Keys of Wonder Lore - House of Dying Shadows - v1.1
Keys of Wonder Lore - House of Dying Shadows - v1.1
Keys of Wonder Lore - House of Dying Shadows - v1.1
Wonder
HOUSE OF DYING SHADOWS
House of Dying Shadows
Keys of Wonder Lore Guide
H S PK D H W is a multi-planar
adventure in which the characters must
investigate a noble estate after the disappear-
provides background on the Shadow Realm,
Shadow Magic, an umbralourde, an additional
plot hook, and expanded gameplay options to
ance of Razell Ajora - a mage accomplished in incorporate into your game.
shadow magic.
Entering the Ajora Manor, the party is thrust
into a journey between the Material Plane and All Things Shadow
the Shadow Realm. The Shadow Realm is a
distorted, mirror dimension to the Material
Plane filled with strange dangers and magic. RS T
In their search, the party becomes prey to
a shadow devouring entity known as an um-
bralourde.The party must travel, back and
T he Shadow Realm is a mirror plane made
of nightmares, darkness, and distorted
reflections of the material plane. Where one
forth, between the two dimensions, rid the would find an extravagant fountain bursting
manor of its numerous curses, and destroy with fresh water on the Material Plane, in the
the umrablourde, thus releasing the spirit of Shadow Realm one finds a massive boulder
the trapped mage. covered with an oozing, black, inky substance.
If you're playing along with the Keys of Use the yortinsdaDevE table to add
Wonder campaign setting, this lore guide set dressing to the Ajora Manor.
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For more information on this adventure, the Greenwold, and
the rest of the Dungeon in a Box campaign, check out our site:
R T K trttDWP K L
Wr itten by Tavis Doucette. Edited by David Cr ennen.
Dungeon In A Box is not affiliated, endorsed, or sponsored by Wiz-
ards of the Coast® or Hasbro®. Dungeons & Dragons®, and D&D®
are registered trademarks of Wizards of the Coast®.
2
Everyday Distortions
The following is a list of common objects or environments that have been distorted and
warped in the Shadow Realm to help the GM round out the intricacies of mirror plane
adventuring.
TKP M RS
A crumpled piece of paper A ball of thinly sliced bat wings that lightly animate when opened
A wooden desk and chair A blood-stained stone slab with a broken butcher’s knife
A fireplace with a pile of A gargantuan hearth shaped like the mouth of a beast. Long fangs
fresh wood hang from the mantle. A cauldron sways in the fire box. Inside the
cauldron is an oozy, dark-purple liquid. Consuming the liquid gives
a creature darkvision for 1 hour.
A large armoire filled A rotted, wooden foot locker. When opened, the lid crumbles to the
with fancy clothing and touch. Inside is a thin, leather corset with a note attached: “One day,
accessories my lover, we will join again in physical bliss!”
A hallway runner rug of The brittle molting of a giant boa constrictor. Every step sounds like
wonderfully woven design the crunch of tiny bones and the molting dissolves to dust.
and golden embroidery
Books with finely crafted A decrepit tome. The binding is falling apart, and the paper is thin
paper and immaculate as air. The ink is dried, brown blood. If a creature reads one word
penmanship of the book, they must make a DC 13 Wisdom saving throw or the
character is afflicted with short term madness (DMG, pg. 259).
Ink quills and inkwells Long, severed humanoid fingers with sharpened nails, and a small
jar of a black, gooey substance that takes 1d8 minutes to pour out
of the jar.
A bottle of wine or ale A cleaved skull affixed to a metal base. Inside are stains of an
unknown substance
Plates and silverware A thinly cut sheet of shale and barbed, wrought-iron spears. Any
creature with a Strength score of 10 or higher who touches the
shale plate crushes it and takes 1d4 slashing damage as it slices
their hands.
A pink chaise longue with A pink chaise longue with five throw pillows. When a creature
five throw pillows touches the throw pillows, they screech and explode in a puff of
smoke. The creature must make a DC 10 Constitution saving throw
or for one minute their speed becomes zero and their action and
bonus action are spent retching and vomiting.
3
The Umbralourde Shadow Magic for Dummies
4
Razell Ajora’s Spellbook
Razell Ajora had spent years tampering with necrotic damage
the forbidden shadow arts. In doing so, she and must make a
Constitution saving
calculated ways in which she could harness
throw. On a failure,
powers normally given as boons to other the target's maximum hit points are reduced
magic users. by the same amount, until they bathe in the
Any character who wishes to use Razell sun for 1 minute. A creature’s maximum hit
Ajora’s Spellbook to decipher her magical points can only be reduced once per day.
breakthroughs must go through a laborious • Shadow Jump. Level: 2. Casting time: 1
process of arcane analysis. The spellbook has Bonus Action. Range: Self. Components: V.
the following properties: Duration: Instantaneous. School: Shadow.
• Razell Ajora’s Spellbook can only be read by a Damage/Effect: Teleportation. Tapping
Bard, Sorcerer, Warlock, or Wizard. into the Shadow Realm, you teleport to an
unoccupied space of another creature’s
• A character must spend 24 hours over a period shadow that you can see.
of 6 days or fewer studying the book’s contents
and practicing the spells. • Umbral Blast. Level: 3. Casting Time: 1
Action. Range: 120 ft (15-foot-radius
• The character gains access to 1st and 2nd level sphere). Components: V, S, M (single
spells from the Warlock spell list. hair from a fresh corpse). Duration:
• The character’s Intelligence or Charisma score Instantaneous. School: Shadow. Attack/
increases by 1, to a maximum of 20. Save: CHA Save. Damage: Psychic. You
extend your psyche and call upon the
• The character can prepare the following Shadow Realm to a point within range,
shadow magic spells: commanding every creature’s shadows in
• Piercing Shade. Level: 1. Casting time: 1 the area to attack their host. Each creature
action. Range: 60 ft. Components: V, S, M in a 15-foot-radius sphere centered on a
(dirt taken from a moonless night). Duration: point must make a Charisma saving throw.
Concentration, up to 1 minute. School: A target takes 6d6 psychic damage on a
Shadow. You sever a portion of your shadow failed save, or half as much damage on a
and hurl it at a creature within range. Make successful one. Each creature loses their
a ranged spell attack against the creature reaction until the end of their next turn
as your shadow pierces through the target’s regardless of the outcome of their save.
umbra. On a hit, the target takes 1d10
5
Alternate Plot Hook creation: the Midnight Knocker. Previously
entrusted to the Alabaster Academy, the