One common DND horror story is about a party entering a haunted mansion. They thought it was just a simple exploration but soon realized the rooms shifted on their own. Traps kept springing up and undead creatures emerged from the walls. It was a terrifying experience as they struggled to find an exit while being constantly attacked.
A common one is when the DM railroads the story too much. The players have no real agency. They are just being pushed along a pre - determined path. For instance, no matter what choices we made, the DM had a set outcome in mind and wouldn't deviate. It felt like we were just puppets in his story.
Dark and spooky locations are common. For example, old castles, haunted forests, or abandoned asylums. Another element is the presence of undead creatures like zombies, skeletons, or ghosts. Curses also play a big role. A character might be cursed by an evil witch or a powerful artifact, which brings all sorts of misfortune and horror. And often, there's a sense of isolation, where the adventuring party is cut off from help or civilization.
A common one is the min - maxer. They build their character to be super powerful in one aspect but often at the cost of role - playing. For example, they might focus only on combat stats and not care about the character's backstory or personality. This can make the game feel unbalanced.
One terrifying encounter could be when the party stumbles upon a haunted mansion. Inside, they face ghosts that can possess their bodies. The players have to constantly make will saves to avoid being controlled, and the feeling of losing control of their characters is truly horrifying.
There's a r dnd horror story where the players entered an abandoned temple. The moment they stepped in, a feeling of dread washed over them. The carvings on the walls seemed to move in the corner of their eyes. Strange noises echoed throughout the halls. They encountered a series of puzzles that, if solved incorrectly, released more horrors. Eventually, they woke up a mummy lord that had been slumbering for centuries, and it was a fight for their lives as the mummy lord had powerful necromantic abilities.
One popular DnD horror story involves a group of adventurers exploring an ancient, cursed castle. As they delved deeper, they encountered undead creatures that seemed to be unkillable. Every time they thought they had destroyed one, it would rise again with even more malevolence. Another is about a forest that was enchanted by a dark sorcerer. The trees themselves would come alive and attack the players, and strange whispers filled the air, driving some of the characters insane.
In a DND party I was in, we had a cleric who was not very experienced. We were in a dark forest and he tried to use a powerful healing spell to revive a fallen comrade. But he misread the spell and instead of healing, it summoned an evil spirit. The spirit started to drain the life force of all of us. We were so scared and confused. We tried to fight it, but our attacks seemed to have little effect. Eventually, we had to flee, leaving behind some of our precious items in the process.
Death of comrades is a common element. When a character loses their friends or party members in a battle or through some cruel plot, it can be extremely sad. For example, a fighter might see his best friend, a rogue, get killed by a backstabbing assassin.
One of the common elements in DND back stories is the character's motivation. This could be revenge for a wrong done to them or their family. For example, a character's village was destroyed by a group of bandits, and now they seek vengeance. Another is a special item or heirloom. It could be a magical sword passed down through generations that holds a special power. Additionally, there are often encounters with supernatural beings in the back story. Maybe the character once met a fey in the forest and was given a task that has shaped their life.
One classic trope is the haunted house. It's a common setting where all sorts of spooky things can happen. Another is the cursed object. A character might pick up a seemingly innocent item that turns out to be a source of great evil.