3223738-Curse of Strahd Rebitten - Underneath Lake Zarovich
3223738-Curse of Strahd Rebitten - Underneath Lake Zarovich
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?
2
Introduction
his adventure can be done as a one shot
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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.
3
Land based Adventurers
and based adventurers can meet Thalvin
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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
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:
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
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.
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)
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
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.
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?
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