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Town mysteries

Choose a setting, then follow the decisions your group makes.

5 complete adventures

Starting map for The Clockmaker's Missing Hour

The Clockmaker's Missing Hour

investigation · 90/120 min · 3–5 players

The town remembers eleven and then noon, with nothing between. A signed bread receipt and a repeating kite story are the first things that disagree.

Open adventure
Starting map for The Rain Collector's Secret

The Rain Collector's Secret

pressure · 90/120 min · 3–5 players

The square’s taps are dry while an upper cistern overflows. A repair sleeve and three public carts are the town’s only ready resources before the next shower.

Open adventure
Starting map for The Inn with Two Dawns

The Inn with Two Dawns

loop · 90/120 min · 3–5 players

Breakfast resets at dawn while Mara hides a departure letter in the guestbook. You have this morning and one repeated morning to let the coach leave.

Open adventure
Starting map for The Town That Moved Overnight

The Town That Moved Overnight

pressure · 90/120 min · 3–5 players

Buildings have traded places overnight. Before the clinic opens, three signboards and a surveyor’s HOLD latch must make the town usable.

Open adventure
Starting map for Tomorrow’s Bells

Tomorrow’s Bells

loop · 90/120 min · 3–5 players

A bell tower announces tomorrow’s opening before today’s workers are ready. Three short rehearsals repeat until the town chooses how to begin together.

Open adventure