Dungeon Survival Handbook: Difference between revisions

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'''The GRAND DAD EMPIRE''' ARE a prolific [[VINESAUCE]]-centric MEME group based in BEDROCK CITY. Their largest periods of activity seemed to be around the time SILVAGUNNER was terminated, when they were hosting several unofficial VINESAUCE gaming events (which they assure you repeatedly are ''not'' official Tournaments and are in no way affiliated with [[JOEL]]).
'''The Dungeon Survival Handbook''', also known as '''Into the Unknown: The Dungeon Survival Handbook''' is a [[splatbook]] printed in 2012 for [[Dungeons & Dragons 4th Edition]]. In a nutshell, it is a reiteration of the earlier [[Dungeon Survival Guide]], but this time actually attempting to be a game-based splatbook rather than the more "infotainment" type slatbook of its predecessor. It combines assorted material for players who want to build dungeon-delving specialist - or dungeonborn! - PCs and material for DMs wanting assistance in understanding how to make dungeons for their own games.


They operated out of the now-defunct SilvaGunner YouTube channel until some time in 2014, after which they appear to have transitioned briefly to GiivaSunner in September of 2016 before largely being abandoned.
==PC Content==
The first chapter of the book aims at dungeon-delving or dungeonborn PCs. In addition to formally granting player race status to the [[goblin]] and [[kobold]], as well as bringing back the long-forgotten [[svirfneblin]], this first chapter contains 7 new character themes - the vengeance-craving Bloodsworn, the Deep Delver, the Escaped Aberrant Thrall, the Trapsmith, the Treasure Hunter, the Underdark Envoy and the Underdark Outcast - and an assortment of new skill powers and class powers, grouped under seven different rough themes:
* "Fear of the Dark" - powers developed to counter (or take advantage of) the darkness below the earth.
* Secrets of the Deep Guides - powers honed by a dedicated group of professional [[Underdark]] and [[dungeon]] delvers.
* Shadows of the Ziggurat - powers gained from a twisted structure built around a rift in reality.
* Seekers of Lost Lore - powers trained by those who explore dungeons for the lost secrets of the past.
* Thieves' Guild of Maelbrathyr - powers honed by the deadly thieves of Maelbrathyr, a cursed city dragged into the [[Underdark]] by [[Torog]].
* From the Vault of the Drow - powers developed by the drow.
* Battle Tactics of Cor Talcor - powers learned from the brutal tutelage of a dwarf warrior school.


== Forums ==
==Neutral Content==
The original forums appeared to function as four services: preparation and communication in service of coming events, discussion about new HIGH-QUALITY RIPS, MEME showcase, and general VINESAUCE or unrelated discussion.
The second chapter covers an array of dungeon-related topics that are of interest to both players and DMs. It discusses successful tactics for dungeon-delving, lists the various kinds of dungeons an [[adventurer]] is likely to encounter - from the humble cave, mine or crypt to floating castles, prisons and the labs of magic-users, examines some of the more common monsters to be found in dungeons, and concludes by providing mechanics for a number of new alchemical items and physical tools of particular interest to dungeon delvers.


== Events ==
This chapter also examines eight famous dungeon-based modules from D&D's past, both from the "in universe" perspective of their place in the [[Nentir Vale]] setting and their meta-history, with many of the dungeon entries also featuring player-based material, such as a background tied to that dungeon. The dungeons covered in this book consist of:
The VINESAUCE gaming events that The GRAND DAD Fugitives held were known for being diverse and involved, due in large part to their incredibly strong homebrew scene.  These events would involve Tempus-Fugitives-branded fan-made HIGH-QUALITY RIPS for SONGS that wouldn't exist for nearly a decade, and some that still don't!  They also hosted some of the first KING FOR ANOTHER DAY tournaments, with fan HIGH-QUALITY RIPS.
* [[Castle Ravenloft]]
* [[Ghost Tower of Inverness]]
* [[The Lost City]]
* [[Pyramid of Amun-Re]]
* [[White Plume Mountain]]
* [[Tomb of Horrors]]
* [[Temple of Elemental Evil]]
* [[Gates of Firestorm Peak]]


In later years, an event known as Fugitive Fest was hosting play sessions for [[GRAND DAD Fantasy]], [[KING FOR ANOTHER DAY]], [[GRANDmachine]], [[HE THICC]], and [[MEME Wars]], as of 2019.
==DM's Content==
The last chapter of the book is dedicated to the DM, providing advice on various topic relating to dungeon-delving. It examines how to involve players in a dungeon-delve, outlines how to craft a dungeon-centric adventure, discusses a list of the most prominent dungeon-makers in the D&D world, and concludes with some new mechanics, in the form of unique special rewards that can only be won by entering dungeons - which is basically a way to bring back older "gamebreaker" spells such as Wish.


== HIGH-QUALITY RIPS and MEMES == Some HIGH-QUALITY RIPS appear to have seen releases or updates in 5th and 6th edition.  Note that The GRAND DAD Fugitives seem to have been most active between 2007 and 2013.
This is then followed by two appendixes; one on building your own dungeons and one on running random dungeons.


* GRAND DAD 2: SPASTIC BOOGALOO
[[Category: Dungeons & Dragons]] [[Category: Splatbooks]]
* GRAND DAD: The Gauntlet of ASS (SANS, PAPYRUS, SPONGE, HE THICC, and SMOL NOZOMI)
* '''GRAND DAD''' 3: GRAND DAD IS GOD
 
GRAND DAD IS LOVE
GRAND DAD IS LIFE
GRAND DAD WILL CONQUER THIS WIKI
FOR MEMES
FOR VINESAUCE
AND FOR
SILVAGUNNER
 
[[Category: Memes]][[Category: GRAND DAD]][[Category: GRAND DAD Fantasy]]

Revision as of 15:53, 7 February 2020

The Dungeon Survival Handbook, also known as Into the Unknown: The Dungeon Survival Handbook is a splatbook printed in 2012 for Dungeons & Dragons 4th Edition. In a nutshell, it is a reiteration of the earlier Dungeon Survival Guide, but this time actually attempting to be a game-based splatbook rather than the more "infotainment" type slatbook of its predecessor. It combines assorted material for players who want to build dungeon-delving specialist - or dungeonborn! - PCs and material for DMs wanting assistance in understanding how to make dungeons for their own games.

PC Content

The first chapter of the book aims at dungeon-delving or dungeonborn PCs. In addition to formally granting player race status to the goblin and kobold, as well as bringing back the long-forgotten svirfneblin, this first chapter contains 7 new character themes - the vengeance-craving Bloodsworn, the Deep Delver, the Escaped Aberrant Thrall, the Trapsmith, the Treasure Hunter, the Underdark Envoy and the Underdark Outcast - and an assortment of new skill powers and class powers, grouped under seven different rough themes:

  • "Fear of the Dark" - powers developed to counter (or take advantage of) the darkness below the earth.
  • Secrets of the Deep Guides - powers honed by a dedicated group of professional Underdark and dungeon delvers.
  • Shadows of the Ziggurat - powers gained from a twisted structure built around a rift in reality.
  • Seekers of Lost Lore - powers trained by those who explore dungeons for the lost secrets of the past.
  • Thieves' Guild of Maelbrathyr - powers honed by the deadly thieves of Maelbrathyr, a cursed city dragged into the Underdark by Torog.
  • From the Vault of the Drow - powers developed by the drow.
  • Battle Tactics of Cor Talcor - powers learned from the brutal tutelage of a dwarf warrior school.

Neutral Content

The second chapter covers an array of dungeon-related topics that are of interest to both players and DMs. It discusses successful tactics for dungeon-delving, lists the various kinds of dungeons an adventurer is likely to encounter - from the humble cave, mine or crypt to floating castles, prisons and the labs of magic-users, examines some of the more common monsters to be found in dungeons, and concludes by providing mechanics for a number of new alchemical items and physical tools of particular interest to dungeon delvers.

This chapter also examines eight famous dungeon-based modules from D&D's past, both from the "in universe" perspective of their place in the Nentir Vale setting and their meta-history, with many of the dungeon entries also featuring player-based material, such as a background tied to that dungeon. The dungeons covered in this book consist of:

DM's Content

The last chapter of the book is dedicated to the DM, providing advice on various topic relating to dungeon-delving. It examines how to involve players in a dungeon-delve, outlines how to craft a dungeon-centric adventure, discusses a list of the most prominent dungeon-makers in the D&D world, and concludes with some new mechanics, in the form of unique special rewards that can only be won by entering dungeons - which is basically a way to bring back older "gamebreaker" spells such as Wish.

This is then followed by two appendixes; one on building your own dungeons and one on running random dungeons.