Serpent and the Swordsman - Day 4 [6/15]

Storytold by @snowe and @Amelia

Art by @snowe
Script by @snowe
OP Formatting by @Magnus and @snowe

Phebe gazed up at the stars from the outcropping surrounding the town. Something about them seemed closer than before, like they were burning the sky.

“How’re ya feeling?” Rosalind asked, putting a hand on Phebe’s shoulder.

“Nervous. What’d you expect?” She leant her head on Rosalind. Tomorrow was the first big day, something they’d only have one chance at. Of course she was nervous, the stakes had never been higher.

“Well… there’s something that I think it’s important for ya to know.”

She sighed. Great, just what she needed, more stress. “Can it wait until tomorrow?” She met Rosalind’s gaze to see her eyes filled with sorrow. Yeah, that’s right. Rosalind wouldn’t tell her if it wasn’t crucial to the mission.

“Liana said that she sensed a strong power vying for the jachelim too, other than Azrael. Tomorrow should still be pretty easy reconnaissance but… don’t let your guard down, alright? We don’t know when they’ll strike and…”

“Heh, don’t think it’s possible for my guard to be any higher.” They giggled nervously for a while, before it died into silence, both of them gazing into the glow of the stars.

“It might just be me, but… the stars feel more dangerous tonight.”


Phase Lengths

:sun_behind_small_cloud: Day Phase: 48 hours. (36 hours if 13+ people)
:ballot_box: Vote Lock: None.

During these times, players may freely talk and whisper to each other. You may scheme, lie, share information, or stay quiet and try to puzzle out who is who. Then, you vote on who will be executed. This is the main part of the game, mostly handled by the players themselves.

:crescent_moon: Night Phase: 24 hours. (12 hours if 13+ people)
:stopwatch: Action Lock: Last 1 hour.

During the night phase, players may not communicate with one another. Some players will wake to learn information or use powerful abilities. Typically the Demon attacks at night, killing one or more players or otherwise causing havoc.

Nominations and Voting

:loud_sound: Nomination — First living vote on a Player.
:ballot_box: Voting — Multi-Voting.
:balance_scale: Execution — Plurality (No Threshold).
:crossed_swords: Draws — Result in Random Execution between Tied Players.
:no_bell: Sleep — Valid Vote.

:ghoststab: Dead Players: Can only vote on once.

Players may cast votes or nominations using the vote tags described in the Voting Guide.

Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day. If a player tries to cast an illegal nomination or vote, their input will be discounted.

Living players may vote freely on any nominated players. At the end of the day, the player with the highest counts of vote that day will be executed.

If there is a tie between two or more players for the highest count of votes, the day will end with a random execution between the two. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination.


:minidisc: Whisper Template/whisper @Players + /accept [@Player]

  • Whispers — Day-Exclusive, Publicly Announced, Mutual Consent
  • Whisper Restriction — 5 per day.
  • Whisper PMs — Player-Created (Include Hosts)
  • Neighbour Whispers — Unannounced, 15 daily words per Neighbour

Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper.


:flower_playing_cards: Rolecard Reveals — Flipless, but flavour is shown upon death.
:ghosthug: Dead Interaction — Public Communication, Whispers, One Vote, No Ability (unless otherwise stated).

If a player is killed in the night before they would perform their ability, they will not do so (see “Night Action Resolution”). Any ability with a persistent effect will end upon that player’s death.

Dead players may vote freely until they end the day voting a player. Once this happens, their “vote token” is spent, and they may no longer vote.



Nightwatch / Sentries — Uninformed Majority

:wine_glass: Cultists — Village, Beneficial abilities.
:cherry_blossom: Imperialists — Village, Harmful abilities.

Deathkissed — Informed Minority

:dagger: Serpents — Mafia, Supportive/Deceptive abilities.
:trident: Reaper — Mafia, Flagbearer and Killer.

Players cannot change alignments. There will (almost) always be one living Demon while the game is in progress.

Players Cultists Imperialists Serpents Reapers
7 5 0 1 1
8 5 1 1 1
9 5 2 1 1
10 7 0 2 1
11 7 1 2 1
12 7 2 2 1
13 9 0 3 1
14 9 1 3 1
15 9 2 3 1

:eye_in_speech_bubble: Duplicates — There will be no duplicate characters at the start of the game.

:full_moon: Deathkissed Setup Info — Deathkissed players learn their teammates and their character types.
:star2: Reaper Setup Info — The Reaper learns 3 out-of-play Sentry characters.
:speech_balloon: Private Chats — Deathkissed players have no method of communication besides whispers.

Setup Modification — Characters with [square brackets] can affect the game if in-play. In this script, the only character that can modify the setup is the Sentinel, which is always in play.


Night* (with an asterisk) in all contexts means “Night, except the first.”

Fabled Characters (Setup Modifiers)
Sentinel [+1, +0, or -1 :cherry_blossom: Imperialist]
Possible Cultist Characters
Pixie You start knowing 1 in-play :wine_glass: Cultist. If you were mad that you were this character, you gain their ability when they die.
Sailor Each night, choose an alive player: either you or they malfunction until dusk. You can’t die.
Exorcist Each night*, choose a player (different to last night): the :trident: Reaper, if chosen, learns who you are then doesn’t wake tonight.
Gambler Each night*, choose a player & guess their character: if you guess wrong, you die.
Innkeeper Each night*, choose 2 players: they can’t die tonight, but 1 malfunctions until dusk.
Gossip Each day, you may make a public statement. Tonight, if it was true, a player dies.
Artist Once per game, during the day, privately ask the Storyteller any yes/no question.
Courtier Once per game, at night, choose a character: they malfunction for 3 nights & 3 days.
Philosopher Once per game, at night, choose a Sentry character: gain that ability. If this character is in play, they malfunction.
Ravenkeeper If you die at night, choose a player: you learn their character.
Minstrel When a :dagger: Serpent dies by execution, all other players malfunction until dusk tomorrow.
Cannibal You have the ability of the recently killed executee. If they are Deathkissed, you malfunction until a Sentry dies by execution.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Possible Imperialist Characters
Mutant If you are mad about being an :cherry_blossom: Imperialist, you might be executed.
Tinker You might die at any time.
Plague Doctor If you die, the Storyteller gains a not-in-play :dagger: Serpent ability.
Puzzlemaster 1 player malfunctions, even if you die. If you guess (once) who it is, learn the :trident: Reaper player, but guess wrong & get false info.
Possible Serpent Characters
Huli Jing You start knowing 5 out-of-play characters. Each night, choose 1 of them: until dusk, gain its ability & you might register as it would.
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Pit Hag Each night*, choose a player & a character they become (if not in play). If a :trident: Reaper is made, deaths tonight are arbitrary.
Mastermind If the :trident: Reaper dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Possible Reaper Characters
Pukka Each night, choose a player: they malfunction. The previously malfunctioning player dies then becomes healthy.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Imp Each night*, choose a player: they die. If you kill yourself this way, a :dagger: Serpent becomes the Imp.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

The following custom rulings exist between characters that don’t work well together in order to make their interactions either logistically feasible or more engaging.

Jinxed Characters Special Ruling
Exorcist + Pit Hag If a Pit-Hag creates an Exorcist, they do not wake tonight.
Night Action Resolution

All actions are processed in the following order each night. If a player is dead during their turn in action resolution, they do not act (unless stated otherwise).

First Night Other Nights
Travellers Travellers
Huli Jing Huli Jing
Philosopher Philosopher
Minion Info Sailor
Demon Info Courtier
Sailor Innkeeper
Courtier Gambler
Pukka Pit Hag
Pixie Exorcist

The Storyteller is a term used to refer to us, the hosts of this game.

  • We will decide what happens with any open-ended ability behaviours, such as deciding which Cultist character a Pixie starts knowing, or who a Puzzlemaster learns if they guess their target incorrectly.
  • We will try to keep the game fun and balanced.
  • The extent of our ability to effect on the game is outlined above. We cannot break any existing rules, only decide what happens within the bounds of the characters’ abilities and base game rules.


Synonyms: Drunk / Poison
Antonyms: Sober / Healthy

A malfunctioning character cannot affect the gamestate in any way using their ability. If a malfunctioning character would receive feedback, the information they learn is arbitrary (Storytellers decide).

The malfunctioning status lasts indefinitely, unless stated otherwise.


Synonyms: Misregistration

A player who registers as something else, through their ability, appears and acts as that thing to all character’s abilities. If a player might register as something else, the Storytellers decide whether this registration activates upon each individual character ability.


A player is mad about a statement when they’re trying to convince the group that that statement is true.

Certain characters reward players for upholding madness, or penalize them for breaking it. The specific instructions, benefits, and penalties of madness are written in the character abilities, under “Characters.”

  • The Nightwatch wins if all Reapers are dead.
  • The Deathkissed win if only 2 players live, not including Travellers.
  • In the event of a tie (both teams win at the same time), the Nightwatch wins.
  • Alternate routes to victory or defeat may exist as detailed by the Mayor or the Mastermind.



A Traveller is a player character that can enter or exit a game at any point. Their identity and ability are known to all players, but their alignment may be either alignment (which is decided by the Storyteller upon their entry to the game).

Unlike standard players, Travellers exist under some special circumstances.

  • They may be exiled by majority vote at any time, instead of executed. This vote is independent of the nomination/execution system.
  • They do not count as “players” for win conditions or setup.
  • If they are Deathkissed, they learn who the :trident: Reaper is.
  • Travellers cannot malfunction.
Possible Traveller Characters
Barista Each night, until dusk, 1) A player becomes sober, healthy & gets true info, or 2) Their ability works twice. They learn which.
Bishop Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Thief Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Apprentice On your 1st night, you gain a Cultist ability (if a sentry) or a Minion ability (if deathkissed).
Voudon* Only you & the dead can vote. They don’t need a vote token to do so.

*I will only be accepting Voudon travels during Day 3 or afterwards.

Flavor Rules

This game’s rolecards will reference characters from the yet-unnamed world that appeared in BotF XII, my first ever storytold BotC game, about a class of self-taught magic students in a smallish town known mainly for housing Duke Blackrose’s palace planning to pull off a heist of a priceless gem from the Duke’s collection before the King arrives to perform a ritual of great power at the cost of many lives.

Players will have their rolecard flavor image and flavor blurb flipped on death. As this image and blurb (but not the character) will be alignment indicative, Deathkissed receive a different image image and blurb that will flip on their death in place of their real rolecard image.

You may claim your flavor character, flavor image, and flavor blurb. This is not alignment indicative.
You may not claim the flavor of your abilities.


Sign up using /in, seat [X] or /travel in, seat [X] and pinging this account.

  1. GGhana — Antoine d’Eglesie – Travelled Away Night 2
  2. Someone — Orlando Seigneur
  3. L.una — Aliena Blackrose
  4. baker — Jacques Desmalin
  5. tutuu — Cecilia Blackrose
  6. Kiiruma — Etienne du Malavois
  7. Bionic — Rowland Seigneur
  8. Jarek — Jean Noir
  9. Luka — Duke Frederick Blackrose — Died Night 2
  10. IcetFeelsPain — Sylvain Destin — Died Night 2
  11. Artemis — Daniel Bassino
  12. Silviu200530 — Renee Varaie
  13. Magnus — Camelia Videnzne
  14. May — Elise Malheur
  15. otterpopd — Rosalind Destin — Executed Day 1
  16. Atlas — Phebe Desmalin — Died Night 2
  17. Hazardwaste — Oliver Seigneur


Day 1 Begins – Palace Reconnaisance
Day 1 Nominations
Otterpopd is executed — Night 2 Begins

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All non-traveller rolecards have been sent.

Notify us if you did not receive one and you should have.

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A recap of the flavor rules for this game:

Your flavor name will be posted publicly at the start of Day 1. This is not alignment indicative.
Your flavor image is alignment indicative. If you’re good, your flavor image will flip on death. Evil players have safeclaim flavor images, which will flip on death.
Your flavor quote and blurb is alignment indicative. If you’re good, your flavor quote and blurb will flip on death. Evil players have safeclaim flavor quotes and blurbs, which will flip on death.

You may not claim the flavor names of your abilities.

Everything that you can claim I will encourage discussion about, just because I’ve crafted everything to make a story and seeing people interact with it makes me very happy. I can talk extensively about this in post-game. Flavorsolving will not have any mechanical impact on the game, however.

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Clarification: You may describe/paraphrase your legal-to-claim flavor, but you may not copy/paste it directly.

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Night 1 has begun.

It will end in 24 hours at 2023-12-12T22:00:00Z.




A royal entourage has entered Roslenberg.


Etienne du Malavois

[Flavor Image]

The young dauphin of the Flumes who came to Roslenberg as an envoy from the King in order to supervise the arrival of the jachelim to Duke Blackrose. She and her bodyguard came for their budding tactical prowess, in order to assist the the royal tacticians they arrived with. She is very standoffish and tends not to talk to people she doesn’t need to.

??? | Traveller | Bishop

The Dauphin’s AudiencePassive
Only the Storytellers can nominate.
They will nominate at least one player opposite your alignment each day.


Antoine d’Eglesie

[Flavor Image]

The dauphin’s bodyguard trained from a young age, Antoine is here to protect her and advance her goals in any way he sees fit, even if it involves methods she doesn’t approve of. He frequents the bars of the town to make deals with people, royals or not, he deems useful to securing the jachelim arrives safely in the hands of Duke Blackrose. He is very cold and formal towards people he’s not familiar with.

??? | Traveller | Thief

Underhanded DismissalNight
Choose a player.
Their vote counts as a negative vote tomorrow.


For people who wish to use to take notes, you can use the following script json.

“At last, after a lifetime of rotting away in that prison… I will finally be free from these chains.”


This topic was automatically opened after 9 minutes.


11:25 AM, Palace Blackrose — Basement Floor

Phebe leaned against the wooden back of the cramped space inside her cleaning cart with a sigh. The jachelim was stored in a high security vault that not even Cecilia had access to. Calm your nerves, Phebe. Nothing’s gone unexpectedly yet. Though Cee didn’t have access to the room itself, she did have access to her father. The Duke didn’t trust anybody but himself with the magical alarm, and with the ring in Cecilia’s possession, she’d be able to slip in and out without alerting anyone, at least long enough to be able to report the enchantments and security surrounding the gem itself. Her job was just to covertly deal with the guards and the vault lock. Shouldn’t be too hard, she’s worked with her fair share of both humans and machinery before: it was just the defensive magic she couldn’t wrap her head around.
She realised her fists were clenched clutching the dress she was wearing. Taking deep breaths, she tried to relax. She hated dresses, they were inconvenient for all sorts of moving around. But mobility wasn’t incredibly important for this mission: it focused around being unsuspected, not unseen. Camelia got her a maid’s dress from the palace, but at least she had modified it so the unwieldy skirt part could be torn off if she needed to move fast. That made her more comfortable.
She felt the cart come to a smooth halt. Camelia should’ve called for service in the library, leaving the maid to stop the cart right around the corner from the vault doors. She could hear the footsteps of two guards milling around, as well as the voices of the conversation they were having through the curtain that separated her hiding spot from the outside world. She probably had fifteen minutes from this point to get in and back out to the cart once the servant was done getting some books for Camelia scattered across the highest shelves.
Well, here goes nothing.
She peered out of the curtain. Nobody was there. She swung out of the cart and hopped behind it. With a deep breath, she pushed the cart around the corner. With newfound confidence, she left her cart near the corner and approached the door where the guards were.
“Sorry miss, you can’t be here. This door is off limits.”
“My apologies, sir. Duke Blackrose… he asked me to polish the pearl inlay on the door… but if I can’t then…” That night. The night she found her parents dead and her house on fire. The night that ruined her life. Her memories of it couldn’t have been more vivid. As she saw her mom’s lifeless body on the wooden floor, bleeding uncontrollably out of her neck, hugging her body, feeling it slowly go cold…
She suddenly felt a pat on her shoulder. She was on her knees, sobbing. She flinched away from the touch before looking up and to see the other guard.
“Hey, it’s okay. I know the Duke can be a hard master. You know what, you can polish the door, but we’ll watch you, okay?”
She nodded, still wiping away her tears. Slowly, she stood up, grabbed her polishing and cleaning equipment, and began to work on the door from the top to the bottom.

The work gave her a lot of time to feel out the interior of the lock, while the guards were glanced away. It was pretty good work, but it wasn’t top-of-the-line. She could tell that most of the actual heft of the door’s security was in supporting the magical locks and alarms, which were being disabled by Cecilia. While the guards were chatting, she slowly set the discs that held the lock together into position, until at last the lock gave a soft click. She turned it slightly to keep it open, then finished her polishing work. At least Duke Blackrose would have a very shiny door by the time she was done.
When she was almost done polishing, she heard a yelp and a crash from the library. That was Camelia’s distraction. The guards rushed instinctively towards the library, and when they turned their backs she opened the lock fully and slipped in. The other maid would have taken her cart away, so the guards would assume that she just finished and left while they were gone. Normally only one would’ve gone, but Camelia started fawning on the specific guards that helped her out when she was hurt… she was always the crafty one. She was glad she only needed to just do her job.
As she entered the room, she heard the lock slide into place again. She’d have to pick the lock open from the other side when she wanted to leave, but that wouldn’t be too hard, now that nobody was watching her do it. She moved her eyes off the door and took in the size of the vault. It was larger than she expected, with faint irregularly-placed glowing gems on the ceiling illuminating it a cozy navy color, much like the midnight sky. In the center was what she was here for, a pink glowing thing sitting on a velvet cushion inside a frosted glass case. She cautiously stepped towards the gem: all she needed to do was examine the defence mechanisms and get out while the guards were still distracted.

The air around the case felt shockingly cold, which explained why the ice crystals started forming on it. Examining it, she found a lock and basic alarm sigil binding the case to the pedestal it stood on. Renee would know how to deal with that; she needed to see inside to make sure there was nothing unexpected in there that would ruin them. She saw no alarms on the glass face itself, so she grabbed her handkerchief and reached up to start rubbing the frost off the glass: everything should be frosted up again by the time Duke Blackrose went back in to check on it. Once she made a nice circle, she looked inside and to see a brilliantly refractive gem, glowing with a soft pink light, with a purple thing swirling around on the inside… she stood still transfixed by its glow.
She was snapped out of her trance by a blinding flash and a head-splitting ringing noise. When her vision cleared, she saw the walls covered in eyes, gazing at her, immobilizing her. She knew she had to move to the exit, but her legs wouldn’t obey. Slowly, the noise grew to an unbearable crescendo, blurring her vision. The last thing she felt before everything fading to black was her head hitting the hard ceramic floor.

Day 1 begins.

It will end in 48 hours at 2023-12-14T22:00:00Z.


Now i am first


will be done shortly i was busy writing the flavor


Power to you