Tonight, your party saves the realm.

A storybook adventure you run at the kitchen table. Your phone shows the picture, the words to read aloud and what happens next. 22 adventures, from 15 minutes to a whole evening.

Find tonight's adventure
  • Free, no sign-up
  • No ads, and players never need an account

Suits any age · monster encounters are narrated, not graphic

A knight, an elf archer and a wizard with a glowing staff creep toward a goblin camp in a misty forest
New to the game?The Cheese That Rolled AwayEach scene teaches one rule as you play. No reading first.Start your first quest

Adventures for tonight

Every adventure stretches from a quick 15 minutes to a whole evening. Pick one and we set the length.

The Goblin Camp Raid A village’s winter food chest was stolen — but the goblins who took it might have their own good reason. 15 to 40 min The Sleeping Dragon's Hoard A shepherd’s ram wandered into a dragon’s cave — and the dragon guarding it might just be lonely. 15 to 40 min Escape the Skeleton Crypt A hidden door seals shut behind you — now the only way out is through three ancient, rattling guardians. 15 to 40 min The Owlbear in the Whispering Woods A fierce beast blocks the only trail to the mill — but it’s not guarding treasure. It’s guarding its hurt cub. 15 to 40 min The River That Stopped Harborton’s mill wheels went silent overnight and the Aldermoor is a bed of cracked mud — a whole river has gone somewhere, and somebody has to find out where. 15 to 40 min The Morning in a Jar Spucularum woke to a grey morning that would not brighten — somebody bottled the dawn in a glass jar in Hearthwatch Tower, and the Vale is waiting for the sun. 15 to 40 min The Silent Landing Three nights running, a boat with no lamp and no name slides into Spucularum’s Docks — and the crew who unload it will not say one word about it. 15 to 40 min The Walking of the Light The five bright plates that walk the sunset from shrine to shrine came back from polishing with no names on them — and the one person who knows the order has forgotten it. 15 to 40 min The Street That Came Home The oldest quarter is rearranging itself — a door that was not there yesterday, a street that loops — and the party has to map what is happening and decide what to do about it. 15 to 40 min The Weather-Goose of Market Ward The Market Ward has listened for one grey goose for thirty-one years, and this morning her barley is sitting untouched on an empty beam — on Cornfair, with the sky over the Salt Sea going the wrong colour. 15 to 40 min The Year That Came Apart One small valley is running four seasons at once — blossom at the top, hay in the middle, falling leaves below and hard frost at the bottom — and every single one of them is somebody’s kindness. 15 to 45 min The Stakes That Wandered Someone has been moving the painted route-stakes in the Whistling Fen at night — and the ferry-folk are all blaming each other. 15 to 45 min The Ship the Tide Gave Back Once in a lifetime the sea goes right out past the Teeth — and this time it leaves a ship standing on the bar. Harborton has one turning of the tide to find out whose she is. 15 to 45 min The Ship That Tied Up Empty Last week a ship tied up at Quillhaven’s Long Quay with nobody aboard — and the tide-table in the Tidehall has that hour circled. 15 to 45 min The Light on Hare Down Reedwatch’s tower is meant to watch the sea. For ten nights the watch has been turning round to stare inland, at a light on the downs that is counting at them. 15 to 45 min The Lantern Night On Lantern Night the pumpkins float off the doorsteps to the old mill, where a shy little ghost is looking for the name it lost. 15 to 40 min Moonlight on the Longsway Every calm night, the longest bridge in the Ladderwood swings like a skipping rope, and the post cannot cross. Find out what is shaking the Longsway before the bridge is closed for good. 13 to 31 min The Rumble Under Ferndown Every morning there are new holes in Ferndown's road, and its mushroom beds are dug to pieces. Loaf Day is in two days. Track down the digger before the festival is ruined. 13 to 31 min Thirteen O'Clock in Chimewell Chimewell's great chimes keep ringing thirteen at breakfast and noon at midnight, and nobody on the island knows when to sleep. Find out what is playing the chimes. 13 to 31 min The Lagoon That Lost Its Light The Hushwater has always shone from below, and the ferries steer by its light. Now the middle of the lagoon has gone dark. Find out where the light went before the ferries stop for good. 13 to 31 min The Cheese That Rolled Away The prize cheese of Wheyford has rolled off down the hill, and the fair judges it at noon. Chase it, and learn the whole game one scene at a time. 25 to 25 min The Fair That Froze On the longest night of the year, the Long Night Fair freezes solid, and a trail of giant frosty footprints leads up the White Hill to a gentle snow-beast who is only trying to save its home. 15 to 40 min

How an evening goes

No rulebook and nothing to prepare. You need a phone and a few friends.

  1. Pick an adventureTell us how many are playing and how long you have. We set the length.
  2. Read from your phoneEach scene shows a picture and the words to read aloud, nice and big.
  3. Let them chooseThe players decide what their heroes try. Roll a die, or tap ours, and the page says what happens.

Or play one story over three evenings

Play together, online

Run this online with friends

Can’t get everyone around the same table? Run it at a live online table instead. You direct the game from your screen; your players open a link on theirs and see the same scene art, the same “you are here” map pin, the same dice, their own character sheets, and a party chat. Free, in the browser, nothing to install.

Open the live table

Nobody needs an account: you start a table on this device in one step, and your players join with the code or invite link you send them.

Every quest lives in a world

Every adventure and campaign here happens in one of our original, hand-drawn worlds. Open a world to see its map, its cities, and every quest set there — the bigger picture your players can explore between sessions.

Browse all worlds

About Talewick Quests

Talewick Quests is a small, free collection of ready-to-run fantasy adventures that anyone can run for their table, no experience needed. Every adventure comes with a read-aloud story, a simple original map, a handful of monster stat blocks using a rules system light enough to learn in five minutes, and GM notes for every scene. Pick how long you have, from a 15-minute quick quest to a 90-minute epic session, and the adventure adjusts to fit. Play a knight, a warrior, a wizard, an elf or a troll with a good heart.

Every adventure, creature, and puzzle here is an original composition written for this project — nothing is copied from any published game, sourcebook, or compilation, and there are no trademarked characters or settings anywhere. Read the How to Play page for the whole rules system in one short read.