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3223738-Curse of Strahd Rebitten - Underneath Lake Zarovich

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0% found this document useful (0 votes)
271 views13 pages

3223738-Curse of Strahd Rebitten - Underneath Lake Zarovich

Uploaded by

DrGusta00
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Foreword

In the dark and foreboding realm of Ravenloft, where the mysts of dread cling to the land and the chilling howls of
werewolves pierce the night, a new chapter of horror and heroism unfolds. Welcome to ‘Curse of Strahd: Rebitten’,
a gripping supplement and companion that plunges you deeper into the treacherous depths of Castle Ravenloft
and the shadowy corners of Strahd von Zarovich’s eternal domain.
The land of Ravenloft has long been shrouded in darkness, with Count Strahd Von Zarovich’s malevolent rule
casting a pall over the land and its unfortunate inhabitants. ‘Curse of Strahd’ introduced you to this land of despair,
but ‘Rebitten’ takes you further, delving into the darkest secrets of Castle Ravenloft and offering new challenges,
characters, and horrors to confront.
For Dungeon Masters yearning to weave a more intricate tale of terror, this supplement is your guide to enhancing
and expanding upon the original adventure. Within these pages, you will discover new mysteries lurking in the
castle’s deepest chambers, unearth the tragic past of Strahd and his victims, and encounter formidable allies and
adversaries who will shape the fate of Ravenloft in unforeseen ways. ‘Curse of Strahd: Rebitten’ introduces
innovative gameplay elements, thrilling storylines, and chilling horrors that will keep even the most seasoned
adventurers on the edge of their seats.
So, gather your fellow adventurers, prepare to confront the ultimate evil, and embrace the darkness as you step
once more into the cursed land of Ravenloft. ‘Curse of Strahd: Rebitten’ beckons you to take one more step down
the winding path of terror, where every choice could mean the difference between salvation and eternal
damnation.

Dare you take that one more bite into the forbidden fruit of Strahd’s realm?

‘Curse of Strahd: Rebitten’ is by homebrew


version of ‘Curse of Strahd’. I have been the Dungeon
There are many ways to play D&D. In my experience
Master(DM), every friday night(for many, many years), almost everyone plays it differently. There is no right or
running this dark gothic horror campaign for my wrong. It’s all about having a great time with your friends.
This guide is not telling you how you must play or the
unsuspecting players. In these mini-suppliments I correct way. Instead, it presents how I feel is the best way
offer general improvements, more focused storylines, to play Curse of Strahd. You may disagree and that is
totally fine. Whether you play it exactly as I have written it,
expansions to the story, new magic, new monsters,
take a few ideas and adapt them to your own campaign or
new locations, and much, much more to Curse of completely ignore everything here; that is absolutely fine.
Strahd and Ravenloft. You can either add this to your D&D is your game! You do you! Play it your way!
existing campaign or put them together to play mine. I
hope your players enjoy the campaign as much as I
do.
--- David Dudhill

2
Introduction
his adventure can be done as a one shot

T
adventure or it can easily slot into a This mini-suppliment is suitable for 4 - 6 level 5 characters
and takes place within the ‘Curse of Strahd: Rebitten’
larger ‘Curse of Strahd’ campaign. setting.
A Turtle Dragon youngling had been This can be a one-shot or as part of a wider campaign.
eating all of the fish in Lake Zarovich.
Once the food supply had been exhausted To play as a Xotl character, please see my Xotl guide, also
it turned its attention to eating people at available to download seperately.

the lake. This was no surprise to Thalvin, he knows


how much food a Dragon Turtle needs to consume
every day just to survive. What did surprise Thalvin is
this lake is not connected to a sea, and the rivers that
do are not large enough for this gargantuan creature.
He will task the adventurers to find out where the
Dragon Turtle came from.
This mini-suppliment gives the option for players to
either start as land based or water based characters
and will take them to an underwater village enhabited
by Xotls and then onto a sunken temple to investigate
where a mysterious Dragon TurtleYoungling came
from.

3
Land based Adventurers
and based adventurers can meet Thalvin

L
Pelagic who will give them a starting Missing Fish
quest to find out where the Dragon Turtle In recent weeks, Thalvin has noticed a disturbing
Youngling came from. phenomenon plaguing Lake Zarovich, which has been
confirmed to him by different fishermen. The sudden
disappearance of its once-abundant fish population.
Concerned for the delicate balance of the underwater
ecosystem and how much Ravenloft relies on fish as a
This assumes the adventuring party have already defeated
source of food, he investigated.
the Dragon Turtle. See ‘Curse of Strahd: Rebitten -
Improved Vistani & Lake Zarovich’. Dragon Turtle
To his astonishment, Thalvin stumbled upon a rare
and elusive creature - a Dragon Turtle Youngling, its
Thalvin Pelagic scales shimmering with iridescence beneath the
The alchemist dwelling by the shores of Lake water’s surface. Thalvin had attempted on several
Zarovich is none other than Thalvin Pelagic, a figure occasions to subdue the creature with bolts of
of mystery and wisdom in equal measure. With a crackling lightning, but his efforts proved futile
short, salt-and-pepper beard framing his weathered against the resilient beast.
face and a practical ponytail keeping his hair in check, Thalvin knew the Dragon Turtle was responsible
Thalvin exudes an air of quiet determination. for the disappearance of the fish in Lake Zarovich, as
His attire, crafted for seamless movement it would need to consume a large amount of fish
underwater, consists of garments tailored from everyday.
durable, water-resistant materials. Practicality meets However, Lake Zarovich isn’t connected to the sea
style in his choice of attire, with shades of blues and and the small streams that run in and out of it are not
greens blending seamlessly with the hues of the lake. large enough to transport even a Dragon Turtle
Thalvin is here to uncover the secrets of Lake Youngling. Thalvin wants to investigate where the
Zarovich and its inhabitants, while also continuing his Dragon Turtle came from. Underneath Lake Zarovich
study of water magic. is a small settlement of Xotls. These intelligent
Thalvin’s only contact with the outside world are creatures may be able to provide further information
the Vistani he buys equipment from, the fishermen he about what happened.
encounters on the lake and a village of Xotls. Underwater Quest
Thalvin’s Boathouse Thalvin asks the adventuring party if they will travel to
Nestled on the west bank of Lake Zarovich, amidst the Xotl village and speak with ‘Pebble’, perhaps they
the reeds and marshy waters edge is a modest have some clues as to where the turtle dragon came
wooden hut. It has been built by Thalvin with his from. The Xotl village is just east of Thalvin’s hut on
unskilled hands with whatever wreckage he found the bottom of Lake Zarovich. The adventuring party
lying around the shore. Inside, this one room shack is should have one random encounter travelling to the
mostly taken up with an area reserved for Thalvin’s village.
boat. Thalvin sleeps in a hammock hung above the For any characters who cannot speak Aquan, have
water. no swim speed or cannot breathe underwater; Thalvin
The walls of Thalvin’s boathouse are adorned with will reach into one of his tanks and pull out a
a fascinating array of small glass tanks of different spherical jellyfish. He instructs the characters to pull
shapes and sizes, each containing a different species it over their heads like a helmet, when they are in the
of fish or sea creature captured during his underwater water.
expeditions. Many are glowing with an otherworldly
luminescence, these tanks serve as both a testament Hood of the Jellyfish
to Thalvin’s skill as an underwater alchemist and a Wondrous item, Rare
living menagerie of the lake’s diverse inhabitants.
Wedged between the tanks in a haphazard fashion While wearing this, you can breathe underwater, you
are ancient tomes, arcane scrolls and Thalvin’s have a swimming speed of 30ft, you can see 20ft. in
records. murky water, and it translates any Aquan language
you hear into what you understand and what you
Arabelle Sighting speak into Aquan. Putting the Jellyfish on or off

If asked Thalvin has seen a young Vistani girl near the requires an action. You cannot breathe air with the

lake. She is usually picking a flower called Vistan’s Jellyfish attached.

Tears, it grows on the east side of the lake, near the


fishing dock.
4
Water based Adventurers
ater based adventurers can meet Pebble a

W
Xotl, in the middle of Xotl village, who will Pebble
give them a starting quest to find out Pebble is a Xotl, a pink humanoid Axolotl. They are
where the Dragon Turtle Youngling came around 4ft tall, wearing a satchel bag and holding a
from. Your characters can either be from trident carved out of black obsidian.
the Xotl village or aquatic creatures from
elsewhere who have come to investigate
what happened. Xotl’s names have no equivalent in any other language and
are incomprehensible to non-Xotls. The first time a Xotl
goes on land they give themselves a human name for non-
Xotl’s to use, it is from the first object on land they see.
For underwater rules, please see:

Underwater swimming(See Dungeon Master’s Guide


p.116). Pebble is the guardian of this village. They defend it
from predators. They have been on land many times
Underwater visibility(See Dungeon Master’s Guide
and watched the land creatures from afar. The only
p.117).
land creature they has spoken to is Thalvin, who they
Underwater combat(See Player’s Handbook p.198). trust.
They first saw the Dragon Turtle Youngling around
20 nights ago, it stayed near the surface in the centre
of Lake Zarovich and mainly ate fish. They had never
Xotl Village seen one before. Pebble knew the Xotls would not be
able to defeat it, so they hid in the thick kelp on the
As the characters approach the Xotl village, describe: floor of the Lake. Pebble saw the Dragon Turtle
Youngling attack the fishermen on many occasions,
Through the murky water of Lake Zarovich, you can only on one occasion saw a fisherman try to sacrifice the
girl to it and also saw the battle overhead.
see around 20ft infront of you. The ground below has
Pebble will tell the adventurers the Xotls have
levelled off to a flat plane with a thick forest of kelp, as far
stories about a Legendary Dragon Turtle that
as you can see. Due to the silt floating in the water, you
defended Lake Zarovich but that has not been seen
don’t notice the village until you are directly over it. There
for many generations, when the sun stopped shining
it is six egg shaped structures sticking out of the ground. on the surface, or perhaps it was always just a myth.
These ‘building’ have holes for windows and doors, they The Legendary Dragon Turtle was supposed to
also appear to be made of coral. Between the structures is inhabit a temple in the centre of Lake Zarovich.
a clearing with a lone Xotl standing in the centre. Pebble doesn’t know who built the temple, when or
why. While the Xotls usually avoid the temple, Pebble
The water conditions at the bottom of Lake Zarovich has been many times as the crabs are larger there and
are ‘murky’. better for hunting. Pebble has never seen any Dragon
Turtles there or been inside.
Arabelle’s Body
If this adventure is being used as part of a Curse of To play as a Xotl character, please see my Xotl guide, also
Strahd: Rebitten campaign, Arabelle was sacrificed by available to download.

Bluto and her body disappeared into the murky


depths of the lake, to be presumed dead; Pebble will
tell the adventurers that the girl is in one of the Xotl Journey to the Lake
homes. Arabelle is laid on a bed, unconsious but
stable and uninjured, she is wearing a ‘Hood of the Zarovich Temple
Jellyfish’. The adventurers are free to take her to the The temple is on the bottom of Lake Zarovich. It is an
surface either before or after they visit the temple. hours swim east from the Xotl village. The
Pebble would have given her to Thalvin on his next adventuring party should have a random encounter
visit to the village. If that didn’t happen in the larger along the way. Before the random encounter there are
campaign, Arabelle’s body will not be here. many crabs in the kelp, after the random encounter
there are many giant crabs in the kelp.
At your prerogative as DM; you can also allow part of your
party to be land based and the rest to be water based. They
can meet in the Xotl village.

5
Random Encounter Tables
recommend as the adventuring party journey

I
Treasure Chests
from the surface of Lake Zarovich to the Xotl The treasure chest is wooden with iron bands and a
village they should have one random encounter built in lock. All of the treasure chests are locked.
and another when they travel from the Xotl
village to the temple. These encounters are not The chest can be smashed open with a DC10 strength
designed to kill the adventurers just to make check.
the journey more exciting and difficult. As DM
you can also include more random encounters on the A DC10 dexterity check will pick the lock but activate
way back from the sunken temple. the poison needle trap, where as a DC15 dexterity
check will pick the lock without activating the poison
needle trap. The character attempting to pick the lock
Encounter Table must have be using thieves’ tools and be proficient in
1d8 Encounter using them otherwise they will automatically fail and
1 1d4 Hunter Sharks (See basic rules P.140) trigger the trap.
2 1d8 Swarms of Quippers (See basic rules P.155)
3 1d4 Merrows (See basic rules P.332) The tiny, poisoned needle trap is hidden within the
4 1d8 Giant Poisonous Snakes (See basic rules P.332) lock, anyone attempting to pick the lock will cause it
5 1d4 Giant Seahorses (See basic rules P.135) to activate. When the trap is triggered, the needle
6 1d6 Giant Octopi (See basic rules P.134) extends 3 inches straight out from the lock. On a
7 Small boatwreck successful save, the creature takes 1 piercing damage
8 Statue but isn’t poisoned. On a failed save, the creature takes
1 piercing damage and 1d6 poison damage and is
poisoned for 10 minutes. While poisoned in this way,
Boatwreck Table the creature is paralyzed.
The small boatwreck is broken into two large pieces, A successful DC 10 Intelligence (Investigation) check
it has a treasure chest on it. allows a character to deduce the trap’s presence and
1d4 Treasure chest avoid it before attempting to pick the lock.
1 The chest is a Mimic (See basic rules P.332)
2 100cp The chest lid is fitted with a modified bear trap, when
3 200cp an adventurer takes something out of the chest they
4 300cp must make a DC10 dexterity saving throw. On a
success they retrieve the item. On a failure, the lid of
the chest snaps down on the hands of the creature,
Statue Table dealing 2d6 bludeoning damage and restraining them.
1d4 Statue Opening the trap again requires a DC 10 Strength
1 The statue is a Mimic (See basic rules P.332) check. The creature restrained by this trap has
2 A white marble statue of Strahd Von Zarovich riding a disadvantage on this check.
horse.
3 A headless stone statue of a knight holding a sword.
4 A gigantic head made of metal.

6
The Sunken Temple
ear the centre of Lake Zarovich is a

N
submerged ziggurat waiting for the The Temple Exterior
adventurers on the lake floor. It was As the adventuring party reach the temple, describe:
built by an enslaved army of Turtle
Dragonborn, created to build their The Ziggurat has five tiers. Carved from large stone blocks
master lair in Lake Zarovich. It was and adorned with intricate reliefs depicting scenes of
constructed long before Strahd was
born and long before Ravenloft was named. Its maritime life and mythological tales, the ziggurat’s

builders have long been forgotten. Very few people imposing presence commands reverence even in the

even remember its existance and none of them have depths.


dared to go inside. Each tier of the temple is adorned with ornate carvings
This temple was built to hold an ancient Dragon and symbols, testament to the craftsmanship of its long-
Turtle, keep its treasure hoard safe and to protects its forgotten builders. Seaweed and bioluminescent coral
eggs. When Strahd arrived he captured the Ancient cling to its weathered surfaces, casting an otherworldly
Dragon Turtle, for nefarious purposes and locked it in glow upon the temple’s ancient stones.
his dungeon. A grand staircase runs up the front to the top level. The
top level has a large stone door.
Approaching the Temple
As the adventuring party approach the temple,
describe: Door
The solid smooth stone door is 10ft wide and 20ft
At first you see faint lights of greens, oranges and pinks. high. The door has no hinges, locks or mechanisms. It
As you get closer you see the darker shadow of the large looks like it was dropped in from above. The door has
pyramid structure with the same lights coming from the 17AC and 32HP. The door is immune to psychic and
walls. The floor below you changes from sand and kelp, to poison damage. The door can also be lifted with a
large stone blocks which resemble a road. group strength check of 50.
Once the door is open a current of water will rush
The road leads to a building, so large it is beyond your
out in a straight line, any character in the current
vision. It is an underwater ziggurat temple, its majestic
must make a DC15 dexterity saving throw of be
tiers rising from the sandy seabed like a submerged
pushed with the current 30ft per turn.
mountain reaching towards the surface. Occasionally you The Giant sharks are not swimming at full speed
see a shadow pass of a creature pass in front of the glow while patrolling, the first one will reach the main door
from the coral. You are not close enough to make out what after 3 rounds. Sharks are not affected by the current.
it is.

Group Strength Check


Giant Sharks Each member of the party rolls 1d20. Add all of the
There are two Giant Sharks (See basic rules P.135) rolls + strength modifiers together. If any member
patrolling the temple exterior in an anti-clockwise rolls a natural 20, then the group automatically
circle. They start at opposite sides of the temple and succeed. If any member of the group rolls a natural 1,
have the same swim speed. The party can use a DC10 then this character cannot grip the door on this or any
investigation check to determine the shadow is a giant future attempts.
shark. A DC15 investigation check will notice the
second giant shark at the opposite side of the
pyramid. The party can use a DC10 stealth check to
sneak through the kelp and observe the giant sharks
without being spotted. If the party swim in open water
and they are within a giant sharks vision, it will attack.

7
Inside the Temple
he temple is a simple structure with one

T
room on each floor. The whole temple Siren’s Chasm
made of large smooth stone blocks. Every This room is 35ft wide and 35ft long, with 25ft high
room is completely filled with water ceilings. It is completely full of water. There are two
unless otherwise stated. skeletons in light armour floating in the room, one has
If an character examines the its hands positioned to cover its ears. At one side of
hieroglyphics on the walls, describe: the room is a Siren, she will already be singing as the
characters enter the room. Once the Siren is killed a
floor block will slide inside another, revealing a 5ft
The walls show intricate carvings showing a race of hole.
Dragonborn serving an Ancient Dragon Turtle. They show
the Dragonborn building, what looks like this pyramid for See Appendix for maps.
the Dragon Turtle. Once complete the Dragonborn
attacked the villages and towns on land. They stole
treasure for the Dragon Turtles hoard. The later carvings
show a man capturing the Dragon Turtle with some sort of Siren
magic and removing it from the lake. The man took it Medium Monstrosity, Unaligned
away to a castle. With the Dragon Turtle gone the
Armor Class 14 (natural)
Dragonborn left. This story seems to repeat over and over Hit Points 58 (9d8 + 18)
again. Speed Swim 30ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 20 (+5)
Entrance
This room is 25ft wide and 25ft long, with 20ft high Skills Perception +4
ceiling. It is completely full of water. Once inside this Condition Immunities Fire
room, any NPC creatures from outside will not come Damage Weakness Lightning

inside. In this room is a Water Elemental (See Basic Senses darkvision 60 ft., passive Perception 14
Languages Aquan
Rules P.158). It is agressive to any creature inside the Challenge 4 (1,100 XP)
temple and ignores any creatures outside. While
attacking intruders, it also tries to push them out of
the open door. While fully submerged in the lake, the Actions
Water Elemental has advantage on all rolls.
Once the Water Elemental has been destroyed the Multiattack. The siren makes two attacks with her claws.
central floor block will slide inside another, revealing Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
a 5ft hole. Hit: 8 (2d6 + 1) slashing damage.

Bonus Action
See Appendix for maps.
Sleeping Song. The siren sings a magical melody. Every
creature who can hear within 30ft of her must make DC10
Wisdom saving throw on the start of their turns. On a failed
save the creature falls asleep. The song ends if the siren is
incapacitated. Creatures who cannot hear or sleep are
immune to this.

8
Maze Egg Chamber
This room is 45ft wide and 45ft long, with 30ft high This room is 55ft wide and 55ft long, with 35ft high
ceilings. Immediately have the adventurers roll for ceilings. It is completely full of water. The floor is
initiative and know what order they enter the room. completely covered in 5ft large eggs. One square in
This room is completely filled with water as the the centre is an empty square, which is the door to the
adventurers enter it. next room. This door can be pushed open with a
DC15 Strength check.
A DC10 Investigation check will reveal signs the
Remember the adventurers have limited vision, so don’t block in the centre has recently been moved and one
reveal the whole room. See Appendix for maps. of the eggs has hatched.
Now the siren has been killed and its song has
stopped, a Dragon Turtle egg will hatch every 1d8
As the adventurers enter the room, describe: turns. The hatchlings are hungry and will attack any
creatures in the room they see as a source of food.
Without a song the eggs continue to hatch even when
You appear to be in a corridor; just 5ft wide but 30ft from
the characters are not in the room.
floor to ceiling. The walls appear to be covered in moss
If the ‘Water Flute of Siren Song’ is played in this
and the floor is covered in thick kelp with thorns on its
room. The Dragon Turtle’s automatically fail the
leaves. Behind you is a 5ft opening with a metal gate over saving throw and the eggs will not hatch while it is
it. The gate is holding back a hungry looking Hunter played.
Shark.
The water starts to drop and the metal gate moves slightly
ajar. See Appendix for maps.

Tide
After each characters turn the water level will drop 5ft Dragon Turtle Hatchling
until it reaches 5ft, then it will raise by 5ft until it Small Dragon, Neutral
touches the ceiling, then it will start to fall again. This
continues indefinately. The water is this room is Armor Class 18 (natural armour)
magical. Water levels in other rooms or outside the Hit Points 10(1d20)
temple does not effect the water in this room. The Speed swim 30ft.
floor is completely covered in 5ft tall poisonous kelp.
Any creature on it must make a DC10 dexterity saving STR DEX CON INT WIS CHA
throw, on a failed save they take 4 (1d8) poison 2 (-4) 2 (-4) 10 (+0) 7 (-1) 3 (-3) 17 (+4)
damage. This room is completely full of water as the
characters enter the room. Condition Immunities None
Senses darkvision 60 ft., passive Perception 15
Hunter Shark Languages Pottymouth

Next to where the adventurers enter the room, half Challenge 14 (9680 XP)

way up is a Hunter Shark (See Basic Rules P.140)


There is a metal gate in front of it stopping it from Amphibious. The dragon turtle can breathe air and water.
attacking. The gate will open when the water level Actions
drops below it. The Hunter Shark will chase the
characters when the water level raises back up. The Multiattack. The dragon turtle makes three attacks: one with
Hunter Shark will attack the rear character. If the its bite and two with its claws. It can make one tail attack in
Hunter Shark is killed another will come out of the place of its two claw attacks.
holding pen. The Hunter Shark is immune to poison Bite. Melee Weapon Attack: reach 5ft., one target. Hit: 5
and poison damage. (1d10) piercing damage.
Walls Claw. Melee Weapon Attack: reach 5ft., one target. Hit: 3
When the water is drained, all of the walls are slimy to (1d6) slashing damage.
the touch and give any character disadvantage to
climbing. Tail. Melee Weapon Attack: reach 5ft., one target. Hit: 6
(1d12) bludgeoning damage. If the target is a creature, it
Ledges must succeed on a DC10 Strength saving throw or be
Every so often in the maze is a raised platform. This pushed up to 10 feet away from the dragon turtle.

platform is set 25ft from the floor and is a 5ft gap. It


has no poisonous kelp on it. It is possible for a
character to rest here when the water level drops. The
hunter shark cannot rest here and can only get
through when it is completely submerged in water.

9
Treasure Room Dreadnought
Sitting on top of the treasure is an aggressive
This room is 65ft wide and 65ft long, with 40ft high Dreadnought that will attack the characters on site.
ceilings. It is completely full of water. The Dreadnought is a gargantuan armoured lobster
type creature, with two large claws and sharp teeth. It
has one eye. Its tail is buried under the coins on the
See Appendix for maps.
vaults floor. At 20ft wide the Dreadnought is too large
to escape through the door.
The floor is completely covered with 255,000 green
coins. The coins are copper that have turned green
due to how long they have been underwater. On top of Dreadnought
the coins is a flute(this should be made obvious to the Huge monstrosity, unaligned
adventurers). Mixed in with the coins are:
Armor Class 15 (natural armor)
2000 assorted small gemstones(worth 20gp each). Hit Points 172 (15d12 + 75)
3 x Blue star sapphires with a white star-shaped Speed 30 ft., swim 30 ft.
centre(worth 1000gp each).
A carved ivory statuette(worth 300gp). STR DEX CON INT WIS CHA
A large gold bracelet(worth 200gp). 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
2 large ships anchors.
Carved harp of exotic wood with ivory inlay and Skills Perception +6
zircon gems. Damage Weaknesses Lightning
An eye patch with a mock eye set in blue sapphire Damage Resistances Piercing, Slashing and Bludgeoning

and moonstone. from non-magical weapons.


Damage Immunities Fire
An embroidered silk and velvet mantle set with Senses darkvision 60 ft., passive Perception 16
numerous moonstones. Languages None
A painting by an artist long forgotten by everyone Challenge 8 (3,900 XP)
except the dragon.
A kneeling bench, which anyone addressing the Legendary Resistance (3/Day). If the Dreadnought fails a
dragon is required to use. saving throw, it can choose to succeed instead.
A scroll containing a long epic poem in praise of
the Turtle Dragon. Magic Weapons. A Dreadnought’s weapon attacks are
An extensive historical record in the form of magical.
carefully knotted strings. Actions
5 silver shields.
Potion of Invisibility. Multiattack. The astral dreadnought makes three attacks:
Water Flute of Siren Song. one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.


Hit: 10 (1d10 + 5) piercing damage.

Water Flute of Siren Song Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Instrument, Rare Hit: 10 (1d10 + 5) slashing damage.

This enchanted flute can be played by any creature Bonus Actions


who can exhale, they will magically know the correct
Bubble (Recharge 4–6). The Dreadnought exhales a bubble of
turn to play. Any creature, who can hear, within 30ft air which engulfs a creature in front of its head. At the start
of the flute must make a DC10 wisdom saving throw of their turn creature trapped in the bubble must make a
at the start of their turn. On a failed saving throw the DC10 dexterity saving throw. On a failed save the creature is
creature will fall asleep. Creatures who cannot hear or trapped in the bubble and is paralyzed. On a success the
sleep are immune to this. creature escapes the bubble and takes their turn as normal.

Reactions
Scream. When the dreadnought’s HP is less than half of its
maximum, it can use its reaction to scream out in pain. All
awake creatures in a 60ft. radius that can hear must make a
DC14 Constitution saving throw. On a failed save take 9(3d6)
psychic damage and must spend their next turn deafened. A
successful save ake half damage only.

10
Conclusion
f the characters have killed the Siren, then

I
the Dragon Turtle eggs will continue to hatch
after the adventure.
If the Siren is not dead they will return to
singing the song as soon as they are able, the
song will stop the Dragon Turtle eggs from
hatching.
If a character remains behind to continuously play the
‘Water Flute of Siren Song’, then no further Dragon
Turtle eggs will hatch.
If the Dreadnought has been defeated the adventuring
party is free to take as many trips as they like to the
temple to remove the treasure hoard. Each trip will
still encounter sharks and other hazards.
If the characters return to the Xotl village, a Xotl will
tell the characters Pebble has gone to the surface.
If the characters return to the surface, Thalvin Pelagic
& Pebble are having a conversation. Thalvin will be
very interested in what happened to the characters,
what is inside the temple and if they solved the
mystery. After the characters have explained
everything, Thalvin should ask what they think
happened to the Ancient Dragon Turtle and if they
would like to help him look for it?

Written by David, Phoenix and Leon


Dudhill (2023)
Intellectual property notice: We retain no copyright over
anything included within. Please feel free to use all, some
or none of this in your own campaign, however you see fit.
If it inspires you to create something new or change
something, then that is fantastic, well done! We used
Homebrewey to create the layout. Wizards of the Coast if
you decide to take or republish anything we created, you
are welcome to do so, we would appreciate a writing
credit. Dungeon Masters Guild, Wizards of the Coast &
Hasbro all retain the rights to their own intellectual
property.

11
Appendix
Map Key
Star = creature placement
Dashed box = door to lower floor
Dashed line = gate to hold back sharks
Number = Ledge (25ft from the floor)
Entrance

Siren’s Chasm

Maze

12
Egg Chamber

Treasure Room

13

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