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D&D 5E Domain of Dread: Grognardia

I have this idea for a domain of dread, but don't own the books, so want help fleshing it out and see where it leads.

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There is this starting adventure where you send 1st level characters.

It takes place by a cabin on a lake where it keeps advertising: this is where you become the best.

The dark powers have held a high level 20th level adventuring party....whom ran originally in 1st edition.

What they want to do is "teach" the party the proper skills of dungeon hack by trial and error

If the newbie party dies, they wake up the next day in their beds to "do it again."

The objective is to escape grognardia and return to their regular game, but will be forever scarred by the experience.

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so how do you do this using the new rules and what trials are a must?
 

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Lanefan

Victoria Rules
Along with all these risks there also need to be signficant (if somewhat random) rewards for the PCs to find should they be so thorough.

Maybe some of these could be the once-possessions of that captive 20th-level crew....?
 



Dire Bare

Legend
I have this idea for a domain of dread, but don't own the books, so want help fleshing it out and see where it leads.

******************************************
There is this starting adventure where you send 1st level characters.

It takes place by a cabin on a lake where it keeps advertising: this is where you become the best.

The dark powers have held a high level 20th level adventuring party....whom ran originally in 1st edition.

What they want to do is "teach" the party the proper skills of dungeon hack by trial and error

If the newbie party dies, they wake up the next day in their beds to "do it again."

The objective is to escape grognardia and return to their regular game, but will be forever scarred by the experience.

******************************************
so how do you do this using the new rules and what trials are a must?
This domain sounds scary! Perhaps too scary!
 


for some reason, this is the map I have in my head when it comes to this.

Y4qRsKD.png


Will have to be tweaked of course, but want at least one apparatus of kwalish on the lake.

The cave is of course the dungeon where the big issues take place.

So how do you play up the trauma of dying, being resurrected, and dying again without being too groundhog day?

Also names for the Cleric, Fighter, Magic User, Thief? (they have to be human enough).
 




xp received should be part of the evaluation at the end the day and points are knocked off for TPK, death (everybody gets a ding, but the one who died gets the biggest ding), not completing the mission, and trust of anything (unless it's arbitrarily decided). Their evaluators are particularly miserly because progression goes too fast.

They get about an hour in the morning before they get put on a quest so they can scavenge the cabins for clues (to get out and on their tasks), make contact with other adventurers and to test how the mists surrounding the camp work and what might be used to get out.

Also if you find that special someone and get intimate, you get inspiration, but you also might attract something big and scarry at an inappropriate time (open to suggestions on this one). :D

There is also a treasure somewhere in the lake that is the memoirs and toys of the one group that successfully got out.
 
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Eubani

Adventurer
As residents of Grognardia only look back and never forwards, a Thief's Backstab will only work from the front. Whilst talking about classes it would be remiss of me not to note just as the Paladin is the antithesis of the Realm of Horror, the Innovator is the antithesis of Grognardia.
 
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