Getting the map in front of your players can take time and
momentum out of your game. This short adventure lets your map do ‘double-duty’. I think with less time drawing, adding tiles, etc., it creates ‘smooth game flow’ and the 'preview style' increases anticipation for what's around the corner.
Into the Shadows:
The Plane of Shadow is a dark realm that mimics the material
plane in general shape and content. Spatially however, one can travel for a few
hours in this dangerous place and emerge back into the material plane many
hundreds of miles away. This makes entering the Shadow Plane a great (dangerous) way for
players to travel long distances in a short amount of time, especially for lower
level adventurers that don’t have access to teleportation spells.
The twisted parody that is the Plane of Shadow gives the
Game Master an opportunity to ‘get the battle map onto the board’ quickly with
a relatively low challenge rating run through while on the Material Plane. At
the end of the dungeon they find the entrance to the Shadow Plane and must
fight their way out of the dungeon to get to their desired destination.
I chose Pathfinder Gods based on the Golarion setting and
monsters from the www.d20pfsrd.com
website, but you can rename things or choose a system that suits you. I played this with a
party of three 10-12th level characters but I’ll give suggestions
for lower CR monsters. I hyperlinked the creatures in the text to the d20pfsrd website, but for quicker reference, I included the written stats for the customized
creatures.
The Dungeon:
One hundred years ago, a Shadow Sorcerer named Xander Evershade
created a refuge in an ancient darkwood forest known to the locals as “The
Gloom”. Here, he erected the Shadow Shrine dedicated to Takaral, a servant of Nethys, the God of Magic. Beneath the holy site is a monument to Xander himself and a place
to safeguard one of his most beloved magical items: The Orb of Evershade. With
the death of Xander, his legacy was nearly forgotten and his shrine is naught
but a ruinous dungeon. Furthermore, the once prized Orb has broken, and the
nature of it changed forever.
Plop this dungeon anywhere on your world map. It sits in the
center of a small but dense forest near a quiet village of people who have
learned to NOT go out at night. The villagers may practice other superstitions or
taboos, such as leaving a white candle burning at night, putting milk out for
stray black cats, not stepping on a person’s shadow, etc.
Possible Story Hooks:
The purpose of this entry is to show an example of using ‘the
double map concept’, but you may want some story hook ideas for integration
into your campaign or for use as a one shot.
- Find Something/Someone: The party needs to
retrieve an item from the Plane of Shadow such as special herbs to heal villagers
from fey-shot. Players are hired to assassinate a villain who takes refuge
there in the Black Pit of K’Rook. A ghoul sorcerer has stolen the Prince’s
cod-piece and he wants it retrieved from his hiding place in the shadow plane.
- Travel: The party desperately needs to travel a
long distance quickly and the Plane of Shadow is their only option. The party
is being chased and the dungeon appears to be their only escape.
- Diplomacy: Purchase H’luittsta, magical harp
from the Dark Symphony. Clear a trade route for the Silverhand Merchant Company
to the outpost of Murkvale. The wizard Allezaelia Wyvernspur, is tired of the
rivalry between two of her apprentices. One resides in the Shadow Plane, and is
refusing to answer her call for peace.
The Adventure:
The Gloom - The canopy of this ancient darkwood forest is so
thick and tangled, it creates low-light conditions except on the brightest of
days. The locals do not travel here and there are no trails. Some encounter
suggestions: a pack of black wolves (CR3), wargs (CR4) or dire wolves (CR5). They are
led by an awakened wolf named Ulfda, or creature of similar kind with the advanced template
added and an intelligence score of 6. They will stalk the party, seemingly
gleaning enjoyment by tormenting them with howling during the day and glowing
eyes from the darkness at night. They will feign to attack the camp, but scamper
away using their speed and agility before the party can do any real damage. The
party will get very little sleep or rest while in The Gloom. The pack will spring
an all-out ambush just before the party reaches the Shrine.

Area 1. The Shadow Shrine (material plane): Rubble surrounds this
crumbling 40’ tall domed building of grey stone. The walls are broken in
multiple locations and two large doors made of Ironwood, soaked with black tar
lay to the side of the main entrance, their missing hinges deteriorated long
ago. The dome is remarkably intact but the painted ceiling which once depicted
the night sky is pealing badly and the floor is covered with chips and
wind-blown leaves. Each step of the depicted dais is 2’ in height. Intermittent
webs span the interior, partially obscuring the dilapidated pillars and the 15’
tall stone statue of a skull-faced robed human looking downward with gaping
jaw. It holds a representation of the black and white mask of Nethys in his
left hand, the right is outstretched and turned upwards with curling fingers. Hundreds
of drained husks of deer, wolves and the occasional adventurer hang from grey
cocoons on the walls, ceiling and doorway. A spherical nest hangs just over the
statue. A huge Ogre Spider (CR 5), has made its lair here, (use a giant black
widow spider for lower CR3). The spider will attempt to flee to the Gloom if
reduced to half its hit points. All treasure is incidental and it is time consuming
to collect from the hanging bodies. Unless the players spend several hours
cutting down corpses they will only discover a percentage of the treasure
dropped on the floor and mixed in with the scattered refuse. The chamber to the southeast contains stairs leading down.
Area 2. Stairs (material plane): The 5’ wide spiral stairs turn
several times, descending 40’ underground. It opens up into a chamber of dun
colored stone with green moss moldering between the tiles. The ceilings are 10’
tall, (and will be in the dungeon unless otherwise noted). Halfway up the wall,
there is a decorative band of wizardly faces carved in the stone. This motif
continues throughout the dungeon. The doors are made from 6” thick Ironwood
soaked with black tar and bound with decorative steel bands, (Hardness 5, HP
60). The sound of rattling chains comes from the room to the west. One turn
after that noise begins, more rattling chains can be heard from the chamber to
the east.
Area 3. Chamber (material plane): A bloody skeleton with a metal
neck band resides in this room. This is firmly secured by four chains, each
attached to the wall at differing points, prohibiting the skeleton from leaving
the central square. It claws at the party desperately, but is otherwise unable
to harm them unless they approach. If slain, it reanimates an hour later, still
shackled by the band. There are some scattered bones from small woodland creatures
in this room and some brown crumbling leaves, but nothing of value.
Area 4. Chamber (material plane): This room has three bloody
skeletons wearing identical neck bands with short (3’) chains securing them to
the walls (two on the east side and one on the west). There is a locked closet
in the southeast corner of the room. It is filled with worthless pottery and
containers for withered spell components.
Area 5. Chamber (material plane): Only the doors left in this
chamber are on the closet (locked DC 20). A rodent (?) has chewed an 8” wide
hole in the bottom right corner. There is clay chamber pot on the bottom shelf,
seed casings, broken mirror shards, rodent droppings and an abandoned animal
nest of some kind. A worthless oval mirror frame hangs on the inside of the
door (1’ long).
Area 6. Well of Audience (material plane): The east and west doors
to this room are locked (DC 20,) only the rusted hinges remain in the north
wall entryway. In the center is a hexagonal stone well, ornate with images of
several wizardly faces. Detect Magic reveals strong divination and minor
illusion magic auras. The water is dark and of unknown depth with an illusion
making a coin strewn bottom only appear a few feet down. The well is harmless,
but if a coin is cast into the water, it bubbles and a draconic neck and face
slowly forms from the water. It speaks, and offers to commune with beings from
the elemental plane of water for the party as per the Contact Other Plane spell of the
same name.
Area 7. Chamber (material plane): The double doors on the north
wall are locked (DC 20) and water pools around them. A perception check of DC 20 will reveal sounds of trickling water beyond. The doors are saturated
and quite stuck (Strength Check DC 25 to burst). Brown, murky water in the
hallway will pour into the room when opened, covering the floor.
Area 8. Flooded Hallway (material plane): The north wall leaks
water from an underground spring, and there is six inches of standing water in
the hallway, waiting to be released into room 7. The double doors on the east
wall are waterlogged as per the description in Room 7.
Area 9. Sanctum of Xander Evershade (material plane): The ceiling
in this room rises 20’ at its peak. The stone walls are ornately carved and
painted into murals of white skeletons dancing among the yellow stars and a silver crescent moon on midnight blue sky. Three-foot thick stone columns reinforce
the arched ceiling, two of which have fallen. A dwarf will realize it was due
to extreme violence, rather than the deterioration of the room which is
otherwise sound. The 15’ tall statue of Xander Evershade crouches on a dais at east
wall. The statue’s head is raised, casting its gaze to the vaulted ceiling. Both
arms are outstretched, but the open hands that once held the orb have broken
off and lie in pieces in front of the figure. The orb, which has broken into
two halves, lies only 5’ away. A black, miasmic energy from the shadow plane
spans between the two halves.
Orb of Evershade: This obsidian orb once had the power to
cast Shade 1/day as the ninth level spell of the same name, (as well as any
other abilities the GM desires). It no longer functions this way unless the
party can figure out how to repair it. Drawing its might directly from the Plane
of Shadow, its broken condition created an unexpected side effect: a portal to
the plane of shadow stretches between the two halves. It is possible for
someone to pass through the shadowy opening, grab the two halves and draw them
back into the Shadow Plane. This would grant the party the ability to enter or
exit the Plane of Shadow whenever they wish. GMs could rule that this is not
possible, or have the halves both magically stuck to the ground. If the party
tries to leave with the orb without entering the Plane of Shadow, the orb will
magically dimension door back to the feet of Xander’s Statue or similar effect.
Now that party has reached the end of the dungeon and found
the portal needed, they must retrace their steps through the same map, fighting
their way through the dungeon’s shadowy parody. My players really enjoyed it
and though they knew the basic shape and form of the rooms ahead, it actually
created more anticipation to see how the contents of those rooms were now darkly twisted. I have included the monster stats in full for some of the
encounters, taken from the d20pfsrd site with the Shadow Creature (CR+1)
template already added for your convenience.
Area 9. Sanctum of Xander Evershade (Plane of Shadow): “You emerge into an identical but colorless
room of dull, flat grays, your light source seems only to be shining half the
expected distance and the shadows it casts are of the deepest black. But there
is little time to fully take in your surroundings as what was once the stone
hands fallen from the statue of Xander now fly towards you. Shadowy wisps trail
behind them as they grasp for your throat.”
AC 15, touch 10, flat-footed 14 (+5 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Speed 30 ft.
Melee slam +5 (1d6+3), Grab, Constrict
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ 2 construction points (Grab &
Strangle)
Strangle (Ex) - An opponent grappled by the creature cannot speak or
cast spells with verbal components.
Shadow Blend (Su) - In any
illumination other than bright light, a shadow creature blends into the
shadows, giving it concealment (20% miss chance). A shadow creature
can suspend or resume this ability as a free action.
The first person who sticks their head through the portal is
in for a big surprise. Once the hands are defeated, the characters will notice
this room is identical to the one they just left sans it is complexly colorless
and a shadowy cloy that hangs on everything. There are other minor variations such as the skeletons
on the walls have black tears.
Area 8. Flooded Hallway (Plane of Shadow): The floor here is wet
and glistening, but this is no ordinary water. A conglomeration of Shadowy Gray
Oozes lay in wait.
(1-6) Shadowy Gray Oozes CR 5, XP 1,600 each
N Medium ooze, augmented outsider
Init –5; Senses blindsight 60 ft.; Perception –5
AC 5, touch 5, flat-footed 5 (–5
Dex)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Defensive Abilities ooze traits; Immune cold, fire Resist electricity 5, Shadow Blend, SR 10
Speed 10 ft.
Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10
grapple); CMD 11 (can’t be tripped)
SQ transparent
Acid (Ex) - The digestive
acid that covers a gray ooze dissolves metals and organic material, but not
stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor
or clothing worn by a creature grappled by a gray ooze takes the same amount of
acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden
or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the
weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12
points of acid damage per round to wooden or metal objects, but the ooze must
remain in contact with the material for 1 full round in order to deal this
damage. The save DCs are Constitution-based.
Transparent (Ex) - Due to its lack
of vivid coloration, a gray ooze is difficult to discern from its surroundings
in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature
that fails to notice a gray ooze and walks into it automatically suffers damage
as if struck by the ooze’s slam attack and is immediately subject to a grab
attempt by the ooze.
Shadow Blend (Su) - In any illumination other than bright light, a shadow
creature blends into the shadows, giving it concealment(20% miss chance). A shadow creature
can suspend or resume this ability as a free action.
Area 7. Chamber (Plane of Shadow): Any doors that were opened or
broken on the material plane will be in a similar condition here. The Oozes
from the hallway will follow the party into this room as quickly as they
can.
Area 6. Well Room (Plane of Shadow): A black serpentine head
rises, comprised of dark water and shadowy tendrils. It attacks without
provocation, will not retreat, speak or negotiate. It cannot leave the well,
(making the listed CR slightly exaggerated), but will a new darkwater elemental
will form one day after this one is slain.
AC 18, touch 12, flat-footed 15
(+2 Dex, +1 dodge, +6 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +2
DR 5/—; Immune elemental traits, Resist Cold/Electricity 5, SR 11
Speed 20 ft., swim 90 ft.
Melee 2 slams +12 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks drench, Improved Drag, water mastery
Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Dodge, Combat Reflexes, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
Languages Aquan
Drench (Ex) - The elemental’s touch puts out non-magical flames of Large
size or smaller. The creature can dispel magical fire it touches as dispel magic (CL8).
Improved Drag - Upon a successful
Combat Maneuver check, the target are moved 5 feet towards the well. For every
5 by which your attack exceeds your opponent’s CMD, the target
is dragged back an additional 5 feet (and into the well). Characters must take
action to prevent drowning. The elemental receives +1 to hit and damage to
targets in the well.
Shadow Blend (Su) - In any illumination other than bright light, a shadow
creature blends into the shadows, giving it concealment(20% miss chance). A shadow creature
can suspend or resume this ability as a free action.
Area 5. Chamber (Plane of Shadow) A mated
pair of shadow rats make the closet in this room their lair. Anyone trying to open the magically trapped door will cause
shadow rays to spring from the door (4 rays, Attack +5 ranged touch, Perception
DC28, Disable Device DC28, spell effect, Ray of Exhaustion, DC 19 Fortitude
partial) XP 1,200
Once the magical trap is sprung, the rats will attack but
will not pursue them into room 6 or 4. The condition of the closet’s contents
are as described before, except the mirror is still hanging on the inside of
the door, the silver leaf on birch wood is in perfect, untarnished condition
and detect magic indicates it radiates an aura from the transmutation
(polymorph) school. Upon saying the command word (Spellcraft DC25), and three
rounds of concentration, the mirror can cast Alter Self (CL10) 3/day.
Area 4. Chamber (Plane of Shadows): This room has three Evangelist Kytons.
Unlike the skeletons in the material plane, they are very free to move about. They
protect their dark master in the shrine above and will fight to the death. They will ambush the party if they hear combat
from location 5. The Kyton in area 3 will warn his master in area 1, then
proceed to area 4 to join the battle in this room six rounds after it begins.
The closet in this room has a shadowy illusion cast upon the back wall (DC 24
once interacted with), concealing the treasure of the Kytons. Players who
examined this closet on the material plane will immediately recognize the difference
in size.
Area 3. Chamber (Plane of Shadows): This room contained an
Evangelist Kyton. If the Kyton heard the battle begin in area 4, it runs to
warn its master in the shrine above, then returns to join the battle below.
Area 2. Stairs (Plane of Shadow): The 5’ wide spiral stairs turn
several times, ascending 40’ into the shrine above. Shrine’s defender knows the
party is coming unless they have taken extreme caution. The air become more and
more oppressive with each step and magical darkness falls on the party halfway
to the top…
Area 1. Shadow Shrine (Plane of Shadow): This is the lair of Egranuk,
a terrible Nightskitter. The chamber above is warded with Umbral Webs and a
Greater Darkness spell is in effect. It will summon a greater shadow (in wolf
form?) to attack the party from the top of the stairs, and channel negative
engery and make use of its Umbral Web as a ranged attack, (with its desecration
aura in affect). It will also have cast Haste onto itself before the final
confrontation. This is a very dangerous CR 12 monster that is quite prepared
for the party.
 |
Are your favorite monsters too weak or
strong? Add templates or class levels!
|
You get the picture. The initial map in the material plane
is a quick run through as there is little to no combat to keep the party’s
interest in one place for too long. I’ve had parties skip through so quickly
they didn’t take note of the details, only to regret such carelessness once
they entered the Plane of Shadow.
There is a plethora of monster options for lower level
parties. You can reduce the number of
creatures in each room, or replace them with Lesser Shadows, Wraiths, Wights,
or any creature with the Shadow Creature (CR+1) template added such as zombies,
mimics and most vermin would fit in quite nicely. There are countless possibilities
for parallel items as well (such as the Well in area 6, or the Mirror in area
5).
I’d love to hear your suggestions for changes, adaptations
or additions so let me know what you think. Better yet, play it and let me know
what your characters think.
High axe friends!
I go.