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

Make 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.

A practical guide to this style

7 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 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 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 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 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