Only a few nights ago I was watching some Music video clips of bands I used to listen too when a young man.
I enjoy stories of the Fey, love Irish mythology and had been doing some research for a game in the Forgotten Realms I have been working on and off for over 20 years now.
A long with the Feywild, one must remember the Shadowfell which also mirrors the Prime material plane.
A quick Idea for and concept Adventure for the Shadowfell, popped into mind. To set the mood and feeling of this twisted plane of existence.
First, even if you dislike the music watch this.(its dark haunting string solos, help set the mood as do its Lyrics).
My tale fell into the back story of some troubled minor nobles (a Lady of the Manor, who''s husband a Knight was off to war. Her fields has been sewn with Yellow Musk Creepers and other vile plants). At the end of this adventure a young girl mysteriously appears in the fields. She has been lost and trapped in a Satyrs dance for 200 years. The current nobles are of her blood line. After her story being verified by the town elder and the horror of her parents sorrow revealed because of her loss. Opened some lore about a long bricked up doorway behind a tapestry in the manor house.
The Elder hands the party a book describing a ritual to enter this haunted room and free the sorrow filled soles of this girls parents.
The portal, drawn by chalk, then an entrance into the veil of Shadow. The hallway revealed, leads onto the feast hall with a dried, hairless, un-moving humanoid with no eyes and a table full of spectacular fresh, exotic foods. (A Sorrowswarn demon)
This idea is less of a combat but a psychic battle and battle against time.
-The Hour Glass. Symbolizing both the time the door holds and time you spend in the Shadowfell with out corruption.
-Keeping maybe 6 cards with 1 hour, 50 mins, 40 mins etc to flip though as they are in the adventure. (Once 30 mins maybe do as 5 min intervals to increase stress).
The Adventurers are firstly tempted by hunger, (seeing the demons feast of sorrow), forcing them to make a constitution save of DC 12, to resist the temptation of the food.
If they fail, they receive disadvantage on the following psychic battle.
Next (best to read your characters back stories) is to haunt each mind of the players Character with memories of past sorrow.
Intel Save DC 13. for each winning save, the character overpowers the attack with a good memory (let them role play the struggle), the good memory causes 1 part of the elaborate feast on the table to vanish (The feast broken into 4 parts).
Those who fail will be overcome by sorrow, this will cause the feast to replenish or if the table full, the hallway to lengthen.
(Driving them further into the Shadowfell).
If 4 victory rolls, the table is cleared of food (the feast of sorrow the demon collects) and the entrance hallway shortens.
The Longer the hallway gets, the the more time it takes to escape. The DM must figure out the point of no return.
Feel free now to chuck in the combat encounter with the Sorrowsworn.
Once the players achieve what they are there for, (mine was to free some ghosts born of sorrow of a lost child).
Make a race to the exit, using the hourglass cards ever decreasing time. The count down to escape the Shadowfell unscathed. Or Trapping them in the realm of Shadow.
Well met Travelers,
Only a few nights ago I was watching some Music video clips of bands I used to listen too when a young man.
I enjoy stories of the Fey, love Irish mythology and had been doing some research for a game in the Forgotten Realms I have been working on and off for over 20 years now.
A long with the Feywild, one must remember the Shadowfell which also mirrors the Prime material plane.
A quick Idea for and concept Adventure for the Shadowfell, popped into mind. To set the mood and feeling of this twisted plane of existence.
First, even if you dislike the music watch this.(its dark haunting string solos, help set the mood as do its Lyrics).
-Tool 46&2, Labyrinth of Pan video on You Tube-
https://youtu.be/i_X3HNCBQgg (new link 2022).
My tale fell into the back story of some troubled minor nobles (a Lady of the Manor, who''s husband a Knight was off to war. Her fields has been sewn with Yellow Musk Creepers and other vile plants). At the end of this adventure a young girl mysteriously appears in the fields. She has been lost and trapped in a Satyrs dance for 200 years. The current nobles are of her blood line. After her story being verified by the town elder and the horror of her parents sorrow revealed because of her loss. Opened some lore about a long bricked up doorway behind a tapestry in the manor house.
The Elder hands the party a book describing a ritual to enter this haunted room and free the sorrow filled soles of this girls parents.
The portal, drawn by chalk, then an entrance into the veil of Shadow. The hallway revealed, leads onto the feast hall with a dried, hairless, un-moving humanoid with no eyes and a table full of spectacular fresh, exotic foods.
(A Sorrowswarn demon)
This idea is less of a combat but a psychic battle and battle against time.
-The Hour Glass. Symbolizing both the time the door holds and time you spend in the Shadowfell with out corruption.
-Keeping maybe 6 cards with 1 hour, 50 mins, 40 mins etc to flip though as they are in the adventure. (Once 30 mins maybe do as 5 min intervals to increase stress).
The Adventurers are firstly tempted by hunger, (seeing the demons feast of sorrow), forcing them to make a constitution save of DC 12, to resist the temptation of the food.
If they fail, they receive disadvantage on the following psychic battle.
Next (best to read your characters back stories) is to haunt each mind of the players Character with memories of past sorrow.
Intel Save DC 13. for each winning save, the character overpowers the attack with a good memory (let them role play the struggle), the good memory causes 1 part of the elaborate feast on the table to vanish (The feast broken into 4 parts).
Those who fail will be overcome by sorrow, this will cause the feast to replenish or if the table full, the hallway to lengthen.
(Driving them further into the Shadowfell).
If 4 victory rolls, the table is cleared of food (the feast of sorrow the demon collects) and the entrance hallway shortens.
The Longer the hallway gets, the the more time it takes to escape. The DM must figure out the point of no return.
Feel free now to chuck in the combat encounter with the Sorrowsworn.
Once the players achieve what they are there for, (mine was to free some ghosts born of sorrow of a lost child).
Make a race to the exit, using the hourglass cards ever decreasing time. The count down to escape the Shadowfell unscathed. Or Trapping them in the realm of Shadow.
Was just an Idea I had one night...
Thanks for reading..
edited and added too
I know this is over a year since the last edit, but I'm definitely using this for one of my PCs. The video link is dead however.
My brother is planning to make a campaign set in the shadowfell. Very different from yours, but I will suggest this as a cool flavor.
Proud poster on the Create a World thread
You can still find Pans Labrinth / Tool 46-and 2 on YouTube. The old link is now dead. However updated 2022.
This is a really cool adventure. I always liked the Shadowfell as the dark mirror of the Feywild.
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they.