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The Last Hope: Zombie Apocalypse
Sparrow’s Rest is overrun. Scavenge, survive, and uncover the truth behind the outbreak...before the horrors stalking the city find you.
$18.00
/ Session
Details
1 player following this game
Weekly / Saturday - 7:00 PM UTC
Session Duration / 3–4 hours
Campaign Length / 10–15 Sessions
0 / 5 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
If you love Resident Evil and Daggerheart, this game is for you. (This game has been created using elements of the new Ink Ribbons campaign) Welcome to Sparrow’s Rest, a once-idyllic American city now collapsing into a nightmare. The dead walk the streets, survivors are disappearing, and somewhere beneath it all lies Heal-X Pharmaceuticals: the corporation whose secrets may explain what happened here. You are ordinary people caught in the outbreak, desperately searching for a way out before the city consumes you. Expect classic survival horror: limited ammunition, scarce healing supplies, locked doors, strange puzzles, desperate escapes, and the constant pressure of deciding whether to fight or run. You’ll search abandoned rooms for anything useful, piece together clues, manage a limited inventory, and face increasingly grotesque infected creatures and bio-weapons. This is a game for players who want the tension and atmosphere of the classic Resident Evil games brought to the tabletop. I run horror with a strong focus on exploration, investigation, cinematic action, meaningful decisions, and giving everyone moments in the spotlight. Expect serious horror and genuine danger, but also those wonderfully strange survival-horror moments that fans of the genre know and love. And some humour! All you need is a willingness to embrace the horror, work with your fellow survivors, and remember one important rule: Conserve your ammo. Survival Horror & Limited Resources This campaign adapts elements of Daggerheart to a modern survival-horror setting. Expect firearms, improvised weapons, medical supplies, modern technology, and other genre-appropriate equipment alongside familiar Daggerheart mechanics, reworked where necessary to capture the feel of survival horror. Explore the Environment Exploration is a major part of this game. Rather than revealing an entire battle map at once, I use modular maps with dynamic lighting designed to make locations feel like spaces you actually have to explore. You’ll move your character through dark corridors, abandoned rooms, underground facilities, and other survival-horror environments, revealing the map as you go. Doors lead to places you haven't seen yet. Rooms may contain supplies, clues, puzzles, shortcuts...or something you really wish you hadn't found. The goal is to capture the feeling of exploring a location in a classic Resident Evil game, while bringing some of the satisfaction of a tabletop dungeon crawl into a modern survival-horror setting. Use of AI-Generated Materials This game uses AI-generated materials. I use generative AI as part of my preparation and presentation, including creating maps, character and creature tokens, handouts, visual aids, and other game materials used during sessions. I want prospective players to know this before signing up. If the use of AI-generated artwork or game materials would negatively affect your enjoyment of the game, this may not be the right table for you.
Game style
Dungeon Crawl
Puzzle / Mystery Focused
Roleplay Heavy
Rule of Cool (RoC)
Combat Heavy
Game themes
Meet the Game Master
1 year on StartPlaying
65 games hosted
Highly rated for: Creativity, Rule of Cool, Beginner Friendly
About me
Hi there thanks for finding me. I have now been running Daggerheart Campaign's and One shots on Start playing for just over a year now! I have met a host of wonderful people have helped craft my skillset to be able to offer wider campaigns set in a Daggerheart game frame. I’ve also been running a DND campaign as a DM for almost two and a half years with a group and have joined a second group as a player. I have been exploring Daggerheart as a system and it is my new passion! I have run a Thursday campaign adapting the Crooked Moon into Daggerheart currently around 36 sessions in addition to 10 one shots run through start playing (as of September 2026). I have also ran a 12 session Daggerheart Campaign for the book series One for Sorrow. I ultimately believe every game is a story we tell together: equal parts laughter, drama, and “wait, did that just happen?!” I thrive on bringing characters to life, weaving your backstories into the world, and throwing in the right mix of heart and chaos to keep everyone on their toes. There are always surprises, callbacks and mysteries to keep you wanting to return.
View Profile →Character creation
Creating your character
Creating Your Character Character creation will happen together during Session Zero, so you don't need to arrive with a finished character or know Daggerheart inside and out. I’ll guide everyone through the process, help you build a character who fits the campaign, and make sure the group has connections and reasons to work together. We’ll create characters using Demiplane, then integrate them with Roll20 for play. Daggerheart gives us plenty of classes, ancestries, communities, abilities, and magic to choose from, so there is still lots of room to make your survivor distinctly yours. There is one important difference from a typical fantasy adventure: your character should feel like a relatively normal civilian: not a heavily armed adventurer expecting a fight. Think teacher, mechanic, journalist, student, doctor, office worker, travelling performer, researcher, or simply someone with an interesting life and useful skills. Your Daggerheart class and abilities still matter, but we'll work together to reinterpret and flavour them for this modern survival-horror setting. Your character will also need a reason to be travelling back to Sparrow's Rest when our story begins. Maybe you're returning home to see family, starting a new job, meeting an old friend, investigating something unusual, or coming back to a place you thought you'd left behind. Whatever the reason, you certainly weren't expecting a zombie outbreak. And that means you don't begin the game armed for war. Guns, ammunition, medical supplies, and serious weapons are things you'll need to find as the situation deteriorates. Until then, you'll have to rely on your character's abilities, ingenuity, everyday possessions, improvised weapons, and whatever else you can get your hands on. Your Class Isn't Your Job This is a modern Daggerheart world, so magic and fantastical ancestries still exist alongside cars, smartphones, firearms, universities, and everyday modern life. Your class represents the extraordinary things your character can do, while your occupation represents what they actually do for a living. This also means you will start with very little: No armour A Brawler might be a boxer, a Bard a singer, and a Rogue a streetwise pickpocket. Magical classes work the same way: a Wizard might be a professor of magical studies, while a Druid could be a wildlife conservationist who genuinely transforms into animals as part of their magic. So don't worry about making your Daggerheart abilities feel mundane. Magic belongs in this world. Zombies and the horrors waiting in Sparrow's Rest are what don't. Please note, the following classes are not available for this campaign: - Brawler - Guardian - Witch The following abilities will not be available for this campaign: - Bare bones armour Please speak to me directly if you wanted to make use of any other Void content.
What to expect
Preparing for the session
No prior experience with Daggerheart, virtual tabletops, or any of the software we use is required. I’ll guide you through everything during Session Zero and make sure you're set up before we begin. We’ll use a few different tools to run the game: Discord: Our main hub for the campaign. We'll use Discord for communication between sessions, voice chat, and video during the game. Demiplane: This is where you'll create and manage your Daggerheart character. The necessary content will be shared with the group, giving you access to the character options you need. We'll create characters together during Session Zero. Roll20: Our virtual tabletop (VTT), where the game itself takes place. Your character will be imported into Roll20 and be represented by a token that you can move around the environment as we explore. Saga 20: I use this in the background to automatically take session notes using AI. You don't need to install, manage, or interact with Saga 20 yourself. Before Session Zero, all you need to do is join the campaign Discord and create free Demiplane and Roll20 accounts using the links I'll provide. Don't worry if you've never used any of these platforms before. We'll go through character creation, Roll20, and everything else you need to know together. You bring the character idea; I'll help with the technical stuff.
What GM DarkSpyder brings to the table
My goal is to make each session feel like you're playing through a survival-horror game together, rather than simply moving from encounter to encounter. I put a lot of preparation into the atmosphere and presentation of my games. Expect custom maps, dynamic lighting, character and monster tokens, handouts, ambient music and sound, visual aids, and plenty of environmental details to investigate. Exploration matters: you'll physically move your characters through locations, open doors without knowing what's on the other side, search rooms for scarce supplies, discover shortcuts, solve problems, and gradually piece together what happened in Sparrow's Rest as you try to survive it. I enjoy roleplay and character voices, but I'm equally interested in giving your characters the spotlight. NPCs have personalities, motivations, and secrets, while your choices determine where the story goes. I want you discussing whether to investigate the bloodstained corridor, arguing over who gets the last healing item, celebrating when someone finds ammunition, and occasionally screaming at each other to RUN. Combat will be cinematic, dangerous, and driven by the survival-horror experience. Not every creature is something you're expected to kill. Ammunition and healing will be found in the environment, so retreat is a perfectly legitimate strategy. Clever plans and creative use of the environment are encouraged. I love to engage with a great idea than shut it down because it wasn't the solution I expected. We'll use Daggerheart as our foundation, adapted where necessary to support this modern survival-horror setting. I'm interested in the spirit of the rules and meaningful consequences rather than stopping an exciting scene every few minutes to debate technicalities. When something unusual happens, I'll make a ruling, keep the game moving, and we can clarify it afterwards if necessary. Most importantly, I'll provide a table where new and experienced players are equally welcome. I'll handle the maps, technology, rules support, atmosphere, and horrors lurking behind the next door. You just need to bring a character you're excited to play, engage with the other survivors, and hopefully make some very difficult decisions as you battle between rolling hope and fear!
Homebrew rules
Tag team roll: The players can split the cost between them of the 3 hope. Double the severe threshold is an extra 4th marked HP. To mimic elements of Resident Evil, for example healing potions will need to be made by collecting herbs. Player gathers two green herbs = one potion equivalent. To add a bit of excitement...there will be new colours and you will not be exactly sure what you are making until you make it. What will a pink and blue herb combination reward you with...? Custom resting (Work in progress). You will only be able to short or long rest when you have gathered enough supplies to do so: HP - PROVISIONS - supplies that sustain the body. STRESS - COMFORTS - supplies that help someone mentally decompress. ARMOUR - ARMOUR PARTS - materials for repairing protective equipment. CRAFTING PARTS - general components used to make items. I want players to feel like they can creatively use items they find to make and improve their weapons. Spending some time during a long rest on a project would be a great time to do this. For example looting a locker might grant you some supplies. You can aid in describing what these might be as well. DM: "You find 2 provisions and 2 comforts." Player: "I pull out a freddo bar, some crackers alongside a Walkman and a couple of albums." During a short rest later, if a player has found at least 4 provisions, they can heal rolling 1d4 + tier. I have some other homebrew rules that come up but I keep forgetting to write them down.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How GM DarkSpyder creates a safe table
Player Safety & Content Warnings This is a survival-horror campaign inspired by Resident Evil, and horror is intended to be a significant part of the experience. While we’ll establish individual boundaries together during Session Zero, players should expect the game may include: Zombies, infected humans, and other undead Graphic violence, blood, gore, and descriptions of injury Body horror, mutation, transformation, and grotesque creatures Disease, infection, medical experimentation, and pharmaceutical/corporate malpractice Death and the possibility of character death NPC deaths and discovering dead bodies Hospitals, medical procedures, laboratories, and needles Confinement, isolation, claustrophobic environments, and being trapped Darkness and limited visibility Being pursued, hunted, surrounded, or overwhelmed Jump-scare-style moments and sudden threats Scarcity of food, medicine, ammunition, and other essential resources Firearms and other weapons Police, military, and emergency-response imagery Civilian casualties and large-scale disaster Themes of fear, helplessness, desperation, and survival under extreme circumstances Session Zero will give us an opportunity to discuss boundaries before play begins. You never need to explain or justify a boundary to the group. The X-Card We will use the X-Card during play. If something enters the game that you are uncomfortable with, you can use the X-Card (equivalent of writing an X in the chat to the group or privately to the GM) and we will stop, remove or move past that content, and continue the game. You do not have to explain why. This applies even if the subject wasn't discussed during Session Zero. Sometimes you don't know that something will bother you until it actually appears at the table. Private Messages Are Always Welcome If you would rather not raise something in front of the group, send me a private Discord message at any time. That can be during a session, after a session, or between games. You can tell me that something needs to stop, ask me to reduce its intensity, or let me know that you would prefer particular content not to appear again. I'll handle the adjustment without requiring you to discuss your reasons with the rest of the table. Debriefing After the Horror We'll also have opportunities to debrief after sessions, particularly after intense ones. Survival horror can deliberately create tension, uncertainty, and uncomfortable situations for the characters; checking in afterwards gives us a chance to step out of the fiction, talk about the session, and flag anything we want handled differently next time. The goal is to create a game that can be tense, frightening, gruesome, and dangerous for the characters while remaining enjoyable and comfortable for the players. Horror works best when everyone at the table trusts that their boundaries will be respected.
Content warnings
Safety tools used