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Live Your LifeYou just live your life as whatever character you're playing as, all quests are optional, and this takes place in Medieval Times so all the regular creatures in DnD are here. Have (or try to have) fun!
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Echoes of the ForgottenIn the ancient kingdom of Thalos, legends tell of a powerful artifact known as the Heart of Echoes, a crystal said to contain the wisdom and power of a forgotten age. Once wielded by the great wizard-king Arion, the artifact was lost centuries ago during a cataclysmic event that wiped out the kingdom’s capital, Althar. Recently, strange disturbances have been reported across the land: whispers in the wind, ghostly apparitions, and mysterious lights in the sky. The kingdom's scholars believe these phenomena are tied to the resurfacing of the Heart of Echoes. The artifact's return has sparked interest from various factions: noble houses seeking power, secretive cults wanting to control its magic, and ancient guardians sworn to protect or destroy it. The players find themselves drawn into this web of intrigue and danger. As they seek the Heart of Echoes, they must navigate treacherous politics, uncover hidden histories, and face the resurfaced remnants of Arion's legacy. Their journey will take them through haunted ruins, enchanted forests, and forgotten dungeons. Ultimately, they must decide the fate of the Heart of Echoes and the kingdom of Thalos itself.
media of the specific worldmap, user generated
FalloutThe campaign takes place in a post-apocalyptic version of the Commonwealth, primarily around Boston, Massachusetts. The world is set over two centuries after the Great War, a nuclear event that devastated the Earth. The players start in the bustling settlement of Diamond City, once a thriving baseball stadium, now a refuge in the wasteland. Surrounded by chaos, they will uncover stories of factions like The Minutemen, the Brotherhood of Steel, the Institute, Raiders, and Super Mutants. As players navigate through devastating radiation zones and intervening conflicts, they'll either choose to restore order with The Minutemen, search for pre-war technology with the Brotherhood of Steel, or dive deep into the shadowy dealings of the Institute. However, lurking dangers like Deathclaws, Radroaches, Mirelurks threaten their existence as they explore, each step revealing the dark secrets of a world ruined by their ancestors' choices.
media of the specific worldmap, user generated
КампанияТы находишься где-то в мире не в городах, но недалеко от них. Ты можешь делать всё, что захочешь, исследуя густые леса, высокие горы и таинственные руины, разгребая тайные законы природы и обычаи местных племён.
Public Campaigns
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The Land of RixeniaWelcome to the land of Rixenia, where magic is real and can be learned by anyone. Your party begins in Sparkle Square, a town whose cheerful pastel streets and inventive fashions seem almost too joyful to be real. But Rixenia’s beauty hides an old wound: Melanie, once a resident of Sparkle Square, used the town’s open magic to pursue power, cruelty, and control. She was ultimately defeated and banished, but before her exile she bound her own life to dark sorcery, granting herself immortality so that she might return in a century to take revenge. Now the signs are beginning again—animals acting strangely, wells staining black at the bottom, dreams filled with whispers, and small pockets of living sludge appearing where sunlight should be brightest. The party must uncover the history of Melanie’s fall, travel through the towns and sanctuaries of Rixenia to recover old wards and lost truths, and rally a community that has long preferred peace to preparedness. As Melanie’s influence spreads, the heroes will need to decide whether to merely stop her return or to confront the deeper question of what it costs a loving, open society to defend itself against hatred that refuses to die. The campaign grows from local mystery into a sprawling struggle against a patient villain whose vengeance is powered not only by dark magic, but by centuries of resentment, deception, and the corruption of communal trust.
media of the specific worldmap, user generated
World of VeyruunIn the fractured realm of Veyruun, an ancient wound in the world called the Abyssal Chasm bleeds shadow, ash, and whispering madness into every kingdom. The land is blighted by a creeping corruption known as the Black Thread, a parasitic force that feeds upon despair, guilt, fear, and hatred—growing stronger with every bitter thought. Deep beneath the broken earth, a nameless dark one stirs and slowly takes shape, nourished by the veyrunni, the people of this world, whose unchecked negativity has become both its feast and its chains. Long ago, the seers spoke of a final defense: seven Threadborn, souls marked by fate and woven into the fabric of prophecy. Each Threadborn carries a different strand of power tied to lost virtues of the world—hope, sacrifice, memory, mercy, resolve, truth, and unity. Together, they are destined to confront the blight at its source, sever the black thread, and deny the dark one its birth. But the prophecy is incomplete, and its meaning has been buried under war, grief, and centuries of denial. Across ruined villages, cursed forests, fortress-cities, and the hollow depths beneath the Chasm, the players must uncover the truth of the Threadborn, awaken their hidden potential, and rally a fractured people who have nearly forgotten how to trust one another. As corruption spreads and the dark one’s form grows more defined, the heroes face not only monsters of shadow and ruin, but also the dread within every heart. The world can be saved—but only if the Threadborn can unite before the prophecy is consumed by the very blight it foretold.
media of the specific worldmap, user generated
The Sunless HourIt has been one year since the fall of the Netherbrain and the collapse of the Absolute cult. Baldur’s Gate survived, but survival has not made the city peaceful. The streets are restless with paranoia, political instability, vanished nobles, black-market magic, and whispered rumours of strange rituals hidden beneath the city’s recovering grandeur. Bodies have begun appearing in alleyways and abandoned buildings across Baldur’s Gate: bloodless, surgically marked with silver-thread stitching beneath the skin, as though someone is trying to rewrite the dead instead of merely kill them. At the centre of the growing mystery are rumours of an ancient ritual tied to vampirism and sunlight — not a cure for undeath, but something far rarer: permanent freedom from the sun itself. Astarion has been secretly pursuing those rumours for months. Now free from Cazador and no longer anyone’s slave, Astarion should finally have everything he once wanted: freedom, safety, control over his own life. Instead, he finds himself haunted by the limits of his condition. Though he has discovered unstable ways to briefly walk in sunlight, they are temporary, unreliable, and dangerous. The fear of losing even that fragile freedom has driven him deep into Baldur’s Gate’s criminal underworld, occult circles, vampire politics, and forbidden magical research. The player becomes entangled in the investigation after crossing paths with Astarion during one of these murders. At first, he is difficult to trust — secretive, manipulative, sarcastic, and clearly hiding far more than he admits. He disappears without warning, lies when it suits him, and treats vulnerability like a blade held to his throat. Yet beneath the charm and careful performance is someone increasingly desperate, exhausted, and terrified of becoming powerless again. As the investigation deepens, the player and Astarion are drawn into a dangerous web involving ancient vampire factions, surviving cult remnants, necromancers experimenting with soul-binding rituals, and powerful Baldurian elites who would kill to control immortality or destroy anyone seeking freedom from it. The search for the ritual slowly becomes more personal, forcing both characters to confront questions of trust, autonomy, hunger, identity, and what freedom truly costs. This is a slow-burn gothic intrigue campaign focused on investigation, moral compromise, survival, and the evolving relationship between the player and Astarion. The city itself becomes a character: watchful, corrupt, wounded, and hungry. Every clue reveals another layer of rot beneath the stone, until the players discover that the murders are not random at all — they are the opening moves in a ritual meant to transform the balance of vampire power across Faerûn, and perhaps redefine what it means to live beneath the sun.
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Age Of the ImmortalIn the Ancient Time of the Celestial Realm, immortality is not a gift but a conquest. The players begin as cultivators, disciples, wanderers, or outcasts seeking the legendary path beyond mortality. Across shattered dynasties, sect wars, and divine omens, they must gather rare spiritual roots, refine elixirs, survive heavenly tribulations, and unlock lost techniques from forgotten immortals. Yet the road to ascension is stained by corruption: a sealed calamity beneath the Celestial Realm has begun to stir, and every attempt to reach immortality draws the attention of gods, demons, and ancient beings who fear what will awaken if the heavens are broken. The campaign follows the players as they rise from weak mortal practitioners to legendary figures whose choices determine whether immortality becomes salvation, tyranny, or a cosmic tragedy.
media of the specific worldmap, user generated
THE SYSTEM OF TEN THOUSAND WORLDSTHE SYSTEM OF TEN THOUSAND WORLDS is an Omniversal Dungeons & Dragons campaign set in Hidden Valley, where every idea, genre, creature, and power source can exist because the System permits it. The Ten Thousand Worlds are not merely planets or planes, but nodes in a vast, ever-expanding Omniversal Archive: dreamscapes, dead god-realms, AI-generated cities, mythic echoes, pocket universes crafted by players, and stranger things still. The System does not unite these realities—it collects them, compiles them, and forces compatibility upon the impossible. At the center of the campaign is the Omniversal Merge: a cataclysmic synchronization event in which worlds overlap, genres collide, and physics must negotiate its own survival. Magic bends into science. Science mutates into legend. Horror becomes bureaucracy. Slice-of-life becomes a battlefield. In Hidden Valley, the sky does not crack—it folds. A divine message rings across every layer of reality: “All realities must synchronize.” The players awaken as newly compiled beings with undefined Paths and infinite potential. Their Essence Cores ignite, marking them as anomalies, chosen by fate, chance, and the System’s mysterious appetite for evolution. They may become Predators, Titans, Chronomancers, Hackers, Chef-mystics, Bardic Reality-Shapers, Dreamwalkers, Void Gardeners, or entirely new Paths no archive has ever recorded. The System responds to whatever they invent, generating skill trees, trials, world reactions, and monstrous consequences in real time. But Hidden Valley is not merely a crossroads—it is a battleground for the future of existence. The Weavebound Consortium seeks to catalog and preserve every world, even the cursed ones. The Sovereign’s Brood worship evolution through chaos and revere the many-faced Ophidian Sovereign, a serpent deity that appears as cosmic dragon, fractal ouroboros, mythic river spirit, or machine-snake depending on the world. The Pathforged seek to hack reality and author their own destinies. The Null Choir hungers to erase the System and return all things to raw, uncompiled chaos. The Glitchwalkers exploit flaws in reality to become stronger, while the Archivist’s Hand believes every world must be preserved, no matter how dangerous, broken, or alive it becomes. As the Merge worsens, monsters begin evolving in bizarre and beautiful ways: dragons become starships, slimes become philosopher-kings, wolves acquire mech suits, dungeons become self-aware, and cosmic horrors discover domesticity. The valley itself starts reacting like a living archive, rearranging terrain, spawning worlds, and rewriting history based on the party’s choices. Every victory changes the System. Every failure teaches it something new. Every adventure leaves behind a permanent echo in the Omniversal Archive. The campaign can swing between exploration, cosmic intrigue, dungeon delving, faction warfare, reality hacking, planar diplomacy, and absurd mythic spectacle. The deeper the party goes, the clearer it becomes that the System is not just organizing worlds—it is searching for a final pattern, a perfect compatibility that may either save all realities or collapse them into a single impossible truth. At the end of the Archive waits the question behind the questions: what does it mean to become something the multiverse has never been able to classify?
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Hunter of the First WildsFor centuries, the balance between civilization and the Wilds has been maintained by an ancient force known only as the Mantle of the First Hunter. This mantle once belonged to a legendary figure who could track any creature, command primal spirits, and walk between the natural and supernatural worlds. But in the distant future, as technology rises and the old ways fade, the Mantle shatters — and something awakens. Across the world, Primordial Beasts begin to emerge from forgotten forests, broken moons, and dimensional rifts. These creatures are older than recorded history, each one carrying a fragment of the Mantle’s power. Their arrival triggers the Great Hunt, a cosmic tradition that forces hunters, tribes, corporations, and off-world predators to compete for dominance. The party becomes entangled in this ancient ritual when they discover that one of the Mantle fragments has bonded to them. Now they are hunted by rival trackers, mutated beasts, and spirit-bound assassins who want the power for themselves. To survive, they must learn the ways of the First Hunter — mastering primal instincts, forging alliances with wild spirits, and uncovering the truth behind the Mantle’s destruction. As the Hunt intensifies, the party uncovers a terrifying revelation: The First Hunter did not die — he was consumed by the Wilds themselves. And now, something is trying to bring him back. The party must decide whether to restore the Mantle, destroy it forever, or claim its power and reshape the future of the Wilds. Every choice they make echoes through the primal forces that govern life, death, and the hunt itself.
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Old Slavic MigrationA tribe of Slavs enters the Carpathian wilderness in search of a new homeland, fleeing hunger, war, and the collapse of the lands they once knew. But the forest they claim is not empty. Beneath its roots and in the hearts of its hills dwell forgotten beings of Slavic myth—wood spirits, restless dead, river witches, domovoi guardians, leshy stalkers, storm-birds, and deeper terrors that answer to the dark god Černobog. As the tribe begins to settle, divine and monstrous forces awaken in opposition: the old gods demand respect, sacrifice, and memory, while Christian missionaries and a militant Church of the Light arrive to impose their faith by fire and sword, condemning sacred groves, ancestral rites, and every shrine not dedicated to their god. The campaign becomes a struggle not only for survival, but for identity. The players must navigate famine, spiritual bargains, raids, holy crusades, cursed bloodlines, and the suspicion of their own people as the tribe fractures between preservation and transformation. Through diplomacy, battle, ritual, and hard choices, the heroes decide whether their people will carve out a future in the mountains, bend the knee to a new faith, or fall prey to the hunger of Černobog and the forces that thrive in the darkness between worlds.
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The Shattered MeridianThe world’s spiritual energy is collapsing. At the center of all living qi lies the ancient World Meridian, a super-channel of cosmic force that once nourished continents, sanctuaries, and every cultivator’s path to enlightenment. Now it has fractured, and the consequences are everywhere: disciples stagnate for decades, spirit beasts mutate into feral monstrosities, and powerful cultivators suffer qi deviation that shatters body, soul, and sanity. The player characters begin as ordinary outer disciples, wandering rogue cultivators, or young heirs from lesser clans. During a catastrophic Meridian Storm, each of them survives a near-fatal surge of celestial energy and awakens with a hidden truth carved into their spirit: they carry a fragment of the Primordial Meridian, a mythical inner channel said to be capable of restoring the world—or rewriting the rules of cultivation itself. Word of their existence spreads quickly. Righteous sects want to protect or study them. Ambitious clans want to bargain. Demonic cults want to tear the fragments free. Beast tribes sense a returning age and treat the party as living omens. As the characters rise in power, they uncover buried temples, pocket realms, forbidden manuals, and the last records of a cosmic betrayal: the World Meridian was shattered by an Immortal who feared mortal ascension. From humble beginnings to heavenly trials, the campaign follows the party through three escalating acts. In the first, they struggle to survive, awaken their inner channels, and endure sect politics while hunted by rivals. In the second, they become known as Heaven-Marked, earning allies and enemies as they seek ancient methods to strengthen their meridians. In the final act, they face the truth of the celestial conspiracy, confront the disciples of the Immortal who broke the world, and decide whether to restore the World Meridian, seize its power, or forge an entirely new order where no heaven can again determine the fate of mortals.
media of the specific worldmap, user generated
A.C.R.In the dark, murky, tangled jungle of A.C.R. Island lie the ruins of Arkensis, a once-thriving center of research, extraction, and ceremonial power that was abandoned after a calamity sealed its deeper chambers. Now the island’s local tribes report that animals are fleeing Arkensis in terror, disoriented and driven mad by low, seismic rumblings that echo from its remaining entrances. The tremors are worsening, causing sinkholes, collapsed tunnels, and strange weather disturbances that make the jungle itself seem to recoil. The adventurers must enter the ruins, descend through twisting and partially collapsed tunnels, survive predatory mutants, territorial guardians, and warped bio-engineered creatures, and uncover what has awakened beneath Arkensis. As they press deeper, they will discover that the disturbance is not merely an earthquake or a natural awakening, but a chained intelligence—or a sleeping engine—beneath the city, feeding on fear, memory, and living energy. Whether it is a forgotten defense system, a buried god-machine, or the remnant consciousness of Arkensis itself, its stirring threatens to tear open the island and transform the jungle into an instrument of reclamation, annihilation, or rebirth. The heroes must decide whether to destroy the source, contain it, or bargain with the force behind the ruins before A.C.R. Island becomes the first casualty of something far older and stranger than civilization.
media of the specific worldmap, user generated
Take Over The WorldIn the far-future depths of the Infernal Abyss, where volcanic cities cling to the bones of dead gods and power is measured only by bloodshed, the characters are exiles cast out by the ruling hierarchy for being too weak, too dangerous, or too defiant. The Infernal Abyss is a brutal realm of molten kingdoms, infernal megacities, war-forges, and soul-fueled technology, where infernal lords, demon generals, and mercenary warbands fight endlessly for dominion. The party begins at the bottom of this hierarchy, hunted by those who once discarded them, forced to carve a path through rival factions, corrupted champions, and abyssal monstrosities. As they grow stronger, they uncover the truth behind the overlord’s reign: the throne is held together by a stolen primordial engine that feeds on the conquered souls of the realm. To reclaim their place and exact revenge, the exiles must conquer the underworld one dominion at a time—toppling warlords, seizing infernal relics, bending broken factions to their will, and facing impossible moral choices that shape whether they become liberators, tyrants, or something far worse. Their final challenge is to breach the black citadel of the overlord, confront the architect of their exile, and decide whether to seize the crown of ash themselves or burn the entire system to the ground.
media of the specific worldmap, user generated
Baldur's GateThe campaign centers on a race to uncover the truth of Necromancer’s Tower, a Renaissance-era stronghold of forbidden magical scholarship tied to Baldur’s Gate's rising unrest. As the party explores the tower and the city beyond, they confront factional politics, necromantic mysteries, and a hidden catastrophe linked to the Scarlet Witch’s lingering impact on the Weave. The story escalates from local disappearances and grave-robbing to a citywide struggle over soul-binding magic, undead intelligence, and control of a secret capable of reshaping Faerûn.
media of the specific worldmap, user generated
dnd adventureIn the heart of a sprawling medieval metropolis, the party is swept into a city-wide intrigue that begins with a single shouted accusation and unfolds into a sweeping journey across Faerûn. What first appears to be a simple dispute between a mercenary and a city guard becomes a thread leading into a web of bribery, blackmail, smuggling, and clandestine alliances tying the city to distant realms. As the heroes investigate the corruption within the guard, they uncover evidence that the city’s stability is being manipulated by an unseen network of profiteers, cult emissaries, and opportunistic nobles. Their quest takes them beyond the city walls and across Faerûn—through merchant roads, haunted ruins, ancient forests, and rival city-states—where each region reveals another piece of the conspiracy. Along the way, the party must choose whom to trust, whether to expose or exploit the corruption, and how far they are willing to go to preserve the city they call home. The campaign blends urban investigation, political tension, wilderness travel, and high-stakes adventure as the characters grow from street-level witnesses into key players in a continent-spanning struggle.