Campaigns · one chapter an evening
Campaigns
When one evening is not enough. Each campaign is three chapters long, opens every chapter with a recap, and hands the table a keepsake to carry into the next one.
- 3 chapters
The Frostpeak Expedition
A guide, a lost compass, and a mountain with a memory — three connected chapters that build on each other, unlike our one-shot adventures.
Ages 6–12 across all three chapters · adventurous rather than scary. A storm, a hungry wolf pack and a creature guarding the ice — each one written so that kindness settles it just as well as a fight.
Start the expedition - 3 chapters
The Tide-Bell of the Reach
A nine-year-old lighthouse keeper, a bell that has stopped ringing, and a coast that lives by the tide: three connected chapters played across three evenings.
Ages 6–12 across all three chapters · gentle and adventurous. A rising tide, a grumpy crab, a flock of thieving gulls and a frightened young sea creature: nobody is hurt badly, nothing has to be beaten, and kindness or cleverness settles every chapter as well as courage does.
- Chapter 1: The Bell in the Drowned Chapel
- Chapter 2: Two Hours at the Wracks
- Chapter 3: The Keeper of the Saltlight
