Night choices, in Google Spreadsheet form:
http://spreadsheets.google.com/ccc?key= ... SPMQ&hl=en (Discussion stuff is sort of redacted, though I'll re-add it unless there's some objection from Skruffs, the masons, or Fuschia)
But since people were curious, here's how the cult choices went down:
Night 1: tss recruits Y2 and is blocked, armlx recruits Y2 and fails (Steadfast Townie)
Night 2: tss recruits armlx and fails (CR), armlx recruits vollkan successfully
Night 3: tss recruits aioqwe and succeeds, armlx recruits Skruffs and fails (SK)
Night 4: tss recruits SlySly and succeeds, armlx kills NabNab
Night 5: tss recruits Y2 and fails (Steadfast Townie)
The game was designed that cult recruits wouldn't succeed all the time; 4 people other than your CR started with cult immunity, 2 people were potentially protected by Alarmists, and that number could go up as recruits succeeded. 50/50 in a cult vs town scenario gives the town as many lynches as a mafia of the same size, although they recruited a little less than that in this game.