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A Knight in Shadowghast Manor is a D&D adventure by Ken Hart designed for characters of levels 5-7.[Du197]

It concerns the stort of the Shadowghast clan, originally a clan of reered warriord and paladins, but fell from grace due to a family member betraying the name due to a pact with devils. At the time the adventure starts, Arturas has entered the shadowghast manor with his succubus companion, Lyrane.

There are three encounters in this adventure, although the GM is free to extend the adventure for a few more rooms.

Encounters[]

Stinging approach[]

The first encounter involves the approach to the manor.  At ground level, human and duergar mercenaries watch from various windows, and repel the adventurers should they approach.

The manor is surrounded by a 6-foot-high fence about 20 feet away form the building, but is in disrepair that it provides only limited cover rather than true hindrance.

In general, the guards attack from the windows with ranged attacks.  If the adventurers get close, they will switch to their halberds and engage, while the other enemies will attempt to flank those who entered the manor. If the party members managed to approach the duergars first, the window guards will approach, first firing crossbow attacks then attacking from behind allies with their halberds.

Crypt Entrance[]

Upon getting past the mercenaries, the adventurers need to pass through a choke point protected by warding traps, a tempest glyph that can force advancing players into a whirling blade trap.

The encounter is simply meant to catch the players off guard.

The whirling blade trap is fully described in the Dungeon Master's Kit, where it autonomously follows and attacks the closest creature.

Bloody Shrine[]

The final part of he adventure is in the lower floor of the crypts, with a blasphemous ritual being performed by two antagonists - Arturas Shadowghast and Lyrane. The undead are under control of Arturas, but can be shaken free through a skill challenge.

If the antagonists escape, the DM may cause them to be later villians to hinder the party in a future adventure.

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