Description
General feature
Unless otherwise noted, each area of Shadowkeep has the following features:
Built for Vampires. Shadowkeep was created around the vampiric traits of climbing and flying; certain locations and traps are purpose-built as obstacles for creatures without those speeds.
Ceilings. The ceilings are 30 feet high, aside from those in the underground tunnels and the mausoleum (area V8), which are 10 feet high.
Devil’s Influence. Silver named the infernal power infusing Shadowkeep “the Devil’s Influence.” This power causes unexplainable magical events inside the fortress. Only a wish spell or permanently destroying Silver can remove the Devil’s Influence from Shadowkeep.
Illumination. Shadowkeep’s interior and exterior walls exude eerie bloodred light, filling all areas with dim light.
Pipe Organ. The pipe organ in the occult sanctum (area V6) plays ominous gothic music throughout the fortress due to the Devil’s Influence. A creature who isn’t Undead inside Shadowkeep has disadvantage on Wisdom (Perception) checks that rely on hearing.
Secret Doors and Trapdoors. Each Undead knows the location of the secret doors and trapdoors in Shadowkeep. A creature who has a passive Wisdom (Perception) score of 20 or higher spots the outline of these secret entrances, as does a creature who searches the area and succeeds on a DC 20 Intelligence (Investigation) check.
Walls. A creature without a climbing speed or climbing equipment can climb Shadowkeep’s walls with a successful DC 17 Strength (Athletics) check.
V1. Drachen’s Peak Summit
This area has the following features:
- On Shadowkeep’s south wall is a closed crimson door with a pentagram emblazed on its center.
- West of Shadowkeep stands an obsidian structure inscribed with infernal markings. The edifice’s entrance is marked by a pair of glossy black oak doors engraved with the phrase, ‘Those who pay the Red Tax may enter.’
- (Secret) When entered, the crimson door alerts the vampires in Shadowkeep of intruders.
Crimson Door. A detect magic spell reveals that the door leading to Glauer Hall (area V2) radiates an aura of divination magic. If a character moves within 10 feet of the crimson door, the Devil’s Influence throws the door wide open. When a character moves over the door’s threshold, the Devil’s Influence alerts each vampire in Shadowkeep of intruders, and those vampires can’t be surprised for 24 hours. A character who teleports across the threshold doesn’t trigger this effect. A character who examines the door and succeeds on a DC 16 Intelligence (Arcana) check knows that crossing the crimson door’s threshold alerts the vampires. A character who succeeds on this check by 5 or more knows that teleportation bypasses this alert. A character who casts the identify spell on the door has advantage on this check.
Black Oak Doors. These doors lead into the mausoleum (area V8) but are locked by the Devil’s Influence. If a creature who isn’t Undead moves within 10 feet of the doors, the Devil’s Influence emits a melodic voice that asks, “Who is willing to pay the Red Tax?” If a character indicates they are willing, or if they attempt to damage or force open the doors, the Devil’s Influence marks that creature with a blood splatter and the doors open. The blood splatter leaves an indelible stain that can’t be washed or removed except by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar effect. In combat, vampires prioritize attacking and killing a creature marked by the blood splatter.
A creature who succeeds on a DC 20 Dexterity check using thieves’ tools to pick the lock, or who has the bone key from Silver’s sanctum (area V7), can open the door without triggering the blood splatter effect.
V2. Glauer Hall
Glauer Hall connects to the mountain’s summit via a door that is warded by the Devil’s Influence (see “Crimson Door” in area V1). This area has the following features:
- Hanging from a pillar in the center of the hall, an oil painting depicts Lenore Remington.
- (Secret) Four lesser vampires hide in the ceiling’s shadows.
Lesser vampires. A character who succeeds on a DC 17 Wisdom (Perception) check notices the four lesser vampire on the ceiling. The lesser vampires are on guard duty and alert. They attack once all characters enter Glauer Hall, trying to drag one character up to the ceiling to feed on, before dropping them in favor of a new victim.
Treasure. There is a hidden compartment behind the oil painting. A character who succeeds on a DC 16 Intelligence (Investigation) check notices a gap in the pillar behind the painting. Inside the compartment is a vial of marvelous pigments with paint sufficient to cover 10 square feet of a surface.
V3. War Room
This area has the following features:
- Atop a 15-foot-tall dais in the middle of the room, two nobles stand around a table having a hushed conversation.
- Ten lavish coffins rest against the perimeter of the room. On the south wall, one coffin is adorned with raven sculptures and fixtures.
- (Secret) The raven coffin is backless and serves as a secret door (see “Shadowkeep Features”), revealing an earthen tunnel to area V8.
- (Secret) The southwest coffin contains a koptourok.
Undead Enemies. Famsa (an intermediate vampire) and her advisor Merric (a lesser vampire) stand at the table analyzing a regional map while debating strategies to create a philosopher's stone. A koptourok that Silver found in the caves of Drachen’s Peak hides in the southwest coffin. If the characters disturb this coffin, open the secret door, or fight the vampires, the koptourok attacks.
Coffins. The two coffins closest to the door to Glauer Hall (area V2) are the resting places of Famsa and Azon (see area V6).
V4. Ichor Path
This area was constructed to guard Silver’s treasure hoard and has the following features:
- A pool of stinking black liquid covers the room’s floor. White marble stepping stones protrude from the bubbling ichor.
- (Secret) Four stepping stones are affected by the glyph of warding spell (see “Glyphs of Warding”).
Black Liquid. The pool is 10 feet deep. A character who is proficient with alchemist’s supplies or who succeeds on a DC 17 Intelligence (Arcana) check recognizes the liquid as devil ichor—a corrosive substance extracted from a devil’s organs. A creature who enters the black liquid for the first time on a turn or starts their turn there takes 22 (4d10) acid damage.
If a creature who isn’t Undead attempts to fly over the liquid, they must succeed on a DC 17 Dexterity saving throw or be dragged to the bottom of the pool by a hand of ichor.
Glyphs of Warding. The map indicates which stepping stones are inscribed with a glyph of warding spell. Each glyph triggers a different spell when a creature who isn’t Undead touches the stone. Starting with the stone closest to the door to Glauer Hall (area V2) and continuing counterclockwise, the triggered spells are harm (6th level), fireball (3rd level), confusion (4th level), and disintegrate (6th level). Each spell has a save DC of 17.
V5. Vault
The iron door to this area is locked from the ichor path (area V4) side. A creature who succeeds on a DC 20 Dexterity check using thieves’ tools picks the lock, or a creature who succeeds on a DC 20 Strength check forces the door open. The bone key in Silver’s sanctum (area V7) unlocks this door. The door has AC 19, 50 hit points, and immunity to poison and psychic damage.
The vault has the following features:
- Statues and antique relics surround a mound of coins.
- Above the coins, wisps of shadow twist and stretch around each other.
- (Secret) A loose floor tile hides a trapdoor (see “Shadowkeep Features”) to a tunnel to the mausoleum (area V8).
Essence of Shadowkeep. The wisps of shadow are the Essence of Shadowkeep (see “Sir Silver’s Hoard”). When the characters approach the hoard, the essence speaks in a harsh whisper, asking to be inhaled by an ambitious warrior who wishes to use their might to further their goals.
Treasure. The vault contains Count Silver’s treasure hoard. See “Count Silver’s Hoard” for more information.
Sir SIlver's Hoard
Count Silver Remington’s treasure hoard is in his vault. Silver accumulated this hoard over centuries. Each coin in the hoard is of the Crimson court currency.
The hoard contains the following items:
- Essence of Shadowkeep
- Shield of shadow form
- Potion of clairvoyance
- Potion of heroism
- 2 potions of speed
- Potion of supreme healing
- Vial of oil of etherealness
- An unsigned Infernal contract
- Gold-gilded black shield engraved with the image of two dragon wings (worth 200 gp)
- 3 gold-gilded black breastplates engraved with the silhouette of a dragon (worth 1,000 gp each)
- 50 pounds of gold (worth 2,500 gp)
- 4 suits of gold-gilded black plate armor engraved with the silhouette of a dragon (worth 3,125 gp each)
- Diamond dragon statuette (worth 5,000 gp)
- 10 pounds of platinum (worth 5,000 gp)
- 100,000 cp, 10,000 sp, 5,000 gp, and 500 pp
V6. Occult Sanctum
Vampires use this unholy temple to perform occult rituals. This area has the following features:
- Four black-robed figures chant in unison around a burning pentagram with a candle at its center. An audience of spectral figures watches from nearby pews.
- A pipe organ, made of bones and bearing the symbol of an angel’s face, plays gothic music of its own accord.
- (Secret) The center of the pentagram hides a trapdoor (see “Shadowkeep Features”) to a tunnel to Silver’s sanctum (area V7).
Ritual. Azon (a bruxa) and three wights perform an occult ritual in the center of the room as ten shades watch from the pews. The ritualists pray in Infernal, beseeching aid from the Seven Hell to deliver them fresh victims. If Azon knows the characters are in Shadowkeep, the prayer mentions them by name. A character who succeeds on a DC 17 Intelligence (Arcana) check recognizes the sacrificial ritual, which summons a devil, and how to disrupt it. The ritual can be ended by casting a successful dispel magic spell on the pentagram, or by defeating Azon and the wights before the last shade is destroyed. If the ritual is not ended before the shades are destroyed, a devil magistrate appears in an unoccupied space in the pentagram and fights intruders to the death while defending Silver’s remaining Undead.
Pipe Organ. If a creature who isn’t Undead starts their turn within 10 feet of the pipe organ, the angel’s face weeps bloody tears while uttering “Save yourself while you can” in Celestial. The creature must succeed on a DC 15 Wisdom saving throw or be frightened of the organ for 1 minute (save ends at end of turn). If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the organ’s effects for 24 hours.
V7. Silver’s Sanctum
This room has no light sources. The characters only notice the following features if they have a way to see in magical darkness:
- The petrified corpse of a faceless angel rests in the middle of the room.
Darkness. The Devil’s Influence shrouds this area with magical darkness. A creature with darkvision can’t see through this darkness, and mundane light can’t illuminate it. If any of the darkness’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Petrified Corpse. The petrified angel corpse is Silver’s resting place. The corpse is hinged and can be opened like a coffin. Dousing the corpse with a flask of holy water destroys it. It has AC 17, 100 hit points, and immunity to poison and psychic damage.
Bone Key. Silver keeps a bone key inside the petrified corpse. The key unlocks the doors to the mausoleum (area V8) and the vault (area V5).
V8. Mausoleum
Silver built this mausoleum to hold the remains of his wife. It connects to the mountain’s summit (area V1) via a pair of black oak doors warded by the Devil’s Influence (see “Black Oak Doors” in area V1). The mausoleum has no light sources. The characters only notice the following features if they have a light or another way to see in darkness:
- A stone sarcophagus, etched with Lenore Remington's face, sits at the center of the mausoleum.
- A black marble statue portrays Lenore and Silver dancing. Across the room, a white marble sculpture depicts Silver and Lenore kissing.
- Three shadowy figures drift back and forth through the walls.
- (Secret) A secret door (see “Shadowkeep Features”) behind the black statue reveals a tunnel to the vault (area V5), and a secret door behind the white statue reveals a tunnel to the war room (area V3).
Shadowy Figures. The three shadowy figures are wraiths protecting Lenore's sarcophagus.
Sarcophagus. As an action, a creature can open the sarcophagus to reveal a deceased Lenore, who's body is perfectly conserved.
Map
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