The harbor lantern is dark. A ferry waits beyond the shoals while Keeper Mira shelters with a repair crew behind the closed tide gate.
Open adventureMake time and supplies count
Choose between workable plans while supplies and opportunities change. Costs are visible before decisions, with concrete partial results if the preferred plan fails.
7 complete adventures
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 adventureThe great oven fades before the winter fair. Four dry fuel bundles must cover the shelter and whichever meal you choose.
Open adventureA lowering reservoir reveals a memorial garden. Its caretaker has gone down with a trolley while a premature refill order counts toward release.
Open adventureBuildings have traded places overnight. Before the clinic opens, three signboards and a surveyor’s HOLD latch must make the town usable.
Open adventureA magical canal can carry sealed invitations to three hill gardens before rain flattens its paper boats. Four sheets and two lengths of twine decide how many arrive today.
Open adventureA caravan must cross a misty meadow before its reception closes. Three star lamps and four water flasks can support either a marked ridge crossing or a slower sheltered hollow.
Open adventureNo adventures match. Try another place or play style.