Random Encounters in Barovia
Dangers abound in the land of Barovia. Check for a random encounter every 30 minutes if the adventurers are in the wilderness or on the roads. Stop checking after two random encounters.
- If the characters are on a road, an encounter occurs at a roll of 18 or higher on a d20.
- If the characters are in the wilderness, an encounters occurs at a roll of 15 or higher on a d20.
Daytime Random Encounters
d12 + d8 | Encounter |
---|---|
2 | 3d6 Barovian commoners |
3 | 1d6 Barovian scouts |
4 | Hunting trap |
5 | Grave |
6 | False trail |
7 | 1d4 + 1 Vistani scouts |
8 | Skeletal rider |
9 | Trinket |
10 | Hidden bundle (contains non-useful supplies) |
11 | 1d4 swarms of ravens or 1 wereraven |
12 | 1d6 dire wolves |
13 | 3d6 wild wolves |
14 | 1 ghost (non combat) |
15 | Corpse |
16 | 1 druid with 2d6 shroom blights |
17 | 2d4 root blights |
18 | Hidden bundle (contains useful supplies) |
19 | 1d6 werewolves in human form |
20 | 1 revenant |
Nighttime Random Encounters
d12 + d8 | Encounter |
---|---|
2 | 1 ghost |
3 | Hunting trap |
4 | Grave |
5 | (1d6 -1) Magpie(s) |
6 | Grave |
7 | Corpse |
8 | 1d4 corpse blights |
9 | Hidden bundle (contains non-useful supplies) |
10 | Skeletal rider |
11 | 1d8 swarm of bats |
12 | 1d6 dire wolves |
13 | 3d6 wolves |
14 | 1d4 werewolves in human form |
15 | 1d6 scarecrows |
16 | 1d8 Strahd zombies |
17 | 1d6 werewolves in wolf form |
18 | 1d4 dire wolves and 1d6 wolves |
19 | 1 will-o-wisp |
20 | 1 revenant |
Descriptions
Use the following descriptions:- Barovian commoners - If the characters aren't carrying light sources and are moving quietly, they can try and hide from these Barovians, who carry pitchforks (+2 to hit, 1d6 damage). Given that Barovians rarely leave their homes, these are either a traveling family, an angry mob, or some other group with an unusual purpose.
- Barovian scouts - These scouts are only seen by a character with a passive Wisdom (Perception) score of 16 or higher. They are hiding, with a crossbow fixed on the party. If there is more than one, they are spread out in a 100-foot square. They are hunters, searching for game or a missing person. They will lower their weapons if the party is not hostile, and ask for help. They wield light crossbows (+4 to hit, 80/320 range, 1d8+2 damage).
- Corpse - Roll a d6 to determine the nature of the corpse: 1-2, The corpse is a wolf killed by spears and/or crossbow bolts; 3-4, the corpse is a Barovian torn to pieces by wolves, 5, the corpse is a member of the party (randomly determined), stripped of all armor and valuables, which melts to a skeleton if disturbed, 6, the corpse is someone a member of the party knows (randomly determined), stripped of all armor and valuables, which awakens as a ghoul if disturbed
- Dire wolves - These massive wolves cannot be tamed or frightened. Ireena, if she tries her best, however, can command them for a time if she succeeds on a DC18 Wisdom save.
- Druids & Blights - See Barovian Druids and The Elder Fungus and Blights. If all the blights are destroyed, or the druid loses more than half of their hit points, they flee to Yester Hill.
- False trail - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Otherwise, the players discover a well-traveled foot path purposefully left by the druids. At the end of the trail is a hidden pit trap that can be seen with a DC 15 Wisdom (Perception) check, and a DC 15 Intelligence check to determine that it's a trap. A character who falls in the pit immediately vanishes from the sight of their companions as they fall into magical darkness. They begin to feel clawed hands grabbing at them, hear deranged laughter (that they may recognize), and take 2d10 Psychic damage. The darkness then dissipates.
- Ghost (combat) - This ghost is all that remains of a person drained of all life by Strahd. They do not remember themselves, only vengeful rage. If they succeed in possessing a character, they will take their host to the gates of Castle Ravenloft and hurl their body into the chasm.
- Ghost (non combat) - This ghost is all that remains of a Barovian soul lost to the mists, wandering until they can be reincarnated. They are bombarbed by the memories of all of their lives, and are often inconsolably miserable.
- Grave - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. There is a 25% chance that the first character to spy the grave sees their own body or the body of a loved one inside the grave.
- Hidden bundle (non useful)- This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Hidden somewhere in the brush and the wood is a small concealed pack, which contains one set of adult-sized clothes, a poorly crafted and functionally useless dagger, and an empty waterskin.
- Hidden bundle (useful) - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Hidden somewhere in the brush and the wood is a small concealed hunter's pack, which contains one week of rations, one bolt of crossbow bolts, and one hunting horn.
- Hunting trap - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Stepping in this trap can be avoided with a successful DC15 Wisdom (Survival or Perception) check. Otherwise, a random character steps in it.
- Magpie(s) - As with the Barovian lore (see Barovians ), the number of magpies has a meaning. Either roll, or pick based on the story: one is bad luck, two is good luck, four means imminent good luck, five means imminent bad luck.
- Revenant - The revenant is a knight of the Order of the Silver Dragon from Argynvosholt. It will attack only if attacked; otherwise it is single-mindedly devoted to its final task: clearing the woods of Strahd's wolves. If pressed, it will urge the party to travel to Argynvosholt, and convince Vladimor Horngaard to help. It will not lead the party to the fortress, but will provide detailed direction.
- Root blights - See The Elder Fungus and Blights.
- Skeletal rider - This skeleton and warhorse skeleton are doomed to ride the mists for eternity trying to find their way out of the mist. The skeleton shrieks and moans in despair, but will not attack unless attacked.
- Strahd zombies - If the characters are moving quietly and not carrying light sources, they can try to hide from the zombies. These are the remains of Strahd's guards, servants, and vassals that he disposes of when they bore him.
- The Stranger -
- Swarm of bats - These bats attack without provocation.
- Swarm of ravens - It begins with one silent raven. If the party leaves it alone, more and more begin to swam. If the party meets a combat encounter, the ravens will swarm and assist the party.
- Wereraven - The first time the party encounters a wereraven, they simply watch for 1d4 hours. If they are spotted or attacked, they leave. The second time the party encounters a wereraven, the raven may approach and present themself as an ally.
- Werewolves - If the werewolves are in human form, they appear to be Barovian hunters, though they avoid telling the party where they live. They are not very friendly. If they are in wolf form, they follow the party for 1d4 hours in Stealth. If the party takes a short or long rest before noticing, the wolves attack with surprise. Otherwise, they will wait until after another combat to attack the weakened prey.
- Will o wisps - This happens only once. If it is rolled again, treat it as no encounter. The wisp tries to lure the party in one direction by taking the appearance of flickering torchlight and the sound of low voices. It lures them to an abandoned house in the middle of the woods, inhabited by 1d4 ghouls and 1d2 -1 foglet.
- Wolves - The party will be alerted to the wolves' approach by the howling. They will have a few moments to prepare themselves, and will not be caught by surprise.