Shadowfell

The Shadowfell, often called the Plane of Shadow, is a dark reflection of the Material Plane. It is a place of perpetual gloom, where colors are dulled, and the energy of life is sapped away. The landscape of the Shadowfell is both familiar and alien, reflecting the Material Plane but with a more twisted and desolate appearance.

Shadowfell Overview
Introduction to the Shadowfell

The Shadowfell overlaps the Material Plane, meaning travelers might stumble upon "shadow crossings" — places where the boundary between these planes is thin, allowing easy passage between the two. These crossings are typically found in dark, lonely places such as graveyards, abandoned castles, or deep forests. The Shadowfell is a plane of despair, where the laws of reality seem to bend, and emotions like hope and joy are often suppressed.

The Shadowfell is not a welcoming plane, and only the desperate or the daring visit it willingly. The undead thrive here, and other creatures that lurk in the shadows make it a treacherous place for adventurers. Yet, it also holds powerful secrets and relics for those brave enough to explore its dark corners.

Denizens of the Shadowfell

The Shadowfell is inhabited by a variety of creatures that thrive in its dark and oppressive atmosphere. The most common inhabitants are the undead, ranging from mindless zombies and skeletons to more intelligent beings like vampires, wights, and liches. These creatures are often drawn to the Shadowfell due to its affinity for negative energy and death.

Aside from the undead, the Shadowfell is home to other shadowy entities such as shadows, wraiths, and specters. These incorporeal beings haunt the dark corners of the plane, feeding off the emotions and life force of the unwary. The Shadowfell is also a haven for nightmarish creatures like shadow mastiffs and cloakers, which use the ever-present darkness to stalk and ambush their prey.

Another notable group of inhabitants are the Shadar-kai, elves who have dedicated themselves to the Raven Queen, the enigmatic ruler of the Shadowfell. They serve her as guardians, scouts, and emissaries, wielding the shadowy power of the plane in her name. The Shadar-kai are a formidable presence, often acting as guides or gatekeepers to those seeking an audience with the Raven Queen or wishing to explore the mysteries of the plane.

Exploring the Shadowfell

Traveling through the Shadowfell is a harrowing experience. The land is fraught with perils, ranging from roving undead to sudden, unnerving shifts in reality. Adventurers exploring this bleak plane must contend with areas of deep shadow, where light sources become dim, and vision is often limited to a few feet. This sense of disorientation is exacerbated by the unnatural stillness, as if the entire plane itself is holding its breath.

The emotional toll of the Shadowfell is just as dangerous as its physical hazards. Prolonged exposure to the oppressive gloom can drain one’s will to continue, leading to despair or even madness. The pervasive sense of hopelessness can affect even the most stalwart of adventurers, causing them to lose focus, make poor decisions, or succumb to emotional numbness. Many travelers find that their emotions grow muted, with happiness and hope feeling distant or unattainable. The despair that pervades the Shadowfell is not just psychological; it has a supernatural element that can impose negative effects, such as disadvantage on saving throws or exhaustion, often resulting from failed Wisdom saving throws.

Challenge Suggested DC Outcome of Failure
Navigating through deep shadow DC 15 Wisdom (Survival) Become lost, adding 1d4 hours to travel time
Resisting despair DC 13 Wisdom saving throw Gain a level of exhaustion or disadvantage on attack rolls until next rest
Escaping a shadow crossing DC 18 Dexterity (Acrobatics) Pulled deeper into the Shadowfell, moving 1d6 miles away from intended path

There are, however, reasons why adventurers might brave the Shadowfell. It is said that the plane harbors ancient, forgotten relics and powerful secrets, hidden away in ruined fortresses or guarded by powerful creatures. The Raven Queen’s fortress, a towering edifice of dark stone and shadow, is one such destination, though few who venture there return unchanged. Other notable landmarks include the Endless Maze, an ever-shifting labyrinth that is rumored to be the resting place of a forgotten deity, and the Darkreach Mountains, where undead giants guard treasures from a long-extinct civilization.

Travelers must also contend with the Shadowfell's unique hazards, such as shadow crossings, which are areas where the veil between the Shadowfell and the Material Plane is thin. These crossings can appear and disappear without warning, displacing adventurers across vast distances or even trapping them in the Shadowfell. The presence of shadow crossings means that adventurers must remain vigilant at all times, as an accidental misstep could lead them deeper into the plane, far from their original destination.

In addition, there are rumors of shadowstorms—massive, roving tempests of pure darkness that not only disorient but can strip away memories or drain the vitality of those caught within them. These storms are nearly impossible to predict and can turn a relatively safe journey into a desperate fight for survival. Mechanical effects of shadowstorms can include imposing exhaustion, dealing necrotic damage, or causing confusion as if under the effect of a confusion spell.

Despite the dangers, the Shadowfell also holds strange beauty for those willing to look. The shadowy landscapes have a haunting allure, with ghostly forests, twisted rock formations, and eerie, silver-lit rivers. The plane’s muted colors and twilight gloom can create moments of profound tranquility, though these moments are fleeting. The eerie beauty of the Shadowfell reminds adventurers that even in darkness, there is something worth witnessing—a reminder of the balance between life and death that permeates the multiverse.

Inhabitants of the Shadowfell

The Shadowfell is home to many eerie and dangerous beings, ranging from wandering undead to enigmatic shadow creatures. The very nature of the plane attracts dark and twisted forms of life, often those that shun the light or are bound to it through some dark purpose. Among the most common inhabitants are the undead, spirits, and creatures that embody the plane's themes of despair and decay.

Undead: The Shadowfell is teeming with undead, from simple zombies and skeletons to powerful wraiths, specters, and vampires. These beings are often drawn to the Shadowfell due to its necrotic energy, which empowers them and provides a suitable environment for their continued existence. They are especially dangerous due to their ability to blend into the plane's gloom, making it difficult for adventurers to detect their presence until it is too late.

Shadar-Kai: The Shadar-Kai are the chosen agents of the Raven Queen, a powerful entity who resides in the Shadowfell. These shadowy elves are known for their resilience and their deep connection to the energies of death and memory. They serve as the Raven Queen's emissaries and soldiers, and they are often found patrolling the Shadowfell, hunting intruders, or seeking out lost souls. Their presence is a reminder of the Raven Queen's watchful eye over the plane.

Shadow Dragons: Dragons that have been corrupted by the Shadowfell can become shadow dragons, twisted versions of their former selves. These creatures have gained the ability to move between shadows and often make their lairs in the darkest, most desolate parts of the plane. Their breath weapon is infused with necrotic energy, making them especially dangerous to the living.

Darklings and Shadow Mastiffs: Darklings, cursed fey that have fled to the Shadowfell, are often found in the twisted forests and ruins scattered across the plane. They are nimble and dangerous, using their natural affinity for darkness to ambush travelers. Shadow mastiffs, meanwhile, are large, predatory hounds that can blend perfectly into shadows, making them adept hunters and guardians for more powerful denizens.

Creature Type Challenge Rating (CR) Special Abilities
Wraith CR 5 Incorporeal Movement, Life Drain
Shadar-Kai Gloom Weaver CR 9 Shadow Jaunt, Psychic Dagger
Shadow Dragon (Adult) CR 17 Shadow Stealth, Necrotic Breath Weapon
Darkling Elder CR 2 Death Flash, Light Sensitivity
Shadow Mastiff Alpha CR 3 Ethereal Awareness, Shadow Blend

The denizens of the Shadowfell are not all hostile, though their motivations are often inscrutable. Some undead may simply ignore living creatures unless provoked, while certain powerful beings, such as liches or nightwalkers, might bargain with travelers for knowledge or services. Adventurers who find themselves in the Shadowfell would do well to remember that the plane itself seems to sap the will of those who linger too long, and that even the friendliest of creatures may have ulterior motives.

The Raven Queen is perhaps the most well-known entity within the Shadowfell, dwelling within her fortress of Letherna. She is a figure of great mystery and power, and her Shadar-Kai followers often act as her eyes and hands throughout the plane. Rumors speak of mortals who have entered Letherna to bargain with the Raven Queen, often for the return of a lost loved one or to gain insights into their fate. Few of these mortals leave unscathed, for the Raven Queen demands a heavy price for her assistance.

The presence of these inhabitants makes the Shadowfell a constant challenge for travelers. It is a place where alliances are fleeting, and danger lurks around every corner. Adventurers must tread carefully, balancing the need to confront threats with the wisdom to know when to avoid them.

Notable Locations of the Shadowfell

The Shadowfell is a plane rich with history, foreboding ruins, and sites of immense power. These locations embody the plane's dark, twisted nature and can be either dangerous or valuable to those who know how to exploit them.

Letherna
Letherna is the seat of the Raven Queen, a shadowy realm nestled within the deep recesses of the Shadowfell. Here, the souls of the dead gather, drawn by the Raven Queen's power. The landscape of Letherna is bleak, with windswept ridges and jagged mountains. Mortals who wish to contact the Raven Queen must brave these lands and her enigmatic Shadar-Kai guardians. The Raven Queen's stronghold is said to hold countless memories and secrets, but the cost of acquiring them can be steep.
Evernight
Evernight is the dark reflection of the city of Neverwinter in the Material Plane. In Evernight, crumbling buildings and streets paved with bone dust create an oppressive atmosphere. The city is inhabited by undead and dark-hearted mortals, with the ghouls of the ruling caste keeping tight control over its resources. Travelers here are often prey to necromancers and worse, and making alliances with Evernight's denizens might be the only way to survive.
The Fortress of Memories
The Fortress of Memories is a mysterious domain overseen by the Raven Queen. It is where the strongest and most significant memories are stored, creating a surreal and eerie environment. The fortress's ever-changing halls and labyrinthine structure are rumored to be filled with lost souls, each guarding or replaying their own precious memories. Those who enter often do so to recover a lost memory, but many get trapped in the dark corridors, lost to the weight of their own pasts.
The Endless Void
The Endless Void is a featureless expanse, sometimes referred to as the Hollowed Expanse. It stretches for miles and is devoid of any notable terrain or life. Adventurers who wander into this area report a chilling sense of isolation and an overwhelming loss of hope. It is believed that some powerful beings use the Endless Void as a place of exile, and the lost souls of those sentenced to eternal punishment wander here for eternity.
The Despairing Woods
The Despairing Woods are dense forests twisted by dark magic, home to malevolent spirits and hostile creatures. The woods seem to shift and move, creating a labyrinthine effect that traps those who dare enter. Legends tell of powerful artifacts buried in the woods, but few adventurers ever return. Traveling through the Despairing Woods often requires Wisdom checks to resist the despair that seeps into one's mind, leading travelers to make poor decisions or turn on one another.
Gloomwrought
Gloomwrought is known as the City of Midnight and is one of the largest settlements in the Shadowfell. It is ruled by a mysterious council called the Keepers, who maintain control over the city's dark markets and ever-shifting streets. The architecture of Gloomwrought appears to be in constant flux, with buildings changing shape and location as if the city itself is alive. Adventurers seeking rare items or allies might find themselves in Gloomwrought, but trust is a rare commodity here.
Environmental Mechanics of the Shadowfell

The Shadowfell's environment is as harsh as its inhabitants, and the very plane itself seems to conspire against those who enter it. The land is filled with dangerous terrain, oppressive darkness, and magical phenomena that threaten even the most seasoned adventurer.

Shadowfell Despair

The oppressive atmosphere of the Shadowfell can take a toll on one's mental fortitude. Non-native creatures who spend an extended time on the plane must make a DC 10 Wisdom saving throw once per day or become afflicted by a despair effect.

  • Apathy: The character has disadvantage on death saving throws and on Dexterity checks for initiative.
  • Dread: The character has disadvantage on all saving throws.
  • Delusion: The character has disadvantage on Intelligence, Wisdom, and Charisma checks.

A character can attempt to shake off despair by making a DC 15 Wisdom saving throw after a long rest. Magic, such as a calm emotions or greater restoration spell, can also remove the despair effect.

Darkness and Lighting

Natural light is almost nonexistent in the Shadowfell. Areas are typically dimly lit at best, with some places shrouded in complete darkness. Light sources only illuminate half the usual distance, and magical light may be dampened depending on the region.

Characters without darkvision will struggle to navigate, and even those with darkvision may find their perception limited, making ambushes and unseen hazards a common risk.

Shadow Mist

Patches of shadow mist are scattered across the landscape. These mists are disorienting and can lead travelers astray. Entering an area of shadow mist requires a successful DC 15 Wisdom (Survival) check to avoid becoming lost.

Creatures that fail the check find themselves transported to a random point within a mile of their intended destination, often losing hours or even days wandering without making progress.

Time Distortion

The passage of time in the Shadowfell can be unpredictable. Roll a d6 each day:

  • 1-3: Time passes normally.
  • 4: Time seems to slow, with one day in the Shadowfell equaling two in the Material Plane.
  • 5-6: Time accelerates, with two days passing in the Shadowfell equaling one in the Material Plane.

These distortions can complicate travel plans, especially if adventurers need to return to the Material Plane within a specific timeframe.

Example Skill Challenges
These challenges are intended to create a feeling of tension and eeriness as players explore the Shadowfell. Each of the following checks presents a unique challenge fitting for the Shadowfell's oppressive environment.
Skill Challenge Skill or Saving Throw Difficulty Class (DC) Description
Navigating Shadow Mist Wisdom (Survival) 15 Avoid getting lost within the disorienting, drifting shadow mists of the Shadowfell.
Resisting Shadow Despair Wisdom Saving Throw 13 Resist the oppressive aura of the Shadowfell, which can cause overwhelming despair.
Avoiding Shadow Beasts Dexterity (Stealth) 17 Hide from prowling creatures like wraiths or shadow mastiffs while traversing gloomy terrain.
Crossing a Gloom River Strength (Athletics) 14 Swim across a river whose currents have been twisted by the energies of the Shadowfell.
Detecting Illusions Intelligence (Investigation) 16 Discern between reality and the dangerous illusions that plague certain parts of the Shadowfell.
Finding Shelter Wisdom (Survival) 13 Locate a secure place to rest, avoiding hazardous locations and hidden threats.
Resisting Shadow Poison Constitution Saving Throw 15 Resist the effects of a tainted, toxic environment, such as a swamp corrupted by the Shadowfell's decay.
Negotiating with a Shadow Spirit Charisma (Persuasion) 16 Convince a shadowy apparition to allow safe passage or provide valuable information.
Navigating Twisted Reflections Intelligence (Arcana) 14 Understand the mirrored geography and use arcane knowledge to stay oriented within the shadowy realm.
Evading a Psychic Wind Dexterity Saving Throw 18 Evade the psychic wind that sweeps across the plane, a turbulent storm of negative energy.
Optional Sanity Mechanics for the Shadowfell

The Shadowfell is an ominous and dismal plane that affects the minds of those who wander through its bleak terrain. Optional Sanity mechanics can be implemented for those who wish to add a psychological challenge to their adventures in this grim setting. These mechanics are inspired by the sanity systems seen in Call of Cthulhu, providing rules for sanity checks, effects of failing them, and ways to regain lost mental stability.

Sanity Score and Checks

Every character has a Sanity score, which represents their mental resilience and ability to cope with supernatural or terrifying experiences. This score operates similarly to other ability scores.

  • Initial Sanity Score: Characters begin with a Sanity score equal to their Intelligence, Wisdom, or Charisma score. Over time, this value can fluctuate depending on the experiences they encounter.
  • Sanity Checks: When exposed to horrifying events or supernatural occurrences, a character must make a Sanity check. The Difficulty Class (DC) for these checks varies:
Difficulty Level Sanity Check DC
Minor Disturbance (e.g., sudden feelings of despair) DC 10
Significant Encounter (e.g., sighting an undead creature) DC 15
Severe Trauma (e.g., witnessing a friend's death) DC 20
Sanity Loss and Effects

If a character fails a Sanity check, they lose Sanity points depending on the severity of the failure:

  • Mild Failure (1-5 below DC): The character loses 1 Sanity point and gains a minor short-term effect, such as trembling hands or slight visual/auditory hallucinations.
  • Major Failure (6+ below DC): The character loses 1d4+1 Sanity points and suffers a more severe effect, like being frightened, stunned, or experiencing vivid, horrifying visions.
  • Severe Consequence: If a character’s Sanity drops below 5, they may suffer a long-term madness effect, such as paranoia or hallucinations that could persist for several in-game days.
Regaining Sanity

Sanity loss is not always permanent, and players can use different means to recover their mental stability:

  • Rest: A character can recover 1 Sanity point after a long rest, but only if they rest in a safe and comfortable location, free from the dangers of the Shadowfell.
  • Therapy: Spending downtime with a trusted ally, cleric, or mentor can help regain lost Sanity. Characters can recover 1d4 Sanity points for each day spent in therapeutic recovery.
  • Magic: Spells such as Greater Restoration or Calm Emotions can restore lost Sanity points and cure any severe effects of madness caused by a mental breakdown.
Madness in the Shadowfell

Within the Shadowfell, the oppressive nature of the plane and its horrors can drive characters mad. This madness can be categorized as short-term, long-term, or indefinite:

Short-Term Madness: Lasting up to 1d10 minutes, short-term madness can cause effects such as paralysis, hallucinations, or fear. Characters may become incapacitated, scream uncontrollably, or experience a strong urge to eat strange substances.

Long-Term Madness: Long-term madness lasts for 1d10 × 10 hours and can include effects such as paranoia, compulsive behavior, or blindness. Affected characters may develop extreme paranoia, experience vivid hallucinations, or feel a compulsion to repeat specific activities.

Indefinite Madness: Indefinite madness results in a lasting personality flaw until it is cured. These flaws can range from delusions of grandeur to an inability to trust anyone, or an intense desire to kill. A character with indefinite madness might believe they are being hunted by invisible enemies or trust only a fictional friend they alone can see.

Madness can be inflicted through various means, including exposure to powerful spells, planar effects, or horrifying events. Resisting these effects typically requires a Wisdom or Charisma saving throw, and curing them may involve magic such as calm emotions, greater restoration, or other appropriate spells.

Temporary Madness Roll Table (d100)
Temporary Madness Effects
d100 Roll Temporary Madness Effect
01-05 The character experiences uncontrollable weeping for 1d10 minutes.
06-10 The character becomes frightened of the nearest creature for 1d10 minutes.
11-15 The character is incapacitated, staring into space for 1d6 minutes.
16-20 The character laughs uncontrollably for 1d10 minutes, imposing disadvantage on all checks.
21-25 The character falls prone and is unable to stand for 1d4 minutes.
26-30 The character speaks in gibberish, unable to communicate for 1d10 minutes.
31-35 The character becomes obsessed with a minor object, refusing to leave it behind for 1d10 minutes.
36-40 The character experiences extreme paranoia, believing everyone is out to get them for 1d10 minutes.
41-45 The character experiences vertigo, causing them to move at half speed for 1d6 minutes.
46-50 The character begins to see vivid hallucinations, making them unable to distinguish friend from foe for 1d10 minutes.
51-55 The character becomes mute, unable to speak or cast spells with verbal components for 1d6 minutes.
56-60 The character feels an overwhelming urge to run away, using their action to Dash each turn for 1d10 minutes.
61-65 The character feels an overpowering urge to eat something strange like dirt or slime for 1d10 minutes.
66-70 The character is stunned for 1d6 minutes.
71-75 The character falls unconscious for 1d10 minutes or until they take damage.
76-80 The character is overcome with intense rage, attacking the nearest creature for 1d10 minutes.
81-85 The character believes they are invisible and acts accordingly for 1d10 minutes.
86-90 The character becomes frightened and must move away from any bright light sources for 1d10 minutes.
91-95 The character cannot remember who they are or recognize allies for 1d10 minutes.
96-100 The character starts speaking in tongues, and any attempt to communicate verbally is misunderstood for 1d6 minutes.
Permanent Madness Roll Table (d100)
Permanent Madness Effects
d100 Roll Permanent Madness Effect
01-05 The character develops a deep paranoia, trusting no one, and must make a Wisdom save to interact socially.
06-10 The character believes they are another species and behaves accordingly.
11-15 The character has vivid hallucinations and must make a Wisdom save to discern reality.
16-20 The character becomes mute and refuses to speak to anyone.
21-25 The character is overcome by a compulsion to collect strange items (rocks, bones, etc.).
26-30 The character is haunted by visions of death, causing disadvantage on death saves.
31-35 The character believes they are constantly being watched and takes actions to "hide" even when unnecessary.
36-40 The character is obsessed with cleanliness, spending hours each day attempting to stay clean.
41-45 The character develops a split personality that emerges during times of stress.
46-50 The character refuses to sleep indoors, believing that buildings are dangerous traps.
51-55 The character becomes unable to perceive colors, seeing the world only in shades of gray.
56-60 The character becomes convinced that they are a god and demands constant worship.
61-65 The character feels compelled to draw intricate symbols everywhere they go, often losing track of time while doing so.
66-70 The character believes they have a powerful enemy who is always out to get them, regardless of evidence to the contrary.
71-75 The character has a phobia of darkness and refuses to be without a light source.
76-80 The character becomes obsessed with their own death, frequently talking about how and when they will die.
81-85 The character becomes extremely gullible, believing almost anything they are told.
86-90 The character believes they are cursed and any bad event is due to this curse.
91-95 The character refuses to touch metal, believing it will poison them on contact.
96-100 The character believes they can communicate with inanimate objects, often conversing with them.
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