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  #*6"(-3:!!
  
  STRANGE	ECHOES	
  The	group	begins	on	the	snowy	road	outside	a	
  frontier	town	near	the	ruins	of	Lastwatch	Keep.	
  A	recent	earthquake	has	caused	deadly	
  avalanches	and	rockslides	in	the	area.	
  Ask	the	players	why	they	are	traveling	together	
  and	what	has	brought	them	to	this	remote	town.	
  Then	present	the	following	encounter:	
  GOBLIN	VOICES	
  • A	guttural	shriek	cuts	through	the	air	from	
  the	forested	path	ahead.	The	heavy	snow	on	
  the	mountains	1lanking	the	road	trembles,	
  threatening	an	avalanche.	
  DEVELOPMENT	
  • PCs	who	pass	a	DC	13	Wisdom	(Insight)	
  check	know	shriek	was	a	goblin’s	voice.	
  • Two	of	the	drows’	goblin	slaves,	Snarg	and	
  Iggle,	just	stepped	in	a	hunting	trap	and	are	
  dangling	from	a	tree	in	a	net.	They	argue	
  about	how	“we’ll	never	1ind	food	for	the	
  masters,”	and	“we’ll	be	the	next	ones	they	
  feed	to	the	beast!”	
  Snarg,	CE	goblin	
  “This	is	your	fault,	idiot!	Spiders	eat	your	eyes!”	
  •
  Appearance.	Wears	a	patchwork	of	spider-
  silk	armor.	Missing	most	teeth.	
  •
  Does.	Swats	at	Iggle	and	curses	horribly.	
  •
  Secret.	Wishes	to	run	away	from	his	drow	
  masters,	but	is	too	afraid	to	try.	
  Iggle,	CE	goblin	
  “We’re	doomed!	Agh,	the	sunlight!	It	burns!”	
  •
  Appearance.	Missing	an	ear.	Eyes	move	in	
  opposite	directions.	
  •
  Does.	Whimpers	and	pets	his	own	head.	
  •
  Secret.	Keeps	a	tiny	pet	cockroach	in	a	jar.	
  DRAMATIC	QUESTION	
  Can	the	group	get	information	from	Snarg	
  and	Iggle	and	survive	a	possible	avalanche?	
  AVALANCHE	
  • Any	time	a	loud	noise	happens,	there	is	a	
  cumulative	25%	chance	of	an	avalanche.		
  • Each	time	an	avalanche	occurs,	the	PCs	must	
  pass	a	DC	15	Dexterity	saves	or	take	28	(8d6)	
  bludgeoning	damage	(half	on	success).	
  TALKING	TO	SNARG	AND	IGGLE	
  • The	goblins	are	terri1ied.	Each	time	a	
  character	makes	a	Charisma	(Intimidation)	
  check	or	scares	them,	they	scream.	
  • The	craven	goblins	will	share	any	
  information	they	know	to	escape	harm.	Use	
  the	adventure	hooks	below.	
  APPEAL	TO	REWARD	
  The	goblins	are	slaves	to	“rich,	evil,	cruel,	
  mighty”	drow	who	would	pay	the	group	for	
  their	safe	return	to	Lastwatch	Keep	(this	is	
  mostly	wishful	thinking	on	the	goblins’	part).	
  APPEAL	TO	HEROISM	
  Snarg	and	Iggle	beg	the	PCs	to	save	them	from	
  their	fates.	Their	drow	masters	are	trapped	in	
  the	keep	and	have	been	sending	goblins	
  outside	to	forage.	Goblins	who	fail	to	1ind	food	
  become	bait	to	appease	the	“horrible	monster”	
  besieging	the	drow	inside	the	keep.	
  APPEAL	TO	DISCOVERY	
  The	drow	have	delved	up	into	the	keep	on	an	
  important	mission	Snarg	and	Iggle	don’t	
  understand.	But	a	terrible,	1ire-breathing	
  monster	has	collapsed	their	exit	tunnel.	The	
  drow	are	trying	to	1ind	a	new	escape	route.	
  TRANSITION	
  When	the	characters	have	the	information	they	
  need,	move	on	to	Entering	The	Keep.		
  SHADOWS	OF	LASTWATCH	KEEP
  4
  
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  N
  
  APPENDIX	A:	MAPS	
  SHADOWS	OF	LASTWATCH	KEEP
  10
  
  APPENDIX	B:	NEW	MONSTERS	
  Drow	Commando	
  Her	spider-silk	armor	is	the	color	of	a	moonless	
  midnight.	Daggers,	pouches,	and	barbs	line	her	
  arms	and	legs.	She	is	the	silent	spider	who	watches	
  with	eight	eyes,	who	kills	with	a	poisonous	bite.	She	
  can	balance	on	a	garrote	wire,	or	strangle	you	with	
  it,	and	you	won’t	hear	a	sound.	
  In`iltrate	and	Assassinate.	Drow	commandos	are	
  the	deadliest,	stealthiest	drow	soldiers.	If	an	
  important	member	of	drow	society	needs	to	die	
  quietly	in	her	bedroom	surrounded	by	guards,	a	
  drow	commando	is	the	one	who	goes.		
  Scouting	and	Reconnaissance.	Drow	
  commandos	probe	into	dangerous	territory,	
  whether	in	a	drow	city	or	the	cavernous	wilds	of	the	
  under	world,	and	set	up	an	area	of	control.	Drow	
  commandos	stake	out	terrain,	capture	the	high	
  ground,	gather	intelligence,	and	silently	prepare	for	
  the	rush	of	dark	elf	soldiers	who	are	soon	to	follow.	
  DROW	COMMANDO	
  Medium	humanoid	(elf),	neutral	evil	
  Armor	Class	15	(spider-silk	armor)	
  Hit	Points	91	(14d8	+	28)	
  Speed	30	ft.,	climb	30	ft.	
  Saving	Throws	Dex	+7,	Con	+5,	Wis	+5	
  Skills	Athletics	+4,	Perception	+5,	Stealth	+10,	Survival	+5	
  Senses	darkvision	120	ft.,	passive	Perception	15	
  Languages	Elvish,	Undercommon	
  Challenge	6	(2,300	XP)	
  Assassinate.	During	her	1irst	turn,	the	drow	commando	
  has	advantage	on	attack	rolls	against	any	creature	that	
  hasn't	taken	a	turn.	Any	hit	the	drow	commando	scores	
  against	a	surprised	creature	is	a	critical	hit.	
  Fey	Ancestry.	The	drow	has	advantage	on	saving	throws	
  against	being	charmed,	and	magic	can’t	put	the	drow	to	
  sleep.	
  Innate	Spellcasting.	The	drow’s	innate	spellcasting	
  ability	is	Charisma	(spell	save	DC	12).	She	can	innately	
  cast	the	following	spells,	requiring	no	material	
  components:	
  At	will:	dancing	lights	
  1/day	each:	darkness,	faerie	Oire,	levitate	(self	only)	
  Spider	Climb.	The	drow	commando	can	climb	dif1icult	
  surfaces,	including	upside	down	on	ceilings,	without	
  needing	to	make	an	ability	check.	
  Sunlight	Sensitivity.	While	in	sunlight,	the	drow	has	
  disadvantage	on	attack	rolls,	as	well	as	on	Wisdom	
  (Perception)	checks	that	rely	on	sight.	
  ACTIONS	
  Multiattack.	The	drow	makes	two	attacks,	one	of	which	
  may	be	with	her	hand	crossbow.	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+7	to	hit,	reach	
  5	ft.	or	range	20/60	ft.,	one	target.	Hit:	6	(1d4	+	4)	
  piercing	damage	and	the	target	must	make	a	DC	15	
  Constitution	saving	throw,	taking	17	(5d6)	poison	
  damage	on	a	failed	save,	or	half	as	much	damage	on	a	
  successful	one.	
  Hand	Crossbow.	Ranged	Weapon	Attack:	+7	to	hit,	range	
  30/120	ft.,	one	target.	Hit:	7	(1d6	+	4)	piercing	damage	
  and	the	target	must	succeed	on	a	DC	13	Constitution	
  saving	throw	or	be	poisoned	for	1	hour.	If	the	saving	
  throw	fails	by	5	or	more,	the	target	is	also	unconscious	
  while	poisoned	in	this	way.	The	target	wakes	up	if	it	takes	
  damage	or	if	another	creature	takes	an	action	to	shake	it	
  awake.	
  REACTIONS	
  Parry.	The	drow	adds	3	to	her	AC	against	one	melee	
  attack	that	would	hit	her.	To	do	so,	the	drow	must	see	the	
  attacker	and	be	wielding	a	melee	weapon.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12	(+1)
  18	(+4)
  14	(+2)
  13	(+1)
  14	(+2)
  12	(+1)
  SHADOWS	OF	LASTWATCH	KEEP
  11
  
  THE	ARCANE	LIBRARY	
  If	you	join	The	Arcane	Library's	newsletter,	you’ll	get	a	FREE	copy	of	Temple	of	the	Basilisk	
  Cult,	a	1st-level	adventure	set	in	the	jungle!	
  	
  SHADOWS	OF	LASTWATCH	KEEP
  12
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	Thank	you	so	
  much	to	Jake	from	www.bewarethewizard.com	for	creating	the	adventure’s	beautiful	map.	
  Major	appreciation	to	Hank	at	Runehammer	for	being	a	tremendous	creative	inspiration.	
  Very	many	thanks	to	The	Angry	GM	for	wisdom,	especially	about	pacing	and	structure.	
  Finally,	my	most	heartfelt	gratitude	to	Jessee	Egan	for	phenomenal	art	direction	and	design.	
  This	adventure	is	dedicated	to	my	father,	David,	for	showing	me	how	to	be	brave,	creative,	
  compassionate,	and	adventurous.		
  Art	Credits	
  Logos,	trade	dress,	art	direction:	Jessee	Egan	/	jesseeegan.com	
  Adventure	cartography:	Jacob	Martin	/	www.bewarethewizard.com	
  VTT	cartography:	OneDayGM	/	1iverr.com	
  Cover:	DomCritelli	/	shutterstock.com	
  Drow	Warlock:	©	2015	Dean	Spencer,	used	with	permission.	All	rights	reserved.		
  Spider	God:	Gary	Dupuis	/	Purple	Duck	Games	
  Goblin	Warrior:	Ryan	Rhodes	/	http://asokyeesrim.designbinder.com	
  Goblin	With	Ring:	camilkuo	/	shutterstock.com	
  Dark	Elf	Warrior:	Alexandra	Petruk	/	shutterstock.com		
  Chimera:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	Hershey	/	Fat	Goblin	Games	
  Winter	Castle:	Jack	Holliday	
  SHADOWS	OF	LASTWATCH	KEEP
  13
  
  ©	2019	The	Arcane	Library,	LLC.	All	rights	reserved.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de1ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
  or	other	material	required	to	be	Open	Game	Content	as	part	of	the	game	
  rules,	or	previously	released	as	Open	Game	Content,	(2)	all	portions	of	
  spell	descriptions	that	include	rules-speci1ic	de1initions	of	the	effect	of	the	
  spells,	and	all	material	previously	released	as	Open	Game	Content,	(3)	all	
  other	descriptions	of	game-rule	effects	specifying	die	rolls	or	other	
  mechanic	features	of	the	game,	whether	in	traps,	magic	items,	hazards,	or	
  anywhere	else	in	the	text,	(4)	all	previously	released	Open	Game	Content,	
  material	required	to	be	Open	Game	Content	under	the	terms	of	the	Open	
  Game	License,	and	public	domain	material	anywhere	in	the	text.		
  Product	Identity	Designation:	This	Product	Identity	Designation	
  includes,	but	is	not	limited	to,	the	following	items	that	are	hereby	
  identi1ied	as	Product	Identity,	as	de1ined	in	the	Open	Game	License	
  version	1.0a,	Section	1(e):	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	artifacts,	place	names,	new	deities,	monsters,	
  organizations,	etc.),	dialogue,	plots,	story	elements,	locations,	characters,	
  artwork,	sidebars,	logos,	and	trade	dress.	These	items	are	not	Open	Game	
  Content.	Elements	that	have	previously	been	designated	as	Open	Game	
  Content	are	not	included	in	this	declaration.	
  OPEN	GAME	LICENSE	Version	1.0a		
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	
  Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  	
  	
  	
  	
  	
  1.	De`initions:	(a)"Contributors"	means	the	copyright	and/or	trademark	
  owners	who	have	contributed	Open	Game	Content;	(b)"Derivative	
  Material"	means	copyrighted	material	including	derivative	works	and	
  translations	(including	into	other	computer	languages),	potation,	
  modi1ication,	correction,	addition,	extension,	upgrade,	improvement,	
  compilation,	abridgment	or	other	form	in	which	an	existing	work	may	be	
  recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	
  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	(d)"Open	Game	Content"	means	the	game	mechanic	and	
  includes	the	methods,	procedures,	processes	and	routines	to	the	extent	
  such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identi1ied	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	
  covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	speci1ically	excludes	Product	Identity.	(e)	"Product	
  Identity"	means	product	and	product	line	names,	logos	and	identifying	
  marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	
  storylines,	plots,	thematic	elements,	dialogue,	incidents,	language,	
  artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	
  concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	
  representations;	names	and	descriptions	of	characters,	spells,	
  enchantments,	personalities,	teams,	personas,	likenesses	and	special	
  abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	
  any	other	trademark	or	registered	trademark	clearly	identi1ied	as	Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	speci1ically	
  excludes	the	Open	Game	Content;	(f)	"Trademark"	means	the	logos,	
  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	
  identify	itself	or	its	products	or	the	associated	products	contributed	to	the	
  Open	Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	
  to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	
  create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	"Your"	
  means	the	licensee	in	terms	of	this	agreement.	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	
  contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	
  under	and	in	terms	of	this	License.	You	must	af1ix	such	a	notice	to	any	
  Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	subtracted	
  from	this	License	except	as	described	by	the	License	itself.	No	other	terms	
  or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	
  this	License.	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	
  Your	acceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty	free,	
  non	exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	
  Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	
  original	material	as	Open	Game	Content,	You	represent	that	Your	
  Contributions	are	Your	original	creation	and/or	You	have	suf1icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	
  You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	
  to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	
  in	another,	independent	Agreement	with	the	owner	of	each	element	of	
  that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co	
  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	
  Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	
  Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.		
  8.	Identi`ication:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	
  this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	
  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	
  written	permission	from	the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	
  may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	
  comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	
  becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
  System	Reference	Document	5.1	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	
  Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	
  Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	
  and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.		
  Shadows	of	Lastwatch	Keep	©	2019	The	Arcane	Library,	LLC.	
  END	LICENSE	
  	
  SHADOWS	OF	LASTWATCH	KEEP
  14
  
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