Project: Fogbound
Project: Fogbound is a D&D 5e-based survival-horror tabletop RPG set in the Dead by Daylight universe. Ordinary people from every era — nurses, mechanics, students, miners — are torn from their lives by the Black Fog and trapped in the Entity's Realm, an infinite nightmare where hope itself is harvested. Death is not an escape, only a loop.
Death is not an escape. Only the Loop.
You weren't supposed to be here.
One moment you were where you belonged — a kitchen in 1973, a hospital in 2024, a coal mine in 1898 — and the next the Black Fog took you. It is not weather. It is a thick, low, living mist that clings to your ankles, swallows sound, and hides something vast and hungry.
In **Project: Fogbound**, you play ordinary people trapped in the Entity's Realm, an ageless cosmic deity that feeds not on your death, but on your hope and despair. You do not age. You do not starve. You do not die permanently. But every death on a sacrificial Hook chips away at your soul — your Core Essence — until nothing is left and you are discarded into the Void forever.
**What players do:**
You will create a Survivor defined not by a class, but by who you were before the Fog and how you S.U.R.V.I.V.E. — seven attributes (Stealth, Urgency, Resilience, Vitality, Intellect, Vigor, Experience) and the skills that keep you alive. You'll choose one Perk that reflects your identity and carry your history, your inventory, and your diminishing light with you.
Each session follows the Loop the survivors whisper about around the fire:
**The Campfire → The Trial → The Outer Realm → The Call → The Campfire again.**
At the **Campfire**, the only safe haven, you rest under fragile protection, trade stories with other lost souls, and spend Bloodpoints — the Realm's only currency — to heal, unlock Perks, and manifest tools from the fog.
In **The Trial**, you are thrown into a closed pocket dimension ruled by a random Killer — a human monster perfected by the Entity. You must find and repair five of seven generators, power the Exit Gates, and escape while the Killer's heartbeat grows louder with every step. You cannot fight it and win. You hide. You run. You slam pallets and vault windows, and you pray your friends reach your Hook before the Entity claims you.
Between Trials, you may choose to leave the Campfire's light and enter the **Outer Realm — the Void-Wastes** — a vast, non-Euclidean sandbox where the Entity has stitched stolen memories together: a Victorian asylum stitched seam-to-seam to a rain-slick 1960s gas station, a rusted junkyard mountain dissolving into white void. Here you scavenge for weapons and anomalous items, hunt for lore and Auric Cells, meet other survivors who may help or betray you, and search for hidden Bloodwebs. Every Short Rest, every new road, and every time you draw attention, the GM rolls the Fog Die — on a 1-3, ash fills the air and The Call drags you screaming into the next Trial.
This is not heroic fantasy. There are no glowing swords or sunny days. Combat is lethal, noise is information, trust is a resource, and the Fog is always watching. The question is never *will* you escape — the Entity ensures there is no way out. The question is who you will protect, what you will become on the Light-to-Dark spectrum, and how much of yourself you have left when the Fog finally stops calling your name.