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Homebrew or freeform — describe your own tone & setting
Homebrew
Abomination Vaults
Megadungeon horror in
Otari
, in the shadow of an ancient lighthouse called the
Gauntlight
. Heroes descend through twelve floors of a sprawling underground complex, fighting fleshcrafters and rising threats hundreds of years old. The dungeon is the campaign — every door, every chamber, slowly recovered.
Levels 1–11 · Beginner
Player’s Guide
Age of Ashes
Classic broad-scope adventuring beginning in
Breachill
, a frontier town in
Isger
. A Call for Heroes brings local volunteers into a conspiracy spanning continents — from the lawless reaches of the
Mwangi Expanse
to the legacy of a long-dead empire. Strong fit for parties who want fantasy heroic, expansive, willing to grow into world-changing stakes.
Levels 1–20 · Beginner
Player’s Guide
Agents of Edgewatch
Urban law enforcement in
Absalom
's rough
Precipice Quarter
. Rookie city watch agents protect the
Radiant Festival
from a rising criminal threat — investigating crime scenes, raiding hideouts, policing a city whose underworld runs deep. Procedural and grounded; noir in fantasy clothes.
Levels 1–20 · Beginner
Player’s Guide
Blood Lords
Undead intrigue in
Geb
, the necromantic nation of
Graydirge
. Aspiring living troubleshooters scheme their way onto the
Blood Lords
council, navigating a country ruled by the dead. Heavy on politics, manipulation, and macabre humor — manage reputations as carefully as hit points.
Levels 1–20 · Beginner
Player’s Guide
Curtain Call
Famous adventurers turned opera producers in
Kintargo
and
Vyre
. The campaign begins at level 11 — heroes already legendary — and pits them against a returning
Nemesis
they once defeated. The
after
of the hero's journey, with public theater as both setting and metaphor.
Levels 11–20 · Sequel
Player’s Guide
Extinction Curse
Traveling circus across the
Isle of Erran
. A novice troupe uncovers an ancient curse threatening the Starstone Isles, performing shows in town after town as they go. Earnest, episodic, occasionally bittersweet — characters carry stage names alongside their swords.
Levels 1–20 · Beginner
Player’s Guide
Fists of the Ruby Phoenix
Martial arts tournament in
Goka
, Tian Xia. The campaign begins at level 11 — high-level teams compete in
Hao Jin
's legendary Ruby Phoenix Tournament for a prize from her vault. Spectacle-forward with a tight bracket structure; strong if your table likes theatrical combat at the center.
Levels 11–20 · Sequel
Player’s Guide
Gatewalkers
Paranormal investigation across
Avistan
. Gatewalkers with deviant powers — strange anomalies neither party fully remembers — unravel the
Missing Moment
, a temporal anomaly with sinister origins. Mystery-forward; players share trauma that becomes plot fuel.
Levels 1–10 · Beginner
Player’s Guide
Hellbreakers
A rebel uprising in occupied
Isger
, where the diabolist hand of
Cheliax
still grips the nation. Low-ranking
Hellbreakers
wage an underdog insurgency — sabotage, jailbreaks, propaganda — against an empire that treats damnation as statecraft. Gritty and defiant; a campaign about ordinary people choosing resistance over comfort.
Levels 1–10 · Beginner
Player’s Guide
Myth-Speaker
Mythic heroism in the island realm of
Iblydos
, where mortal champions rise to fill the dwindling ranks of the hero-gods. The heroes inherit fragments of living legend and must live up to — or rewrite — the myths that attach themselves to their names. Operatic and larger-than-life; a campaign about literally becoming a story.
Levels 1–10 · Beginner
Player’s Guide
Outlaws of Alkenstar
Western-flavored heist adventures in the gunslinging city of
Alkenstar
. Outlaws and rebels strike at a corrupt regime through capers, jailbreaks, and risky deals. Ensemble crime stories with Pathfinder bent toward a wilder register — short campaign, three books only.
Levels 1–10 · Beginner
Player’s Guide
Quest for the Frozen Flame
Prehistoric survival across the
Realm of the Mammoth Lords
. A nomadic clan of heroes navigates harsh winter terrain in pursuit of a stolen sacred flame. Lower-magic, higher-stakes — a campaign about hunger, weather, and the politics of small tribal communities.
Levels 1–10 · Beginner
Player’s Guide
Season of Ghosts
Supernatural horror in
Willowshore
, a small town in haunted
Shenmen
in Tian Xia. Heroes return from a midsummer festival to find their hometown overrun by spirits and a curse that unfolds across four seasons. Quiet dread over bombast — a campaign about a community under siege, and the people you protect remembering your name.
Levels 1–10 · Beginner
Player’s Guide
Seven Dooms for Sandpoint
Small-town horror returning to
Sandpoint
, the beloved town on
Varisia
's Lost Coast that launched a hundred adventures. Local heroes face seven converging dooms — old curses, buried grudges, and threats the town has weathered before, now come back worse. A love letter to the hometown campaign; strongest for tables who want where they're from to actually matter.
Levels 4–10 · Beginner
Player’s Guide
Spore War
Open war for the elven nation of
Kyonin
. Veteran heroes defend the forest realm against
Treerazer
, the demon lord whose spore-fueled corruption creeps out of the blighted
Tanglebriar
. Martial and desperate — a frontline campaign where the land itself is being poisoned and every position held is paid for.
Levels 11–20 · Sequel
Player’s Guide
Stolen Fate
A globe-spanning treasure hunt beginning in
Absalom
's Grand Bazaar. Already-legendary heroes chase the scattered cards of a shattered
Deck of Many Things
across
Golarion
and onto other planes, racing rival collectors to reach each one first. Episodic and high-stakes — every card is its own self-contained adventure, with free will itself on the table.
Levels 11–20 · Sequel
Player’s Guide
Strength of Thousands
Wizard-school adventures at the prestigious
Magaambya
academy in the
Mwangi Expanse
. Heroes are students first and world-savers second — the campaign spans years of academic life, with field studies, exam stress, and an ancient conspiracy threading through it all. The Hogwarts-coded option, with much sharper teeth.
Levels 1–20 · Beginner
Player’s Guide
Triumph of the Tusk
Orc nation-building in the
Holds of Belkzen
. As the holds gather at
Torrentmoot
to forge alliances and decide what a unified people might become, the heroes navigate raw tribal politics, old grudges, and the weight of a land everyone else writes off as monstrous. A campaign about diplomacy and identity more than conquest.
Levels 3–11 · Beginner
Player’s Guide
Wardens of Wildwood
Druidic intrigue in the ancient
Verduran Forest
. As the
Moot of Ages
convenes and tensions over logging, fey pacts, and territorial claims boil over, the heroes stand as wardens of the wild — brokering between mortal ambition and powers far older than any kingdom. Nature-fantasy with a political spine: as much negotiation as fang and claw.
Levels 5–13 · Beginner
Player’s Guide
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