The Emerald Crusades

The Emerald Crusades

War has swallowed Skjornvale, and the Crusade is no longer defending—it’s marching into the darkness to take it back.

TYPE

Campaign

LEVELS

1

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
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Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
3 NEEDED TO START
Free

Details

Weekly / Sunday - 11:30 PM UTC

Session Duration / 2–3 hours

0 / 5 Seats Filled

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

War has come to Skjornvale, and it is not some distant conflict told in stories. It is here, grinding through forests, villages, and broken roads. After years of brutal stalemate, the Crusade has made a decision. Stop defending and start pushing forward. You are part of that push. Mercenaries, wanderers, and warriors gathered under one banner, sent beyond the safety of Fort Aegis into the Blackwood Line. Patrols go silent out there. Enemies do not behave the way you expect. Every step forward has a cost. This campaign is a dark, grounded war story set inside a living battlefield. You are not just adventurers chasing quests. You are operating within a full-scale war where troop movements, supply lines, and morale all matter. Your missions may involve reconnaissance, recovery, sabotage, escorting units, or direct combat. Some days will feel slow and tense, where nothing seems to happen but everything feels wrong. Other moments will turn violent without warning. The world reacts to what you do, and your success or failure can shift the direction of the war. The tone leans into grim fantasy and realism. The enemy is more than just monsters, and the deeper you go into contested territory, the more complicated things become. Expect difficult decisions, moral tension, and moments where survival matters more than heroics. Combat is meaningful and sometimes deadly, but it is not constant. Atmosphere, tension, and immersion are just as important as fighting. This game is a good fit for players who enjoy immersive storytelling, tactical thinking, and a serious, character-driven experience. New players are welcome, and experienced players will have plenty to dig into. As long as you are willing to engage with the world, work with your team, and play your character, you will fit right in. If you want a campaign where your choices matter and the war evolves around you, this is it.

Game style

Rule of Cool (RoC)

Sandbox / Open World

Tactical / Crunchy

Game themes

Meet the Game Master
Veteran
Game Designer

3 years on StartPlaying

About me

Experienced DnD and Call of Cthulu DM! I have been DMing for over 10 years both in person and online for groups from 3-8 players. I love crafting intricate worlds for lengthy campaigns or creating exciting one shot adventures. I will lead you through pre-built stories or build a perfect world for you and your party! Full Sail University, Game Design graduate and Indie Game Dev!

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Character creation

Creating your character

Characters will be created using DnD Beyond. Character Creation Rules are as follows: 1.No Orcs, this is a war campaign, Orcs are Kill on Site., 2.5e classes and races, 3.Homebrews with approval, 4.Dieties cannot be Gruumsh or Maglubliyet, 5.No restrictions on alignment, War takes all kinds. Starting level will be 1, you may use rolls or standard array. Use standard equipment or the 100gp equipment buy. Once Characters are created in DnD Beyond I will transfer them to Foundry by session 0.

What to expect

Preparing for the session

Create an account on DnD Beyond to create their character sheets within the provided campaign link. These characters will then be transferred into Foundry to be ready for Session 0. Communication is done through Discord, a join link will be provided.

What Nate brings to the table

This game is built to feel immersive and cinematic. We’ll be playing on Foundry VTT, using dynamic lighting, sound, and visual effects to bring the battlefield to life. Expect dark forests lit by torchlight, distant horns echoing through the trees, and moments where the atmosphere is just as important as the combat. I’ll also use ambient music and sound to help set the tone, whether it’s quiet tension or full-scale battle. My GM style leans toward a balance of structure and flexibility. We’ll stay close to the rules as written so combat and mechanics feel grounded and consistent, but I fully support Rule of Cool when it makes sense. If you come up with something creative, cinematic, or just plain awesome, I’ll work with you to make it happen. Combat in this campaign will be meaningful and varied. Some encounters will be tight, small-unit skirmishes where positioning and teamwork matter. Others may escalate into larger battles tied into the wider war effort. Not every session will be combat-heavy, but when fights happen, they will be impactful, tactical, and sometimes deadly. Above all, I aim to create a game where your choices matter. The war will move with or without you, but your actions can shape outcomes, save lives, or make things worse. I’ll bring a consistent world, strong atmosphere, and reactive storytelling. All I ask is that you bring a willingness to engage, work as a team, and lean into your character.

Homebrew rules

I don't use any defined home-brew rules, primarily sticking to Rule of Cool and RaW.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Nate creates a safe table

This is a war campaign, you can expect things that occur in war to occur in the campaign. We'll set the expectations in Session 0, you are welcome to take breaks, step away from the table or notify the DM if a topic has you uncomfortable. The campaign is not a shock fest, and the overall story focuses on reclaiming territory and defeating the Emerald Army.

Content warnings

Safety tools used

Frequently asked questions