Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Encounters in the Plane of Shadows
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6738423" data-attributes="member: 4937"><p>The plane of shadows is the place where the nightmare's nightmares come from, so we would seem to be in accord as to what this place means.</p><p></p><p>Keep in mind that size doesn't have any real meaning on the plane of shadows. (Think about the relationship between an object and the size of its shadow.) Neither does direction much (think about how the direction of the thing a shadow falls on changes the orientation). Anything that you can do to play with space - houses bigger on the outside than the inside, giant-size version of ordinary objects, things looming over head or leaning off into the distance - is good.</p><p></p><p>1) A shadow wood of enormously tall thin trees with multiple trunks gently swaying past each other while dark shadows flit overhead. Underneath, a band of shadow template bugbears hunts eternally for and endless stream of victims. The victims are produced by perverse nightmare (treat as a Shadow Conjuration Living Spell) which favors creating bands of panicking shadow template commoner children (1d4+1 a round, endlessly), but which will produce worse and worse nightmare creatures if identified and threatened (typically 1 shadow template ape, boar, or bear a round). All the while the forest echoes with sounds heard from far away, "Don't go into the woods.", "Stay out of the woods.", "Watch out for the boogeymen.", and similar things (DC 20 listen to understand in phrase).</p><p></p><p>2) The PC's find they've walked into a shadow necropolis of 20' tall thin monoliths, gravestones, and distorted spindly mausoleums. The graveyard contains a number of well concealed pit traps (because everything is well concealed on the plane of shadow) which open up seemingly at random beneath a players feet. A greater shadow lurks in the bottom of one.</p><p></p><p>3) The PC's must cross an undulating sea of shadowy sand, which rolls them up and down as if they were walking on a storm tossed ocean but without a sense of motion. Their feet are brushed with tides of sand. There are occasional dangerous sand slides, and the PC's must deal with an avalanche of dark gray sand washing over the lighter gray sand of the dune. Among the dune hills are shadowy sandmen who use sleep inducing spray attacks and slams to try to incapacitate their victims, resulting in them being buried alive in a number of rounds if not wakened or dragged to the surface continually.</p><p></p><p>4) The PC's find that they've transitioned suddenly out of one environment into a shadowy city street, where the tall dark shadows of revelers spin and dance, imbibe, and riot against the lighter gray shadows of the walls, and the traces of now long dead bonfires and torches haunt the streets with flickering shadows. Amongst the revelers is a crypt chanter whose faint tune wafts through the silhouette of the town.</p><p></p><p>5) The PC's find themselves along the shore of a shadow sea, whose waves crash noiselessly and wash the shadow sand in darker shadows. The shades of bare chested women with skirts tied up at their waist wade in the lagoons, pulling up muscles and sea weed. Over a spit of land, the shades of a band of northern barbarians attack amidst distantly echoing cries of terror. Treat them as Evolved Murks casting confusion over their victims.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6738423, member: 4937"] The plane of shadows is the place where the nightmare's nightmares come from, so we would seem to be in accord as to what this place means. Keep in mind that size doesn't have any real meaning on the plane of shadows. (Think about the relationship between an object and the size of its shadow.) Neither does direction much (think about how the direction of the thing a shadow falls on changes the orientation). Anything that you can do to play with space - houses bigger on the outside than the inside, giant-size version of ordinary objects, things looming over head or leaning off into the distance - is good. 1) A shadow wood of enormously tall thin trees with multiple trunks gently swaying past each other while dark shadows flit overhead. Underneath, a band of shadow template bugbears hunts eternally for and endless stream of victims. The victims are produced by perverse nightmare (treat as a Shadow Conjuration Living Spell) which favors creating bands of panicking shadow template commoner children (1d4+1 a round, endlessly), but which will produce worse and worse nightmare creatures if identified and threatened (typically 1 shadow template ape, boar, or bear a round). All the while the forest echoes with sounds heard from far away, "Don't go into the woods.", "Stay out of the woods.", "Watch out for the boogeymen.", and similar things (DC 20 listen to understand in phrase). 2) The PC's find they've walked into a shadow necropolis of 20' tall thin monoliths, gravestones, and distorted spindly mausoleums. The graveyard contains a number of well concealed pit traps (because everything is well concealed on the plane of shadow) which open up seemingly at random beneath a players feet. A greater shadow lurks in the bottom of one. 3) The PC's must cross an undulating sea of shadowy sand, which rolls them up and down as if they were walking on a storm tossed ocean but without a sense of motion. Their feet are brushed with tides of sand. There are occasional dangerous sand slides, and the PC's must deal with an avalanche of dark gray sand washing over the lighter gray sand of the dune. Among the dune hills are shadowy sandmen who use sleep inducing spray attacks and slams to try to incapacitate their victims, resulting in them being buried alive in a number of rounds if not wakened or dragged to the surface continually. 4) The PC's find that they've transitioned suddenly out of one environment into a shadowy city street, where the tall dark shadows of revelers spin and dance, imbibe, and riot against the lighter gray shadows of the walls, and the traces of now long dead bonfires and torches haunt the streets with flickering shadows. Amongst the revelers is a crypt chanter whose faint tune wafts through the silhouette of the town. 5) The PC's find themselves along the shore of a shadow sea, whose waves crash noiselessly and wash the shadow sand in darker shadows. The shades of bare chested women with skirts tied up at their waist wade in the lagoons, pulling up muscles and sea weed. Over a spit of land, the shades of a band of northern barbarians attack amidst distantly echoing cries of terror. Treat them as Evolved Murks casting confusion over their victims. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Encounters in the Plane of Shadows
Top