Categories
Adventure Ideas

D&D Spin-Off Adventure: “The Curse Beneath Castle Ravenloft”

Adventure Overview:

This spin-off adventure takes place parallel to the events of Curse of Strahd. While the legendary vampire lord looms over Barovia, another sinister force stirs beneath Castle Ravenloft itself: an ancient, forgotten being buried deep in the dungeons below. As Strahd’s attention is drawn elsewhere—perhaps toward another party of adventurers (or the original Curse of Strahd campaign characters)—the players are tasked with uncovering and confronting this hidden threat before it rises to claim Barovia for itself.

This adventure can be run as a standalone side quest or as an epilogue for characters who narrowly escaped Strahd’s wrath but have unfinished business in Barovia.


Premise:

Centuries before Strahd became the dark lord of Barovia, the land was plagued by another terror: The Shadowheart Wyrm, a dragon-shaped entity of pure void and nightmare. Strahd himself sealed the creature beneath Castle Ravenloft, fearing it could rival his dominion. However, the creature’s essence was not destroyed—only suppressed. Now, after years of feeding on the residual despair and misery of Barovia, the Shadowheart Wyrm begins to awaken, threatening to devour the land entirely.

The players are drawn into the adventure by a cryptic vision from Madam Eva, the Vistani seer, or through a desperate plea from one of the castle’s few remaining human servants. Strahd’s oppressive rule may be terrible, but the Wyrm would be far worse—and not even Strahd has the power to stop it this time.


Adventure Hooks:

  1. A Cryptic Prophecy: Madam Eva summons the adventurers to her camp, warning them of a great shadow stirring beneath Ravenloft. She says, “Should the shadow rise, even the devil Strahd will fall—and Barovia will become an endless void.”
  2. The Runaway Servant: A terrified servant of Castle Ravenloft flees to the village of Barovia, claiming to have witnessed a forbidden ritual performed deep beneath the castle. He begs the party to investigate before Strahd notices his betrayal.
  3. A Rift in the Land: Strange earthquakes and black mist emerge from Castle Ravenloft, warping the landscape and drawing forth shadowy monstrosities. The land itself seems to cry out in pain.

Setting: The Forgotten Depths of Castle Ravenloft

While much of Castle Ravenloft is detailed in the original Curse of Strahd sourcebook, this spin-off introduces new, uncharted depths beneath the castle. These include:

  1. The Abyssal Staircase: A hidden passageway behind the crypts leads down into the castle’s deepest levels. The staircase seems endless, and the shadows cling unnaturally to the walls.
  2. The Hall of Black Mirrors: A massive hall filled with shattered, obsidian-like mirrors. Each fragment reflects distorted versions of the adventurers, whispering their darkest fears and regrets. Crossing this hall requires a test of will or clever thinking to avoid becoming trapped in an illusory nightmare.
  3. The Shadowheart Vault: A vast, domed chamber where the Shadowheart Wyrm lies dormant, its coiled form sealed in chains of glowing, ancient runes. The walls are covered with murals depicting a forgotten Barovian hero who once defeated the Wyrm—a hero who might hold the key to stopping it again.

Key Encounters:

1. The Keeper of Chains

Before reaching the Shadowheart Vault, the party encounters The Keeper of Chains, a hulking undead jailer bound to guard the Wyrm’s prison. It wields massive chains as weapons, which lash out with necrotic energy. The Keeper warns the party: “The seal is breaking. If you proceed, there is no turning back.”

  • Combat Challenge: The Keeper fights to delay the party long enough for the Wyrm to stir fully.
  • Clue to Victory: A glyph on the Keeper’s chest matches the runes on the Wyrm’s chains, hinting that the runes must be reactivated to bind the creature again.

2. Strahd’s Distraction

As the party progresses, they encounter Strahd himself—or a projection of him—walking the dark halls of Ravenloft, furious and distracted. He is focused on his own battle against the adventurers in the Curse of Strahd campaign or against unseen forces. He notices the party but dismisses them with a chilling warning: “Whatever you seek below, know that you tread on my domain. If you survive, pray I do not find you.”

  • Optional Roleplay: If approached, Strahd may reluctantly give cryptic advice on stopping the Wyrm, as even he does not wish to see Barovia consumed by something worse than himself.

3. The Shadowheart Cult

Deep in the castle’s forgotten depths, the party encounters a cult of twisted beings who worship the Shadowheart Wyrm. These cultists are remnants of Barovia’s forgotten past, their bodies warped by exposure to the Wyrm’s essence. They chant incessantly, their voices creating psychic vibrations that weaken the players’ resolve.

  • Combat and Puzzle Hybrid: The players must defeat the cultists while deciphering how to disrupt their ritual, which is hastening the Wyrm’s awakening.

4. The Shadowheart Wyrm

The final encounter is with the Shadowheart Wyrm itself, a towering dragon-like entity made of swirling darkness and void energy. It is partially unbound, thrashing against the last remnants of its ancient chains.

  • Combat Mechanics:
    • The Wyrm’s body is intangible at times, requiring the players to reactivate the runes on its chains to solidify it for attacks.
    • Its breath weapon is a cone of shadowy energy that saps the players’ strength and corrupts their minds.
    • The arena itself shifts, with shadowy tendrils rising from the floor to attack or separate party members.
  • Victory Condition: To truly defeat the Wyrm, the players must re-seal it using the runes and ancient relics found in the vault. Destroying it outright is impossible; only the seal can hold it back.

Aftermath:

If the players succeed, the Shadowheart Wyrm is bound once more, its slumber ensured for centuries to come. The final moments of the adventure may show the faint, mocking laughter of Strahd as he watches from the shadows, reminding the party that while they may have saved Barovia from the Wyrm, the land is still trapped under his eternal rule.

If the players fail, the Wyrm fully awakens, consuming Castle Ravenloft and spreading across Barovia. The land collapses into an endless void, and Strahd’s reign ends—not with resistance, but with total annihilation.


Themes:

  • Morality: This adventure forces the party to choose between lesser evils. Even if they succeed, Strahd remains the ruler of Barovia.
  • Madness and Fear: The deeper the players delve, the more the Wyrm’s influence weighs on their minds, forcing Wisdom saving throws or roleplay-based decisions to maintain their resolve.
  • Hope in Darkness: While Barovia is a cursed land, the players’ efforts prove that even in the darkest places, there are those willing to fight for the light.

This spin-off expands on the world of Curse of Strahd while offering a fresh and unique challenge. The Shadowheart Wyrm provides a threat so catastrophic that it forces the players to act quickly and think creatively, even as the oppressive dread of Barovia looms overhead.

Leave a Reply