly magical: the bright celestial body slowly outlines everything around with its warm rays, the water begins to shimmer with a pearlescent glow, and the clouds take on soft, delicate pink hues. The Rockdale Gorge—one of the valley's borders—opens the road through the Bronds to Onderville, a major trading center for the region and the entire Merdal Tract. About six versts from Onderville lie the Saridon Ruins—a place anomalous even from the perspective of the magic present there. A vast number of legends have been written and retold about the ruins; they are linked to everything imaginable and attributed all sorts of properties, ranging from untold treasures to portals to other worlds. To this day, this mysterious place hides its secrets from curious eyes, attracting more and more seekers and, by the way, bringing considerable income to the regional treasury.
On the valley side, almost at the gorge itself, sits a large, spacious, and cozy tavern—an excellent place for rest, lodging, and new acquaintances. It is 16 hours' journey from there to Onderville, and many travelers use it as their last stop before the city, especially since the gorge swarms with all kinds of monsters and bandits at night. Thus, there is no shortage of visitors in the tavern, and everyone is welcome here. The owner takes a purely business approach: anyone can stay, provided they have the money. Therefore, you meet all sorts of people here: elves from the Tulian forests, orcs from the Baklon steppe, mages from Shariania and Yuneria, Barbarians from the Gray Plateau—thieves, assassins, sorcerers, seekers, hunters, knights, pilgrims, palmer, mercenaries, bards. Even the dwarves of Virdar occasionally drop by! And as a rule, the guests coexist quite peacefully despite inter-racial and other conflicts. Simply put, no one wants to lose their lodging, and few are fond of unnecessary trouble with local authorities. But every rule has exceptions, especially under certain conditions. In Rockland, torrential rains have been falling nonstop for a week, flooding even the surrounding areas and turning the roads into a viscous, impassable swamp. In the gorge, the risk of landslides and mountain river floods has increased due to the downpours. Consequently, the guests staying in the tavern found themselves trapped inside for an indefinite period. Nerves gradually began to fray, and peace quickly vanished.
One evening, as lightning flashed once more outside the window and thunder rolled, destroying all hopes for mercy from the weather—and with it, a swift release from this peculiar imprisonment—all the guests gathered in the main hall, glancing at each other maliciously and suspiciously. On the wall above the bar hung the dead body of the tavern owner. A pentagram was drawn beneath him, with black candles burning at its corners. Suddenly, the owner opened his eyes and stirred. Everyone shuddered; some even allowed themselves a rather uncensored comment about what was happening.
—You are all dead men! — the owner said heavily and tried to remove himself from the wall.
But he didn't have time—a silver arrow flying from the crowd killed him a second time, now forever. A single word, a single thought, a single fear hung in the air like an invisible net: Necromancers. The night promised to be very difficult...


About the game
The action of the game takes place in the large and spacious building of the tavern. Relations between guests are strained, both due to inter-racial conflicts and disagreements on religious grounds. Most belong to the peaceful guests. The opposing force is a gang of assassins (servants of Darkness) and mad mages led by a Warlock. In addition to all this, a warrior acting as a maniac operates independently.
Thus, for victory, the peaceful guests must get rid of the servants of Darkness and the warrior.
The servants must get rid of the peaceful guests and the warrior.
And the warrior must get rid of everyone.
Furthermore, any maniacs appearing in the game can only win if all other participants die.

Game Rules:
• Nights last about 24 hours. The sooner all night actions are sent to the Mage Guild, the faster dawn will arrive. At night, no one has the right to write anything in the game thread at all, even in "deleted posts".
• Day lasts exactly 24 hours. In extremely rare cases, an earlier or later end of the day is possible.
• To vote for someone's execution, you must write in your message: "**execute %username%**". (the method of execution can be invented by yourself—within reason)—bold font is mandatory. If a player wants to change their vote, they must perform a vote cancellation procedure ("**Do not execute %username%**"), and only after the cancellation vote for another player (In 1 message you can vote once and cancel once, or cancel once and then vote). This is for the Mage Guild to make tracking votes easier. If you do not vote in bold, the vote will not count. Also, a vote will not be protected without minimal justification. If a player does not vote during the day, after the limit expires, they are considered to have voted against themselves (this rule does not apply if the player voted and then removed their vote). If a player fails to vote 2 times in a row—a modkill or replacement is possible. If a player warns of their absence in advance, the situation will be coordinated individually with the Mage Guild.
• Execution requires only a majority of votes. If a player reaches the "required" number of votes, they will still be hanged only after the end of the day and only if the votes do not change. An execution can occur earlier only if the decision is unanimous.
• If the majority vote "**Do not execute anyone**", then the day ends without executing players.
• All "double votes" are displayed only in the voting results and only if they belong to the majority.
• For the Mafia, decisions on who to kill and who to send on a mission are made collectively. If one of the mafia members is not online, the other participants can make a decision without them, but they have no right to send that member on a mission or use any of their night actions (NA).
• All groups and pairs (regardless of side) have a maximum possible number of NAs (For example, "mafia" kills and blocks simultaneously; similarly for a paladin+ranger pair, etc.).
• The killer can plant 1 additional clue at the crime scene. It must point to them and be original (i.e., do not leave clues like "for the super-observant"). As for the complexity of these clues, there is quite a bit of freedom, but the Mage Guild reserves the right to reject a specific clue, with or without explanation.
• Clues about killers in reports are given based on the user's profile (nick, avatar, signature, etc.). If the murder was unsuccessful, the killer will find out, but not why it failed. No clues are given for unsuccessful murders, except those declared by the killer themselves. Also, there is a hint about the role of the deceased in the reports. Hints about the killer's role are given in any case.
• Character abilities that can replace their NA are considered in the order of NAs at the very beginning.
• During the game, it is strictly forbidden to change your nick, avatar, signature, or personal information. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in DMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/execution is written, you are gone. You no longer participate in the game. Stop writing. However, nothing prevents you from following what's happening.
• Do not edit your messages. Try to write without errors immediately.
• If you have the right to perform a night action—do it before the end of the night phase and the start of the day phase (send NA to me in ICQ). I will not wait. If you didn't make it—alas...
• From time to time, I will post the count of all votes for the current game day. Of course, this is important. For me and for you. Players are also allowed to keep a count.
• If you have questions about the rules or something is unclear, please contact me in ICQ.
• It is forbidden to directly reveal your own role or another player's role (if you know another player's role, don't shout it everywhere... be smarter, craftier...). This action will lead to immediate disqualification.
• Violation of rules and being offline will be punished by a colorful modkill. If you signed up—play by the rules and stay active.
• Those not participating in Mafia are forbidden from commenting on what is happening until the end of the game. Well... at least do not comment in this thread.
• And most importantly... it's a game, after all. The main thing is that you have fun.

NA Order
1) brewer arrives
2) mercenary blocks
3) paladin checks
4) bard arrives
5) sorceress checks
6) ranger protects
7) thief observes
8) paladin kills
9) mercenary kills
10) warrior kills
11) assassin kills
12) Warlock kills
13) ranger kills
14) black mage kills
15) dark knight kills
16) healer resurrects

Role List.

Peaceful guests:
Sorceress
Ranger
Paladin
Healer
Thief
Bard
Brewer
Cook
Maid
Tavern owner's daughter
Stable boy

Servants of Darkness:
Warlock
Assassin
Black mage
Mercenary
Dark knight

Possessed:
Warrior
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Roles and their descriptions.

Peaceful Guests.

Sorceress
Grace Santi. A young blonde girl of medium height, beautiful and slender. She is dressed in a beige dress made of thick fabric, with a greenish silk shawl draped over it, and cream-colored traveling boots on her feet. Grace takes great care of herself; she is always well-groomed and always smells pleasantly of floral perfume. However, she keeps herself rather apart from the other Santis, donning a veil of own closure and mystery. Unlike most guests, the sorceress was bound for Alkancity — a huge, well-fortified stronghold 25 versts northwest of Onderville. Grace planned to stay in the tavern overnight — at that time, the rains were only gaining strength, and Santi thought they would soon end. She needed to get to Alkancity as quickly as possible due to an important matter that could not be made public. Therefore, the loss of time made her very nervous. She is highly proficient in protective magic and partially in elemental magic.
Special abilities:
1) 50% protection from attacks;
2) double voice
Status: good
Weapon: magical scepter
NA: checks player status

Ranger
Dernie Winglif. A fair-skinned elf, tall and slender with excellent posture and a sweet, charming face; the pointed tips of his ears peek neatly from under long golden curls. He is dressed in a rather cheap leather cuirass, green linen trousers, and high leather boots. Over everything, he wears a dark green hooded cloak. Friendly and sociable, he is almost always in an excellent mood. The elf was not too upset by the bad weather; on the contrary, it gave him the opportunity to be with Katharina in a relatively calm environment where there was no need to rush anywhere. Previously, he almost never had such an opportunity: since he met her, his life had turned into eternal wanderings, chases, pursuits, battles, victories and defeats — yet sometimes he longed for peace, wanted just to be near her, not as a combat comrade, but as a friend, as a lover. And how happy Dernie was in the first days of rain, until the moment Katharina once again felt the presence of dark forces nearby. And once more everything returned to the way it was — chases and pursuits, hunting the forces of evil.
Special abilities:
1) knows the paladin;
2) in love with the paladin, therefore in the event of Katharina's death (both at night and during the day), he falls into madness and becomes a second maniac without changing his status. A maniac-ranger can be blocked, healed, or have his status checked; a bard who comes to him may also die for the elf according to their NA. Effectively, the ranger's NA simply changes from "protection" to "killing" and he is no longer counted on the side of the "town" (peaceful guests).
3) while being a maniac, kills the thief who was observing him
Status: good
Weapon: willow bow with a quiver of silver arrows and a silver dagger
NA: protects a chosen player (kills an attacking assassin or dark knight)

Paladin
Katharina Galien. A young dark-haired girl of tall stature. She is dressed in light plated armor, a short dark skirt, and high black leather boots. Katharina's entire life is a struggle against evil: she seeks it, catches up to it, destroys it, and seeks it again. In childhood, when priests of the dark cult of Pephabr slaughtered her entire family before her eyes, the girl swore that she would become an eternal fighter against the minions and spawns of darkness. And she became one of the best in her field, although many reproached Galien for excessive fanaticism. That is indeed the case: even despite the love that arose in her heart, the protection of good always comes first for Katharina, followed only by personal interests and hobbies. Nevertheless, Katharina sings beautifully and plays the guitar; in any company where such a thing happens, she immediately becomes the center of attention and literally charms everyone.
Special abilities:
1) 50% protection from attacks (kills the attacker);
2) can kill a player on the night following a check if their status is "bad";
3) knows the ranger;
4) in love with the ranger, therefore in the event of his death:
a) if he dies during the day, the paladin kills a player with "bad" status during the check itself
b) if he dies at night, the paladin automatically kills the ranger's killer on the following night and dies herself
Status: good
Weapon: long silvered blade
NA: player check or killing

Healer
Vernan Shane. An elderly man around 60, short and plump. Dressed in an old rag mantle. He was bound for Onderville for the herb fair, but realizing he was hopelessly late, he was no longer in any great hurry, especially since the tavern owner did not charge Vernan for lodging. Shane actively engaged in alchemy and even created a mini-laboratory in his room. This helped pass the time at night due to insomnia. However, because of one unsuccessful experiment, Vernan began wandering the tavern corridors at night, incoherently muttering something to himself.
Special abilities: none
Status: good
Weapon: none
NA: resurrection of a player who died at night

Thief
Nicholas Kane. A middle-aged man, short in stature, with a slender and flexible build. Dressed in a dark brown doublet and trousers, a beige wide cloak, and boots. Nicholas was brought to these lands by a chase — specifically, a chase for himself. He failed a high-profile theft in the capital, became quite exposed, and was therefore forced to flee hastily from the people of the aggrieved victim. Therefore, during his stay at the tavern, Kane always kept to the shadows so as not to attract undue attention. Despite the failure in the capital, Nicholas is a very talented and skilled thief; he can masterfully camouflage himself in the darkness, and it is sometimes difficult for ordinary mortals to detect his presence.
Special abilities:
1) reveals the killer's role if observing them at the moment of committing the crime or observing their victim
2) can replace a clue left by the killer at the crime scene with one of his own (even a very light one); if the killer does not use an additional clue, the thief can also plant his own (i.e., the main thing is that there are not three clues at once)
Status: bad
Weapon: none
NA: observes a player

Bard
Tylen Wingard. A young man of medium build and short stature. Dressed in a green linen shirt, a dark blue vest, beige rag trousers, and cheap worn-out shoes; he carries his beloved mandolin on his back. Tylen is an ordinary traveler, going from one city to another, from one tavern or brothel to another, and eternally sticking his nose into all sorts of trouble. Persistent, joking, eternally tedious and cheerful. He was heading to the ruins to see them personally, and then, inspired by their mystery, write another ballad.
Special abilities:
1) upon coming to the killer, dies, disrupting their target;
2) dies instead of the visited victim
Status: good
Weapon: none
NA: visits a player

Brewer
Anton Dir. A short fat man around forty. Dressed in a bluish-gray doublet, dark brown baggy trousers, and wide black boots. A terrible drunkard. He ended up in the tavern simply because he wandered into the wrong place. Anton was heading north to a friend living in Lityene, a small town near Lake Lin, but somehow went southwest and found himself at the doors of the tavern. Reason partially returned to Dir with the rains, when he temporarily stopped drinking and when, essentially, it was already too late — it is better not to venture into the gorge, and the road back is washed out. Then Anton shared one of his ale recipes with the tavern owner, and in gratitude, the owner allowed Dir to live in his establishment for free.
Special abilities:
1) "deter" status checks, NA blocking, and resurrection from the player he visits;
2) if the player visited by the brewer is killed, the brewer himself survives, but does not see the killer due to his intoxicated state;
3) if he visits a bard, he blocks their NA
4) mandatory use of NA
Status: bad
Weapon: none
NA: visits a player

Cook
Greg Shontur. A plump elderly man around 60, with thinning gray hair and a charming half-toothless smile. Dressed in a spacious rag shirt and similarly simple trousers, wearing an apron over the shirt, and worn-out shoes on his feet. He has worked in the tavern for more than 10 years; all his ups and downs are connected to it.
Special abilities: none
Status: good
Weapon: none
NA: none

Maid
Sali Pyron. A young red-haired girl of medium height, slender, even fragile, beautiful and sweet in her own way. Dressed in a cheap faded (once red) dress with a small apron tied over it; Sali wears simple, quite worn-out sandals. The daughter of a poor farmer, in her youth Pyron left her parental home in search of adventure and happiness, wandering the world for a long time. But this brought her nothing but grief: only periodic stints in cold and smelly pits and dungeons, and haphazard, often forced relations with tipsy boyfriends. Here in the tavern, Sali finally found shelter and peace; the establishment became a new home for her.
Special abilities: none
Status: good
Weapon: none
NA: none

Tavern Owner's Daughter
Emily Gaib. A young fair-haired short girl, slender and beautiful. Dressed in an old beige dress with a small apron tied over it; Emily wears simple, quite worn-out sandals. The daughter of the tavern owner, responsive, friendly, and very hardworking. She helped her father in everything: cooking, cleaning rooms, performing various minor tasks. After her father's death, she became paranoid, began to fear everything, expecting a sudden stab in the back from everyone.
Special abilities:
1) wounds whoever attacks her, thereby depriving her killer of NA on the following night.
2) the killer cannot place their additional clue on her (the thief can then plant one)
Status: good
Weapon: none
NA: none

Stableboy
Daron Ranley. A tall, slightly clumsy youth, strong and stately. Dressed in an old plaid shirt, dark brown trousers, and high black boots. Daron became an orphan early, wandered for a long time, earning his bread through pickpocketing and sometimes robbery. He quickly attracted increased interest from the guards, and to avoid being caught, he often changed cities. Once he happened to stop at a tavern, got drunk, and to his own surprise, struck up a conversation with the owner of the establishment. The owner listened carefully to Ranley and offered him work, shelter, and food. Daron did not think long.
Special abilities: none
Status: good
Weapon: none
NA: none

Necromancers.

Warlock
Eordel Tenehor. An elderly man of medium height. His build is quite strong, and overall Tenehor gives the impression of a seasoned warrior rather than a mage. Even his limp on the left leg does not disrupt this illusion in any way. Eordel is dressed in a black robe and dark boots. He stopped at the tavern for a couple of days to then continue his journey to the ruins. At first, he was very afraid of the paladin's presence in the tavern, but when he realized that she had not detected his aura, he calmed down and even decided to bring a little hell and horror to the tavern. In magic, he prefers elemental schools, although he also knows demonology and the black magic of witches quite well. Being excellent at manipulating people, Tenehor easily gathered a decent team of killers around himself.
Special abilities:
1) ignores the sorceress's protection
2) learns the sorceress's role if he kills her himself
Status: good
Weapon: magical scepter
NA: killing

Assassin
Cariel Haregen. A middle-aged man, short in stature, with a strong but quite plastic build. Black shirt, black trousers, and comfortable leather boots. Cariel had just successfully completed another job and was heading further southwest. In the tavern, he met Tenehor, who hired the assassin into his retinue. Haregen is a born killer; it does not matter to him who his target is — a fierce warrior, a skilled mage, or a stale peasant woman — without a shadow of regret, and often without much effort, he will send anyone specified in his contract to the other world.
Special abilities:
1) ignores protections, both "innate" ones and the ranger's guardianship;
2) dies together with the paladin if her protection triggers;
3) with a 50% probability, the ranger kills the assassin when he attempts to attack a protected player, but that player still dies first
Status: bad
Weapon: poisoned dagger
NA: killing

Black Mage
Eugene Sandscream. A middle-aged man of medium height, slender build; physically Eugene is quite weakly developed. Dressed in a black robe. Eugene became friends with Tenehor almost as soon as he arrived at the tavern. Being a bloodthirsty sadist by nature, Sandscream gladly accepted the warlock's offer to sow terror and death in the tavern. Of all magics, Eugene prefers necromancy and blood magic. The black mage is blind in his thirst for blood and sometimes does not see even the most obvious ruses and traps.
Special abilities: none
Status: bad
Weapon: magical staff
NA: killing

Mercenary
Una Aikidjal. A young girl of medium height, dark curly long hair, and a slender figure. Dressed in a black leather corset, tight linen trousers, and light boots. For the past few months, she has traveled with Haregen. His icy charm drove her mad, and for the sake of her infatuation, Una is ready to go through fire or water. Aikidjal is a very skilled warrior and a talented seductress. She tells no one about her past, not even Cariel (although, in general, he isn't particularly interested); rumors say that she was once an illegitimate princess whom her father wanted to get rid of to hide such a shame. He ordered the baby to be killed, but the executioner could not carry out the order and secretly kept the girl for himself. He is also the one who trained her in the art of war.
Special abilities:
1) in love with the assassin, therefore if a) he is killed at night, then with a 50% probability Una will die instead of him and deprive the killer of NA on the following night (wounds them) (the mercenary's own NA is automatically canceled).
If the protection probability does not trigger, then Una can commit a killing on the next night regardless of the team if she correctly identifies the assassin's killer
b) he dies against protection, then Una can commit a killing on the following night regardless of the team if she correctly identifies the assassin's killer (similar to point a))
c) he dies during the day, then Una loses the ability to block NA
Status: bad
Weapon: short blade
NA: killing or blocking NA

Dark Knight
William Rosendail. A tall athletic middle-aged man. Dressed in a black velvet doublet, black trousers, high black boots, and wearing a thick black cloak over his clothes. A decent fencer; he earns a living by joining various gangs, carrying out one job or another with them, and receiving his share. He doesn't stay in one place for long, always on the road. He has a bad reputation in the capital and its surroundings. He decided to move southwest to far-off lands to start everything over with a clean slate. He preferred to take the warlock's side, considering him a stronger ally.
Special abilities: none
Status: bad
Weapon: long sword
NA: killing

Possessed

Warrior
Kargal Stonefure. A tall muscular warrior, terrifying in nature and character. Dressed in heavy leather armor, beige trousers, and boots made of thick leather. His lot is war. From a young age, he honed his combat skills, committing his first murder already in youth. Throughout his life, Kargal did nothing but join various armed formations. But not for the purpose of profit, no — his passion is bloody battle; it is what he lives for, without them Stonefure is nothing to himself. He is a true berserker.
In the tavern, the warlock's aura strongly influenced Kargal, making him absolutely possessed, eternally craving others' blood.
Special abilities:
1) Performs a double killing if a bard happens to be "in his way," or if a mercenary tries to block him (i.e., he does not lose the initial target)
2) Attacks the paladin if she checks him. Kills her if her protection does not trigger, otherwise dies himself. In this case, the initial killing target will also not be disrupted if the warrior succeeds.
Status: bad
Weapon: two-handed axe
NA: killing

Player list:

1 Aziral'
2 Котейко
3 Гур
4 Deriel Linch
5 Слоныш (immun)
6 Ple-Sen
7 Happy Girl
8 Вегтам (immun)
9 Mourinho
10 Registr (immun)
11 Нэйра Дрейк
12 Arandor (immun)
13 Magnus (immun)
14 Ta Kotoraya...
15 Kyle (immun)
16 WhiteLizard
17 Xostor


Wishing everyone a pleasant, fun and exciting game!

Newspapers:
Newspaper 1. Hunting the Hunter
Newspaper 2. Silence, Death and a Cup of Tea
Newspaper 3. The Dead Man's Last Word
Newspaper 4. Fire Once Again
Newspaper 5. Favor of the Stars
Newspaper 6. Step, Lunge, Block.
Newspaper 7. Wanderer.
Newspaper 8. Frozen Heart
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15 years ago
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Ololo!) I'll choose first!))
Can I have the 11th number and a mug of beer? :)
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15 years ago
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Taking #10
:)
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15 years ago
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I really don't understand what the point of the Brewer role is. It can protect against the only blocking action in the game, but at the same time, it can prevent four actions that are useful for the town from being carried out. It will send "I'm not going anywhere" every night. Here's a line that adds even more confusion: *2) if the player visited by the Brewer is killed, the Brewer himself remains alive, but doesn't see the killer due to being intoxicated;* Does the Thief only provide a clue for the killer they revealed? And, if it's not too much trouble, could you somehow separate the descriptions of the roles? All the important points are marked in bold – the names of the factions, the names of the characters, and a list of their properties. When I tried to count the number of roles in the second post, I got 16 twice, and only on the third try did I get 17. **Number 8, please.**
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15 years ago
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I don't understand what the point of the Brewer is. He can protect against the only block in the game, but at the same time, he can prevent four useful abilities for the city from being implemented. He will send "I'm not going anywhere" every night.
The Brewer is a kind of parasite for the city. I added a point to his characteristics: "mandatory use of abilities."
This line introduces even more confusion: 2) if the player to whom the Brewer came is killed, the Brewer himself remains alive, but does not see the killer due to his intoxicated state;
That is, there will be no double kill, target removal, etc.
The Thief only provides a clue for the killer he exposed.
Yes, he only provides a clue if he sees a murder or attempted murder.
And, if it's not difficult, could you somehow separate the descriptions of the roles, with all the important points marked in bold – the names of the factions, the names of the characters, a list of their properties.
How exactly? I'll try to improve it now
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15 years ago
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Number 3, please. Sincerely, Gur
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15 years ago
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number 12
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15 years ago
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Arandor, Vegtam, Registr, Magnus, and Kyle have immunity for the first night.
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15 years ago
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#17 Let's have some fun...
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15 years ago
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Hostor, I remember that you choose this number and often play as a mana or mafia player, but there's also a myth about the last number in the list. A defender is often hidden behind it)) Oh well, you wanted to be one yourself.
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15 years ago
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Ar, I chose this number just so you would leave another comment on this topic, lol.
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15 years ago
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Can I have number 6?
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15 years ago
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it's a pity that the brewer's name isn't Ivan Taranov.

Added 3 minutes later
Annoying, playful, eternally tedious and cheerful.

Zubr, did you copy this bard from me?)
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15 years ago
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I like Number 7.

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