Under the Dome: Grind (A D&D resource from a post apocalyptic fantasy setting)
Fuel, Currency, and Control in a Post-Apocalyptic D&D Campaign
In Under the Dome, survival runs on a single substance:
Grind.
Every light that flickers back to life after a storm.
Every engine that roars across a broken district.
Every desperate deal made in shadowed alleys.
It all traces back to the same source:
Refined chaos. Crystallized survival.
Grind isn’t just a resource.
It is the foundation of power under the Dome—and the reason that power is never stable.
🌩️ 1. Where Grind Comes From
Grind begins in the worst possible place:
the aftermath of chaos storms.
When storms tear across the wasteland, they leave behind:
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Jagged crystal growths
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Unstable energy deposits
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Fields where reality hasn’t fully settled
These raw crystals are volatile, unpredictable, and incredibly valuable.
Harvesting them requires:
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Specialized scavenger crews
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Heavily modified vehicles
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Or people desperate enough to try without either
Many scavvers never return.
Those who do are rarely unchanged.
🏭 2. Refinement: Turning Chaos into Control
Raw crystals are unusable—and often lethal—without refinement.
Inside the Dome, Grind is processed through:
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Guild-controlled refineries
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Baron-owned industrial complexes
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Black-market labs with no safety protocols
Refinement stabilizes chaos energy into usable forms:
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Fine powder
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Liquid slurry
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Compressed fuel cells
But refinement is never perfect.
Every batch carries:
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Residual instability
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Trace chaos signatures
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Unpredictable side effects
The best Grind is expensive.
The worst Grind is still used.
🚗 3. Grind as Fuel: Motion Is Power
The most visible use of Grind is as fuel.
Under the Dome, mobility is survival—and power belongs to those who can move.
Grind powers:
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Scavenger rigs
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Armored transports
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Gang war machines
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Courier bikes
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Baron-controlled caravans
These engines are:
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Loud
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Temperamental
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Dangerous when pushed too far
Overloading a Grind engine can:
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Dramatically increase speed
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Destabilize nearby magic
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Trigger catastrophic explosions
DM Tip: Treat vehicles as risk-reward systems, not just transportation.
🧪 4. Alchemy: Bottled Chaos
Grind is central to Dome alchemy.
It can:
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Amplify potions
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Replace rare magical components
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Stabilize volatile compounds
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Act as a powerful catalyst
Common uses include:
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Stimulants that push the body beyond exhaustion
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Temporary mutation suppressants
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Chaos-reactive explosives
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Perception-enhancing tonics
But every use introduces exposure.
And exposure accumulates.
🔮 5. Spellcasting: Power at a Cost
Some spellcasters incorporate Grind directly into their magic.
This allows them to:
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Extend spell duration
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Increase area of effect
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Punch through magical interference
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Cast when they otherwise couldn’t
But this power comes at a cost.
Using Grind in spellcasting risks:
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Magical feedback
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Mutation triggers
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Detection by authorities monitoring unauthorized use
Magic fueled by Grind isn’t refined.
It’s forced.
🤖 6. Grind as a Drug
Grind is not just fuel.
It is also a substance people depend on.
For constructs and artificial beings, it can function as:
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A power enhancer
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A sensory amplifier
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A temporary override of built-in limitations
Effects may include:
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Increased reaction speed
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Heightened awareness
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Simulated emotional states
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Loss of control
For organic beings, Grind is harsher:
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Euphoric bursts followed by crashes
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Hallucinations tied to storm memory
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Long-term physical degradation
Addiction is common.
And extremely profitable.
💰 7. Grind as Currency
In many districts, Grind is more valuable than coin.
It is:
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Divisible
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Universally useful
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Always in demand
People trade Grind for:
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Food
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Protection
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Information
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Identities
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Favors
Debt is often measured in Grind—and interest compounds quickly.
Because unlike money, Grind is never abstract.
It is always useful.
⚖️ 8. Control, Scarcity, and Power
Grind defines the power structure of the Dome.
Those who control:
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Harvesting routes
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Refinement facilities
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Distribution networks
Control everything else.
This leads to:
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Baron monopolies
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Guild wars over supply chains
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Black markets undercutting official systems
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Artificial shortages to drive demand
Grind is rarely truly scarce.
It is made scarce.
🧠 9. The Hidden Truth of Grind
Officially, Grind is a miracle resource.
Unofficially, there are whispers:
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That refined Grind still “remembers” the storm
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That overuse attracts chaos attention
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That certain batches behave differently… intentionally
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That Grind is not just fuel—but a bridge
A bridge between:
What the Dome allows
And what it is trying to keep out
🎲 Using Grind in Your D&D Campaign
For Dungeon Masters
Grind is a universal narrative tool.
Use it to:
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Create scarcity and tension
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Drive faction conflict
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Justify dangerous decisions
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Connect otherwise unrelated systems
Make Grind:
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Valuable enough to fight over
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Dangerous enough to fear
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Common enough to matter
Adventure Hooks
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A contaminated batch causes unpredictable mutations
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A Baron manipulates supply to control entire districts
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A “perfect refinement” removes side effects… supposedly
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A gang weaponizes unstable Grind as a terror tool
Optional Mechanics Ideas
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Grind Burn: Gain advantage on a roll at the cost of later exhaustion or mutation risk
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Overload Engines: Boost vehicle speed with a chance of catastrophic failure
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Chaos Exposure Track: Repeated use leads to escalating side effects
For Players
Ask yourself:
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What is your relationship with Grind?
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Do you rely on it, profit from it, or avoid it?
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What happens when you run out?
🕯️ Closing Thought
Under the Dome, people tell themselves Grind is just a resource.
A tool. A fuel. A means to survive.
But everything about it says otherwise.
It comes from chaos.
It carries chaos.
And the more it’s used, the more the Dome depends on it.
Which raises a question no one in power wants to answer:
What happens when survival itself is built on something that was never meant to be controlled?
Thanks for reading. Until Next Time, Stay Nerdy!!







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