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Additional Random Encounters

for Curse of Strahd

By Sveinn Olafur Arnorsson

For use with the 5th edition of Dungeons & Dragons

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All other original material in this work is copyright 2017 by Sveinn Olafur Arnorsson and published under the Community Content Agreement for Dungeon Masters Guild.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Credits  If the characters are on a road, an
encounter occurs on a roll of 18 or
Written by: Sveinn Olafur Arnorsson
higher on a d20.
Playtesters: Halldor H Arnorsson, Lucas
 If the characters are in the wilderness,
Bartolini, Mattias Storm, Marcus Söder. an encounter occurs on a roll of 15 or
Additional feedback provided by: higher on a d20.
Tonje Lagnestål Melhuus
Special thanks: If an encounter occurs, roll on the daytime or
To my first Curse of Strahd group for one of on the nighttime encounter table, depending
the best experiences of my DM career. on the time, or have one of Strahd's spies
appear (see the Strahd's Spies sidebar on p29
With the help of the Tarokka card system to of the Curse of Strahd book).
randomize some of the most crucial elements
of the adventure, Curse of Strahd is at its core Daytime Random Encounters in Barovia
designed to be easy to replay and to offer a
different experience each time it is played.
The adventure is a personal favorite of mine
and I have run it a few times and it is my
genuine hope to return to Barovia many more
times in the future. Something that I found
could use a bit of expanding however are the
random encounters. There are many great
encounters in the adventure already but after
a while I found myself running out of new
ones to throw in my players' way. So I wrote
up a list of encounters to complement the
ones in the adventure. Below you will find
new lists of both outdoor encounters and
encounters for Castle Ravenloft itself.
Hopefully these will help you to keep the ˅
dangers of Barovia fresh and surprising to
players who may have already dared to step
into the mists once before.
Nighttime Random Encounters in Barovia

Most stat blocks for NPC´s and monsters can


be found in the Monster Manual. All such
creatures names are marked in Bold. If the
creature can be found in Appendix D of the
Curse of Strahd their name is followed by an
asterix (*). A few mostly optional monsters
are from Volo´s Guide to Monsters. These are
marked with an ˅ after their name.

The Barovian countryside can be a dangerous ˅


place to visit. Check for random encounters
every 30 minutes that the adventurers spend
on the road or in wilderness. Do not check for
random encounters if the adventurers have
already had two random encounters outdoors
in the past 12 hours.
Banshee Intelligence (Medicine) roll reveals strange
|A mournful wail escapes the mist. In its wake deformities in the bones, as if the person in
you can hear a female voice sobbing in distress life had legs that bent the wrong way.
out in the forest.| 5-6 The bones are in surprisingly good
condition. A detect magic spell reveals a
This banshee is all that remains of one of the lingering aura of necromantic magic about
dusk elf women murdered by Strahd. She has the bones. If any character approaches within
sensed the presence of the party and their a few feet the skeleton animates and attacks.
very existence pains her. She tries to draw 7-8 The skeleton of a wolf is covered in a
them off the road and into less open terrain strange mold. The mold is mechanically
where she has the advantage. If she can catch identical to yellow mold, see the Dungeon
one of them alone then even better. If the Masters Guide, page 105 should anyone touch
party doesn't take the bait then she comes it or disturb the bones.
flying out of the forest screaming in anger as
she attacks them. Cultists and Cult Fanatic
|Several individuals in long black robes with
Barovian Witch their hoods up are moving quickly down the
|You can hear rustling in the bushes and the road .|
sound of quiet muttering. A hunched figure is
moving through the underbrush, searching for These cultists (LE male and female) belong to
something along the ground.| Lady Wachter's cult of devil worshipers in
Vallaki, although only the cult fanatic (LE
The barovian witch* is foraging for male or female) is a part of Lady Wachter's
ingredients and reagents for her spells and book club and they would rather die than
rituals and is carrying a sack containing reveal the name of their mistress. The cultists
mushrooms, herbs and whatever spell do not wish their secrets to be revealed and
components the DM finds appropriate. will fight if they believe the party may
Although the witch is distracted, her familiar identify them later, ask to many questions or
is keeping watch for danger. Roll a d6 to threaten to expose them. But they are equally
determine the nature of the familiar and DC happy just going their own way if left alone.
of any attempts to surprise or avoid the witch Depending on where they are encountered
with stealth. these cultists have a different destination in
1-2 Cat Passive Perception 13 mind.
3-4 Snake Passive Perception 10. Cultists around lake Zarovich are seeking
5-6 Toad Passive Perception 11 the Mad Mage of Mount Baratok in the hopes
of converting him to their cause or learning
Bones his arcane secrets.
|A flash of white in the underbrush catches your Cultists near the Amber Temple have
eye.| heard whispers of a dark place of power and
have taken it upon themselves to claim its
The characters have come upon a skeleton on power.
their travels. Roll a d8 to determine the Cultists encountered close to Castle
nature of the bones. Ravenloft are on their way to the castle to
offer their loyalty to the vampire. Lady
Wachter knows nothing of any of these plans.
1-2 The bones belonged to either an elk or a
deer. They are old and overgrown with moss.
Anyone who investigates the bones and Dusk Elf Scouts
succeeds with a DC 15 Intelligence (Nature) These dusk elves (N male dusk elf scouts) are
roll can determine from damages to the bones out looking for a missing vistani girl but do
that the animal was not felled by an ordinary not trust strangers easily. They will attempt
wolf but by an unusually large and powerful to hide and only approach the characters if
predator of some kind with a similar bite. they believe them to be honorable folk. If
3-4 The remains are humanoid and old. The spotted, read:
back of the skull is completely caved in. A
character that succeeds with a DC 15
|You catch sight of a grey cloaked figure leaning moonlight makes it easier to navigate without
out from behind a tree, the figure seems to be using light sources, giving of a dim light,
holding a bow, and although an arrow is however there is added risk as all the those
nocked, the bow is relaxed for the moment.| who worship Mother Night run out to bask
under the full moon. The clear skies last for
If the elves believe themselves spotted or if 1d4 hours. During that time, check for
they think it safe to approach the party they encounters every 15 min instead of every 30
will announce themselves and one of them min. In addition, check for encounters even if
will step out to speak while any others cover the party has had two random encounters in
them from the trees. The elf will explain that the last 12 hours. Should the players end up
they are searching for a vistani girl by the having more than four random encounters in
name of Arabelle and will ask the characters a 12 hour period, then stop checking for more
to return her to the vistani camp near Vallaki random encounters.
should they encounter her.
Ghouls
Flesh Golem A pack of ghouls have caught the scent of
|Heavy footsteps echo out of the mist soon the party and are tracking them. Roll a
followed by a 8-feet tall figure walking with Dexterity (Stealth) check for the ghouls and
single minded determination towards you.| compare it to the characters passive Wisdom
(Perception) scores. If the characters score
When the Abbot found that several of his beat the ghouls, read:
beloved mongrelfolk had gone missing he
tasked one of his creations to find them and |You hear the sound of something sniffing
bring them back home. The flesh golem is behind you. As you turn about you see a
tireless and will search the entire land until it humanoid shape on all fours emerge from the
succeeds or is destroyed. It won't attack the mist. You see its impossibly long tongue flow
party unless they attack it first or they try to out and lick along one of your footprints before
keep it from its mission. Should they be it lifts its head and looks up at you with hungry
travelling with some mongrelfolk the golem dead eyes.|
will move to grab them and immediately start
dragging them back to the abbey. It could be The rest of the ghouls come rushing out of
possible to track the golem´s path back the mist soon after.
towards Krezk if you need a hook for the
players to travel there. A path of broken trees Giant Spiders
and trampled bushes lead to the This encounter only occurs if the characters
mountainside beneath the abbey where the are travelling through wilderness. If the
golem climbed down, following the same path characters are travelling by road, then treat
as the mongrelfolk who escaped. Neither the this result as no encounter or roll again on the
golem nor the mongrelfolk passed through table. The players have stumbled into a nest
the village proper. of giant spiders. If the lead character has a
passive Wisdom (Perception) of 15 or more
Full Moon they manage to spot a spider web blocking
|Without warning the night grows brighter and the path ahead in time to stop. If not then the
as you glance up towards the skies you see the character stumbles into the web. See the
clouds part and a pale full moon appear in the Dungeon Masters Guide page 105 for the
now clear night skies. Within moments you effects of giant spider webs. Regardless, read:
hear the first wolf howl, which is quickly
followed by another, and another, until the |A chittering sound echoes through the forest as
night is filled with the music of the children of several dark shapes lower themselves down
the night.| from the canopy above on nearly invisible
strings of webbing.|
Perhaps by the blessing of Mother Night, the
whims of nature or more likely by the will of The giant spiders have the players surrounded
Strahd, the moon has been allowed to shine and scattered through the nearby terrain are
down freely upon the lands of Barovia. The several more web clusters. The spiders try to
use the terrain to their best advantage, luring because its front leg is mangled. If healed and
the party into their webs if they can. cared for the dog may make a fine
companion, however it is known in Vallaki
Giant Wolf Spiders and questions may be raised as to how the
|As you glance of to the side you see movement party came across it. Once encountered this
within the hollow trunk of a tree. Two large encounter cannot happen again. Treat this
spider legs slowly creep out and eight dark eyes result as no encounter or roll again.
blink at you from out of the darkness .|
Lone Raven
A group of giant wolf spiders emerge and |A lone raven sits in your path, it appears to be
pounce on the party, emerging out of hollows pecking at something on the ground.|
and burrows they were hiding in. The spiders
care little for each other, as they normally do The raven lets out a squawk and flies of if
not hunt in packs but have been driven disturbed. Roll a d6 to determine the nature
together by the dangers of Barovia. As such of the object that had caught the ravens
individual spiders can be can be made to flee attention.
if they fear for their own lives. 1-2 A shiny platinum coin stamped with the
symbol of a sun.
Hunters 3-4 A small plush dire wolf, one of its button
|A surprisingly pleasant smell hits your senses, eyes has been pecked out by the raven and
the scent of roasting meat.| lies nearby. Attached to one of the hind legs is
a small cloth tag with the slogan “Is No Fun,
The smell is coming from a nearby campfire Is No Blinsky!” stitched into it.
that can be easily spotted through the trees. 5-6 A badly hurt toad. As a character
If the characters approach they find two approaches it the toad lets out one last croak
hunters (N male or female human scouts). and then dissolves as it dies. The toad is in
One of the hunters is busy preparing some fact the familiar of a barovian witch sent out
lunch over an open fire while the other is to spy for her.
tending to the carcass of a wolf they felled. If
it fits the story and location these hunters Lost Child
could be Szoldar Szoldarovich and Yevgeni |A soft, quiet sobbing breaks the eerie silence of
Krushkin from Vallaki. Regardless the hunters the mists|
are cautious but not outright hostile. They are
willing to serve as guides for the party for 5gp The child (LG male or female noncombatant)
per day but will under no circumstances brave is cold, dirty and scared but unhurt. Roll a
the Barovian night. Should the party be 1d6+6 to determine their age. If encountered
caught without supplies, the hunters are near Barovia, or Vallaki then the child has
willing to sell some food to them but will gotten lost in the mists and wandered off
charge as much as they think they can get from the village. If the party is accompanied
away with, between 1gp and 5gp per person. by Barovian scouts (see the random
encounters in the curse of Strahd book) or if
Limping Mastiff they encounter Barovian scouts later, then
|You hear a soft whining up ahead as a large this child could be the person they are
dog slowly walks out from behind a tree. The looking for.
mastiff seems to be hurt as it has one of its If this encounter happens near Krezk then
front legs pulled up against its body and is the child was one of the children being held
hobbling along on three legs.| by the werewolves in their den who managed
to escape. The child is extremely traumatized
This mastiff is a hunting dog owned by a but if calmed down can give a rough
hunter who lived in Vallaki. It and its master description of the location of the werewolf
were part of a group of hunters that ran into den. More than likely the child is being
a few more wolves than they could handle on hunted by members of the pack and 1d6
their last hunting trip and only the mastiff werewolves descend upon the group shortly
survived. The mastiff has 1 hp remaining and after discovering the child.
can only move at half speed until fully healed
If encountered near the Bonegrinder mill, calls out to you in a hollow, echoing voice
then the child has escaped from the hags who “Who goes there! State your allegiance or face
make it their home. Although traumatized our wrath!”. |
they can tell the party that they were held
prisoner in a cage in a mill by a group of These men and women once served the order
hideous crones. (If you have access to Volo's of the silver dragon in Argynvostholt and
Guide to Monsters then the hags summon a were tasked with patrolling the roads,
Banderhobb˅ and send it to retrieve the keeping them free from Strahd's forces,
child. It will arrive whenever you deem it bandits and monsters. Although long dead
appropriate). Only one child has managed to they still perform their solemn task, marching
escape the hags, if encountered again near up and down the roads of Barovia. They will
Bonegrinder then the child is a lost child from attack any who claim allegiance to Strahd but
Barovia or Vallaki (see above) or treat the can be convinced or tricked to leave the party
result as no encounter or roll again. alone. If they attack or are attacked the
If encountered near Berez then the child is warriors fight until they are destroyed. If
in fact a Ghost. The child knows that it lived destroyed the phantom warriors* cannot be
in a village by the river and that the rains encountered again. Treat any further
wouldn't stop, causing the river to rise. The encounters as no encounter or roll again on
ghost tried to run but got lost. They don't the table.
remember much of their life but will try to
convince the party to bring them home, Skeletons
possessing a party member if needed. If it |The rustling of chainmail and the clattering of
cannot convince the party to help they will bones warns you that something approaches.|
disappear with a shriek. If the ghost is
brought back to Berez they will thank the This group of skeletons have been sent out
party for bringing them home and fade away into the land on some dark mission for
with a smile, finally able to rest. Once the Strahd. Perhaps they seek the party, perhaps
ghost has been brought home, it cannot be they are to reinforce a location Strahd
encountered again. suspects the party will soon attack or they
have been sent to destroy one of Strahd's
Mongrelfolk enemies. The skeletons were once guards at
|The sound of branches breaking and the castle Ravenloft and are dressed in tattered
rustling of the underbrush draws your gaze into remains of armor and march in military
the forest. You spot several hunched, misshapen formation, as if some lingering echo of their
figures moving through the fog.| former selves remained. If the party are quick
to get off the road they can hide with a
After much arguing this group of Dexterity (Stealth) against the skeletons
mongrelfolk* have found the courage to passive Wisdom (Perception) of 9. The
escape from the monastery in Krezk to brave skeletons will attack the players if they spot
the wilds of Barovia and are currently them. Half of the group fall back to use their
searching for food and shelter. Although bows while the others rush in to attack in
desperate they do not pose much of a danger melee.
to others at the moment as they are terrified
of the strange new world they have found Specter
themselves in and its inhabitants but will |A baleful light approaches quickly through the
defend themselves if attacked. Like all trees.|
Belviews these mongrelfolk are insane. Roll Once a hunter from one of the settlements in
on the indefinite madness table on page 260 Barovia who was betrayed and murdered by
of the Dungeon Masters Guide to determine his partner, this specter now only exists to
what individual madness inflicts them. bring pain and suffering to the living, rising
from its shallow grave each night to hunt
Phantom Warriors once more.
|Shimmering blue spectral figures march slowly
down the road towards you. As they see you
one of them raises their sword towards you and
Vampire Spawn below. They have 1d4+1 potions for sale. Roll
|The light of a campfire catches your eye. 1d8 to determine the nature of each potion.
Sitting around the fire is a motley crew of
humanoids, not too unlike yourselves. Their 1 Acid
dress and armor don't match what you have 2 Alchemist's fire
seen in use by the people of this land.| 3 Antitoxin
4 Holy water
The setup is a ruse to lure the party in. This 5 Concoction of burning (Oil, 50g)
group of vampire spawn were once 6 Potion of charm (Fine Perfume, 50g)
adventurers before they were felled by Strahd. 7 Potion of healing
They have now been sent out by their master 8 Potion to escape the mists around Barovia
to test the strength of the party and their (colored water, 50g)
tactics. If defeat seems unavoidable they will
try to flee back to castle Ravenloft so they can At the DM´s discretion they may have other
report back what they have learned to Strahd. rare items that may be hard to usually find in
On subsequent encounters with vampire Barovia for sale such as spell foci, weapons
spawn they will attempt other ways to and armor.
ambush the party and to undermine their
trust in the people of Barovia. Wights
|Dark silhouettes approach out of the mist, their
Vine Blights weapons drawn and at the ready.|
This encounter only occurs if the characters
are travelling through wilderness and not on These wights have been tasked by Strahd to
a road. Otherwise treat this encounter as no seek out the party. If the party isn't
encounter or roll again on the table. The vine considered much of a threat they will simply
blights are hiding amongst the underbrush charge out at them and attack. However,
close to the path, some of their tendrils should they have made a name for
stretched out across it, appearing as normal themselves, the wights will first have spent
roots and vines. When the party passes some time creating fodder for their
through the middle of the blights the plants confrontation. Should that be the case 3d4
will suddenly animate and attack, read: zombies will emerge out of the mist to attack
the party first while the wights harass them
|The roots around your feet suddenly start from afar with their bows, charging into
moving, wrapping themselves around your legs combat once the characters have tired
as vines shoot out of the nearby bushes. Several themselves out by dealing with the zombies.
vaguely humanoid creatures made from
twisting vines slowly rise all around you.| Wood Woad
This wood woad˅ was created by the druids
Vistani Wagon of the land long ago and the secret to create
|You see a horse-drawn barrel-topped wagon more may have been lost with time. It still
make its way up the road. Sitting on the box are serves the druids of the land and is out on
two colorfully dressed humans.| some dark mission on behalf of them, perhaps
to seek vengeance on the party. As the
The Vistani (1d6+1 CN male and female characters draw near it will attempt to hide
bandits, two are on top of the box, the rest of using its natural camouflage and catch them
them are inside the wagon) are making their by surprise. If spotted, read:
way towards the closest vistani camp (either
the Tzer pool encampment or the one outside |At the edge of the forest you see a small
of Vallaki) after returning from a trip abroad. misshapen tree that looks surprisingly
They will stop if flagged down and they offer humanoid in its shape, a dark hollow where its
to sell one or more “magical” potions to face should be. As you stare at it two bright
anyone showing interest in their wares for 3 lights appear inside of the hollow where its eyes
times what they are worth in the Players should be and the creature lurches towards
Handbook unless a different price is stated you.|
The woad has no fear but will retreat if it Animated armors
believes itself to be close to defeat so it can |Several well polished suits of armor line the
rest up and try to kill the characters another walls.|
day. If you roll this encounter again then the
woad has returned to finish its task. If These animated armors have been created
destroyed then this encounter cannot occur by Strahd and sent to hinder the party. They
again. Treat further encounters of the wood remain still and lifeless until a character
woad as no encounter or roll again. Wood approaches within 5 feet of them, attacks
woads are described in Volo´s Guide to them or half the party has passed by them.
Monsters, should you not have access to that The armors fight until they are destroyed.
book then treat this result as no encounter or
roll again. Blinsky toy
|A odd looking toy lies discarded in the dust
ahead.|
Castle Ravenloft
Random Encounters The toy has a slogan stitched or printed on it
in tiny letters: “Is No Fun, Is No Blinsky!”. Roll
a d6 to determine the specific toy.
The first time characters enter an area of the
castle that isn't otherwise occupied check for
1. Randomly determine one of the
a random encounter. Also check for a random
characters. This toy is a doll that looks exactly
encounter every 10 minutes the characters
like that person, with the exception that
spend resting in the castle.
someone has violently twisted the head
In most cases a random encounter should
around to face backwards. The doll's face has
occur on a roll of 18 or higher on a d20. To
an expression of pain and fear.
determine what the characters encounter,
2. A stick horse that is carved and painted to
consult the table below.
look like as if it was made from a horse's skull
and spine.
3. A spinning top. When it spins fast enough
it lets out a sound much like that of a terrified
human shriek.
4. A nutcracker doll carved and painted to
look like Strahd von Zarovich.
5. A pinwheel. Its blades are modeled after
the Old Bonegrinder.
6. A small wooden box in the shape of a
coffin with a set of jacks made out of bones
inside of it.

Book
|You see a discarded tome lying on the floor, it
is covered by a thin layer of dust.|

Someone left a book here some time ago,


there is nothing sinister about its nature,
although a party that have faced mimics and
traps may believe so. Use the table on page 66
of the Curse of Strahd to determine its
subject matter.
Corpse
|A still figure lies ahead.| 1. Heart of sorrow (Area K20)
2. Audience hall (K25)
The characters have found a corpse. Roll a d6 3. Chamberlain's office (Area K72)
to determine the nature of the body. 4. South dungeon (Area K75)
5. Brazier room (Area K78)
1-2 The body belongs to someone the party 6. Catacombs (Area K84)
knows. Their face frozen in horror, their neck
broken. Choose an NPC the characters would Note that if she leads them to the catacombs
recognize. They have been brought here and she will descend down the high tower
killed to taunt the party. staircase (area K18) and disappear through
3-4 The remains of a vampire feeding. The the bricked up section. Once the ghost
corpse is that of a barovian villager whose reaches her destination she disappears.
throat has been ripped out. There is
surprisingly little blood for such a violent Ghouls
death and the body is still warm. |A hunched figure sits in the darkness ahead of
5-6 The corpse is a strahd zombie*. It you, facing away. A chomping and tearing
radiates necromantic magic to anyone using sound tells you that they are eating something.|
detect magic on the body. As soon as a
character moves within 5 feet of it or it is A pack of ghouls are feasting on the remains
attacked, the zombie animates and attacks. of unfortunate villager who wandered into
the castle. If there is more than one ghoul the
Gargoyles rest of the pack are further ahead with the
|With the sound of heavy wings beating a rest of the body. They are currently distracted
demonic looking creature comes barreling out but approaching them or making any noise or
of the darkness.| sound will alert them to the party. If that
happens adjust the description as needed and
This pack of gargoyles have been relieved of read:
their guard duty on top of the walls or roofs
of castle Ravenloft and sent to hunt the party |As you approach the figure it goes silent and
down. The gargoyles are eager to inflict pain slowly turns around to face you. The creature's
on behalf of their master and will fight until face is covered in blood, pieces of flesh hanging
they are destroyed. out of its mouth. In its clawed hands it holds a
partially eaten severed human arm. Its maw
Ghost descends into an unnaturally extended gape as
|There is a flicker of pale light as a translucent it screams.|
figure of a woman dressed in a suit of plate
appears. A hollow voice echoes out as she turns The rest of the pack will rush to join their
towards you “Quickly, this way. We haven't got comrade as soon as combat breaks out, either
much time” .| hearing its cry or the sound of battle. The
ghouls fight until they are destroyed.
Once an adventurer who died trying to free
the land from Strahd, this ghost doesn't Giant spider
realize that she is dead and has mistaken the The giant spider is moving quietly along the
characters for her party. She won't listen to ceiling, scanning the passages underneath it
them and will try to lead the characters to a for prey. After spotting the party it will
place of importance she was trying to reach in attempt to move down behind them and pick
life. As she moves she seems to flicker in and off any stragglers. Roll a stealth for the spider
out of existence, sometimes appearing further and compare it to the characters passive
ahead and urging them to keep up. She will Wisdom (Perception) scores. If any character
wait for them if they stop but will disappear if beats the spider's result, read:
the characters move too far away from her.
Roll a d6 to determine where the ghost leads |An impossibly large spider is slowly and
them if they follow. silently creeping along the ceiling, its numerous
black lifeless eyes staring down towards you as Ochre jelly
it hungrily gnashes its fangs together. | The ochre jelly is hiding somewhere safe as
the character's move in closer, either
Glyph of warding squeezed into a large crack, inside some piece
A glyph of warding has recently been cast of furniture or on the other side of a nearby
here. It can be spotted by a character who has door. As the party passes by it will emerge
a passive Wisdom (Perception) score of 15 or and start to follow its next meal. As the party
more. If spotted, read: is faster the jelly won't attack until the next
time they stop for a moment, to rest,
|There is a faint symbol drawn on the floor in investigate or battle some other monsters
front of you, it is nearly invisible but it appears perhaps or if the party decides to backtrack.
to be some kind of arcane rune or glyph.| Roll a stealth for the jelly as it emerges. If its
roll is less than any characters passive
The glyph is an explosive rune and will Wisdom (Perception) score, read:
detonate if anyone passes over it. If triggered
the glyph explodes in a 20-foot radius sphere. |You hear a squelching sound coming from
Any creature caught in the radius must make behind and as you turn around you see a thick
a DC 15 Dexterity saving throw, taking 5d8 yellow substance oozing out into the passage
cold damage on a failure or half as much behind you.|
damage on a successful one.
Pidlewick II
Lone bat |The sound of bells tinkling precedes the
|A small dark figure flies out of the shadows, appearance of a strange little man. He is
letting out a high pitched shriek.| dressed like a jester and as he approaches you
can just make out the muffled sound of
The first time the characters encounter a lone grinding gears as he descends into an awkward,
bat it will in fact be Strahd von Zarovich* in stiff bow.|
his bat form. If he does not already have
something of the characters to aid him in Pidlewick II* is moving about the castle,
scrying he will fly into one of them and looking for a new hiding place. To his surprise
scratch them to gather some hair or blood and joy he has stumbled into some guests and
and then swoop away back into the castle. If he is eager for their attention.
he has no need of any such material he will
instead use his form to take the party by Shadow Demon
surprise and attack them. If the characters The shadow demon will attempt to
encounter this result more times then stealthily follow the characters until they are
repeated encounters will simply be normal at their most vulnerable before attacking.
bats flying through the castle, although the Perhaps when the characters are already
players may believe otherwise. engaged in combat with another of the
castle's denizens, they attempt to rest or if
Mimic the terrain is to its advantage. The demon will
|You see a small chest standing of to the side.| be especially cautious if it sees that they
possess the sunsword as it is vulnerable to its
The characters have encountered a mimic. light. Roll a stealth roll for the shadow demon
Although the default form is a chest, It will and compare it to the character's passive
take whatever form it finds will most likely Wisdom (Perception) scores. If any character
attract the party. If the party is resting it beats the demon, read:
could be a chair that one of the characters sits
down in, if they are walking through the |One of the shadows leans out and away from
castle it could take the form of a door they try the wall. As it emerges you see that it is vaguely
to pass through. If encountered again each humanoid and it has two large horns that curve
future mimic should have a new unique form out from its head and a pair of large wings that
to try to trick the party. flair out behind it as it detaches from the wall.|
Skeletons Wraith
|With a rattling of bones and a rustling of chain |The temperature of the room seems to fall as a
a skeletal figure appears out of the darkness.| dark figure emerges from out of the wall.|

These skeletons once served in the guard of The wraith is a faithful servant of Strahd and
castle Ravenloft before they were killed by will do its best to end their existence. If it has
Strahd. They have been brought back to serve the chance it will convert any fallen
once more and mimic the duties they had in characters into specters. Unlike many other
life. The skeletons will attack any intruders foes the party risk facing in castle Ravenloft
and fight until destroyed. the wraith is intelligent and cunning. It will
retreat if it is close to destruction so that it
Specter can return later to harass them. If destroyed
|A spectral figure emerges with a shriek of this wraith cannot be encountered again.
anguish and rage out of the floor, its eyes Treat this result as no encounter or roll again
burning with hatred towards you.| for a different encounter.

This specter was once a soldier of castle


Ravenloft or an adventurer who came here
seeking their fortune. Nothing remains of
them now but hatred for the living and it will
fight until it is destroyed.

Strahd Zombies
|You hear slow-moving footfalls and the sound
of dragging feet approaching. Then the smell
hits you, the smell of rot and decay.|

These strahd zombies* are patrolling the


castle and have yet to discover the party. If
the characters are quick they can attempt to
hide. The zombies will attack any living
creature they find and will fight until
destroyed.

Swarms of rats
|You hear the skittering of untold tiny clawed
feet approaching quickly.|

These swarms of rats are servants of Strahd


and rush to attack the party.

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