Pumpkin Spice and Everything Vice
Unmask a cordial conspiracy before an autumn festival turns an entire town into cheerful gourdlings.
Harvest feasts going sideways, festivals with something underneath, and roads that only exist for one cold night. Choose a campaign and play it in your browser.
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Fall is the best season to set a story in. The harvest has to come in, the festival has to go well, the debt has to be paid before the frost. Every one of these campaigns gives the season a job in the plot.
The tone runs wide on purpose: cozy fantasies, comic disasters, quiet mysteries, and a few darker harvest tales. Each is a complete D&D 5e campaign run by an AI Dungeon Master, with real dice and character sheets.
An autumn anthology with cozy fantasies, mysteries, comic horror, and darker harvest tales.
Unmask a cordial conspiracy before an autumn festival turns an entire town into cheerful gourdlings.
Prepare a magical harvest feast and keep feuding nobles from ruining dinner.
Race a runaway autumn train and steal its bottled sunset back from the Wild Hunt.
Deliver the dead's last letters along a road that exists for one autumn night.
Uncover a village's buried harvest debt before every sheaf turns to ash.
Unmask a cordial conspiracy before an autumn festival turns an entire town into cheerful gourdlings.
Marrowvale's seven-day Harvest Festival has been consumed by the Gourdial, an irresistible spiced cordial sold only at Caraway & Daughters. When the party arrives on the third day, eleven customers are missing, a third of the town is sprouting vines or wearing fixed gourd grins, and everyone else is still queuing for refills. Before the festival's guild judge arrives on the seventh day, the party must follow the cordial's trail through feuding shops, the Caraway family, and a root-choked cellar to expose who is transforming the town and stop all six hundred residents from becoming cheerful, obedient gourdlings.
Prepare a magical harvest feast and keep feuding nobles from ruining dinner.
Lord Alden and Lady Beatrice's annual Autumn Equinox Feast begins tonight at Amberwood Keep, and they have hired the party to rescue its final preparations. Before sunset, the keep must be readied, volatile seating arranged, magical centerpieces gathered, and a legendary three-course meal brought through a chaotic kitchen. Once the doors open, the party must also keep feuding nobles, wounded pride, and regional trade arguments from turning dinner into a brawl. Their choices in the ballroom, kitchen, and at the table will decide whether the gala becomes the season's triumph—or Amberwood's most notorious social disaster.
Race a runaway autumn train and steal its bottled sunset back from the Wild Hunt.
Once each autumn, the Last Leaf Express carries a bottled sunset across the Amberpeak Mountains to light the valley's hearths before winter closes the passes. This year the party rides as emergency wardens—and halfway across the Blackbriar Trestle, masked riders from the Wild Hunt tear the sun-heart from the engine. With the train rolling backward toward a ruined bridge and six villages waiting in the cold, the party must cross runaway carriages, protect a trainful of peculiar passengers, and chase the Hunt along impossible roads through the crimson canopy before midnight extinguishes the stolen flame.
Deliver the dead's last letters along a road that exists for one autumn night.
On the first frost of every year, four letters arrive in Mossbell from people who have died, and the village lanternkeeper delivers them before dawn closes the road between worlds. Tonight the lanternkeeper is missing, a silent figure made of unopened envelopes is following the mail cart, and one of the four letters bears no living recipient's name. Deputized with a satchel, a stubborn pony, and a lantern that dims whenever they leave the true road, the party must carry the dead's last words through an autumn countryside reshaped by memory—and decide which messages should reach their destinations before morning.
Uncover a village's buried harvest debt before every sheaf turns to ash.
Dunwold has gathered its richest harvest in a generation, but every sheaf turns black as soon as it is cut. At sunset, thousands of crows encircle the fields and six scarecrows begin speaking in the voices of missing laborers, repeating the same demand: return what was owed before the harvest moon rises in three nights. The reeve offers the party a fortune to destroy the birds. To save Dunwold from winter starvation, they must uncover the old bargain beneath the village's prosperity, learn what happened in the sealed granary, and decide whether a debt inherited by the living must still be paid.
Fall Fables is included with every TableForge account. An account is required to play. A card is not.
Harvest revels, haunted homes, enchanted forests, and autumn traditions going gloriously wrong.
A gothic retrieval mission with one catastrophically wrong resurrection.
Run an elven equinox festival while prophecies lead toward a stolen clock heart.
Recover three warming embers from a living, ever-shifting corn maze.
Recover a master brewer's stolen magical ale from tiny fey revelers.
Infiltrate the sweetest, spookiest home in Oakhaven with pie and a convincing smile.
A gothic retrieval mission with one catastrophically wrong resurrection.
A grief-maddened sorcerer hires the party to recover love letters, heirlooms, and magically preserved body parts from his dead lover's abandoned family home. If they return before the equinox moon rises, he promises the collection will fuel one forbidden resurrection.
Run an elven equinox festival while prophecies lead toward a stolen clock heart.
Every decade, when Whispering Woods turns fiery amber, the elusive Star-Spindle Elves descend to host their Autumn Equinox Market. Its ancient wood-carved Aethel-Clock channels the forest's magic into true prophecies for the coming year—but on the festival's eve, the clock's heart vanishes. Hired as caretakers and investigators, the party must recover it and deliver the grand fortune before the final equinox sunset or the forest will freeze in an eternal winter.
Recover three warming embers from a living, ever-shifting corn maze.
Every year, a quiet farming village grows the Great Hearthwood Maze to honor the spirits of autumn. The Harvest Heart at its center keeps every village hearth warm through the bitter winter, but this year a mischievous breeze spirit has bound itself to the maze and split the Heart into three glowing embers. The party must navigate the shifting corn, recover all three embers, and return them to the village square before the festival can end.
Recover a master brewer's stolen magical ale from tiny fey revelers.
Oat-toberfest is hours from its opening toast when dwarven brewmaster Barnaby Stoutheart loses yet another barrel of Solstice Stout, the glowing amber ale he spent five years perfecting. Mischievous Hop-Stalker Sprites—tiny leaf-wrapped fey with dried-hop wings—keep teleporting each batch away. Barnaby hires the party to follow them, recover the festival's missing masterpiece, and secure the brewery before the final shipment vanishes.
Infiltrate the sweetest, spookiest home in Oakhaven with pie and a convincing smile.
The Mayor of Oakhaven panics when beloved librarian Mr. Abernathy vanishes after delivering a library card to the wealthy, eccentric Gloomwoods, who have just moved into the fog-shrouded manor at the end of Elm Street. The party must pose as the neighborhood welcome committee, arrive with an autumn squash pie, survive the family's enthusiastic hospitality, and quietly learn what happened without exposing the investigation.
Oktoberfest is $4.99, bought once and kept. An account is required, and campaign packs need a plan with unlimited turns. Legendary members get a pack credit every month.
A boisterous dwarf scholar-explorer who treats every dungeon as an unread chapter and every party as the heroes of a chronicle still being written. Equal parts archaeologist, bard, and theatrical expedition leader.
Every campaign here comes with the Dungeon Master included. Thrain narrates the scenes, voices the characters, and keeps the dice honest, so nobody at your table has to run the game.
The practical details before you begin.
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