Discover Campaigns

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media of the specific worldmap, user generated
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!
media of the specific worldmap, user generated
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
media of the specific worldmap, user generated
Everything or NothingFor generations, the Greek Pantheon and the Egyptian Pantheon have warred in secret and through champions, vying for the loyalty of mortals and the future of civilization. Temples, prophets, and divine miracles have shaped the city’s fortunes—until one day, every prayer goes unanswered. Oracles fall silent. Sacred flames gutter out. Clerics lose contact with their gods. The city reels as panic spreads and old rivalries turn dangerously human. At the same time, a hunger older than the gods begins to seep into the world: a mysterious force known only as the Void, which devours memory, matter, magic, and even identity itself. Entire streets are swallowed into nothingness, and the places they once stood are remembered only by a few cursed souls. As divine influence collapses, both pantheons scramble to reclaim their grip on the mortal world, each suspecting the other of sabotage. Meanwhile, secret cults, traitorous priesthoods, and desperate mortals seek to exploit the silence of the heavens. The party must navigate a metropolis of masks, alliances, and impossible bargains while uncovering the truth behind the severed connection to the gods. To survive, they must determine whether the Void is a weapon, a punishment, or a living entity—and whether the last hope of the world lies in restoring the gods, replacing them, or destroying the broken order entirely.
media of the specific worldmap, user generated
Survival in the Lewd JungleThe party is trapped in a vast, enchanted rainforest canopy where ancient magic has twisted nature into a decadent, predatory realm. Beneath the emerald leaves, vine-choked ruins, treetop villages, and hanging bridges form a vertical world of peril and temptation. The jungle is governed by a forgotten fertility god whose influence warps the instincts of every living thing, turning animals, plants, and monstrous guardians into territorial, seductive threats that hunt, ensnare, and dominate intruders through enchantment, toxins, and overwhelming physical force. As the corruption deepens, survivors and local inhabitants alike become less trustworthy, their desires sharpened into obsession and cruelty. The player must endure the jungle’s hazards, unravel its divine source, and choose a path: escape the canopy, bargain with its powers, or accept the jungle’s transformation and become part of its merciless ecology.
media of the specific worldmap, user generated
Wizards of the SkyFor a thousand years, the Skyholds remained aloft, sustained by the mysterious power of the Aether Hearts. Then, one by one, the islands begin to fall. Entire cities vanish beneath the Veil, and no ship that enters the Black Current ever returns. Refugees speak of impossible creatures rising from below, corrupted skyships drifting in silence, and an ancient civilization that should have died long ago. The characters begin aboard the skyship Tempest Warden, hired for what seems like a routine escort through the sky lanes. But when a Skyhold collapses midair after its Aether Heart suddenly extinguishes, the mission becomes a race for survival. In the wreckage, the party uncovers sabotage markings tied to a forgotten order, evidence that the floating continents were never natural, and a map that points below the clouds. As more fragments fall from the sky and factions turn against one another, the heroes must uncover the truth of Aetheris: what the Skyholds really are, who is sabotaging the Aether Hearts, and what awakened in the abyss beneath the Veil. Their journey will move from survival and investigation to war, as the floating nations teeter on the brink of collapse and the party decides whether to preserve the sky-born world, expose its lie, or descend into the darkness below to confront the buried truth.
media of the specific worldmap, user generated
The CaretakerA strange man dressed in black robes who calls himself the Caretaker is playing a game with his adventuring companions—or perhaps with the heroes themselves. He claims to know them from before: from a different place, a different time, a life they cannot remember. To every encounter he offers the same warm, unsettling greeting: “Hello, old friend.” His speech is laced with a peculiar rule of threes; he rhymes in triples, repeats critical words three times, and seems especially drawn to the power of names. Saying his name three times can draw his attention, while speaking the phrase “game storyline” three times seems to stir his magic into a golden glow that makes every door appear to be an entrance. The Caretaker is testing an impossible truth: wishes can become reality, but every wish has a cost, and every cost is hidden behind a door. The campaign unfolds as the party navigates a suburbia where every house may be a trap, every neighbor may be an ally or a mask, and every kindly gesture may be part of a larger design. They must uncover whether the Caretaker is a guardian, a jailer, a grieving god, or a lonely soul trying to rewrite the world into a place where the lost can finally come home.
media of the specific worldmap, user generated
Free Roam: Do Whatever You WantIn the peaceful stretch of the Tranquil Farmlands, life seems simple: golden wheat fields, windmill-dotted hills, sleepy villages, cozy taverns, and honest work from dawn to dusk. But beneath the calm surface lies a living sandbox of opportunities, rumors, and hidden paths. The campaign is built around absolute player freedom—whether the party wants to spend their days farming, bounty hunting, socializing in a pub, chasing romance, building a trade empire, exploring old ruins, or simply drifting from town to town causing harmless chaos, the world responds to their choices. Local lords, orchard keepers, traveling minstrels, wandering knights, and village elders each carry stories, secrets, and invitations into larger adventures. A mysterious undercurrent threads through the land: forgotten field shrines, an old covenant between harvest spirits and mortals, and whispers that the farmlands are protected by something ancient and patient. The real plot is not a single forced quest, but a living web of consequences where every decision—big or small—changes the region. The tone stays warm, charming, and open-ended, with room for cozy roleplay, pub nights, character-driven romance, slice-of-life downtime, and emergent adventure. If the players want a harem-style social campaign, they can pursue alliances, flirtations, and dramatic entanglements; if they want to relax at a tavern and watch the world pass by, that is equally valid. The campaign celebrates self-expression, freedom, and the joy of simply existing in a world that feels alive.
media of the specific worldmap, user generated
The Dying Roots of the Under RealmThe Dying Light and the Silent Usurper Centuries ago, when the surface was lost to apocalyptic ruin, the peoples of the world fled beneath the earth and built the Low-Realm: a patchwork of carved tunnel-fortresses, fungus farms, crystal-lit cities, and ancient shrines buried in stone. At the center of their survival are the Sun-Hearts—towering magical crystals that radiate warmth, light, and the sacred energy needed to sustain crops, livestock, and hope itself. The story begins in the Kingdom of Oakhaven, a feudal stronghold built around a colossal cavern where the largest Sun-Heart in the realm burns above the royal citadel like a captive star. But that light is failing. The crystal has dimmed to a sickly amber, harvests are withering, and tensions among barons, guilds, priests, and border lords are escalating into open distrust. At the same time, the High King has been assassinated under mysterious circumstances. The newly appointed Regent, Lord Malakor, presents himself as the realm’s necessary shield: cold, disciplined, and fiercely patriotic. He claims that monstrous factions from the deeper dark—drow, mind flayers, and worse—have infiltrated the kingdom and sabotaged the Sun-Heart. He uses fear to consolidate power, expanding inquisitorial authority and blaming every failure on external enemies. In truth, Malakor has made a secret pact with an ancient entity of utter silence, a presence older than memory that dwells in the deepest hollow beneath the caverns. This being does not seek conquest in the usual sense; it seeks absence. Malakor is intentionally draining the Sun-Heart to power a forbidden ritual that will snuff out light, sound, and resistance across the Low-Realm. Once the realm falls into permanent darkness, he will rule over a silent kingdom of obedient shadows—whether as its master or its first victim remains uncertain. The campaign unfolds as a blend of political intrigue, investigation, survival horror, and desperate exploration. The players must navigate courtly alliances, expose lies woven into law, bargain with suspicious rival houses, and venture into the unmapped Deep-Caverns to uncover a replacement power source or an ancient counter-ritual. They will need to earn the trust of priests, miners, spies, smugglers, and exiles, because in the Low-Realm, monsters are not only things that stalk the dark—they are also the desperate, the hungry, and the powerful. Victory will require negotiation as often as blades, and the true enemy may be the silence between the whispers.
media of the specific worldmap, user generated
Adventures Through the BooksThe heroes enter the Library seeking a simple adventure and choose a book about hero work, only to discover a strange and troubling world where heroism has been turned into a business empire. In this reality, “heroes” are licensed contractors who charge desperate citizens for rescues, side quests, and monster extermination, then use corruption, advertising, and public fear to maintain their monopoly. Villages are extorted for protection fees, disasters are staged for profit, and noble deeds are buried beneath branding campaigns and false promises. The party, unlike the greedy hero guilds of this world, genuinely wants to help. As they travel through the living pages, they must uncover how the hero industry became rotten, expose the fraud behind the smiling masks, and inspire ordinary people to believe in true heroism again. Along the way, they’ll face rival hero corporations, manipulated monsters, enchanted contracts, and even the book’s own narrative forces trying to keep the profitable status quo intact. Their ultimate goal is not only to save this story, but to restore honor to the word “hero” across the Library itself.
media of the specific worldmap, user generated
THE GREAT STACK ACADEMYDeep within the endless, living library known as The Stacks, the prestigious Great Stack Academy trains young mages, warriors, scholars, and explorers. The Academy is built vertically through the center of the library, with each floor dedicated to a different discipline — spellcraft, martial arts, creature studies, forbidden knowledge, and more. For centuries, the Academy has thrived under the watchful eye of the library itself. The Stacks shift, rearrange, and whisper, but they have always been stable… until now. Strange anomalies begin to ripple through the school: - Books rewrite themselves - Entire wings vanish or reappear in the wrong place - Creatures made of ink crawl out of pages - Students forget things they should remember - A sealed floor deep below begins to crack open Unbeknownst to the students, an ancient entity called The Eraser — a being that devours stories, memories, and magic — is waking beneath the library. It was sealed away by the Academy’s founders, but someone inside the school is weakening the seal. As the party investigates, they uncover that the Academy’s history has been altered in places no one thought to look: staff records with missing names, murals with figures scraped clean, and entire generations of graduates whose achievements were removed from the archive. The deeper the students travel into The Stacks, the more reality frays. Lessons become tests of survival, examinations turn into riddles posed by living shelves, and forgotten rooms reveal the truth about the Academy’s foundation. The heroes must identify the saboteur, restore lost memories, and descend into the sealed sublevels beneath the school before The Eraser fully awakens. Along the way, they may ally with rebellious page-sprites, disgraced professors, and ancient catalog guardians who remember what the library has tried to forget. If The Eraser escapes, it won’t just destroy the Academy — it will erase the entire library, and every story within it.
media of the specific worldmap, user generated
Three KingDomYou are a space traveler who has drifted through a fracture in time and crashed into C.E. 190 China, awakening in Luoyang City—an imperial capital trembling on the edge of collapse. In this future-born echo of the Three Kingdoms era, history is alive, fragile, and dangerously real: warlords rise, dynasties fall, and the fate of an entire age may hinge on your actions. The Ruined Colosseum stands as a strange scar in the land, a relic of forgotten games and ancient spectacle that now serves as a covert arena for spies, assassins, generals, rebels, and would-be kings. As rival powers maneuver for control of the Han, the heroes must navigate a world of alliances, betrayals, legendary warriors, and political intrigue. Whether they choose to support an aspiring ruler, forge a new kingdom of their own, or defy destiny itself, their choices will determine who claims the mantle of one true king—or whether the land is forever torn apart by three crowns and one broken empire.
media of the specific worldmap, user generated
Call of DrahkilnIn the western kingdom of Drahkiln, peace is beginning to crack like stone beneath a hidden flame. Beneath the abandoned Drahvic Mines, red light is seeping through sealed tunnels, goblin patrols are organizing with uncanny discipline, and villagers are vanishing into the night. Rumors spread of war drums echoing from below, of frost giants descending from the northern mountains, and of dark shapes moving out of the cursed Dark Wood of Kendrai. Queen Talouse, knowing the kingdom cannot afford panic, summons capable adventurers to Hhravenbeh to investigate before fear ignites civil unrest. The truth is buried deeper than any map. Long ago, dwarven greed awakened Brhazihm, an ancient beast of the deep, and unleashed the horrors that shattered the First Era. Now fragments of that old disaster are stirring again: forgotten relics, hidden cults, and subterranean powers that may be binding the monster anew—or awakening something far worse in its place. As the party journeys through mining settlements, royal courts, ruined strongholds, arena cities, and haunted forests, they must navigate political tension between the kingdom’s peoples while uncovering who benefits from the return of the old darkness. The campaign grows from investigation into survival horror, political intrigue, and epic dungeon delving. The heroes may discover that the red glow is not merely Brhazihm’s wake, but a sign of an even older force imprisoned beneath the mines—something using goblins, giants, and the desperate ambitions of mortals as tools to break free. Whether they forge alliances with Queen Talouse, bargain with the folk of Oracle's Sanctuary, or descend into the deepest stone to confront the source, the party must decide what Drahkiln is willing to sacrifice to avoid a second Purge.
media of the specific worldmap, user generated
The PurgeAn unknown catastrophe sweeps through the metropolis, turning ordinary citizens into violently irrational, ravenous versions of themselves. The madness spreads fast: neighbors turn on neighbors, gangs seize blocks, corporate security forces lock down districts, and even the players are not entirely safe from the contagion of paranoia and bloodlust. In this city, survival means violence, opportunism, and hard choices. The campaign is a brutal purge through collapsing neighborhoods where every encounter can become a fight for weapons, medicine, shelter, or escape. Players must carve a path through the city, taking what they need from the fallen to endure the night. As the body count rises, the metropolis becomes more dangerous and more alive—drones patrol empty streets, automated defenses misidentify civilians as threats, and hidden strongholds of the sane hoard resources behind fortified barriers. The campaign ends when the city is stripped bare and every rival force has been eliminated or when the players are the last survivors standing, their humanity eroded by the same madness they fought to survive.
media of the specific worldmap, user generated
Monster Hunter WorldIn the remote and secluded Hidden Valley, nestled beneath the towering Solaria Mountains, civilization survives behind stone walls, sharpened spears, and the iron discipline of the Hunter's Guild. The valley is rich with life, but something ancient and predatory has awakened beneath its forests, rivers, and crags. Monsters now roam closer to the Guild Hub than ever before, forcing the Guild to issue a flood of urgent contracts. At the heart of the campaign is the Hunter's Guild, a fortress-city where law is brutally simple and entirely mercenary: if the monster dies, the contract is complete, and the Gold is paid. The Guild does not concern itself with heroism, morality, or the reason a beast attacked—only whether the threat is removed. This creates a harsh, pragmatic world where hunters rise through wealth, skill, and the resources taken from the dead. The campaign is built around a hunt-driven economy. Each victory earns Gold and guaranteed monster materials that can be taken to the Smithy, where blacksmiths, bone-crafters, armorers, and elemental alchemists forge ever-stronger weapons and armor. Hunters evolve not by destiny, but by what they can kill and what they can craft from the remains. The Guild Hub acts as the campaign’s social and strategic center. Every quest posted on the board reveals the target monster, its known weaknesses, the Gold reward, and the guaranteed materials recovered from the carcass. Hunters may venture out alone, accompanied by a free NPC ally chosen randomly from roles like Healer, Tank, Ranger, Wizard, Warlock, or Musician, or they may hire a full mercenary party of NPC hunters, each claiming 25% of the reward. This makes every hunt a tactical decision as much as a combat challenge. When a quest is accepted, the Guild’s old runes and mountain portals whisk the party instantly to the monster’s arena—be it a flooded marsh, a shattered ravine, a frozen peak, or the ruins of an ancient den. Once there, the hunters are free to use any strategy they can devise: traps, status effects, ambushes, brute force, poison, terrain abuse, or ruthless instant-kill tactics. The Guild only cares that the target is dead. Monsters can be weakened through part-breaking, allowing hunters to sever tails, shatter horns, cripple wings, and harvest rare crafting components. These trophies feed directly back into the campaign’s progression loop, rewarding repeated hunts and encouraging players to push for specific materials if they want specialized gear. The campaign is divided into three escalating tiers. Tier 1 contains local threats such as Great Jagras, Kulu-Ya-Ku, Great Izuchi, Great Baggi, Great Wroggi, Tetranadon, Royal Ludroth, and Arzuros. After completing any three quests, the hunters unlock Tier 2, where apex predators like Tobi-Kadachi, Anjanath, Rathian, Barioth, Nargacuga, Zinogre, Magnamalo, and Diablos await. After three more hunts, the Guild opens the final contract: Tier 3, the Elder Dragon hunt. Defeating the Elder Dragon ends the campaign and grants the title of Master Hunter. The tone of the campaign can be fast and brutal or slow and methodical. Hunters may repeat quests to farm materials, experiment with builds, or simply rush from contract to contract, cutting through monsters with overwhelming force. The world of Hidden Valley is defined by danger, profit, and the ever-present truth that in the Solaria Mountains, only the strongest hunters survive long enough to become legends.