Ghosts of Duskvol - a Blades in the Dark Campaign
Ghosts of Duskvol is a Blades in the Dark online campaign set in the lightless industrial sprawl of a city that refuses to forget its dead.
$15.00
/ Session
Details
Bi-weekly / Saturday - 6:00 AM UTC
Session Duration / 3 hours
1 / 5 Seats Filled
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About the adventure
Duskvol is a pressure cooker of soot, sparks, and secrets. Leviathan blood fuels the towers, lightning barriers keep the horrors at bay, and everyone owes someone something. You are scoundrels on the edge — thieves, smugglers, whispers, cutters — trying to carve out a name in a city already crowded with ghosts. But this campaign leans hard into the supernatural. The dead do not rest easily here. Old crimes echo. Forgotten victims linger. Haunted districts whisper back. As your crew rises through the underworld, you’ll find that the city itself remembers what was done in the dark — and sometimes it wants payment. Expect: • A ghost-heavy, eerie tone, where the spirit world bleeds into daily life • Crew-driven storytelling, with player choices shaping factions, districts, and consequences • Moral grey areas, dangerous bargains, and rivals who don’t stay dead • Cinematic heists, desperate scrambles, and quiet moments of dread between the chaos This is a campaign about ambition, survival, and legacy — not just what you build, but what follows you when the lights go out. In Duskvol, everyone leaves a mark. Some marks never fade.
Game style
Combat Heavy
Rule of Cool (RoC)
Roleplay Heavy
Realm Building
Meet the Game Master
Less than a year on StartPlaying
8 games hosted
Highly rated for: Inclusive, Storytelling, Creativity
Average response time: 7 hours
Response rate: 100%
About me
My name’s Bird, though at the table I’m best known as Thee Silvery Bard—a playful nod to the 5e spell Silvery Barbs. The name embodies my style: bold, imaginative, and guided by the Rule of Cool. My mission is simple: to create unforgettable, collaborative stories where every player shines. Performance has been in my blood since childhood. I’ve worked as a musician, a stand-up comic, and a teacher—but nothing has been as fulfilling as stepping into the role of Game Master. Over the years, I’ve performed for the BBC in the UK and NBC in America, earned awards, and produced shows that left audiences captivated. Whether it’s celebrating the 50th Anniversary of Dungeons & Dragons or exploring a hidden indie gem unearthed from the shelves of London’s legendary Orc’s Nest, I bring the same promise: a gaming experience that is brilliantly creative, deeply kind, and endlessly entertaining.
View Profile →Character creation
Creating your character
We will create our characters in Session 0
What to expect
Preparing for the session
Join the Discord. Buy some dice. Steal a pencil.
What Thee Silvery Bard brings to the table
GM Style & Table Expectations • Character voices & ambience: Yes — I use light character voices and strong vocal characterisation (accents, tone, cadence rather than full theatre). I also use ambient music and soundscapes to support mood, tension, and pacing, especially during heists, downtime, and supernatural moments. It’s there to enhance immersion, not overpower play or slow things down. • Combat style: Combat in my games is fast, cinematic, and fiction-first, rather than tactical or grid-heavy. Expect high stakes, desperate choices, and momentum over precise positioning. Violence is dangerous and consequential, and often just one tool among many — deception, pressure, and planning matter just as much as blades and pistols. • Rules vs Rule of Cool: I run rules-aware but flexible. I respect the system and its intent, but I’m absolutely willing to bend or interpret rules in favour of drama, clever ideas, and strong fiction. If something is cool, characterful, and fits the tone, I’ll usually find a way to make it work — with consequences where appropriate. Overall, you can expect a collaborative, story-driven game where player agency matters, failure is interesting, and the city responds to what you do. The goal is tension, atmosphere, and memorable moments — not rules lawyering.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Thee Silvery Bard creates a safe table
Player Safety & Comfort Player safety and comfort are non-negotiable at my table. Dark themes and emotional moments only work when everyone feels safe, respected, and in control of their experience. • Lines & Veils: Before the campaign begins, I’ll share a Lines & Veils document for players to review and add to privately. This ensures boundaries are set early and respected throughout play. Anything marked as a Line will not appear in the game. Veiled content may exist but will fade to black. • Session 0: Session 0 is used to align expectations and build trust. We’ll cover: • Tone, themes, and content warnings • Safety tools and how to use them • Player boundaries and comfort levels • Character and crew concepts • How consequences, trauma, and harm are handled in play • Table etiquette, communication, and pacing • X, N, & O system: I use digital safety tools. Players can signal X, N, or O via chat, private message, or agreed-upon emoji during play. No explanations are required in the moment — the scene will shift immediately and we’ll move on without spotlighting anyone. • During play: I keep a close eye on tone and player reactions, regularly checking in if a scene gets intense. I’m happy to pause, redirect, or rewind at any time. Safety tools are always active — not just at the start. • Aftercare: After emotionally intense sessions, I allow space for decompression. This might include a short cool-down chat, tone-reset conversation, or private follow-up messages to check in with players. Players are always welcome to message me between sessions if something didn’t sit right or needs adjusting. My goal is a table where players feel supported, heard, and safe enough to take creative risks. Horror, tension, and drama should be exciting — never uncomfortable or harmful.
Content warnings
Safety tools used