Cult of the Worm
v1.0.1by SchnauzerCustomDifficulty:
"Open Script Tool" pre-loads this script's characters directly on script.bloodontheclocktower.com, the same way it works from other script libraries.
Characters
Townsfolk
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
ChefYou start knowing how many pairs of evil players there are.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
ButlerEach night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Plague Doctor


When you die, the Storyteller gains a Minion ability.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
SpyEach night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
VizierAll players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
Demon
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled & Loric
SentinelThere might be 1 extra or 1 fewer Outsider in play.
Spirit of IvoryThere can't be more than 1 extra evil player.
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion Info
If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the Demon. Show THESE ARE YOUR MINIONS token. Point to the other Minions.
- 3DDemon Info
If there are 7 or more players, wake the Demon. Show the Demon token. Show all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.
- 4
PhilosopherThe Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 5
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 6
MarionetteSelect one of the good players next to the Demon and place the Is the Marionette reminder token. Wake the Demon and show them the Marionette.
- 7
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 9
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 10
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 11
NoblePoint to 3 players including one evil player, in no particular order.
- 12
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 13
SpyShow the Grimoire to the Spy for as long as they need.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 15
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 16DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 3
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 4
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 5
VortoxThe Vortox points to a player. That player dies.
- 6
LleechThe Lleech points to a player. That player dies.
- 7
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 8
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 9
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 10
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 11
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 12
SpyShow the Grimoire to the Spy for as long as they need.
- 13
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 14
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Plague Doctor, Harpy, Vizier, Sentinel, Spirit of Ivory, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Plague Doctor & SpyIf the Storyteller would gain the Spy ability, a Minion gains it, and learns this.

Plague Doctor & MarionetteIf the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.

Plague Doctor & BoomdandyIf the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.