Echoes in the Dark:The Shunned Valley

Echoes in the Dark:The Shunned Valley

Beyond the safety of the walls, the wilds lie open for your footsteps, and the shadowed streets of Dulwich wait with secrets of their own.

TYPE

Campaign

LEVELS

1

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$25.00

/ Session

Details

Weekly / Sunday - 11:00 PM UTC

Feb 15 / Session 2

Session Duration / 2–3 hours

3 / 5 Seats Filled

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Schedule

Sun, Feb 15 | 11:00 PM – Session 2

Sun, Feb 22 | 11:00 PM – Session 3

Sun, Mar 01 | 11:00 PM – Session 4

Sun, Mar 08 | 11:00 PM – Session 5

Sun, Mar 15 | 11:00 PM – Session 6

Sun, Mar 22 | 11:00 PM – Session 7

Sun, Mar 29 | 11:00 PM – Session 8

Sun, Apr 05 | 11:00 PM – Session 9

Sun, Apr 12 | 11:00 PM – Session 10

Meet your party members

3/5

About the adventure

Any character you create and play in "Echoes in the Dark" can be used in any other "Echoes in the Dark" game I run. All of these campaigns take place in the same region and at the same time. Your deeds carry forward. Your name may become legend or infamous, and the world will remember the choices you make. The frontier town of Dulwich stands at the edge of the ancient forest known as the Grey Spire Woods, a place of cold mist, ruined paths, and half-forgotten warnings. Your journey begins with the discovery of a treasure map, one that promises riches while hinting at dangers best left buried. This campaign is grimdark and low-magic. Light is scarce, power has a price, and survival depends on caution, planning, and cooperation. Exploration follows a hexcrawl structure where every choice reshapes the world, opening roads, leaving scars, or waking things better left undisturbed. Your characters and their motivations matter. Backgrounds shape the story, and the world responds to who you are and what you do. Trust one another. Survival depends on it. Player-versus-player conflict is not permitted. Gather your courage. The map waits, and the Grey Spire Woods are watching.

Game style

Dungeon Crawl

Hexcrawl / Exploration

Roleplay Heavy

Rule of Cool (RoC)

Meet the Game Master
Teacher/Educator

Less than a year on StartPlaying

13 games hosted

Highly rated for: Storytelling, Creativity, Rule of Cool

Average response time: 4 hours

Response rate: 100%

About me

Since the Basic Red Box, I’ve been playing Dungeons & Dragons and have followed every edition throughout my life. From the very beginning, building and exploring worlds alongside friends drew me in and captured my imagination. In my D&D-themed shop, I work as a barber and have the unique pleasure of talking with gamers all day. My oldest books line the walls, while Beholder posters fill the ceiling. Storytelling is my passion, and I love creating collaborative adventures. A few years ago, I began to drift away from D&D — until I discovered Shadowdark. This game reignited my love for tabletop roleplaying, giving my games the classic feel I’ve always cherished while opening new possibilities for creativity and adventure. Now, I’m turning to online gaming to meet new players and craft stories in worlds full of peril, mystery, and heroism. If you share a passion for storytelling and adventure, I invite you to join me online—let’s create unforgettable tales together.

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Character creation

Creating your character

Character Creation Guidelines Characters will be created using the Shadowdarklings character generator. To keep things fair and in the spirit of the game, most elements must remain randomly rolled. The sheet displays edits, so please be honest. What You Can Choose or Edit You may select or adjust the following: Hit Points – Set to the maximum value for 1st level Race Background Starting Equipment What Must Remain Random All other character elements must stay as rolled by the generator, including: Ability scores Class features determined by rolls Talents, traits, and other random results Do not reroll for better outcomes unless the rules specifically allow it. Two Characters Required Each player must submit: Primary Character Your main adventurer. Secondary Character A backup character used when: A player is absent and the group needs four members Your primary character dies during a session Secondary characters should be fully playable, not joke or throwaway builds. Background Story Both characters must include a short background story. This does not need to be long, but it should explain: Where they came from Why they adventure A personality trait, flaw, or motivation Deadline Both characters (Primary and Secondary), including backgrounds, must be submitted at least 24 hours before the game session. Late characters may not be approved for play. This keeps the game fair, fast, and deadly — just the way Shadowdark should be. Any Shadowdark character you play can be used in future campaigns I run under the banner Echoes in the Dark. All of these games take place in the same region and timeframe: the Kingdom of Ashlar, in and around Dulwich. Move between campaigns, cross paths with other heroes, and continue your story with the same character as the world unfolds around you, allowing your deeds and growing fame to reach the ears of other adventurers and shape stories in other games.

What to expect

Preparing for the session

PLEASE NOTE I ONLY RUN TABLES WITH PLAYERS USING VIDEO. We will use Discord for voice and video communication, and Roll20 for maps and handouts. Please ensure your microphone is functional and that you are comfortable appearing on camera, as video participation is required. I aim to foster greater connection and engagement through the use of video. Please join my Discord server prior to the game. After you join, I will send you a personal message with your invitation details and assist you with the setup process. We will use Roll20 as our virtual tabletop (VTT) to manage maps, dice rolls, and character sheets. Before the first session, please ensure the following: Your microphone and camera are functioning properly. You have joined the Discord server. You have created your Roll20 account (registration is free).

What Barberbarian brings to the table

I love storytelling and am energized by your enthusiasm. Expect interaction, immersion, and choices that truly impact the game. Your character backgrounds shape the world. The paths you take, those you save or don’t, and the secrets you uncover directly influence the story. I use Pocket Bard for ambient sound and music, enhancing the atmosphere and tension. I’m flexible with rules. If it’s cool, creative, and logical, try it. I reward clever play and allow automatic successes for skilled actions without danger. If you play a cleric, start with your deity. The details of your faith are yours to create—rituals, symbols, beliefs. We’ll build mythology together. The world is ours to shape. The story arc changes with your choices. The tone may be dark, hopeful, or bright based on your actions. I use Luck Points—reroll or twist the narrative. Use them to change fate, find clues, or sway events in your favor. In this world, goblins and orcs are true evil, and good is fragile yet focused. Together, we’ll tell a tale of courage against darkness.

Homebrew rules

MAGIC SPELLS AND ABILITIES THAT NEED A ROLL They don’t fail until they are cast once each day. Including skills like rangers salves. Example, cast cure wounds and fail, can cast again next round,if failed again the. You can cast again next round until it works once. This only counts for 1st level spells and abilities that are DC 12 or lower MAX HP at 1st Level All characters start with maximum hit points at level one for a stronger beginning. HEROIC DEATH You may choose to die heroically at any time, making a selfless or daring sacrifice to help your group. Example: You leap into a pit swarming with the dead, buying precious seconds for your allies to climb to safety. A heroic death matters—your sacrifice is remembered and will affect the story. LUCK POINTS Luck Points are Plot Points. Spend one to influence the story, recall a detail, gain an edge, or meet someone from your past. You can also make the DM roll at disadvantage. RANDOMIZED WIZARD SPELLS Wizards roll for random starting spells. In this world, magic is fickle and hard to control. If you roll a spell you already know, you may choose an alternative. If you learn a spell above your level, you may try to cast it. If you fail, the result is catastrophic, like rolling a natural 1. Example: A 2nd-level wizard finds and learns a Fireball scroll. Each spell works once when cast successfully, then fades until your next long rest. For a 1st-level spell (DC 11), you can try again until you succeed once. After the first success, subsequent failures cause the spell to fade until your next long rest. EXPLODING DICE (players only) If you roll maximum damage, roll again. Repeat if you get another maximum. TORCHES A torch lasts 30 minutes. HEALING Outside town, gain 1 HP per long rest only if you have a fire and rations. In places without wood, like dungeons, you need three torches to light a fire overnight. In town, regain one Hit Die during a long rest. A rogue regains 1d4 HP sleeping at home. POTIONS of HEALING A potion gives maximum HP and may remove curses or poison. Roll a d6: on 5–6, it works.

Equipment needed to play

Internet

Computer

Microphone

Webcam

Pen & Paper

Physical Dice

Safety

How Barberbarian creates a safe table

At the start of each session, we’ll briefly discuss boundaries and comfort levels to keep the game safe and enjoyable. We’ll review possible themes and topics, so you can flag anything you want to avoid or fade to black. At the end of each session, we’ll take a moment to reflect on what happened, check in to ensure everyone feels comfortable with how the session unfolded, and address any concerns before the next adventure. This is a shared story built on trust, aiming for all to feel respected, heard, and eager to return.

Content warnings

Safety tools used

Frequently asked questions