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Shadowfang Keep

Punish the Betrayers, Avenge the Dark Lady

Overview
Prologue
For the Horde!
Pyrewood Village
The Entrance
Gatehouse
Jail
The Courtyard
The Barracks
Kitchen
Dining Hall
Corridors
War Council Room
The Ramparts
Southern Ramparts
Upper Gatehouse
Northern Ramparts
The Tower
The Vacant Den
The Observatory
Antechamber
Lord Godfrey's Chamber
Tower Top
Treasure
Monsters
For the Alliance!

Created by James Wiken

Special Thanks to

Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com
Dungeon, NPC, and item information, screenshots

Natural Crit
Developed using Homebrewery
Shadowfang Keep

L
ooming over Pyrewood Village from the This dangerous coalition must be stamped out before any
southern bluffs of Silverpine Forest, more damage can be done. The Banshee Queen will have her
Shadowfang Keep casts a shadow as dark as its vengeance.
legacy. Sinister forces occupy these ruins,
formerly the dwelling of the mad archmage
Arugal's worgen. The restless shade of Baron Prologue
Silverlaine lingers while Lord Godfrey and his During the Retaking of Gilneas, the Dark Lady, Sylvanas
cabal of erstwhile Gilnean noblemen plot against their Windrunner, decided to create a secret weapon aimed
enemies both living and undead. directly against the worgen. This weapon was Lord Vincent
The adventurers have been sent to Shadowfang Keep to Godfrey.
punish Lord Vincent Godfrey and his followers for their Lord Vincent Godfrey spent his life defending the kingdom
betrayal. of Gilneas. When the worgen curse ravaged this land, Godfrey
was one of the first Gilneans to take up arms against the
Overview beasts. It is said that upon discovering that his king was
afflicted by the curse, Godfrey took his own life, preferring
Shadowfang Keep is a dungeon designed for characters from death above servitude to the very creatures that he had
levels 3 to 5. It is meant to be standalone and can be inserted defended his home against.
into any campaign. The bodies of Godfrey and his lieutenants, Baron Ashbury
In this dungeon, the adventurers have been tasked with and Lord Walden, were ferried out of Gilneas to the Banshee
leading the assault on Shadowfang Keep. Inside, the tortured Queen herself. She raised them up as agents of the Forsaken,
ghosts of the keep's original residents still haunt its halls and offering them to continue their life's work in undeath. They
rotting undead man its walls, all attacking any who would agreed without reservation, quickly turning their talents
venture within the fortress. against the Gilneas Liberation Front and their Alliance allies.
The traitor, Lord Vincent Godfrey, has recently reclaimed "The irony of what I have become is not lost upon me, Lady
Shadowfang Keep as his own. A seat of power from which he Sylvanas. Though as I have always said, better dead than
can wrest control of Silverpine Forest and Gilneas from his worgen. Or in this case, better undead than worgen." Lord
enemies. Godfrey
Accompanying Lord Godfrey are Baron Ashbury and Lord The town of Ambermill was their first target. Former
Walden, his right and left hand men. Each are dangerous in mages of Dalaran had erected a barrier around the town,
their own right and must be dealt with before challenging hiding an Alliance army in a pocket dimension there. A
their leader. To make matters worse, the spirits of the original weakness in the barrier was discovered and then the shield
owners, Baron Silverlaine and Commander Springvale, have was brought down by slaying the archmage maintaining it.
pledged themselves to Lord Godfrey. The Alliance forces were scattered, many of the slain being
raised as new members of the Forsaken.
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Meanwhile, forces of the Alliance's 7th Legion captured More recently, Pyrewood Village became a battleground.
Pyrewood Village. The Forsaken forces stationed there were Alliance forces supporting the Gilneas Liberation Front
decimated in the attack leaving the main force vulnerable. wrested control of the village from the Forsaken to use it as a
Lord Godfrey and his men were dispatched to retake the staging point against the Banshee Queen's forces. In a
village. Instead, they set it to the flame and killed anyone they counterattack led by Lord Godfrey and his lackeys, much of
found in the burning buildings, Forsaken and Alliance alike. the village was burned to the ground and the Alliance forces
With the Alliance's expeditionary force defeated, Godfrey scattered.
and his compatriots were sent to capture the daughter of the The ruins of Pyrewood Village now act as a smoldering
leader of the Gilneas Liberation Front. She would be used as reminder of Lord Godfrey's ruthlessness, both to those who
a bargaining chip to secure Gilneas' unconditional surrender. visit its charred remains and to Godfrey, himself, as he looks
Despite wanting to just kill her instead, Godfrey obeyed the down from his new bastion of power, Shadowfang Keep.
Dark Lady's wishes and brought his prisoner back alive. The adventurers can climb the bluffs to the south of the
"I now present you with a choice - a choice that I was never burnt-out ruins of Pyrewood Village to reach the gates of
given. I offer you the life of Lorna for your unconditional Shadowfang Keep.
surrender. Choose your next words wisely, Crowley. Deny me
and she will serve me in undeath - forever." Sylvanas
Windrunnner 1. The Entrance
In a final confrontation, Lady Sylvanas played her trump Ascending the ramp to Shadowfang Keep, the party can see
card, the daughter of her enemy. Seeing no other choice, the undead patrolling the tops of the walls. The front gates have
Gilneas Liberation Front accepted the terms of surrender already been broken open and the forces sent to take down
and fled the field. Seeing the worgen defeated, Lord Godfrey Lord Godfrey are waiting just inside.
made his move. At point blank range, he shot Sylvanas Deathstalker Commander Belmont is standing in front of a
Windrunner, killing her instantly. The deed done, he fled to heavy iron portcullis emitting a sickly green glow. The gate
Shadowfang Keep to plot his conquest of Gilneas and all of has been enchanted with a deadly poison that will kill any
Lordaeron. who touch it. The party must fight their way through the
Only through the sacrifice of her dear val'kyr was Lady gatehouse to find another way in.
Sylvanas returned from the dark nothingness that awaited No matter, Belmont informs the adventurers that their first
her. More resolute than ever before, she set her sights on target will most likely be found in the gatehouse anyways.
Shadowfang Keep. Those that betrayed her would pay for The keep's jail is within the gatehouse and Baron Ashbury,
their crimes. one of Lord Godfrey's top lieutenants and known for his
Licking their wounds from their recent defeat, the Gilneans cruelty, is probably torturing those held inside its cells.
also looked towards Shadowfang Keep. Lord Godfrey would See the quest, "This Land is Our Land", for Commander
pay for his treachery and the many worgen he had slain in Belmont's instructions on finding and defeating Baron
both life and undeath. Ashbury.

For the Horde! This Land is Our Land


This dungeon is written based on the Horde version of Description
Shadowfang Keep. The Forsaken posted a bounty for Lord Did you think that a handful of worgen vermin could stop me?
Vincent Godfrey and his collaborators and have put Hah!
Deathstalker Commander Belmont in charge of defeating
them. If you would prefer to play the Alliance version, see Shadowfang Keep was part of the Lordaeron kingdom in life,
"For the Alliance!" at the end of this dungeon for a so it is quite fitting that it should belong to the Forsaken in
description of changes. death. Godfrey and his accomplices are minor obstacles at
best, and of course we're all happy to take them out for their

Pyrewood Village treachery against the Dark Lady.


Ashbury has positioned himself near the front of the keep,
Built on the banks of the River Arevass, Pyrewood Village leaving him wide open to attack. Start us out on the right foot,
was once a Gilnean settlement. Towering over it is the would you?
intimidating walls of Shadowfang Keep. For some time, the Mechanics and Rewards
village was an Alliance holdout in an otherwise hostile land.
A series of hardships have plagued the village since then, Find and defeat Baron Ashbury within the gatehouse. Take his
starting with the mad Archmage Arugal unleashing the keys and proof of his demise and bring them back to
worgen curse upon its residents. In an effort to oust Arugal, Deathstalker Commander Belmont.
agents of the Forsaken dismantled the leadership of The party can collect the bounty on Baron Ashbury's head
Pyrewood Village. They eventually went on to slay Arugal, (150gp or an appropriate amount for your campaign) once
himself, and claim Pyrewood Village as their own. they return from Shadowfang Keep. Belmont will use the keys
to open a door in the gatehouse that leads out into the
courtyard of Shadowfang Keep.
Once this quest is completed, Belmont will immediately
offer the quest, "Plague...Plague Everywhere".

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1a. Gatehouse 1b. Jail
A door to the north leads into the gatehouse. Inside, rotting Located at the southern end of the gatehouse is Shadowfang
undead wander aimlessly amongst broken chairs and tattered Keep's prison. The party enters the room on a platform
cloth. Light streams in from broken stained glass windows overlooking the prison cells below. Looking down into the
casting the room in an eerie glow. Roll from this section's room, the party can see Lord Ashbury tormenting the
Random Encounter Table to determine the undead that are in inhabitants of the three cells. From left to right, the cells
this room. contain a pack of rabid undead mastiffs, a group of captured
Forsaken soldiers, and a worgen in the garb of a Gilnean
Random Encounter Table magistrate.
Roll Monsters Once Ashbury is defeated, Commander Belmont and his
1 1 Frantic Geist, 2 Fetid Corpse Eaters
Forsaken lock down the room. The party may now use this
room as a safe place to rest. When the characters are ready,
2 2 Frantic Geists, 1 Fetid Corpse Eaters Commander Belmont uses the keys the adventurers found on
3 3 Frantic Geists Ashbury to open a door out to the courtyard.
4 3 Fetid Corpse Eaters Baron Ashbury
"I'm trying to convince Godfrey to just kill all of you to end
On the other side of the room is a set of stairs to a platform your misery, but he keeps telling me no. More pain and
which overlooks the area you just came from. A second set of suffering for the lot of you, then!"
stairs brings the party into a hallway leading over the deadly Slain by worgen and raised into undeath by the Forsaken,
portcullis below. Another group of undead are in this hallway the traitor Baron Ashbury toys with his foes, keeping them
(roll from the Random Encounter Table). This brings the alive so he can inflict maximum pain and suffering.
characters to the Shadowfang Keep's jail. Baron Ashbury (marked by a blue skull on the map) is one
of Lord Godfrey's top lieutenants and is the first to pay for his
treachery. He will toy with the adventurers, prioritizing
Baron Ashbury applying Pain and Suffering on a couple of them and then
Medium undead, chaotic evil finishing them off with Asphyxiate.
When Baron Ashbury is defeated, the party can loot Robes
Armor Class 13 of Arugal and the gatehouse keys.
Hit Points 65 (10d8+20)
Speed 30 ft.
Plague...Plague Everywhere!
Description
STR DEX CON INT WIS CHA
The best part about this plague is that even when it visually
11 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0) fades away, the remaining residue is still quite potent!
However, we still have an enormous area to cover before we're
Damage Immunities poison
done, with plenty of Godfrey's defenses in the way.
Condition Immunities charmed, exhaustion,
poisoned It appears that the spirits that served Baron Silverlaine and
Senses darkvision 60 ft., passive Perception 12 Commander Springvale in life now guard them in death, and
Languages Common Godfrey is using them to deter us. Show them all the iron will
Challenge 3 (700 XP) of the Forsaken!
Mechanics and Rewards
Actions Assault the barracks and defeat Lord Godfrey's ghostly allies,
Pain and Suffering. A hostile creature within 40 feet Baron Silverlaine and Commander Springvale. Once the two
now takes 5 (1d10) psychic damage at the end of spectral leaders are defeated, Belmont and his Deathstalkers
each of its turns. It may make DC 14 Constitution
will occupy the barracks.
saving throw at the start of each of its turns. On a
successful one, end this effect. Once this quest is completed, Belmont will immediately
offer the quest, "Orders Are For the Living".
Asphyxiate. Baron Ashbury begins to suffocate his
enemies, all hostile creatures within 20 feet must
succeed on a DC 13 Constitution saving throw, or
be Restrained. If the target is still Restrained at the
start of Ashbury's next turn, their current hit points
are reduced to 1. On his next turn, Baron Ashbury's
speed is reduced to 0 and he must use Stay of
Execution as his action.
Stay of Execution. Baron Ashbury has pity on you,
but only so he can continue inflicting pain! All
hostile creatures within 20 feet regain hit points
equal to half of their maximum hit points.

1b.CLASSIC
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2. The Courtyard 3b. Dining Hall
The door from the gatehouse leads down a set of stairs into The focus of the room is a long table set with candle
the eastern end of the courtyard. The courtyard is entirely centerpieces and plates of rotting food. However, the only
paved with flagstones and open. In the center of it is a diners seem to be the rats scampering across the floor and
crumbling fountain adorned by a life-size statue of the party's table. Broken chairs and benches are strewn about the room
next target, Baron Silverlaine. and the stained-glass windows have been boarded over.
Monstrous undead horrors and wandering spirits patrol Two Shadowy Attendants and Two Haunted Servitors
around the courtyard below. They pay little mind to the move about the room, continuing the service in life as service
abandoned crates and dilapidated carts that also dot the in undeath. At the head of the room stands Baron Silverlaine,
plaza. Roll from this section's Random Encounter Table to dressed in his finest clothes and seated at his own table.
determine which undead are currently in the courtyard. Flanking this table are two sets of stairs leading up to the
corridors on the 2nd floor.
Random Encounter Table Upon seeing intruders in his dining hall, Silverlaine first
Roll Monsters sends his servants against them. Once the party has defeated
his servants, Baron Silverlaine decides to deal with the
1 4 Frantic Geists interlopers himself.
2 3 Haunted Servitors Once Baron Silverlaine is defeated, Commander Belmont
3 2 Frantic Geists, 2 Haunted Servitors
and his forces enter the room, spreading their plague to
dissuade any pursuers. At this time, High Warlord Cromush,
4 1 Mindless Horror, 2 Haunted Servitors a heavily armored orc, reveals himself. He reminds Belmont
5 1 Mindless Horror, 2 Frantic Geists that the Warchief has expressly forbid the use of the plague.
Despite Belmont's attempts to assuage his doubts, Cromush
6 2 Mindless Horrors decides to accompany the Forsaken troops to make sure they
keep the Horde's best interests in mind and follow the
Abutting the western end of the courtyard is the barracks Warchief's orders.
where Lord Godfrey's ghostly allies maintain their haunt.
Built into the side of this building is a stable. Skeletal and Baron Silverlaine
ghostly horses stand amongst damp rotting hay paying little "Leave this accursed place at once!"
attention to any intruders unless provoked. Baron Silverlaine was master of the keep before it fell to
The party can find two entrances into the barracks. On the Arugal's worgen. Now his cursed spirit calls upon the very
northwestern end of the courtyard there is a ramp that wraps wolf-beasts that slaughtered him to punish further
around the northern end of the barracks. Going up this ramp trespassers into his home.
will lead into the corridors on the second floor of the building. Baron Silverlaine (marked by a purple skull on the map)
Near the bottom of the ramp is another door leading directly prefers to get into melee with his enemies. He becomes
into the kitchen and dining hall of the barracks. especially bold when protected by the Worgen Spirits he
summons.
3. The Barracks When Baron Silverlaine is defeated, the party can loot
Silverlaine's Family Seal. For each Worgen Spirit defeated,
Built into the western wall of Shadowfang Keep is the the party can roll a d20. On an 11 or higher, the party can loot
stronghold of the ghostly inhabitants of the keep. Cracked the corresponding item in the table below.
stained glass windows and tattered ochre banners make up
the facade of this two-story building. A grand dining hall, Worgen Spirit Item
currently hosting Baron Silverlaine and his spectral servants, Odo the Blindwatcher Girdle of the Blindwatcher
makes up most of the first floor. Much of the second floor is a Razorclaw the Butcher Butcher's Cleaver
series of corridors connecting the various rooms in the
building, including the war room. A ramp leading up to the Rethligore Rugged Spaulders
southern ramparts is accessible via the war room. Wolf Master Nandos Wolfmaster Cape

3a. Kitchen
Upon entering the kitchen, the party is presented with a grisly
scene. Bloody chains hang from the ceiling ending in hooks
loaded with chunks of flesh and bone. Across the room,
massive cauldrons filled with a putrid broth boil over on
roaring fires. Huge wooden casks filled with ales long rancid
line the western wall. At the tables 2d2 Ghostly Cooks chop
rotting meat, eternally preparing for a feast that will never
occur. Upon seeing the adventurers, the Ghostly Cooks will
immediately attack.
A door in the southern wall of the kitchen leads to the
dining room.

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Baron Silverlaine Summon Worgen Spirit. When Baron Silverlaine takes
damage that brings him to or below 70% (35) or 40%
Medium undead, unaligned
(20) of his maximum hit points, he immediately
Armor Class 13 summons one of four random Worgen Spirits
Hit Points 51 (6d10 + 18) While a Worgen Spirit is alive, Baron Silverlaine is
Speed 30 ft. resistant to all damage types. If two Worgen Spirits are
alive, Baron Silverlaine is immune to all damage types.
Roll from the table below to determine which spirit is
STR DEX CON INT WIS CHA summoned. If the rolled spirit has already been
summoned, roll again.
12 (+1) 11 (+0) 16 (+3) 13 (+1) 14 (+2) 16 (+3)
Roll Worgen Spirit
Damage Resistances bludgeoning, slashing, and piercing 1 Odo the Blindwatcher
from nonmagical sources
Damage Immunities necrotic, poison 2 Razorclaw the Butcher
Condition Immunities charmed, exhaustion, frightened, 3 Rethligore
grappled, paralyzed, petrified, poisoned, prone,
restrained 4 Wolf Master Nandos
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (450 XP)
Actions
Scepter. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2)
Cursed Veil. (Recharge 5-6) All targets within 15 feet
must succeed on a DC 13 Wisdom saving throw or
take 11 (2d10) necrotic damage and the next time
they would regain hit points the amount regained is
halved.

Worgen Spirit Butcher Drain (Razorclaw the Butcher only). When


Razorclaw the Butcher hits with a melee attack, he
Medium undead, unaligned
deals an additional 2 necrotic damage and regains 2 hit
Armor Class 13 points.
Hit Points 39 (6d8 + 12) Summon Lupine Spirit (Wolf Master Nandos only). When
Speed 40 ft. Wolf Master Nandos is summoned, he summons 1d4
Lupine Spirits. These spirits use the Haunting Spirit stat
block, but look like ghost wolves.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 14 (+2) 10 (+0) Actions
Multiattack. The spirit makes two claw attacks.
Damage Resistances bludgeoning, slashing, and piercing
from nonmagical sources Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities necrotic, poison target. Hit: 6 (1d6 + 3) slashing damage.
Condition Immunities charmed, exhaustion, frightened, Blinding Shadows (Odo the Blindwatcher only). Ranged
grappled, paralyzed, petrified, poisoned, prone, Spell Attack: +4 to hit, range 45 ft., one target. Hit: 5
restrained (1d10) necrotic damage and the target must succeed
Senses darkvision 60 ft., passive Perception 13 on a DC 13 Constitution saving throw or be Blinded
Languages Common until the end of their next turn.
Challenge 2 (450 XP)
Spectral Rush (Razorclaw the Butcher only). Razorclaw
Howling Rage (Odo the Blindwatcher only). When Odo leaps at the furthest away hostile creature within his
the Blindwatcher hits with a melee attack, he gains a remaining speed. The creature must succeed on a DC
+1 bonus to attack and damage rolls. This effect can 13 Strength saving throw or be knocked prone. He
stack 5 times and all bonuses are lost if he does not hit then makes two claw attacks against this creature.
a target during his turn. Soul Drain (Rethilgore only). Ranged Spell Attack: +4 to
hit, range 45 ft., one target. Hit: 5 (1d10) necrotic
damage and heals for twice the damage dealt.

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3c. Corridors Springvale tasks his soldiers with dispatching the party. One
Tormented Officer and 2d2 Wailing Guardsmen follow his
The corridors can be entered from two locations, directly orders and attack the adventurers. Once the characters
from the courtyard via a ramp or through the dining hall. defeat these soldiers, Commander Springvale and his
If entering using the ramp outside, the party finds itself at remaining soldiers, one Tormented Officer and one Wailing
the northern end of the corridors. The halls lead south Guardsman, attack the party.
through a pair of small rooms. The corridors and rooms are Once Springvale is defeated, Commander Belmont enters
lit by an array of candles and torches. The halls are littered the room. He informs the party that he has sent Cromush and
with broken furniture, bones, and ransacked supplies. his forces along the rooftops to surround and secure the area
Amongst this debris, armored skeletons and ghosts patrol up around Lord Walden to prevent his escape. The party can
and down the corridor. Roll from this section's Random now use this room as a safe place to rest. The adventurers
Encounter Table to determine the patrollers. are to continue along the ramparts and infiltrate the tower he
Random Encounter Table
is hiding in. A door on the eastern side of the room leads out
onto the southern ramparts.
Roll Monsters
1 2 Wailing Guardsmen, 2 Shadowy Attendants Commander Springvale
2 2 Wailing Guardsmen, 2 Haunted Servitors
"Intruders in the keep! To arms!"
A loyal soldier, the ghost of Commander Springvale haunts
3 1 Wailing Guardsman, 1 Shadowy Attendant, 1 the council room, using unholy strikes to avenge his lord,
Haunted Servitor Baron Silverlaine.
4 1 Spitebone Skeleton, 2 Wailing Guardsmen Commander Springvale (marked by a green skull on the
map) will focus on getting charges of Unholy Power. Once he
5 1 Spitebone Skeleton, 2 Shadowy Attendants has three he attempts to hit as many enemies as possible
6 1 Spitebone Skeleton, 2 Haunted Servitors with Shield of the Perfidious.
He is also accompanied by a Wailing Guardsman and a
At the southern end of this hallway, the party can turn left Tormented Officer which will attack anyone hostile to him.
to an intersection. To their left are stairs descending to the They both gain the following action:
dining room below. Continuing straight leads to another
hallway that will bring the adventurers into the War Room.
More undead and ghosts (roll from the Random Encounter Unholy Empowerment. If the ghost has not been
Table) patrol this section of the corridors as well. attacked or taken damage since the end of its last
turn, it makes a DC 12 Charisma check. On a
3d. War Council Room success, Commander Springvale regains 3 (1d6) hit
points and gains one charge of Unholy Power.
The corridors lead into a large room with a vaulted ceiling.
Much like the hallways the party just went through, bones
and broken furniture a strewn about the room. Silhouetted by
light streaming through blue and violet stained glass behind When Commander Springvale is defeated, the party can loot
him, is Commander Springvale. His soldiers, loyal even in Commander's Crest.
death, flank him on both sides.
Orders Are For the Living
Description
Unsurprisingly, we aren't going to listen to Cromush about the
plague. However, his brute strength will come in handy for
muscling my men through the many foes ahead on the path to
Godfrey, the most powerful being his right hand man, Lord
Walden.
I'll meet you in Walden's chamber after you finish him off.
Then, at long last, we can completely take Shadowfang Keep
for the Forsaken!
Mechanics and Reward
Find and defeat Lord Walden within the observatory. Bring
proof of his demise to Deathstalker Commander Belmont.
The party can collect the bounty on Lord Walden's head
(150gp or an appropriate amount for your campaign) once
they return from Shadowfang Keep. Belmont will then send
Cromush and his forces to take down Lord Godfrey.
Once this quest is completed, Belmont will immediately
offer the quest, "Sweet, Merciless Revenge".

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4. The Ramparts
Commander Springvale Having made their way through the ghost infested barracks,
Medium undead, unaligned the party finds itself on the ramparts of Shadowfang Keep.
Armor Class 16
The wall wraps around the southern and eastern sides of the
Hit Points 60 (8d10+16) keep, leading first to a chamber above the gatehouse. The
Speed 30 ft. ramparts continue north then west to Shadowfang Keep's tall
tower, and Lord Godfrey within.
STR DEX CON INT WIS CHA 4a. Southern Ramparts
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) The southern ramparts lead southeast, back towards the
gatehouse. Looking north, the party can see down into the
Damage Resistances bludgeoning, slashing, and courtyard below. To the south, the broken and breached
piercing from nonmagical sources Greymane Wall, last defense of the now conquered Gilneas,
Damage Immunities necrotic, poison can be seen poking through the mists. More ghostly soldiers
Condition Immunities charmed, exhaustion, patrol this stretch of the walls. Roll from this section's
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Random Encounter Table to determine the patrollers. If the
Senses darkvision 60 ft., passive Perception 13
party defeats the Deathsworn Captain, they can loot
Languages Common Haunting Blade.
Challenge 2 (450 XP) Random Encounter Table
Roll Monsters
Unholy Power. Commander Springvale can store up
to 3 charges of Unholy Power. Each charge gives 1-2 3 Wailing Guardsmen
him a +1 bonus to attack and damage rolls. When 3-4 1 Tormented Officer, 2 Wailing Guardsmen
he reaches max charges, he must use Shield of the
Perfidious on his next turn. 5-6 1 Deathsworn Captain, 2 Wailing Guardsmen

Actions At the end of this stretch of walls, a series of wooden stairs


Multiattack. Commander Springvale makes two
and platforms leads into the upper gatehouse.
Malefic Strikes.
Malefic Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6+3) slashing
Deathsworn Captain
damage and Springvale gains a charge of Unholy Medium undead, unaligned
Power.
Armor Class 15
Shield of the Perfidious. Springvale expends 3 Hit Points 60 (8d10+16)
charges of Unholy Power in a shadowy blast from Speed 30 ft.
his shield in a 10 foot cone. Creatures in the cone
must succeed on a DC 14 Constitution saving
throw or take 10 (3d6) necrotic damage. On a STR DEX CON INT WIS CHA
successful save it takes half as much damage. 18 (+4) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Springvale also gains a +3 bonus to AC against
melee weapon attacks until the start of his next
turn. Damage Resistances bludgeoning, slashing, and
piercing from nonmagical sources
Desecration. Commander Springvale desecrates the Damage Immunities necrotic, poison
ground (10-foot circle) underneath a hostile target Condition Immunities charmed, exhaustion,
within 30 feet of him. When a creature enters this frightened, grappled, paralyzed, petrified,
area for the first time on a turn or starts its turn poisoned, prone, restrained
there, it must make a DC 13 Constitution saving Senses darkvision 60 ft., passive Perception 13
throw. On a failed save, the creature takes 9 (2d8) Languages Common
necrotic damage and its speed is halved. On a Challenge 2 (450 XP)
success, it takes half as much damage. This effect
lasts for 30 seconds.
Actions
Cleave. Melee Weapon Attack: +6 to hit, reach 5 ft.,
two targets. Hit: 11 (2d6+4) slashing damage.
Hamstring. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6+4) slashing damage
and the target's speed is reduced to 10 until the
end of their next turn.

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4b. Upper Gatehouse Above the party's heads is a suspended staircase leading
from the uppermost platform to a door high on the southern
The adventurers leave the open walls and enter an enclosed wall. Through this doorway is a circular stairway leading up
room on top of the gatehouse. From the light of the torches to the observatory.
within, the party can see piles of decomposing hay and
rotting flesh. Cobwebs sway in the wind entering through the 5b. The Observatory
caved in roof of the chamber. Inside is a group of undead At the top of the staircase is a door leading to the observatory.
hiding in the shadows that attack the party once it enters this Inside this circular room is the remains of late Archmage
room. Roll from this section's Random Encounter Table to Arugal's library. Every wall is covered with shelves holding
determine the undead lying in wait. tomes, bottles, and other trinkets all illuminated by magically
Random Encounter Table lit braziers, giving off an unsettling purple glow. Lord Walden
Roll Monsters moves about the room looking at the various contents of the
shelves and often returning to a mysterious cauldron in the
1-2 3 Fetid Corpse Eaters middle of the room. Wooden platforms, suspended about 20
3-4 1 Sorcerous Skeleton, 2 Fetid Corpse Eaters feet in the air, ring the room and on the far side of the library
5-6 2 Sorcerous Skeletons, 1 Fetid Corpse Eater is an iron portcullis, currently closed.
Once Walden is defeated, Belmont, Cromush, and the
Continuing through the room leads out to the northern Forsaken forces will enter the observatory. Belmont opens
ramparts. the gate using the keys you gave him before and sends his
soldiers and High Warlord Cromush on ahead to take down
4c. Northern Ramparts Godfrey.
Through the gate is a set of stairs leading to the upper
The adventurers must cross the eastern and northern platforms which are illuminated by the same off-putting
ramparts to reach Shadowfang Keep's main tower. On each purple lights. Across the platform is another set of stairs
stretch of the wall there are 2d2 Stone Sleepers currently leading up the antechamber of Godfrey's sanctum.
posing as statues. if the party is not attempting to be stealthy
as they pass by each group, the gargoyles will rise to attack Lord Walden
them. Use their passive perception against any stealth "This library should prove to be useful to my own research."
attempts by the adventurers. Godfrey's right-hand man, the arrogant Lord Walden vowed
Additionally, a group of 2d2 Frantic Geists run back and to pay any price, including death, to serve his compatriot.
forth along the northern rampart. They will attempt to lead Now among the undead, Walden intends to keep his word,
the adventurers into the gargoyles when fighting them. A attacking adversaries with ice and venom.
door at the western end of this wall leads into the tower. Lord Walden (marked by a green skull on the map) will
immediately cause his cauldron to start spewing toxin as
soon as he is attacked. Make a roll for the Mystery Cauldron
5. The Tower at the start of combat.
Shadowfang Keep's main tower looms over the keep and When Lord Walden is defeated, the party can loot
Pyrewood Village below. Inside the tower is the library of the Phantom Armor.
late Archmage Arugal as well as the party's final targets, Lord
Walden and Lord Godfrey. Sweet, Merciless Revenge
5a. The Vacant Den Description
From the ramparts, the party descends a spiral staircase into If all goes well you'll just be able to walk right into Godfrey's
a vacant den. Piles of hay littered with animal bones cover personal domain and take a reward fitting for such an eager
much of the ground. A series of wooden stairs and three adventurer.
platforms wrap around the room leading generally upwards Godfrey is a cunning foe, though, so it may be wise to head
(look at the map for the exact layout). Distributed about these up there quickly just in case you're needed. He will pay for
platforms are several groups of undead. Roll from this what he did to the Dark Lady!
section's Random Encounter Table to determine which Mechanics and Reward
undead are in the room and divide them as you see fit.
Find and defeat Lord Godfrey at the top of the tower. Bring
Random Encounter Table proof of his demise to Deathstalker Commander Belmont.
Roll Monsters The party can collect the bounty on Lord Godfrey's head
1 3 Fetid Corpse Eaters, 3 Frantic Geists (300gp or an appropriate amount for your campaign) once
2 6 Frantic Geists they return from Shadowfang Keep. They will also be given a
token to demonstrate the adventurers are champions of the
3 5 Fetid Corpse Eaters
Banshee Queen.
4 1 Spitebone Guardian, 4 Frantic Geists
5 1 Spitebone Guardian, 4 Fetid Corpse Eaters
6 1 Spitebone Guardian, 2 Fetid Corpse Eaters, 2 Frantic
Geists
CLASSIC | DUNGEONS | SHADOWFANG
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11
5c. Antechamber
Lord Walden At the top of the staircase is another room filled with
Medium undead, chaotic evil decomposing hay and tattered banners. Unexpectedly, it is
not Forsaken soldiers that greet the party but a group of
Armor Class 13 undead loyal to Lord Godfrey. Roll from this section's
Hit Points 65 (10d8+20) Random Encounter Table to determine what undead are
Speed 30 ft. lying in wait.
Random Encounter Table
STR DEX CON INT WIS CHA Roll Monsters
11 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 1 1 Sorcerous Skeleton, 3 Frantic Geists
2 1 Spitebone Guardian, 2 Sorcerous Skeletons
Damage Immunities poison, fire, cold
Condition Immunities charmed, exhaustion, 3 1 Spitebone Guardian, 2 Frantic Geists
poisoned 4 2 Spitebone Guardians
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 3 (700 XP) At the other end of the room is the door to Lord Godfrey's
chamber. It is currently sealed and Cromush and the
Mystery Cauldron. At the start of Lord Walden's turn,
Forsaken troops are nowhere to be found. Once the undead in
roll from the table below to determine which toxin this room are defeated, Commander Belmont catches up with
is active until the start of his next turn. the party. Seeing that the door to the next chamber has not
been open he moves to unlock it using the keys the party gave
Roll Toxin Color him earlier.
1-2 Toxic Coagulant green
3-4 Toxic Catalyst red
5d. Lord Godfrey's Chamber
Upon opening the door, the adventurers are hit by the acrid
The toxin affects all creatures within 60 feet of scent of blood and decay. A gasping Cromush, currently
the cauldron. prone on the platform near the door, reveals with pained
breaths that he and the Forsaken were led into a trap. After
Toxic Coagulant. If a creature doesn't move at least imparting this information, he then falls unconscious.
5 feet during its turn while inside this toxin, it takes Commander Belmont goes to move the orc from the from
7 (2d6) poison damage. and tells the party that he will guard their flank from any
Toxic Catalyst. If a creature moves at least 5 feet other undead Lord Godfrey may call to him.
during its turn while inside this toxin, it takes 7 Peering down into the room below, the party sees that the
(2d6) fire damage. Forsaken troops have been torn apart. A Mindless Horror,
illuminated by more of the magically burning braziers,
Actions lumbers over their scattered bodies.
Ice Shards. Lord Walden releases Ice Shards all over Across the room, Godfrey stands on a crumbling platform
his laboratory. All creatures within 60 feet must overlooking the room brandishing two deadly pistols. He
succeed on a DC 13 Dexterity saving throw or take taunts the party and will instruct the Mindless Horror to
7 (2d6) cold damage. attack you while he fires Cursed Bullets from across the
room. There is a set of stone stairs leading down to where
Conjure Mixture. Roll from the table below to the horror currently stands and another set leading up to his
determine which deadly mixture Walden summons. platform from the space below him.
Roll Mixture Once Godfrey is defeated the party can return to
1-2 Poisonous Mixture Commander Belmont and Warlord Cromush.
3-4 Frost Mixture

If he makes a poisonous mixture, he throws it at


a target within 30 feet. All creatures within 5 feet of
that target must succeed on a DC 13 Dexterity
saving throw or take 13 (3d8) points of poison
damage and have disadvantage on any Constitution
saving throws until the end of Walden's next turn.
If he makes a frost mixture, he throws it at his feet.
All creatures within 10 feet of Walden must
succeed on a DC 13 Constitution saving throw or
take 13 (3d8) points of cold damage and have
disadvantage on any Dexterity saving throws until
the end of Walden's next turn.

CLASSIC | DUNGEONS | SHADOWFANG


5c. Antechamber
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12
Lord Godfrey
"That bitch Sylvanas sent you too, did she? No matter, your Bloodthirsty Ghoul
journey ends in agony." Medium undead, chaotic evil
Drawing from his past as a Gilnean noble and Forsaken
agent, the cunning and resourceful Lord Godfrey wields dual Armor Class 11
pistols and commands relentless flesh-eating ghouls. Hit Points 11 (2d8+2)
Lord Godfrey (marked by a blue skull on the map) begins Speed 30 ft.
the fight by shooting Cursed Bullets at the party while his
Mindless Horror engages them. He does not have any other
actions until the Mindless Horror is defeated, he is forcibly STR DEX CON INT WIS CHA
moved from his platform, an adventurer comes on his 14 (+2) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 6 (-2)
platform, or he is reduced to 60 hit points or fewer.
When Lord Godfrey is defeated, the party can loot Meteor Damage Immunities poison
Shard. Condition Immunities charmed, exhaustion,
poisoned
Senses darkvision 60 ft., passive Perception 12
Lord Godfrey Languages Common
Challenge 1/8 (25 XP)
Medium undead, chaotic evil

Armor Class 14 Bloodthirsty. The ghoul will attack the hostile


Hit Points 75 (10d10+20) creature in range with the lowest hit points.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4+2) slashing damage.
12 (+1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Damage Immunities poison


Condition Immunities charmed, exhaustion, Tower Top
poisoned With Lord Godfrey slain, it is time to leave. Belmont is
Senses darkvision 60 ft., passive Perception 12 tending to Cromush when the party returns, newly slain
Languages Common undead laying nearby. The still unconscious orc will have to
Challenge 3 (700 XP) be revived or carried.
Echoing up the spiral staircase is the sound of more
Actions undead ascending to the adventurer's current location.
Multiattack. Lord Godfrey makes two weapon Commander Belmont leads the party further up the staircase
attacks. towards the apex of the tower. Moving through a small hatch,
the party finds itself at the highest point of Shadowfang Keep.
Mortal Strike. Melee Weapon Attack: +5 to hit, reach Looking below them, the characters can see what is left of
5 ft., one target. Hit: 6 (1d6+3) slashing damage Godfrey's undead and ghostly forces streaming into the tower.
and the target's maximum hit points are reduced by Belmont produces and lights a magical flare and the party
the damage taken until it takes a short rest. must wait. Just as the first few undead start making it to the
Cursed Bullet. Ranged Weapon Attack: +5 to hit, hatch, a flight of Forsaken Bat Riders arrives. They throw
range 30/90 ft., one target. Hit: 6 (1d6+3) piercing incendiary bombs and plague vials down into the hatch while
damage and 2 (1d4) necrotic damage. The target quickly collecting Belmont, Cromush, and the party.
has a -1 penalty to its AC until it takes a short rest. As they fly away, Commander Belmont looks back at the
This effect stacks. now smoking tower top. He vows that he will return and
Necromantic Bullets (Recharge 4-6). Lord Godfrey claim Shadowfang Keep for the Forsaken.
fires a volley of 1d6 necromantic bullets into the air The party is taken to The Sepulcher where they are given
around him, and where each bullet lands (within 30 the bounties and praise they are owed. The Banshee Queen
feet) a Bloodthirsty Ghoul rises out of the floor. has been avenged this day and she will remember those that
Godfrey may immediately use Pistol Barrage as a carried out her vengeance.
bonus action.
Pistol Barrage (only after Necromantic Bullets). Lord
Godfrey points at a hostile creature and unleashes a
barrage of bullets in a 30-foot cone towards it.
Creatures in the cone must succeed on a DC 14
Dexterity saving throw or take 16 (3d10) piercing
damage. On a successful save it takes half as much
damage.

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13
Robes of Arugal
Treasure Wondrous item, rare (requires attunement)
This section provides descriptions for the treasure found The robes of the late Archmage Arugal are midnight black
within Shadowfang Keep. The source of each of these items and edged with the color of moonlight. While you wear the
is given in the above sections. robe you gain the following benefits:
Butcher's Cleaver You gain a +1 bonus to spell attack and damage rolls when
Weapon (battleaxe), rare (requires attunement) you are under moonlight.
You gain a +1 bonus to attack and damage rolls made with You can see as well in moonlight as you can in daylight.
this magic weapon. After defeating 100 creatures while Once per long rest, you may cast moonbeam.
wielding this weapon, this bonus is increased to +2. Rugged Spaulders
Once per long rest you can use a bonus action to apply a Armor (hide), rare (requires attunement)
brand to a hostile creature for 30 seconds. Once per turn This shoulder armor is made from the leather of giant worgs,
when you hit the branded creature with an attack using this and imbued with their strength.
weapon, regain hit points equal to your proficiency bonus. When wearing this armor, you gain a +1 bonus to AC and
+1 bonus to your Strength score. This bonus cannot make
Commander's Crest your Strength score exceed 20.
Armor (shield), rare (requires attunement)
While holding this shield, you have +1 bonus to AC. This Silverlaine's Family Seal
bonus is in addition to the shield's normal bonus to AC. Ring, rare (requires attunement)
Once per short rest, you can bolster a nonhostile creature The spirits of the worgen who first assaulted Shadowfang
you can see within 30 feet of you. Whenever it makes an Keep are bound to this ring.
attack roll or a saving throw, it can add a d4 to its roll. This This ring has four charges and regains all expended
effect lasts for 30 seconds and ends if you are incapacitated. charges monthly during the full moon.
Once per day, while wearing the ring you may spend a
Haunting Blade charge and an action to summon a Worgen Spirit that obeys
Weapon (greatsword), rare (requires attunement) your commands. Roll from the following table to determine
You gain a +1 bonus to attack and damage rolls made with which spirit is summoned. If that spirit has already been
this magic weapon. summoned since the last full moon, roll again.
Once per turn when you hit with a creature with this
weapon, you both gain an additional +1 bonus to attack rolls Roll Worgen Spirit
against each other. This effect stacks (max +3) and all 1 Odo the Blindwatcher
bonuses are lost if you go an entire turn without hitting it.
While this bonus is at +3, you must make a DC 15 Wisdom 2 Razorclaw the Butcher
saving throw to attack a different creature. 3 Rethligore
4 Wolf Master Nandos
Girdle of the Blindwatcher
Wondrous item, rare (requires attunement)
As an action you can activate or deactivate the girdle. When Wolfmaster Cape
active, you are blinded but your other senses are heightened. Wondrous item, rare
You gain tremorsense 40 ft., blindsight 20 ft., and advantage This cape is sown from the furs of many wolvers. While
on checks based on smell and hearing. wearing it, you gain the following benefits:
Meteor Shard You can speak to and understand dogs and wolves.
Weapon (dagger), rare (requires attunement) You can advantage on animal handling checks
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
The weapon has 3 charges and regains all expended
charges daily at dawn. When attacking with this weapon, you
may spend any number of charges before the attack roll. Add
1d4 fire damage to the damage roll per charge spent.
If all 3 charges are spent on a single attack and you roll a 5
or lower on the attack roll, the dagger explodes, destroying it
and dealing 6d4 fire damage to you and the target.
Phantom Armor
Armor (chain mail), rare (requires attunement)
Ever-shifting illusions and colors dance across the surface of
this armor.
When wearing this armor, you gain a +1 bonus to AC. Once
per long rest, you can cast blur.

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14
Monsters Frantic Geist
This section includes stat blocks for all non-boss monsters Medium undead, chaotic evil
found in Shadowfang Keep. These monsters can be used
either by using the Random Encounter Tables found in each Armor Class 12
section or building your own encounters. Hit Points 22 (5d8)
Speed 40 ft.

Fetid Corpse Eater STR DEX CON INT WIS CHA


Medium undead, chaotic evil
13 (+1) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 6 (-2)
Armor Class 13
Hit Points 26 (5d8+4) Damage Immunities poison
Speed 30 ft. Condition Immunities charmed, exhaustion,
poisoned
Senses darkvision 60 ft., passive Perception 12
STR DEX CON INT WIS CHA Languages Common
Challenge 1 (200 XP)
14 (+2) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
Mob Tactics. The geist has advantage on attack rolls
Damage Immunities poison if at least one other geist is within 5 feet of it and
Condition Immunities charmed, exhaustion, neither geist is incapacitated.
poisoned
Senses darkvision 60 ft., passive Perception 10 Frantic Leap. If the geist moves at least 20 feet
Languages Common straight toward a creature and then attacks it with a
Challenge 1 (200 XP) slashing claw attack on the same turn, the geist
makes another slashing claw attack on it..
Disease Cloud. The ghoul emits a cloud of disease in
a 5-foot sphere around it. When a creature enters Actions
this area for the first time on a turn or starts its turn
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
there, it must make a DC 13 Constitution saving
one target. Hit: 8 (2d4 + 3) slashing damage.
throw. On a failed save, the creature takes 7 (2d6)

poison damage. On a success, it takes half as much
damage. This cloud persists when the ghoul is
defeated.
Ghostly Cook
Medium undead, chaotic evil
Actions Armor Class 12
Consume Flesh. Melee Weapon Attack: +4 to hit, Hit Points 26 (5d8+4)
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing Speed 30 ft.
damage. The ghoul regains hit points equal to half
the damage done by this attack.
STR DEX CON INT WIS CHA
Rotting Bile. Ranged Weapon Attack: +4 to hit, 14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 8 (-1)
range 20/60 ft., one target. Hit: 5 (1d6 + 2) poison
damage, and the target has a -2 penalty to damage
rolls has their maximum hit points reduced by the Damage Resistances bludgeoning, slashing, and
amount of damage done by this action for one piercing from nonmagical sources
minute. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Actions
Cleave. Melee Weapon Attack: +4 to hit, reach 5 ft.,
two targets. Hit: 5 (1d6+2) slashing damage.
Tenderize. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) bludgeoning damage,
and the target has a -1 penalty to AC for one
minute. This penalty can be applied multiple times
to the same target.

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15
Haunted Servitor Mindless Horror
Medium undead, unaligned Large undead, chaotic evil

Armor Class 12 Armor Class 14


Hit Points 26 (5d8+4) Hit Points 50 (7d10+12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 4 (-3) 10 (+0) 4 (-3)

Damage Resistances bludgeoning, slashing, and Damage Immunities poison


piercing from nonmagical sources Condition Immunities charmed, exhaustion,
Damage Immunities necrotic, poison poisoned
Condition Immunities charmed, exhaustion, Senses darkvision 60 ft., passive Perception 10
frightened, grappled, paralyzed, petrified, Languages Common
poisoned, prone, restrained Challenge 2 (450 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1 (200 XP)
Actions
Smash. All targets within 5 feet must succeed on a
DC 13 Dexterity saving throw or take 10 (2d6 + 3)
Actions bludgeoning damage.
Drain Life. Ranged Spell Attack: +4 to hit, range 30
ft., one target. Hit: 4 (1d8) necrotic damage. The Cowering Roar (Recharge 4-6). A loud spine tingling
ghost regains hit points equal to half the damage roar erupts, forcing each hostile creature within 20
done by this attack. feet of the horror to succeed on a DC 13 Wisdom
saving throw or become Frightened.
Haunting Spirits (Recharges after a Long Rest). A If the creature ends its turn in a location where it
target must succeed on a DC 13 Wisdom saving doesn't have line of sight to the horror or if it takes
throw or become cursed. After 1d10 minutes, the damage from any source, the creature can make a
curse is broken and 1d4 Haunting Spirits DC 12 Wisdom saving throw. On a successful save,
materialize around and attack the target. the effect ends for that creature.

Haunting Spirit
Medium undead, chaotic evil

Armor Class 11
Hit Points 9 (2d6+2)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)

Damage Resistances bludgeoning, slashing, and


piercing from nonmagical sources
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/8 (25 XP)

Actions
Spectral Strike. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 3 (1d4+1) necrotic
damage.

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Shadowy Attendant
Medium undead, unaligned

Armor Class 11
Hit Points 21 (5d6+4)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

Damage Resistances bludgeoning, slashing, and


piercing from nonmagical sources
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1 (200 XP)

Actions
Shadowy Touch. Ranged Spell Attack: +4 to hit,
range 30 ft., one target. Hit: 6 (1d12) necrotic
damage, and shadowing hands grip the target. At
the start of the ghost's turn, any targets gripped by
these hands take 5 (1d10) necrotic damage. This
grip is broken if the target moves out of range of
this spell.
Shadow Vortex (Recharge 4-6). A dark pool (10-foot
circle) forms on the ground within 50 feet of the
ghost. When a creature enters this pool for the first
time on a turn or starts its turn there, it must make Sorcerous Skeleton
a DC 13 Constitution saving throw. On a failed Medium undead, chaotic evil
save, the creature takes 9 (2d8) necrotic damage.
On a failed save it takes half as much damage. This Armor Class 12
pool lasts for 30 seconds. Hit Points 22 (5d6+5)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 10 (+0)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can't speak
Challenge 1 (200 XP)

Actions
Frostbolt. Ranged Spell Attack: +4 to hit, range 60
ft., one target. Hit: 6 (1d12) cold damage, and the
target's speed is halved on its next turn.
Living Bomb. Ranged Spell Attack: +4 to hit, range
45 ft., one target. Hit: 3 (1d6) fire damage, and at
the end of the target's next turn all creatures within
10 feet of the target (including the target) take 4
(1d8) fire damage.

CLASSIC | DUNGEONS | SHADOWFANG


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Spitebone Guardian Tormented Officer
Medium undead, chaotic evil
Medium undead, unaligned
Armor Class 14 (natural armor and shield)
Hit Points 60 (8d10+16) Armor Class 16
Speed 30 ft. Hit Points 30 (5d8+8)
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Damage Vulnerabilities bludgeoning
Damage Immunities poison Damage Resistances bludgeoning, slashing, and piercing
Condition Immunities exhaustion, poisoned from nonmagical sources
Senses darkvision 60 ft., passive Perception 9 Damage Immunities necrotic, poison
Languages understands Common but can't speak Condition Immunities charmed, exhaustion, frightened,
Challenge 2 (450 XP) grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 13
Actions Languages Common
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., Challenge 1 (200 XP)
one target. Hit: 6 (1d6+3) slashing damage.
Bone Shield (Recharge 3-6). The skeleton gains 10
Actions
temporary hit points until the start of its next turn. If Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the skeleton takes damage such that all the temporary one target. Hit: 6 (1d6+3) slashing damage.
hit points would be lost, all targets within 5 feet of the
skeleton take 5 (1d10) piercing damage. Shield Wall (Recharge 5-6). The ghost gains a +4 bonus
to AC and advantage on saving throws until the start of
the ghost's next turn.
Stone Sleeper
Medium undead, chaotic evil Wailing Guardsman
Armor Class 15 (natural armor) Medium undead, unaligned
Hit Points 45 (7d8+14)
Speed 30 ft., fly 60 ft. Armor Class 14
Hit Points 30 (5d8+8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2) STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Damage Resistances bludgeoning, slashing, and piercing
from nonmagical sources
Damage Immunities poison Damage Resistances bludgeoning, slashing, and piercing
Condition Immunities exhaustion, petrified, poisoned from nonmagical sources
Senses darkvision 60 ft., passive Perception 15 Damage Immunities necrotic, poison
Languages Terran Condition Immunities charmed, exhaustion, frightened,
Challenge 2 (450 XP) grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 12
False Appearance: While the gargoyle remains motion Languages Common
less, it is indistinguishable from an inanimate statue. Challenge 1 (200 XP)

Actions Actions
Gargoyle Strike. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 9 (2d6+2) slashing damage. Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 7 (1d10+2) slashing damage.
Night Terror (Recharges on Long Rest). The gargoyle can
Screams of the Past (Recharge 4-6). A piercing scream
cast fear with a DC 12 spell save. This spell targets a
rings out, forcing each hostile creature within 15 feet
single creature instead of a 30 foot cone.
of the ghost to succeed on a DC 13 Wisdom saving
throw or they are unable to cast spells until the start of
the ghost's next turn.

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18
When leaving the dungeon via the Tower Top, the party is
For the Alliance! rescued by gryphon riders and flown to Alliance ships off the
This section describes the general changes from the written coast of Gilneas.
dungeon if the party is playing from the Alliance side. The quests throughout this dungeon are replaced using the
The party is working with worgen forces from the Gilneas following table:
Liberation Front led by Packleader Ivar Bloodfang. Replace Horde Quest Alliance Quest
any references to Deathstalker Commander Belmont with This Land is Our Land Sniffing Them Out
Packleader Ivar Bloodfang and any references to Forsaken
soldiers with Bloodfury Berserkers. Remove any references Plague...Plague Everywhere! Armored to the Teeth
to Warlord Cromush. Orders Are For the Living Fighting Tooth and Claw
Sweet, Merciless Revenge Fury of the Pack
Sniffing Them Out
Description
I could smell Godfrey and his companions a mile away from
Fighting Tooth and Claw
here. They did an exceedingly poor job covering their tracks in Description
flight. It will be the mistake that puts the final nail in their It appears that Lord Walden has finally taken notice to our
coffins. presence and has heightened his defenses. It's worthless
One of them is very close, and though the scent has really... nothing will deter our pack.
changed slightly in undeath, I'm fairly certain it's Ashbury's. Go The path ahead to him is rife with powerful Scourge
inside and tear him to pieces, we'll ensure the Forsaken do not minions, but I trust that you will be able to clear the path for
intervene with our task. the rest of us to follow in. Once we kill Walden, it should be a
Mechanics and Rewards straight shot to his cowardly leader.
Find and defeat Baron Ashbury within the gatehouse. Take his Mechanics and Reward
keys and proof of his demise and bring them back to Find and defeat Lord Walden within the observatory. Bring
Packleader Ivar Bloodfang. proof of his demise to Packleader Ivar Bloodfang.
The party can collect the bounty on Baron Ashbury's head The party can collect the bounty on Lord Walden's head
(150gp or an appropriate amount for your campaign) once (150gp or an appropriate amount for your campaign) once
they return from Shadowfang Keep. Ivar will throw away the they return from Shadowfang Keep. Ivar will then send his
keys and tear open a door in the gatehouse that leads out into forces to take down Lord Godfrey.
the courtyard of Shadowfang Keep. Once this quest is completed, Ivar will immediately offer the
Once this quest is completed, Ivar will immediately offer the quest, "Fury of the Pack".
quest, "Armored to the Teeth".

Fury of the Pack


Armored to the Teeth Description
Description Ah, the sweet scent of victory! My men should be tearing
We've hit an unexpected snag in our assault on the keep, Godfrey to pieces even as we speak. Go up to his domain and
adventurers. It seems the servants that tended to Baron collect your share of the spoils - you've earned it!
Silverlaine and Commander Springvale in life do so now in You'd think that he would have been more difficult to
death as well, and Godfrey has placed them directly between defeat...
us and him. Mechanics and Reward
Not to worry, we won't let them be anything more than a Find and defeat Lord Godfrey at the top of the tower. Bring
minor inconvenience. Eliminate Silverlaine and Springvale both proof of his demise to Packleader Ivar Bloodfang.
and not only will their guards no longer have masters to direct The party can collect the bounty on Lord Godfrey's head
them, it will place us that much closer to our final goal. (300gp or an appropriate amount for your campaign) once
Mechanics and Rewards they return from Shadowfang Keep. They will also be given a
Assault the barracks and defeat Lord Godfrey's ghostly allies, token to demonstrate the adventurers are champions of the
Baron Silverlaine and Commander Springvale. Once the two Gilneas Liberation Front.
spectral leaders are defeated, Ivar and his pack will occupy the
barracks.
Once this quest is completed, Ivar will immediately offer the
quest, "Fighting Tooth and Claw".

CLASSIC | DUNGEONS | SHADOWFANG


KEEP
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