Table ReadyMaps. Stories. Less prep.
More table time.

Choose tonight’s story.

Every adventure has its own places, decisions, events and endings.

Coasts & rivers · Town mysteries · Gardens & villages · Journeys · Promises & people · Curious places

30 complete adventures

Starting map for The Lantern at Low Tide

The Lantern at Low Tide

pressure · 90/120 min · 3–5 players

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 adventure
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 Orchard That Forgot Spring

The Orchard That Forgot Spring

negotiation · 90/120 min · 3–5 players

Spring reaches every field except one orchard. Its caretaker blames a sleeping tree spirit; a dry channel suggests a more practical secret.

Open adventure
Starting map for Letters from the Empty Train

Letters from the Empty Train

investigation · 90/120 min · 3–5 players

A train arrives with no passengers and a drum of sealed, undelivered letters. Its sorting carriage is booked for dismantling at dawn.

Open adventure
Starting map for The Market of Borrowed Names

The Market of Borrowed Names

negotiation · 90/120 min · 3–5 players

A baker answers to the mayor’s borrowed name. With the return ledger erased, three groups must agree which loans to end before dawn.

Open adventure
Starting map for A Bell Beneath the Bridge

A Bell Beneath the Bridge

negotiation · 90/120 min · 3–5 players

Each wagon crossing the bridge makes a bell ring underwater. The ferryman wants the bridge closed; a stranded bell diver asks for help.

Open adventure
Starting map for The Museum's Unwritten Room

The Museum's Unwritten Room

investigation · 90/120 min · 3–5 players

An unplanned room opens between two paintings. Objects inside cast the shapes of missing labels, and the museum must decide what it can honestly say about them.

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 Ferry to the Paper Island

The Ferry to the Paper Island

exploration · 90/120 min · 3–5 players

A paper island folds out of the river every summer. This year its ferry has not returned, and the island’s edge is curling toward the water.

Open adventure
Starting map for The Lighthouse in the Forest

The Lighthouse in the Forest

exploration · 90/120 min · 3–5 players

A lighthouse shines among the trees. Migrating birds circle it instead of finding their river, while its keeper insists the light saved a lost child.

Open adventure
Starting map for The Archive of Small Promises

The Archive of Small Promises

negotiation · 90/120 min · 3–5 players

Promises have become little objects in an overflowing archive. Owners, clerks and delivery volunteers disagree about what may leave the shelves.

Open adventure
Starting map for The Observatory's Lost Signal

The Observatory's Lost Signal

investigation · 90/120 min · 3–5 players

An observatory receives “DO NOT OPEN BEFORE DAWN” from the wrong patch of sky. Cal is preparing a warning, while two mirror labels and a neighboring hill lamp suggest a testable explanation.

Open adventure
Starting map for The Garden Under the Reservoir

The Garden Under the Reservoir

pressure · 90/120 min · 3–5 players

A lowering reservoir reveals a memorial garden. Its caretaker has gone down with a trolley while a premature refill order counts toward release.

Open adventure
Starting map for The Courier with an Empty Satchel

The Courier with an Empty Satchel

investigation · 90/120 min · 3–5 players

Miri’s apparently empty satchel pulls heavily at its strap. A smudged street number keeps sending her to a door whose resident says the bell is not theirs.

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 The Mirror Ticket

The Mirror Ticket

investigation · 90/120 min · 3–5 players

Two passengers hold apparently identical tickets for the same seat on a mirror ferry. One reflection remains on the platform after its owner walks away.

Open adventure
Starting map for The Banquet’s Empty Seat

The Banquet’s Empty Seat

investigation · 90/120 min · 3–5 players

Place cards have been moved at a five-seat civic supper. Four guests have practical seating needs, and a fifth setting seems to belong to someone nobody invited.

Open adventure
Starting map for The Folded Orchard

The Folded Orchard

exploration · 90/120 min · 3–5 players

An orchard has folded like a paper map. Familiar paths meet at impossible angles, and a seed cart waits inside a crease while the keeper’s map shows a route nobody has walked.

Open adventure
Starting map for The Star Engine at Quiet Orbit

The Star Engine at Quiet Orbit

exploration · 90/120 min · 3–5 players

A little station’s star engine has stopped drawing safe routes between the drifting islands. Its repair keeper left two mirrors in different phases, and the last navigation crystals can restart the engine or illuminate a hand-drawn route.

Open adventure
Starting map for A Place at the Festival Table

A Place at the Festival Table

negotiation · 90/120 min · 3–5 players

The first shared supper of a rebuilt neighbourhood has four benches, one water cart and four groups who each need something the same square cannot provide at once.

Open adventure
Starting map for The Last Ferry Before the Fog

The Last Ferry Before the Fog

negotiation · 90/120 min · 3–5 players

The evening ferry has one clear-weather departure left. Travellers, market growers and a visiting repair crew each have something waiting across the river, while the pilot refuses to trade a safe manifest for louder promises.

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
Starting map for The Station of Three Mornings

The Station of Three Mornings

loop · 90/120 min · 3–5 players

A tiny station repeats the same departure three times. A parcel ramp opens too late for an accessibility bridge, while two platform crews follow contradictory versions of the timetable.

Open adventure
Starting map for Paper Sails Before the Rain

Paper Sails Before the Rain

pressure · 90/120 min · 3–5 players

A 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 adventure
Starting map for The Starlight Caravan

The Starlight Caravan

pressure · 90/120 min · 3–5 players

A 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 adventure