Escape from Shadowfell

Post/Author/DateTimePost
#1

Hoprc91

Jun 05, 2015 6:50:26

Hey All,

 

Quick question that I cant seem to find the answer to in the DMG. One of my players found himself trapped in Shadowfell. What would be a good way to escape back to the material plane? He is a fighter, so he doesnt have any magical means to do it himself, and I want to make it extreemly difficult with little chance of success. I've searched the DMG to try to find a "Natural" way for him to get back, but it doesnt seem to give very much detail on that subject. Any help or suggestions would be appreciated. Thanks in advance!

#2

Tempest_Stormwind

Jun 05, 2015 6:57:31
Depends on the setting. In Eberron, for instance, the Shadowfell is the plane of Dollurh, which (like all Eberron planes) orbits the Material plane and grows closer or further as the orbit progresses, and while it is close, the veil between worlds grows thin in places. Finding a thin spot and willing his way through is possible, but the plane also erases your being; can he hold out long enough to pull it off while the coterminous period lasts, or will the despair and shadow denizens get to him first?
#3

Mechatarrasque

Jun 05, 2015 13:57:48

The ease of travel between some of the continguious realms (feywild, shadowfell, and the parts of the elemental planes where giants, azer, etc. hang out) is left to the DM.  In general, you either need to find a location where the barrier between realms are weak or find somebody to teleport you.  I think the fluff on the Fell from previous editions would indicate a place where a lot of undead in the campaign world are is probably a weak spot, and since the Shadowfell often appears as a goth version of the campaign world, if the fighter had that insight (and the group had fought some undead), he/she could probably find a weak spot.  What happens when the fighter goes through the weak spot is up to you, but I would consider disadvantage on all saves for a minute would be reasonable and make the fighter's player sweat for a bit (especially if there are still some undead around).

 

Option 2 is find someone to teleport you.  They haven't said much about who is living in the Fell, but in 4e there were shade versions of most races there and the shadar-kai, masochistic types who are trying to overcome the soul-crushing despair of living in the Fell.  If you want to make them, it is simplest to just give the NPC classes a once per rest shadow walk ability like shadow monks.  There were some major cities including Gloomwrought, Letherna, and Moil.  You could expect someone in a city to be able to teleport you back to the campaign world, but they probably want something weird in payment (like the left hand of one of the night hags living at 1313 Mockingbird Lane), so a side quest is in order.  If you have a nonevil death god in your campaign there is a pretty good chance he/she hangs out in the Fell fairly often, so there is a chance the PC could run into some divine servant who could (DM) hand wave the PC back to the campaign world, but it wouldn't be any fun if there wasn't some challenge to get to said servant (a sphinx seems like a really good servant for something like this).

#4

reddaemon

Jun 05, 2015 21:52:52

There are a few options.  What campaign setting are you using?  Remember that the Shadowfell is a reflection of the material plane, so any city that exists in the material plane might have a reflection of that city in the Shadowfell.  The DMG references the city of Evernight as being a reflection of Neverwinter from the material plane which is inhabited by shambling undead and insane necromancers.  Depending on the size of the city, there might be a spellcaster powerful enough to cast Banishment on him to get him back to the material plane (though he could end up anywhere subject to your discretion).  Another option is to have him seek out a Shadowfell crossing (after doing some information gathering at a city).  I wouldn't make it easy, and he might have to make some pretty hefty sacrifices to get out.  You could have him emerge in the depths of a crypt or tomb where he has to get past the tomb's traps to escape (after exchanging a favor for some malevolent entity from the other side of course).  If anyone in the party that is on the material plane knows he is there and alive, they could make use of the sending spell in order to contact him and help broker a deal with a spellcaster on the other side to get him back to the material plane (which should also probably involve some sort of moral dilemma, like helping to summon a banished spirt or something).  There are probably more ways to go about this, but those are what immediately come to mind.