Ashes of The Cross
Dungeons & Dragons 5e | Campaign
About the adventure
ASHES OF THE CROSS A Historical Dark Fantasy Campaign for 5th Edition D&D | Levels 1–10 The year is 1356. The world is dying. The Black Death has passed, but its shadow lingers in every quiet village and broken chapel. The Hundred Years' War rages between England and France, staining the soil with noble blood. Bandits roam the King’s Road. Wolves grow bold. The Church tears at its own throat—riddled with secrets, heresies, and internal war. In this fragile age, few truths remain. But one truth always held firm: the True Cross—the holy relic said to bear the blood of Christ himself—rested in Paris, under watch of the Knights Hospitaller. That truth is now a lie. The previous company of heroes, the Ravenguard, journeyed to Notre Dame with a sacred mission: to recover the True Cross before it fell into the wrong hands. They failed. The relic is gone. Taken by a dark and treacherous sect calling themselves the Order of Judas—once Templars, now defilers, fanatics, and servants of something older than God. The Ravenguard was scattered, broken, or slain in the attempt. Only whispers returned. Now, a new company forms—unblooded, untested, and unknighted. Farmers' sons. Exiles. Novices. Bastards. Witches. You begin on the King’s Road, north of Paris, with little more than your name and your steel. What compels you to follow in the footsteps of the fallen? Vengeance? Faith? Glory? Or a truth so terrible no one dares speak it aloud? Ashes of the Cross is a gritty, immersive campaign rooted in real medieval history but steeped in myth, prophecy, and dread. You will travel through plague-ridden villages, ruined abbeys, and war-scarred cities. You’ll meet inquisitors who see demons in every shadow, peasants who cry blood in their sleep, and knights who kneel to no god. You’ll uncover whispers of the Order’s route—south, ever south, toward Marseille and the distant Holy Land. But the longer the trail goes, the darker it becomes. This is not a campaign of easy victories. It is a pilgrimage through suffering. Your enemies are not only monsters, but men with conviction and swords of their own. Every ally has secrets. Every miracle has a price. But if you survive—if you endure—you may yet reach Jerusalem. And there, at the end of the world, you may reclaim what was lost… or witness the final fall of Christendom. This game is for players who want high-stakes roleplay, historical grounding, moral complexity, and a richly detailed world where faith and fire collide. All are welcome—new players and veterans alike—but you must be ready to take the road. No gods to save you. Only the steel at your side… and what you believe is worth dying for.
Game style
Rules as Written (RaW)
Games that are ran “Rules as Written” emphasize realism and stick to the letter of the rules, allowing players to explore creative solutions while still operating under a consistent rule set. Players have the ability to utilize the rules in creative ways to create awesome characters and moments in the game.
Theater of the Mind
“Theater of the Mind” uses little to no visuals for scene settings and combat. Instead, the narrative imagery comes from the Game Master’s descriptions and character action and movement comes from Players’ descriptions.
Set in 1356 during the Hundred Years’ War, Ashes of the Cross is a dark, low-magic campaign grounded in history and driven by roleplay, moral consequence, and brutal realism. You won’t find tavern brawls or talking cats here—just plague-stricken villages, haunted crusaders, and political betrayal wrapped in the burning robes of holy war. We use 5e core rules (2024 PHB preferred), but combat is far deadlier than standard. Our critical hit and miss table is lethal—limbs can be lost, heads can roll, and no PC is safe from a single bad roll. Combat should be avoided unless the stakes justify it. Roleplay is king. Each session, we award Player of the Session to someone who leans into character—flaws, failures, and all. This award grants a one-time, powerful story-driven effect for next session. You’ll start at Level 1, and most characters are human or grounded in the setting (peasants, knights, or clergy preferred). No exotic races or over-the-top concepts. Magic is rare and feared. If you're here to feel something, bleed for something, and maybe leave a legacy behind in a world that eats the weak—this is your campaign.
Additional details
How to prepare
This is a high-immersion, story-rich campaign built for players who want to bring their A-game. Here's everything you’ll need to be ready for Ashes of the Cross: 🖥️ Tech Requirements: A quality mic is mandatory. You don’t need to sound like a podcast host, but clear audio is essential for roleplay and teamwork. A Discord account is required for voice chat, scheduling, and between-session discussion. A D&D Beyond account is required for character creation and management (I provide access to all necessary content). Chronica account (free) will be used to track party progress, loot, journal entries, and NPC connections. 📜 What You Need to Do: Create a Human character (1st level) before Session 1, following campaign guidelines. We’ll work together to tie your character into the world. Familiarize yourself with the D&D 5e Player’s Handbook—especially if you're new to the game. Have a quiet, distraction-free play space during sessions. This is a focused campaign, not a casual drop-in. 📖 Optional—but Highly Recommended Reading: To truly immerse yourself in this campaign’s brutal and beautiful world, I strongly recommend reading a bit about the Hundred Years’ War, especially the events around the year 1356. This was the year of the Battle of Poitiers, a catastrophic French defeat that shook the very foundations of nobility, chivalry, and divine right. Understanding the historical backdrop will enrich every decision you make in-game. You’ll grasp the politics, the desperation, the fractures within the Church—and why a missing relic like the True Cross could send the entire Christian world into chaos. Great resources include: “The Hundred Years War” by Desmond Seward – readable, vivid, and gives strong context for 1356. BBC’s “In Our Time” podcast episode on the Hundred Years’ War Even the Wikipedia entries for Battle of Poitiers or Edward the Black Prince offer enough insight to ground you in the stakes. Final Note: This game is serious, story-driven, and steeped in grit and history. If you're looking for goofy antics and talking bears, this won’t be your fit. But if you want to ride down the King’s Road with sword in hand and ash on your cloak—if you want your decisions to echo through a crumbling world—then saddle up. I’ll see you in the mud.
What I provide
When you step into Ashes of the Cross, you're not just joining a game—you’re entering a living, breathing world shaped by history, myth, and your choices. I bring the full weight of experience, creativity, and passion to ensure your time at the table (or screen) is unforgettable. 🎲 Tools & Platforms: Chronica: All campaign lore, session recaps, NPC info, item lists, and custom calendars are meticulously tracked in Chronica. Your journal is always up to date, and your character's place in the world is never lost. D&D Beyond: Full character creation and management supported via D&D Beyond, with access to shared content, homebrew options, and detailed backstory integration. Custom Tokens & Handouts: Every monster you face is unique. No recycled stat blocks. No generic encounters. Expect custom-designed foes, original lore, and visuals to match. 🧠 My GM Style: Story-Driven, Character-Focused: Your characters are the heart of this journey. I work with each player to ensure your backstory matters. The world will remember you—and react to you. Rules-First, but Not Rules-Bound: I follow the core mechanics closely, but I always leave space for the Rule of Cool. If you want to leap off a burning cart and drive your sword into a soldiers chest mid-fall? Let’s roll for it. Tactical Combat That Matters: Every battle is crafted to challenge your mind and your character. No filler fights. Positioning, terrain, timing, and fear all come into play. Choices have weight. Running is sometimes the right move. Roleplay With Teeth: Expect grounded, historical interactions with powerful NPCs. I dig deep. I’ll never force you to act, but when you do—know that the world listens. 🕯️ Unique Offerings: All Monsters Are Custom: You will never fight a stock goblin. Every creature, soldier, or demon is reworked to fit the world’s lore and tone. If it shows up, it has a reason to exist—and it will test you. Player Impact is Permanent: Your decisions shape the realm. Burn a village? Its ashes remain. Save a heretic? That story continues. The campaign world is alive, and you are carving your mark in it. Historical Immersion: This is medieval Europe, not high fantasy. Expect period-accurate politics, religious conflict, ancient orders, and dirty, desperate war. You’ll feel the mud on your boots. This is a game for players who crave grit, glory, and gravitas. If you're ready to lose yourself in the world—if you're ready to earn your legend—then saddle up. The King’s Road awaits.
Gameplay details
While Ashes of the Cross is a dark and intense campaign set in a violent period of real-world history, player safety and comfort always come first. This game will explore serious themes—war, religion, death, corruption, and supernatural horror—but it will do so with mutual respect and clear boundaries. 🗣️ Session Zero Coverage: In our Session 0, we’ll cover: Group tone and expectations Player character concepts and backstories How combat, death, and consequences will be handled How historical realism interacts with fantasy Safety tools, pacing, spotlight sharing, and player rights We’ll also discuss PvP boundaries (if any), romantic content, and how to handle conflicts in-character vs. out-of-character. 🫂 Aftercare & Debriefs: After especially heavy sessions, I always offer a short, optional aftercare check-in. If something felt too real or hit too hard, we’ll talk it through—privately or as a group. The goal is to tell a powerful story together, not to traumatize anyone. You’re encouraged to reach out between sessions if anything lingers. ⚔️ Additional Gameplay Notes: Character Death is Possible. This world is dangerous, but your death will always be earned—not cheap or random. Leveling is Experience point-Based. PvP is Rare and Must Be Pre-Approved. Tension between characters is welcome; betrayal without consent is not. Mature Themes Will Be Treated with Respect. Misogyny, racism, and religious fanaticism may appear in the setting, but they are never glorified. You’ll face these forces as heroes—or be swallowed by them. Ashes of the Cross is a campaign where fear, hope, and steel clash on holy ground—but behind the screen, we’re just people telling a story. The goal is immersion, not discomfort. The adventure is dark—but the table is safe. If you have questions, concerns, or something you want to clarify, you can always reach out to me directly—before, during, or after the game.
Content warnings
Safety tools used
• Breaks
• Session 0
How will character creation work
Ashes of the Cross is a grounded, dark historical fantasy campaign set in 14th-century Europe. Character creation is a collaborative process that takes place before the first session. You will not show up and roll at the table—we build your character together, ensuring they are woven into the world with purpose and meaning. 📍 Creation Details: Starting Level: 1st level (the road is long, and glory must be earned) Stat Generation: Point Buy (27 points) or Standard Array. No rolling. Platform: Characters are created and managed through D&D Beyond, with full content sharing enabled. Character Sheets Locked after Session 1 unless GM approval is given. Chronica Access: You’ll be invited to our campaign hub on Chronica, where your character’s lore, relationships, and progress will be tracked in real time. ⚠️ Race Restrictions: To preserve the historical tone and thematic focus of this campaign, your character must be human. This isn’t a high-fantasy world filled with dragonborn, tieflings, or tabaxi. It’s 1356 Europe—rooted in war, faith, disease, and political collapse. You’re part of that world. The presence of dwarves, elves, and halflings is extremely rare and only allowed under special narrative circumstances. These races, if permitted at all, are seen as cursed bloodlines, Fae-touched, or relics of a dying age. They are feared, hated, or hunted. Playing one will isolate your character in ways that must be roleplayed consistently and seriously. No other races are allowed. Why this rule? Because it keeps the setting tight, immersive, and tonally consistent. When a dragon appears, it should be a world-shaking event. When the people call someone a witch, they mean a young woman who can actually summon fire, not just someone with pointy ears. You’re not gods. You’re not the Chosen Ones. You’re survivors—and if you become legends, it will be through fire, blood, and sacrifice. 📚 Allowed Books: Core Rulebooks: Player’s Handbook (2014 and 2024) only This is a world where belief moves mountains and fear burns people alive. If you want to play a hero, you’ll have to earn that title the hard way—with calloused hands and haunted eyes. If you’re ready to make a character that feels real, I’m ready to help you forge them.
Players can expect
Combat / Tactics
Medium
Roleplay
Medium
Puzzles
Medium
Experience level
Beginner
Platforms used
• D&D Beyond
• D&D Beyond Maps
• Discord
$15.00
/ Session
Each player will be charged when a session starts.
Details
Weekly / Sunday - 9:00 PM UTC
May 18 / Session 3
4-5 Hour Duration
3 / 5 Seats Filled
Schedule
Requirements
Experience required: Beginner
Age: 18+