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
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.
media of the specific worldmap, user generated
Darkness FallsIn the ancient abyssal realm known as the Veil, a plane of eternal twilight and roiling shadow, the balance of power among the Shadow Lords is collapsing into open war. The Veil is no longer ruled by subtlety alone: citadels burn in moonless darkness, assassins and spies vanish into rival courts, and artifacts of terrible antiquity are unearthed or stolen in desperation. At the center of the turmoil stands the Black Witch, the enigmatic creator of the plane, whose proclamation has shattered the fragile order. She will expand her reach to the Material Plane, and she promises that the strongest Shadow Lord will lead her conquest, receiving power, prestige, and an eternal reward for ultimate victory. This decree has ignited a brutal contest. Each Shadow Lord seeks dominion not only over their rivals, but over the future itself. Some seek to curry favor through conquest; others aim to undermine the Black Witch’s plan, fearing what her return to the Material Plane will cost the Veil. Ancient engines of shadow, forgotten bloodlines, cursed relics, and living secrets all become weapons in this escalating war. Amid this chaos, a minor Shadow Lord named Ashaerith rises. Spider-like in aspect, she may appear as a gargantuan armored spider with wings or as a spider-woman wrapped in silk and dread. She claims descent from the Black Witch’s bloodline and intends to prove her legitimacy by ascending from obscurity to supremacy. Unlike the other lords, Ashaerith believes power must be forged rather than inherited. She gathers the overlooked, the discarded, and the ambitious, granting them the chance to become something greater by proving themselves through conquest, intrigue, and transformation. The campaign follows the player characters as they serve Ashaerith’s cause—or twist it to their own ends—navigating a realm of betrayal, ancient magic, and war between shadow dynasties. As they rise in strength, they will uncover the truth of the Black Witch’s plans, the origin of the Veil, and whether Ashaerith is a worthy patron, a dangerous usurper, or the first step toward a darker destiny.
media of the specific worldmap, user generated
Kingdoms FateIn the shining kingdom of the Gilded Palace, the royal family is torn apart when the youngest prince, once beloved by the court, becomes consumed by ambition, jealousy, and dark influence. Obsessed with claiming the throne, he pursues his eldest brother, the rightful heir, accusing him of betrayal and conspiracy. What begins as a bitter family conflict soon spirals into open rebellion, fracturing nobles, knights, and common folk into warring factions. As the prince’s paranoia deepens, his decisions grow ruthless, and the kingdom is dragged toward civil war. Standing against him is his best friend — a loyal companion who sees the prince’s corruption for what it is and tries desperately to save both the prince’s soul and the realm itself. The party becomes entangled in palace intrigue, battlefield alliances, secret investigations, and desperate attempts to uncover the true source of the prince’s corruption before the kingdom collapses into ash.
media of the specific worldmap, user generated
Blighted ScorchIn the ancient kingdom of Aethrakar, known as the Crown of Two Ashes, history speaks of a time when the world was nearly torn apart by two opposing forces: the Scorched Earth, a power of unrelenting destruction and conquest, and the Blighted Skies, a force of decay, stagnation, and eternal stillness. When these forces clashed, they threatened to erase all life until a third power—known only as the Veil of Balance—sealed them into an endless cycle, preventing either from fully consuming the world. Centuries have passed, and the truth of this cycle has faded into myth. But recently, unnatural phenomena have begun to spread across Aethrakar. Entire regions are turning to ash overnight, while others fall into unnatural silence beneath dim, unmoving skies. Crops rot where they stand, storms burn instead of rain, and people whisper of unseen forces watching from beyond the veil of reality. Within the Gilded Palace, the royal court fractures under the strain of omens and paranoia. Archivists uncover censored tablets. Priests argue over extinct gods. Generals demand martial law. Hidden cults gather in cellars and mausoleums, each convinced that the coming age belongs to their chosen power. Three dominant forces rise from the unrest: the champions of the Scorched Earth, who seek to unleash fire, conquest, and absolute transformation; the followers of the Blighted Skies, who embrace decay, perfect stillness, and the end of all struggle; and the secretive custodians of the Veil of Balance, who will preserve the ancient cycle at any cost, even if it means sacrifice, deception, or rewriting destiny. Unbeknownst to most, these awakenings are not random. They are part of an ancient design called the Cycle Rebinding, a recurring cosmic event in which chosen souls are drawn into the struggle and unknowingly shape the fate of the world through their choices, allegiances, and acts of defiance. The players begin as prisoners in the palace dungeon, stripped of memory and marked by both primal powers, but their captivity is only the beginning. Their actions will uncover buried truths, ignite faction wars, awaken sealed relics, and determine whether Aethrakar is remade in flame, locked in eternal stillness, or preserved through a perilous balance that may demand more than any mortal should give.
media of the specific worldmap, user generated
Rumah Penuh ZombieAndri, Bima, Noval, dan Rio terjebak di kamar lantai dua sebuah rumah di Peaceful Suburbia yang dikepung berbagai variasi zombie. Di simulasi masa depan ini, tidak ada dadu yang menentukan nasib: keselamatan tim murni bergantung pada ide yang masuk akal, pemanfaatan perlengkapan yang tersedia, dan pembacaan situasi yang tajam. Setiap langkah harus dipikirkan seperti memecahkan teka-teki hidup-mati. Tangga utama tidak aman, jendela bisa menjadi peluang sekaligus perangkap, dan suara-suara dari lantai bawah terus mendekat. Tim harus menyusun rencana keluar yang realistis: mengamankan ruangan, mengidentifikasi jalur tercepat, mengalihkan perhatian zombie, dan mengevakuasi diri tanpa membuat keributan sia-sia. Namun ada aturan keras: jika salah satu dari tiga tindakan dilakukan secara ceroboh atau tidak masuk akal, simulasi langsung berakhir dengan Game Over. Kampanye ini menekankan ketegangan, koordinasi, dan konsekuensi logis dari setiap keputusan, saat keempat karakter berusaha bertahan hidup dan menembus kepungan rumah penuh mayat hidup.
media of the specific worldmap, user generated
AthasIn the dying desert world of Athas, the last city-states are ruled by tyrannical Sorcerer-Kings who drain life from the land to fuel their magic. Water is scarce, slavery is common, and survival is a daily struggle. The party becomes entangled in a fragile balance of power between templars, rebels, and hidden preservers of forbidden magic. As tensions rise, they uncover a secret that could weaken a Sorcerer-King—or unleash even greater destruction. Their choices will determine whether they bring hope, chaos, or further ruin to a world already on the brink. The campaign unfolds as a harsh, moral crossroads story where every alliance has a price, every oasis may be a trap, and every shard of knowledge could be the key to overthrowing oppression or ending what remains of civilization.
media of the specific worldmap, user generated
ReZero: Starting Life in Another WorldThis campaign follows the same broad storyline and timeline as the anime ReZero: Starting Life in Another World, with the player character taking Subaru’s place as the outsider suddenly cast into Lugunica. Unlike Subaru, however, the character does not possess Return by Death. Instead, the Witch of Envy marks them with her scent and grants them a separate, unique power tied to survival, willpower, and the strange resonance between fate and choice. The story begins with confusion and danger in the capital, leading into the meeting with Emilia, the theft of the insignia, the trials and tragedies of Roswaal’s mansion, and the escalating conflict surrounding the Royal Selection. Because the character cannot reset time, every choice carries permanent consequences, making diplomacy, caution, and courage vital. Minor divergences emerge based on the character’s decisions, their relationships, and the impact they have on the people of Lugunica. The campaign emphasizes emotional weight, political intrigue, supernatural horror, and the struggle to protect those the character comes to care about in a world that refuses mercy.
media of the specific worldmap, user generated
The Crimson BanquetEach guest arrives by invitation—heavy parchment sealed in deep crimson wax, their names written in elegant script—drawn by promises of wealth, influence, and truths. Yet the party quickly realizes they are not all attending for the same reason, and the night’s festivities are carefully choreographed. Lord Valen Duskmoor hosts Castle Viremont’s lavish banquet with charisma and composure, encouraging conversation and subtle maneuvering while concealing his motives. As the evening unfolds, inconsistencies spread: certain nobles refuse food, only sipping wine; others recoil at holy symbols; a few show symptoms that mimic illness but worsen when observed. Whispers suggest some guests are being “assessed.” Investigation reveals hidden passages and a sealed study filled with correspondence, ledgers, and meticulous records. The truth emerges: Duskmoor is a vampire lord using the banquet to conduct a structured hunt—mortals are evaluated, fed upon, and either discarded, bound into service, or offered controlled conversion. The correspondence outlines a hierarchy-building plan, including rare bloodlines, persuasive “social feeders,” and a containment protocol for those who resist. The party must navigate shifting alliances, survive predation masked as indulgence, and decide whether to expose the truth, escape with proof, destroy the mechanism of the hunt, or seize control of Duskmoor’s power before a loyalist network fully forms.
When the Sun Fell SilentLong ago, an ancient order bound a dying celestial being beneath the land to prevent it from becoming a god of darkness. Now, a forgotten cult has begun a ritual to awaken it, believing it will grant them dominion over light and life. As the eclipse persists, reality weakens: time fractures, creatures of shadow leak into the world, and even the gods fall silent. The party must investigate spreading shadow anomalies and missing villagers; uncover lost ruins tied to the ancient order; and finally decide whether to restore the original seal, destroy the being, or harness its power—each choice carrying costs as the sky remains black and the wasteland forgets itself.