The tower that feeds the dragons
You arrived weary at a small seaside town, wanting only a warm bed at the inn. But the town is kept alive by an alchemist who keeps the dragons away – feeding them, once a year, with his thieves and murderers.
This year there was no crime. And the dragons are hungry, and they must be appeased. So he chose you: “spies,” he said, and shut the cell gate of Dragon Tower behind you.
When the clock strikes six, the dragons come back for their due. You have only as long as the shadow takes to cross the tower – find the way out, door by door, key by key, everything the alchemist left behind, before you hear the beating of wings.
On the cell sill you’ll find a small mark, cut in haste. It’s one of the first I ever left, when this rift was still new and I thought I could count them all. My road began here too. Yours is only starting.
Get out of the tower. Come down before six.
This rift is a good place to begin – or choose your own road on the Map of Rifts.
- Players: 2–6
- Duration: 55 min
- Intensity: Intensity: gentle
- Age: 12+ waiver
- from 125 RON/person









