120-minute plan · 4 players · Make time and supplies count Buildings have traded places overnight. Before the clinic opens, three signboards and a surveyor’s HOLD latch must make the town usable. Content notice: Disorientation and moving buildings. Residents remain safely outside while blocks move; no injury is required.
Describe what your character tries and the help they offer. Ask the GM what a choice will cost before committing. The group may pause, change a detail or stop. Write names, promises and unanswered questions on paper.
The bakery and clinic have exchanged doorways.
Two scratched labels lie beside a chalk plan.
A steady signpost stands outside the glowing boundary.
A chalk grid glows beneath a broad HOLD latch.
NORTH and EAST stones face mismatched sockets.
Clinic route: two boards. Anchor restoration closure: one board. New address plan: one board. Optional market route: one board. One old sign may be salvaged for a work turn. Lay out a complete plan. Try this: Allocate boards and identify the cost of serving the market too.
Our names and useful skills: Our shared aim: Places we have visited: Evidence and promises: What we still want to know: