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Ashes of The Cross

Ashes of The Cross

In 1356 France, knights and fugitives race to reclaim the stolen True Cross—before war, betrayal, and the undead consume all hope of salvation.

TYPE

Campaign

LEVELS

1–20

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
FULL
$25.00

/ Session

Details

Weekly / Sunday - 10:00 PM UTC

Jan 4 / Session 31

Session Duration / 4–5 hours

Campaign Length / 20–50 Sessions

5 / 5 Seats Filled

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Schedule

Sun, Jan 04 | 10:00 PM – Session 31

Sun, Jan 11 | 10:00 PM – Session 32

Sun, Jan 18 | 10:00 PM – Session 33

Sun, Jan 25 | 10:00 PM – Session 34

Sun, Feb 01 | 10:00 PM – Session 35

Sun, Feb 08 | 10:00 PM – Session 36

Sun, Feb 15 | 10:00 PM – Session 37

Sun, Feb 22 | 10:00 PM – Session 38

This game will begin once 3 players have joined

Meet your party members

5/5

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.

Meet the Game Master

5.0

(10)

Black
Veteran

1 year on StartPlaying

29 games hosted

Highly rated for: Storytelling, Knows the Rules, World Builder

About me

Your hands are slick with blood—some of it yours, most of it not. The first wave shattered against your line like a tidal surge of iron and fury. Now the air is thick with smoke and prayers. A brother groans nearby, clutching a broken arm. Another reloads his crossbow with shaking fingers. You tighten your grip on your weapon and brace your boot against a mound of corpses at the breach. The enemy will come again—and this time, they know your strength. But you will not fall. Not here. Not while your companions still breathe. You were sent to hold this gate, and by God or steel, you will. This is the kind of story we tell. My name is Terrance Davis. I'm a U.S. Army veteran, a small business owner, and I’ve been running Dungeons & Dragons campaigns for nearly forty years. What I bring to the table is hard-earned: a lifelong passion for storytelling, battle-tested discipline, and the ability to create living worlds that demand everything from the players brave enough to explore them. I am the creator of The Island of the Prince, a campaign setting grounded in the harsh beauty of the real world—a 14th-century Earth, scarred by war, faith, plague, and prophecy. This is a place where steel rings against steel, and where magic—whispered of in dark corners—can get you burned alive. Here, the wounds are deep, the choices matter, and the names of the dead are not quickly forgotten. You and your companions will journey across a continent unraveling at the seams. From the blood-soaked fields of France during the Hundred Years' War to the crowded alleyways of Jerusalem’s Old Quarter… from the storm-lashed ports of North Africa to the alpine citadels of the Holy Roman Empire. You’ll investigate miracles, carry relics through hostile territory, and uncover secrets men have killed to bury. You may be knights, scribes, mercenaries, or spies. You may serve king or pope, or follow only coin and conscience. But once your boots hit the road and your blade is drawn, the world will know you only by your actions—and your allies beside you. This is not high fantasy. This is grim realism steeped in real history, where every torchlight flickers against betrayal and every choice carves into the future. The Black Death has returned. Heresies bloom in secret. And from the shadows, the Order of Judas moves once more. If you're looking for safe, sanitized fun—look elsewhere. But if you're ready to hold the line until your sword breaks in your hand… If you're ready to write your legacy in blood and fire alongside companions you'll never forget… Then saddle up. Your story begins now.

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Character creation

Creating your character

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.

The current party

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.

What to expect

Preparing for the session

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 Terrance brings to the table

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.

Homebrew rules

• Drinking a potion is a bonus action but may cause side effects. • Critical hits use a brutal table—maiming, dismemberment, or instant death is possible. • Death saves become harder with each fall. • Arcane casters don’t live past 35 without magical aid. • Wounds, exhaustion, and morale are enforced for gritty realism. • Human-only characters; strict historical accuracy is required. Let me know if you'd like to include your rules for travel pace, encumbrance, or battlefield injuries.

Equipment needed to play

Internet

Mobile Phone

Safety

How Terrance creates a safe table

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

Frequently asked questions