2d20
2: Pidlewick II
3: Rahadin
4: Glyph of Warding
5: 1 black cat
6: 1d6 swarms of rats
7: 1 broom of animated attack
8: Corpse
9: 1d4+1 flying swords
10: 1 mimic
11: Blinsky Toy
12: 1d4 animated armors
13: Unseen Servant
14: Book
15: 1d4 Barovian Commoners
16: 1d6 Strahd zombies
17: 2d6 Crawling Claws
18: 1d6 skeletons
19: 1d6 shadows
20: 1d4 ghouls
21: 1d6 swarms of bats
22: 1 giant spider
23: 1 crawling Strahd zombie
24: 1d4 gargoyles
25: 1d4+1 Vistani thugs
26: 1 spectre
27: 1d4 wights
28: 1 ochre jelly
29: Trinket
30: 1 ghost
31: Giant Spider Cocoon
32: 1 wraith
33: 1 Barovia Witch
34: 1 shadow demon
35: 1d4+1 vampire spawn
36: Lone Bat
37: 1d4 werewolves (human form)
38: Strahd’s Animated Armor
39: Cyrus Belview
40: Strahd von Zarovich
Animated Armors
Several well polished suits of armor line the walls
The suits remain lifeless until a character approaches within 5 feet of them, attacks them, or
until half the party has passed by them. The armor fights until destroyed.
Barovian Commoners
A loud clamor fills the unhallowed halls of Ravenloft. Cries of “Kill the vampire” are mixed with
bold voices shouting “Never again!” and “To the crypts!”
They follow the characters unless prevented from doing so. While the commoners are with the
party, random encounters occur on rolls of 9 or higher.
Barovian Witch
Only occurs once
You hear a woman’s scratchy voice calling out a name “Grizzlegut! Grizzlegut, where are you?
A pox on you, you mangy cat” Through the darkness comes a crone wearing a pointed black hat
and a burlap gown stained with soot.
If confronted by the characters, the witch spits at them and begins casting a spell.
Black Cat
The darkness lets out a demonic hiss as a black cat darts out of the shadows, trying its best to
avoid you.
This encounter doesn’t occur again if the characters capture or kill the cat.
Blinsky Toy
Only encountered while characters are moving about the castle, not resting
You find a discarded toy - something no child could love.
The toy has a tag on it that says “Is no Fun, Is no Blinsky!” Roll a d6 to determine the specific
toy:
1: A plush werewolf stuffed with sawdust and tiny woodcarved babies. It has dull knife blades for
claws and retractable teeth
2: A marionette with tangled strings that resembles one of the players characters. When
disturbed, it changes to a smiling jester with copper bells sewn into its cap.
3: A wooden puzzle box, 6 inches on a dies, carved with silhouettes of leering clown faces. The
box rattles when shaken. A character who spends a short rest fiddling with the box can figure
out how to open it successfully with a DC 20 Intelligence check. The box is empty, with nothing
inside to explain the rattling.
4: A faceless doll in a wedding dress that has yellowed and frayed with age.
5: a vaguely coffin-shaped jack-in-the-box contaning a pop-up Strahd puppet
6: A spring-loaded set of wooden teeth with fangs, all painted white. The teeth gnash for 1
minute when the spring is wound tight (requiring an action) and released.
Book
You see a discarded tome lying on the floor. It is covered by a thin layer of dust.
This is just a plain book from Stahd’s library.
Broom of Animated Attack
You hear a scratching noise. Out of the shadows comes a broom, sweeping its way toward you
as though held by invisible hands.
When the broom gets within 5 feet of a party member, it attacks
Corpse
A still figure lies ahead
Roll a d6 to determine the nature of the body
1-2: The body belongs to someone the party knows. Their face frozen in horror, their neck
broken. Choose an NPC the players would recognize. They have been brought here and killed
to taunt the party.
3-4: The remains of a vampire feeding. The corpse is that of a barovian fillager whose throat
has been ripped out. There is surprisingly little blood for such a violent death and the body is still
warm.
5-6: The corpse is a strahd zombie. It radiates necormatic magic to anyone using detect magic
on the body. As soon as the character moves within 5 feet of it or it is attacked, the zombie
animates and attacks.
Crawling Claws
A mob of severed hands, their mummified flesh black with soot, skitters out of the darkness
across the dusty floor.
The crawling claws gang up on a random party member. During the confusion, one of them tries
to crawl into the character’s backpack to hide. It makes a Stealth check contested by the
character’s passive perception. If the claw is spotted, the character sees the claw enter its
backpack. If the claw isn’t spotted, it waits until the character takes a rest before scuttling out to
attack.
Crawling Strahd Zombie
You hear the deathly growns of something vile
The zombie is missing both of its legs, so only the head torso and arms remain. It has 15 hp
remaining
Cyrus Belview
A huge shadow appears on the ceiling as a hunched figure shuffles purposefully toward you, in
a raspy voice it says, “Master will not be pleased!”
Cyrus offers to lead the party to their “room in the tower.” If the party accepts, he leads them
through area K61, setting off the elevator trap. Cyrus then leads the party, or drags them if
they’re unconscious from the sleeping gas through K47 to K49. After assuring conscious
members of the party that “the master will be along shortly,” Cyrus makes his way back down to
the kitchen. If characters refuse the offer, Cyrus repeats “Master will not be pleased” but doesn’t
fight and returns to his business.
Flying Swords
Out of the gloom flies a rusty blade, followed by another!
Gargoyles
With the sound of heavy wings beating a demonic looking creature comes barreling out of the
darkness.
These gargoyles fight until destroyed.
Ghost
There is a flicker of pale light as a translucent figure of a woman dressed in a suit of plate armor
appears. A hollow voice echoes out as she beckons towards you, “Quickly, this way! We
Haven’t got much time!
This is the ghost of an adventurer who died fighting Strahd. She doesn’t realize she’s dead and
thinks the party is her own. Roll a d6 to determine where she leads them:
1: Heart of Sorrow (K20)
2: Audience Hall (K25)
3: Chamberlain’s Office (K72)
4: South Dungeon (K75)
5: Brazier Room (K78)
6: Catacombs (K84)
If she leads the party to the catacombs, she descends down the high tower staircase (K18) and
disappears through the bricked up section. Once the ghost reaches her destination, she
disappears.
Ghouls
A hunched figure sits in the darkness ahead of you, facing away. A choming and tearing sound
tells you that they are eating something.
The ghouls are eating the body of a villager who wandered into the castle. If they do something
to alert the ghouls of the presence, read:
As you approach the figure, it goes silent and slowly turns around to face you. The creature’s
face is covered in blood, pieces of flesh hanging out of its mouth. In its clawed hands it holds a
partially eaten severed human arm. Its maw descends into an unnaturally extended gape as it
screams.
The rest of the pack will rush to join their comrade as soon as combat breaks out. They fight
until destroyed.
Giant Spider
The giant spider is moving quietly along the ceiling. If its Stealth check beats the characters
passive perception, it descends on webbing and attacks the character at the back of the party.
If the spider is spotted, read:
An impossibly large spider is slowly and silently creeping along the ceiling, it numerous black
lifeless eyes staring down towards you as it hungrily gnashes its fangs together.
Giant Spider Cocoon
Only encountered while characters are moving about the castle, not resting
A white cocoon is suspended from the ceiling amid thick webs and appears to hold something
human-like
Characters who can reach the cocoon can cut it open. Roll a d6 to determine the contents:
1: A wooden mannequin wearing a gown
2: A Barovian Witch. She screams like a wild animal and begins casting spells
3: A Strahd zombie. It fights until killed
4: A Barovian lunatic (commoner). If freed he cackles until silenced or until a calm emotions
spell is cast on him. A lesser restoration spell cures his madness, at which point he tries to flee
the castle.
5: A dead Barovian that serves as a host to a swarm of insects (spiders). The baby giant
spiders, each the size of a tarantula, crawl out of the Barovian’s mouth or burst forth its belly.
6: A Vistana bandit. The vistana knows the castle’s layout and helps the characters until Strahd
or more Vistani appear, at which point the treacherous Vistana turns on the characters.
Glyph of Warding
If a character has a passive perception of 15+, read:
There is a faint symbol drawn on the floor in front of you, it is nearly invisible but it appears to be
some kind of arcane rune or glyph.
The glyph is an explosive rune and will detonate if anyone passes over it. If triggered, the glyph
explodes in a 20-foot radius sphere. Any creature within the radius must make a DC 15 dexterity
saving throw, taking 5d8 cold damage on a failure or half as much on a successful one.
Lone Bat
A small dark figure flies out of the shadows, letting out a high pitched shriek
The first time the characters encounter a lone bat, it is in fact Strahd in his bat form. If he does
not already have something of theirs to aid in his scrying, he will scratch them to gather some
blood or hair. If he has no need of such material, he will instead use this form to surprise and
attack the party. If this encounter occurs again, it will simply be a normal bat.
Mimic
You see a small chest standing off to the side
If encountered again, the mimic should take a new unique form to trick the party.
Ochre Jelly
The jelly is hiding somewhere safe until the party walks by. Then it emerges and stalks the party
through the castle until they rest, investigate, battle some other monsters, or if the party decides
to backtrack. Roll a stealth check contested by the party’s passive perception. If the jelly is
spotted, read:
You hear a squelching sound coming from behind as you turn around you see a thick yellow
substance oozing out into the passage behind you.
Pidlewick II
The sound of bells tinkling precedes the appearance of a strange little man. He is dressed like a
jester and as he approaches, you can just make out the muffled sound of grinding gears as he
descends into an awkward stiff bow.
He is eager for attention
Rahadin
If Rahadin was killed or captured previously, this encounter doesn’t occur. Otherwise he
approaches quietly. A character whose passive perception meets or exceeds Rahadin’s Stealth
check hear him.
“The master wishes to see you,” intones a grim voice in the darkness.
Rahadin directs the characters to a random location in the castle, determined by rolling a d6.
1: Chapel (K15)
2: Audience Hall (K25)
3: Study (K37)
4: Tower Roof (K57)
5: Wine Cellar (K63)
6: Torture Chamber (K76)
Strahd isn’t actually at that location unless the card reading indicates that he is.
If the characters ask Rahadin to lead the way, he declines. If the characters ask for direction, he
tells them whether they need to ascend, descend or remain on the level they’re at. If they attack
him, he fights to the death. Otherwise he doesn’t leave until they do.
Shadow Demon
The shadow demon will attempt to stealthily follow the party until they are vulnerable. It will be
especially cautious if it sees they have the Sunsword. Roll a stealth check contested by the
party’s passive perception. If the demon is spotted, read:
One of the shadows leans out and away from the wall. As it emerges, you see that is is vaguely
humanoid and it has two large horns that curve out from its head and a pari of large wings that
flare out behind it as it detaches from the wall.
Shadows
If one or more characters have a Passive Perception of 16+, read:
You can’t shake the feeling that something is behind you. When you look back, you see a
shadow, tall and still, but nothing of its dimensions that could cast it.
These undead shadows do not attack unless attacked. They otherwise obey Strahd’s
commands.
Skeletons
With a rattling of bones and a rustling of chain, a skeletal figure appears out of the darkness
These former guards of Ravenloft fight until destroyed
Specter
A spectral figure emerges with a shriek of anguish and rage out of the floor, its eyes burning
with hatred towards you.
Fights until destroyed.
Strahd von Zarovich
A crack of thunder shakes the castle, stirring the dust and cobwebs. You hear a voice: “Good
evening.”
Any character with a passive perception lower than 19 is surprised as Strahd appears out of
nowhere. The vampire chooses to attack the closest surprised character.
Strahd’s Animated Armor
You hear the clanking of plate armor approaching. As the sound grows louder, you see a
red-lacquered suit of armor with gold filigree appear out of the darkness.
Character can attempt to hide from the armor with a DC 13 stealth check. If the armor spots the
party it fights until 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.
Fight until destroyed.
Swarm of Bats
You hear a peal of thunder, followed by the flapping of tiny black wings. Suddenly, a dark cloud
of bats descends upon you.
Swarms of Rats
You hear the skittering of untold tiny clawed feet approaching quickly
Rush to attack the party
Trinket
You kick something - a trinket buried in the dust
Unseen Servant
A curious object drifts into view, as though held aloft by an invisible force.
Roll a d6 to determine what the unseen servant is carrying:
1: A tarnished silver platter with a lid. If the character comes within 5 feet of the servant, it lifts
the lid, revealing a bunch of moldy scones. The first character to eat a scone gains 5 temporary
hp. On later occurrences, the platter holds a crawling claw that attacks the nearest character.
2: A silver goblet filled to the brim with wine. A character who drinks the wine must make a DC
15 Constitution saving throw, taking 44 poison damage on a failure and half as much on a
successful one. On future occurrences, the wine acts as a potion of healing.
3: A gold Candelabra with three branches, each holding an unlit candle.
4. A purple silk handkerchief with white ruffled edges. On future occurrences, the handkerchief
is smeared with blood.
5: A crystal dinner bell. The unseen servant rings the bell if characters come within 10 feet of it.
The sound attracts 1d4 vampire spawn, which arrive in 1d4+1 rounds.
6: A wizard’s spellbook with a black velvet dust jacket over its stitched leather cover. The book
contains all the spells Strahd has prepared. On later occurrences, the tome is a non-magical
leather bound storybook.
Vampire Spawn
If any character has a passive perception of 16+, the party isn’t surprised. In that case, read:
Creatures with pale flesh scuttle across the ceiling like spiders, their red eyes glowing in the
dark. As they draw near, their cracked and blood stained lips open wide, revealing sharp fangs.
If characters don’t spot the spawn, they drop down from the ceiling, surprising the party, and
fight to the death.
Vistani Thugs
You hear voices with thick accents
A small group of Vistani claim that they were the vampire’s captives, only recently escaped from
the castle’s dungeon, and they offer to help the party. In truth they are loyal to Strahd and betray
the characters as soon as he appears.
Wights
The air grows much colder, and you can hear the march of footsteps drawing near.
The wights carry longswords that have the crest of Barovia worked into the hilts and each
carries a pouch of 2d20 gp of Barovian coins.
Wraith
The temperature of the room seems to fall as a dark figure emerges from out of the wall.
Will try to kill the party and convert fallen characters into specters. It will retreat if close to
destruction. If destroyed, this encounter cannot occur again.