Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.
Storyteller cues
Other nightsThe Innkeeper chooses 2 players. ◦ ◦ ◦
Jinxes
How to run it (Storyteller)
How to play
- Protect the Demon suspect and a confirmed good player: if the Demon tries to kill the confirmed good player, nothing happens, and if the Demon is actually protected, any self-kill attempt also fails — both lines give you information.
- Announce your role early and publicly: the threat of protection deters the Demon from targeting players you've shielded, and town desperately wants to coordinate nominations and night kills around your choices.
- Night targeting discipline: protect players who are about to be executed or who gave high-value information that day, since deferring protection until you see town's momentum wastes the ability.
- Track who you've made drunk each night and volunteer that information during day phase — 'I protected Alice and Bob last night, one of them was drunk' — because an ability misfiring traced back to your drunk is vital for town not to mislynch.
- Choosing yourself as one of the two is a double-edged option: you become unkillable that night, but the storyteller can assign drunkenness to you, potentially corrupting your own next selection — only do this when you have strong reason to believe you are the Demon's target.
- Most common mistake: protecting the same pair two nights running out of habit, making your pattern readable to evil and leaving the rest of town completely exposed.
How to bluff as the Innkeeper
- Claim Innkeeper early and pick a consistent 'protected pair' each morning — town will anchor around your fake protection, which lets you steer suspicion away from Demon allies by claiming to have shielded them.
- Manufacture a drunk: each day announce one of your two claimed picks 'may have been drunk last night,' then pin misfired information roles on that player to sow doubt without over-explaining.
- Target real good players with your public protection claims — if the Demon kills your 'protected' player anyway, you get to act surprised and blame storyteller variance or misremembering who you picked, rather than arousing suspicion.
- Avoid claiming you protected yourself; the storyteller's option to make you drunk in that case is an obscure rule that experienced players know, and invoking it will invite questions you don't want.
- The tell that exposes you: a real Innkeeper's protection is verifiable when the Demon's kill fails — if every claimed protection coincidentally never lines up with a blocked kill, town will eventually notice the pattern and pressure you.
Key interactions
If Riot nominates and successfully executes a player the Innkeeper protected that night, good wins outright. The Innkeeper should prioritize protecting players most likely to be nominated during Riot days, turning the Demon's own execution mechanic into a win condition for good.
A Leviathan nomination-execution of an Innkeeper-protected player also hands good an immediate win, so the Innkeeper's nightly choice becomes an active counter-strategy — protect the players most at risk of being nominated and executed on any given day.
If the Imp is protected by the Innkeeper and attempts to starpass by killing themselves, the kill simply fails, preventing the Demon from propagating — knowing this, the Innkeeper can deliberately protect the Demon suspect to block starpass as a tactical move.
When Al-Hadikhia forces all three chosen players to die and one of them is Innkeeper-protected, that player survives while the other two die, potentially saving a key good player even in the middle of the Demon's ability — coordinate protection toward players Al-Hadikhia is most likely to target.
A poisoned Innkeeper still performs the wake and selection ritual, but the protection and drunkenness effects do not apply, meaning players they believe are safe can die that night — the Innkeeper should track unexpected deaths on 'protected' players as a strong signal of poisoning.