High Priestess
Each night, learn which player the Storyteller believes you should talk to most.
There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.
Storyteller cues
First nightPoint to a player.
Other nightsPoint to a player.
How to run it (Storyteller)
How to play
- Follow the pointer seriously: the Storyteller's guidance is calibrated to your specific game state, so if you're told to talk to someone you've been ignoring, make that conversation happen before the next nomination phase.
- Track patterns across nights: if you're pointed at the same player repeatedly, that's a strong signal they hold critical information or are a key evil player — treat repeated nominations as a high-priority flag, not noise.
- Decide how public to go carefully: revealing that you were pointed at a specific player tells evil exactly who the Storyteller considers pivotal, which can make that player a target — consider delaying disclosure until their information is already on the table.
- Use the pointer to break deadlocks: when town is split between two execution candidates and you were pointed at one of them recently, that's meaningful signal to share and can swing the vote without fully exposing your role.
- Most common mistake: treating the pointer as a confirmation of alignment — the Storyteller may point you at an evil player because you should be engaging with them, not because they are good. The pointer is about strategic value, not trustworthiness.
How to bluff as the High Priestess
- Claim the pointer sent you to players whose information is already public or confirmed, so there's no way to falsify your story — attaching your 'guidance' to known good players retroactively makes the bluff feel consistent.
- Vary your claimed targets night to night rather than locking onto one player, since a real High Priestess receives context-dependent guidance that naturally shifts as the game evolves.
- Use the bluff to launder your own knowledge: if you know a minion's identity, you can claim the pointer directed you toward an actual townsfolk near that minion, steering suspicion while appearing to act in good faith.
- Tell to watch for: a fake High Priestess rarely has a coherent reason why the Storyteller would point at each specific person — if pressed on the logic behind each night's target, the answers will be vague or circular, whereas a real player can usually articulate what came out of those conversations.
Key interactions
When Vortox is in play, every piece of information the High Priestess receives is wrong — they are pointed at someone other than the person the Storyteller would genuinely choose. This means nights of seemingly purposeful guidance are actually misdirection, so if nothing useful ever comes from following the pointer, Vortox should climb the suspect list.
A poisoned High Priestess receives a false pointer on the night they're poisoned, meaning they may be sent to a useless or actively misleading target without any indication that their ability malfunctioned — cross-reference with other information to detect nights where the guidance feels anomalous.
If the High Priestess is the Drunk, every pointer they have ever received is fabricated by the Storyteller without the usual intent behind genuine guidance, making all their accumulated pattern-reading worthless — evil can exploit a Drunk High Priestess by letting them confidently steer town based on meaningless signals.