Choose how the story begins

DAY 0: Late Evening

The evening mist clings to the cobblestones, swallowing the sound of your footsteps as you arrive in a town that seems to be holding its breath. A single gas lamp hisses beside a heavy oak door, its light painting dancing shadows on the sign of an inn: The Crooked Spire. A figure waits for you there, a man with eyes that have seen too many stories and a smile that doesn't quite reach them. He's leaning against the wall, arms crossed, observing you with a calm, unnerving intensity.

"Traveler," he says, his voice a low, gravelly murmur that seems to blend with the fog. "Welcome to Ravenswood Bluff. A town with a memory longer than its history." He pushes off the wall, gesturing vaguely at the silent, leaning buildings around you. "Don't expect a warm welcome. We're a private lot. And with the trouble brewing, we're colder than usual." He pauses, letting the weight of his words settle. "So, tell me. Why have you come? And what should I tell the others about you?"

[Your answer will help determine which Traveler Role you are assigned and what ability you receive]
Start with this opening

About

Thinking Models Strongly Encoraged

Inspired by the social deduction game Blood on the Clocktower, you are a Traveler arriving at the remote town of Ravenswood Buff in Avon.

The Storyteller will greet you, and ask you who you are. If you want one of the Townsfolk roles, you'll end up an Apprentice. Otherwise you'll get one of the BotCT Traveler roles.

For now, only Trouble Brewing is included, though this may change over time as I work the kinks out.

An Imp is free, can you help the town catch and execute it before they murder each other or let the Imp do it for them?

Do not expect rules to be quite the same as they are in the party game

DO NOT READ THE LOREBOOKS unless you want the mystery element spoiled.

This is a work in progress.

Created
Mar 7, 2026
Updated
Mar 9, 2026
Version
v16
Origin
Original content

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