The Hunt for the Covenant

The Hunt for the Covenant

Embark on a perilous journey to recover the lost Ark of the Covenant, racing against dark forces that seek its power to reshape the world.

TYPE

Campaign

LEVELS

1–10

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 NEEDED TO START
$30.00

/ Session

Details

Weekly / Friday - 11:00 AM UTC

Session Duration / 3–5 hours

Campaign Length / Up to 20 Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

The Hunt for the Covenant is an epic, high-stakes adventure set in the Holy Land during 1356, where history, faith, and supernatural forces collide. The legendary Ark of the Covenant, lost for centuries, has resurfaced in an ancient manuscript, and the Grand Master of the Hospitallers tasks you and your companions with finding it before the Order of Judas does. The Ark’s power could alter the course of history, but if it falls into the hands of heretics, it could destroy Christendom. Your journey will take you from Jerusalem to Alexandria and the Sinai Desert, where ancient ruins, deadly traps, and supernatural forces stand between you and your goal. Each location holds vital clues and dark secrets about the Ark’s past—secrets that, once uncovered, could change the fate of the world. But the Order of Judas is on your heels, willing to use dark magic and forbidden rituals to claim the Ark’s power for themselves. They are relentless, cunning, and their dark ambitions threaten everything you fight for. The Church's secret undead hunters, the Ordo Veritatis, also watches, believing the Ark may be tied to necromantic forces that could unravel the very fabric of life. You must navigate a world of religious conflict, political intrigue, and mystical challenges, where every choice could tip the balance between salvation and damnation. Will you use the Ark’s power for good (if you recover it), or will it corrupt you? Can you keep it safe, or will it fall into darkness? This campaign is for players who enjoy role-playing, historical fiction, mystical quests, and moral dilemmas. It combines historical settings with dark fantasy elements, offering exploration, combat, and puzzle-solving. The fate of the world is in your hands—will you succeed in recovering the Ark and saving Christendom, or will dark forces claim victory? This is a human only campaign. The hunt begins now.

Game style

Combat Heavy

Roleplay Heavy

Tactical / Crunchy

Meet the Game Master

5.0

(10)

Black
Veteran

1 year on StartPlaying

44 games hosted

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

Average response time: 10 hours

Response rate: 100%

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 Obsidian Portals January 2026 Campaign of the Month The Island of the Prince, a Dungeons and Dragons 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

Character creation happens after Session Zero. Do not arrive with a completed character. This campaign has a strict tone, historical grounding, and faction structure. Session Zero is required to align expectations, establish party composition, and ensure every character belongs in this world. Characters that do not fit will be rejected. All characters begin at 1st level. You are not seasoned heroes. You are untested men and women entering a war already lost by braver souls than you. Survival is the achievement. All characters must be human. No exceptions. No mixed heritage, hidden bloodlines, or narrative loopholes. This setting relies on human fear, faith, and mortality. Removing that breaks the campaign. Only classes from the 2024 Player’s Handbook are permitted, and only when they make sense in-world. This is not a high-fantasy sandbox. If a class does not fit the theology, culture, or historical logic of the setting, it will not be allowed. Expect discussion, not debate. The majority of characters must be Fighters or Paladins, representing Hospitallers or allied militant Church orders. Clerics are explicitly allowed, serving as Hospitaller chaplains and battlefield priests. A very limited number of other classes may be approved if strongly justified, but the party should feel like a disciplined military-religious unit—not a mismatched adventuring band. Ability scores will be determined using a method agreed upon during Session Zero (typically standard array or point buy). No rolling ahead of time. No exceptions. Characters will be created collaboratively during Session Zero or immediately afterward, using official tools only (DnD Beyond or approved equivalents). All sources must be visible to the DM. Homebrew content is not permitted. Backstories should be brief, grounded, and unfinished (I will be assisting with backstories). No legendary deeds. No grand destinies. You are entering a world already burning. This campaign rewards cohesion, discipline, and restraint. Build for the setting—or be left behind.

What to expect

Preparing for the session

This campaign places a strong emphasis on immersion, shared tone, and historical atmosphere. A little preparation goes a long way toward making the experience deeper and more rewarding for everyone at the table. Players are strongly encouraged to have a basic familiarity with medieval history around the year 1356, with special attention to the Holy Land and its cultural, religious, and political landscape. You don’t need academic expertise—just an awareness of how medieval societies functioned, the influence of the Church and military orders, and how different faiths and cultures interacted in this period. Keeping a medieval mindset helps the world feel grounded and cohesive. The game is played entirely on Discord, which will be used for voice chat, coordination, and announcements. A Discord account and a working microphone are required. Please make sure your audio is functioning properly ahead of time so sessions run smoothly. All characters will be created and managed through D&D Beyond. You’ll need a D&D Beyond account and be able to share your character sheet with the DM. This helps keep everything transparent and easy to reference during play. Before Session Zero, players should: • Join the campaign Discord server • Read any setting or introductory material provided • Review the character creation guidelines • Test Discord audio and connectivity • Ensure D&D Beyond access is ready Character creation takes place after Session Zero. Please don’t arrive with a completed character—bring ideas instead. Party composition, class approvals, and final details will be handled collaboratively. The Hunt for the Covenant is a story-driven campaign set at the edge of faith, duty, and history. A bit of preparation helps everyone step fully into that world and enjoy what unfolds there.

What Terrance brings to the table

I provide a deeply immersive, story-driven campaign grounded in history, faith, and consequence. This game blends grounded medieval realism with dark, restrained fantasy. The world reacts to your choices. Actions have weight, not just outcomes. Narration is vivid and cinematic. I use descriptive scene-setting and character voices (when appropriate).These elements are there to support immersion, not overpower play. Combat is tense, dangerous, and tactical, especially at low levels. Fights are not designed to be fair by default. Positioning, timing, morale, and retreat matter. Violence is never casual. Every battle carries the risk of lasting consequences, physical or narrative. Clever play is rewarded more than brute force. We use a Critical Hit and Miss table. Characters can lose limb or other permanent injuries, and there is even an instant death result. Rules-wise, I lean Rules as Written as the foundation. Consistency and fairness matter. However, I allow measured flexibility when it serves clarity, drama, or momentum—never in a way that breaks tone or undermines stakes. “Rule of Cool” exists, but it must make sense in-world and come at an appropriate cost. This is a roleplay-forward campaign. I encourage in-character decision-making, faith-driven choices, and moral tension. You will be asked not just what your character does, but why. Characters are shaped by doubt, fear, loyalty, and belief as much as by skill. I provide: • Clear expectations and rulings • Strong narrative hooks and meaningful NPCs • Player agency with real consequences • A respectful, focused table environment You can expect a GM who is prepared, consistent, and invested. This is a game about duty under pressure, not power fantasy. If you engage seriously with the setting, it will give you unforgettable moments in return.

Homebrew rules

This campaign uses a small set of homebrew rules to reinforce realism, danger, and consequence. These mechanics are intentional and serve the tone of a brutal medieval world where violence leaves lasting marks and survival is never guaranteed. Critical Hit & Critical Miss Tables Natural 20s and natural 1s trigger a roll on a custom critical table. These tables are lethal by design. Results may include severe bleeding, crushed or severed limbs, permanent disfigurement, loss of eyes or fingers, and in extreme cases, instant death. Critical misses can be just as dangerous—exposed vitals, self-inflicted injuries, or catastrophic battlefield mistakes. These outcomes are not exaggerated for spectacle; they reflect the reality of armed combat in the medieval period. Every attack roll matters. Broken Limbs Must Be Set Before Magical Healing If a character suffers a broken limb, it must be properly set and secured before magical healing can restore full use. Healing magic will dull pain and halt bleeding, but it will not correct misaligned bones. This requires time, tools, and a successful Medicine check or trained assistance. Until set, the limb remains impaired or unusable. Battlefield medicine and careful treatment are essential. Embedded Arrows Must Be Removed When arrows or similar projectiles become lodged in a character, magical healing will only stabilize the wound until the object is removed. Extracting an arrow requires care and a successful check; careless removal risks further damage, bleeding, or infection. Retreat and treatment matter as much as martial skill. In addition to injury mechanics, the campaign actively tracks weather, time, supplies, and regional events. Weather affects travel, visibility, fatigue, and combat conditions. World events continue whether or not the party intervenes and are recorded using Chronica, ensuring a living, reactive setting. Resources such as food, water, ammunition, light, and medical supplies are tracked. Poor preparation won’t end the story—but it may end a character. These rules are not meant to be arbitrary or cruel. They reward caution, teamwork, and forethought, and they make survival itself an achievement worth remembering.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Terrance creates a safe table

This campaign is gritty, mature, and uncompromising in tone. It explores violence, fear, faith, loss, and morally difficult outcomes within a medieval context. Combat is brutal and unforgiving. Setbacks can be permanent. Not every story ends cleanly or happily. Because of that, this game is not suited for sensitive players or those seeking a power-fantasy experience. If you are looking for a low-stress, heroic PC game where the world bends to protect characters, this is not that table. Tragic outcomes are possible, and sometimes unavoidable. That said, the goal is serious storytelling, not shock value. The game is never tasteless, gratuitous, or exploitative. Violence and hardship are presented as realities of the period, not for cheap spectacle. I do not sanitize the medieval world, but neither do I revel in cruelty for its own sake. Player safety is handled up front through clear expectations and consent, primarily during Session Zero. We will discuss the tone of the campaign, themes that will appear, and what players should expect narratively and mechanically. This is the point where players should honestly assess whether this game is right for them. I do not use ongoing safety tools such as X-cards, Lines and Veils documents, or aftercare systems. Session Zero is the place to raise concerns. Once play begins, the story will not be altered due to player sensitivity. We are all adults, and players are expected to manage their own boundaries. If at any point you find the material distressing or triggering, the expectation is that you step away from the campaign. No judgment—but the game will continue as designed. Comfort at the table comes from respectful conduct between players, clear communication, and trust that everyone understands what kind of story is being told. This is a focused, serious table, and mutual maturity is required. The Hunt for the Covenant is a campaign about endurance in a harsh world. The safety here is honesty: you will know exactly what kind of game you are stepping into.

Content warnings

Safety tools used

Frequently asked questions