Shadow Rift adventure planning – part 1 (arrival, to Arak’s memorial)
Posted: Tue May 26, 2026 11:18 am
Next in my campaign is the Shadow Rift adventure.
Part 1 is somewhat easy – after the Fracture, they go to Arak’s memorial and retrieve Maeve’s Crown from a pilar of fire. Of course there will be a few encounters here and there, some dangerous, but until they have the crown in hand, things are mostly easy.
After that, it will get worse as they will be pursued by the Unseelie Court feys.
So Part 1 – from arrival in SR to Arak’s Memorial:
---
Gaz 5 suggest twilight for light condition all the time in the SR (and the D&D rules are funnily unclear on that matter – can someone tell me you can see what and from how many feet in twilight or shadowy?)
So I changed the light in the SR. Some of the landscapes are very interesting and picturesque, but if the players can’t see beyond a few feet, it’s wasted. As written, they can’t even see the rolling blacks clouds above them.
So here’s what I plan to use (human twilight vision is about 100 feet, so I cut this in half for the SR) :
Morning, 7 am to noon – twilight (dim light): without torches or spells, good vision is 50’ (200’ to see a movement or silhouette)
Noon to 2 pm – grey sky let passes more light – good clear vision is 200’ (800’ to see a movement or silhouette)
2 pm to 7 pm - twilight – without torches or spells, good vision is 50’ (200’ to see a movement or silhouette)
7 pm to 7 am – pitch black. You see nothing without a torch. Of course, the feys can see in the dark (darkvision 60’).
---
I won’t bring them to the Malachite Palace. As written, this place feels weird and empty. I do not like the feel of it.
Instead, I will develop Arak’s tomb as a memorial, and that’s where the pillar of fire is located (where Maeve hid the Crown).
I recycled three rooms from the Palace: the Gallery of Orbs, the North Gallery and the pillar of fire, now relocated in the memorial.
---
On the way, they will meet:
- The brags repairing the bridge, more or less as written in SR
- Many many many weird vegetal features of the SR – moving branches, quickly changing vegetal landscape, a mix of trees usually not found together, trees dropping acorns on the PCs, etc.
- Weird animals with human behaviors. It’s sure the druid will try to interact with these.
- Flower field – meeting the Alven, more or less as written in SR
- Hungry Grass, more or less as written in SR
- They are watched from the side of the road by a silent, hare headed woman.
- A Nuckelavee encounter (hey, that’s the occasion to use the weird)
- Midnight Garden (weird topiary), more or less as written in SR (encounter with Lashweeds)
- The shadow of a large fish-like creature can be seen eerily drifting in the forest, in the distance, between the trees.
- Lotus tree, with sleeping shees or satirs nearby
- Weird things where they sleep – branches creeping out of the fire, and next morning they find a new path that passes through their camp.
- A changeling on a mission - Yrilstin Nilhausen, an architect from Nartok, traveling to the Malachite Palace take measures of a room. He will be able to explain what are changelings.
- A tree with the top shaped like a hairy woman’s head (a not so friendly treant if they get too close)
- Travelers to Arak’s tomb – a mix of Shee, Sith, Portune and a teg. They are curious to see humans that are free willed. “You are the property of which fey?” “What are you doing in this region?” and so on. They say they arrive from the Malachite Palace but turned back – none of either Maeve or Loht are there.
- Arak’s memorial, a sober construction mostly buried under a hill, where many feys gather to pay homage to their founding father. The pillar of fire is about 100’ high above the hill, and it escapes through a hole in the hill. While the memorial is crowded with feys, there is an area behind the pillar of fire where the PCs will be mostly left alone, for their plan to get the Crown.
Part 2 – run for the Obsidian Gate (I’m not there yet for planning)
- Somehow, the Unseelie court knows the Crown have been found.
- PCs are pursued by tegs and powries
- Cath Shee (allied of Maeve) to save them from a tricky situation
- Etc.
If you have ideas to improve part 1, let me know. I’d like to add more encounters with SR Feys – what fey? Why are they met on the road? Do they live nearby or are travelers? What kind of interaction they have with the PCs?
Part 1 is somewhat easy – after the Fracture, they go to Arak’s memorial and retrieve Maeve’s Crown from a pilar of fire. Of course there will be a few encounters here and there, some dangerous, but until they have the crown in hand, things are mostly easy.
After that, it will get worse as they will be pursued by the Unseelie Court feys.
So Part 1 – from arrival in SR to Arak’s Memorial:
---
Gaz 5 suggest twilight for light condition all the time in the SR (and the D&D rules are funnily unclear on that matter – can someone tell me you can see what and from how many feet in twilight or shadowy?)
So I changed the light in the SR. Some of the landscapes are very interesting and picturesque, but if the players can’t see beyond a few feet, it’s wasted. As written, they can’t even see the rolling blacks clouds above them.
So here’s what I plan to use (human twilight vision is about 100 feet, so I cut this in half for the SR) :
Morning, 7 am to noon – twilight (dim light): without torches or spells, good vision is 50’ (200’ to see a movement or silhouette)
Noon to 2 pm – grey sky let passes more light – good clear vision is 200’ (800’ to see a movement or silhouette)
2 pm to 7 pm - twilight – without torches or spells, good vision is 50’ (200’ to see a movement or silhouette)
7 pm to 7 am – pitch black. You see nothing without a torch. Of course, the feys can see in the dark (darkvision 60’).
---
I won’t bring them to the Malachite Palace. As written, this place feels weird and empty. I do not like the feel of it.
Instead, I will develop Arak’s tomb as a memorial, and that’s where the pillar of fire is located (where Maeve hid the Crown).
I recycled three rooms from the Palace: the Gallery of Orbs, the North Gallery and the pillar of fire, now relocated in the memorial.
---
On the way, they will meet:
- The brags repairing the bridge, more or less as written in SR
- Many many many weird vegetal features of the SR – moving branches, quickly changing vegetal landscape, a mix of trees usually not found together, trees dropping acorns on the PCs, etc.
- Weird animals with human behaviors. It’s sure the druid will try to interact with these.
- Flower field – meeting the Alven, more or less as written in SR
- Hungry Grass, more or less as written in SR
- They are watched from the side of the road by a silent, hare headed woman.
- A Nuckelavee encounter (hey, that’s the occasion to use the weird)
- Midnight Garden (weird topiary), more or less as written in SR (encounter with Lashweeds)
- The shadow of a large fish-like creature can be seen eerily drifting in the forest, in the distance, between the trees.
- Lotus tree, with sleeping shees or satirs nearby
- Weird things where they sleep – branches creeping out of the fire, and next morning they find a new path that passes through their camp.
- A changeling on a mission - Yrilstin Nilhausen, an architect from Nartok, traveling to the Malachite Palace take measures of a room. He will be able to explain what are changelings.
- A tree with the top shaped like a hairy woman’s head (a not so friendly treant if they get too close)
- Travelers to Arak’s tomb – a mix of Shee, Sith, Portune and a teg. They are curious to see humans that are free willed. “You are the property of which fey?” “What are you doing in this region?” and so on. They say they arrive from the Malachite Palace but turned back – none of either Maeve or Loht are there.
- Arak’s memorial, a sober construction mostly buried under a hill, where many feys gather to pay homage to their founding father. The pillar of fire is about 100’ high above the hill, and it escapes through a hole in the hill. While the memorial is crowded with feys, there is an area behind the pillar of fire where the PCs will be mostly left alone, for their plan to get the Crown.
Part 2 – run for the Obsidian Gate (I’m not there yet for planning)
- Somehow, the Unseelie court knows the Crown have been found.
- PCs are pursued by tegs and powries
- Cath Shee (allied of Maeve) to save them from a tricky situation
- Etc.
If you have ideas to improve part 1, let me know. I’d like to add more encounters with SR Feys – what fey? Why are they met on the road? Do they live nearby or are travelers? What kind of interaction they have with the PCs?