Professional Documents
Culture Documents
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!
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.
CLASSIC | DUNGEONS | SHADOWFANG
KEEP
3
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.
1b.CLASSIC
Jail| DUNGEONS | SHADOWFANG
KEEP
6
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.
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.
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)
Armor Class 11
Hit Points 9 (2d6+2)
Speed 30 ft.
Actions
Spectral Strike. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 3 (1d4+1) necrotic
damage.
Armor Class 11
Hit Points 21 (5d6+4)
Speed 30 ft.
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.
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.
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.