The Storm at Thornwatch
An ash ogre is walking down the Ember Pass ahead of a storm. You have two days to get an old fort ready, and not enough of anything.
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Two days to get ready, one night to find out
- There is never enough
Every job in the yard costs bells, and some cost crates from the stores. The clock and the crates are on screen the whole time, so you can see what each plan will take.
- More than one way through
Mend the gate and hold the walls, lead everyone down the gorge, or work out what the ogre wants. Each plan needs different jobs done, and none of them is safe.
- Who you bring matters
A dwarf caravan guard, a nervous young cleric and an ash-elf scout can each help, if you spend the time to win them. On the night, each can fight beside you or take a post somewhere else.
- Losing is not the end
A night that goes wrong still ends the story, with a cost. Or ask the goddess to turn time back to nightfall, keep what you learned, and try another plan.