Barovia Random Encounters

by TheFlippinDnDAccount

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Random Encounters

d12 Result
1 Roll Twice
2 NPC
3 Random Beneficial Thought
4 Unusual Encounter
5 Ruins
6 Setback
7 Strahd Related
8 Wildlife
9 Mist
10 Easy Combat
11 Hard Combat
12 Cruel Combat

Unusual Encounter

d12 Result
1-3 Occult Occurrence
4 Blinsky Toy
5-6 Item
7 Exotic NPC
8-9 Argynvost
10 Roc
11-12 Astrological Event

Ruins

d12 Result
1 Roll Twice
2-3 Campfire
4-6 Destroyed Wagon(s)
7 Cottage Foundations
8 Fencing
9 Latrine pit
10 Footbridge
11 Hunting blind
12 Well

Setback

d12 Result
1-5 Severe Weather
6-7 Equipment Complication
8 Animal Companion setback
9-10 Terrain Complication
11 Disease
12 Injury

Astrological Event

d100 Result
1-5 Roll Twice
6-29 Aurora
30-53 Blood Moon
54-63 Sky Color Change
64-73 Blue Moon
74-83 Shooting Star
84-88 Cloudshapes
89-92 Supermoon
93-96 Micromoon
97-98 Cheshire Moon
99-100 Solar Flare

Blinsky Toys

d100
Toy
1-2 A headless doll holding a sack of attachable heads, including one with it's eyes and mouth stitched shut
3-4 A miniature gallows, complete with trapdoor and a weighted "hanged man"
5-6 A set of wooden nesting dolls; The smaller each one gets, the older it gets, until the innermost doll is a mummified corpse
7-8 A wood-and-string mobile of hanging bats with flapping wings
9-10 A wind-up musical merry-go-round with figures of snarling wolves chasing children in place of prancing horses
11-12 A ventriloquist's dummy that looks like Strahd
13-14 A doll that looks remarkably like Ireena Kolyana
15-16 A stuffed animal made to resemble a smoke black leopard. it's eyes glow lime green in the dark
17-18 A porcelain doll with a broken face. It occasionally turns it's head toward you when not observed
19-20 A black knight with black roses on his armor which glows a menacing green under a new moon
d100
Toy
21-22 A teddy bear with no eyes and realistic painted wood teeth
23-24 A marble containing a miniature disembodied dog's lower jaw at it's core
25-26 A very, very large spoon on the hilt of a sword
27-28 A doll which mimics your movements exactly
29-30 A boat filled with coffins
31-32 A spinning top carved with four faces: happy, sad, wrathful, and dead
33-34 A doll which when squeezed vomits it's brain out
35-36 A music box inside a porcelain baby doll's head. Opening it's skull plays the tune
37-38 A wooden soldier with detachable limbs and head
39-40 A bag marbles. They're rubbery and look like eyes
41-42 A jack-in-the-box of a spider
43-44 A teddy bear with a loosely sewn-together tummy. Inside are extremely realistic painted wooden organs
45-46 A leather hag doll. Reaching down her throat reveals three child-like cloth dolls
47-48 A miniature torture table playset, complete with a stretchy-armed clown. The doll's face is painted with menacing needle-sharp teeth
49-50 A rocking horse painted to make it seem flayed alive
51-52 Wooden teeth with fangs. Spring-loaded and will chatter for 1 minute when wound
53-54 A ball-and-cup game using a skull as the ball
55-56 A fingertrap which draws a little blood when used
57-58 A figurine of a noble lady. Inverting her dress makes her look like a Banshee
59-60 A wolf doll. Inverting it using the slit in it's back reveals a man
61-62 A yo-yo featuring a noose for a finger hole
63-64 A wolf mask with real wolf fur on each side. Opening your mouth causes the hair to go inside it
65-66 A spinning top which slightly drills into the surface it was placed on
67-68 A piggy bank made from a taxidermied piglet
69-70 A wooden bird eating a leather worm. Turning the crank on the bird causes it to eat the worm, which pops out of it's posterior, wriggling
71-72 A cantipede-like horse figurine with far too many legs and an extended torso
73-74 A ball made from sheep faces with stitched smiles
75-76 A marionette of a city guard, the strings attached to the limbs of a massive spider meant to operate it
77-78 A faceless baby with only a smiling set of wide, plump lips as the sole feature on it's head
79-80 A taxidermied bipedal house cat with a very sad face
81-82 A wooden sword with a smiling snake's head and neck as the hilt
83-84 A frog with spider legs poking out of it's mouth. Pulling one of the legs causes the others to wriggle
85-86 A wooden duck whose wings are made of multiple duck legs
87-88 A windmill with a hanged man dangling from the tip of each windblade
89-90 A small wind-up mechanical dragon. Properly wound, it walks, and spits sparks from it's mouth using a replaceable piece of flint. It has Advantage on Checks or other rolls to light things on fire
91-92 A yo-yo, the mechanical motion of which animates the limbs of the spiders on each of it's sides
93-94 A guillotine with executioner and Baron Vargas Vallakovich replica. Pressing a button on the Baron's back causes it to release the guillotine, "severing" the "criminal's" head on impact, though keeping it attached on a length of string. To reset the toy, pull the knot at the base of the string back to the Baron's hand, causing the criminal's head to rewind back to it's prior location.
95-96 A stitched up bear composed of various teddy bears which squeals balefully if squished
97-98 A slide whistle carved to resemble a femur bone
99-100 A clothe ghost doll on a string, resembling a Dusk Elf female. When flung especially hard, it emits a banshee-like shriek

Exotic NPC

d20 NPC
1 Roll Twice
2 Jeny Greenteeth
3-5 Wereraven
6 "Rictavio"
7 Ezmeralda
8 Bat Man
9 Mad Mage
10 Humonculous
11-12 Skeletal Rider
13 Ghost
14 Revenant
15-16 Rahadin
17 Werewolf
d20 NPC
18-19 Dusk Elf
20 Hag

Injury

d6 Result
1 Head
2 Torso Front
3 Torso Back
4 Arm
5 Leg
6 Hand

Item

d12 Result
1 DM's Choice
2-6 Trinket
7-8 Hidden Bundle
9-10 Druid or Hag Effigy
10 Hag's Fetish
11 Corpse or Grave
12 Hunting Trap

NPCs

d100 Number NPC
1-15 1d6 Vistani
16-25 1 Vistani Caravan
26-68 1 Wachter Caravan
69 X Player's Choice
70-74 1 Trader Caravan
75 1 Fey
76-95 1d4+1 Barovian Scouts
96-100 1d4 Werewolves in human-form

Severe Weather

d12 Result
1 Roll Twice
2 Humidity
3-4 Heavy Rain
5-6 Thunderstorm
7 Wind
8 Minor Flooding
9-12 Mist

Terrain Complication

d12 Result
1-2 Structure Failure
3-7 Road Disrepair
8 Foraging Failure
9-10 Minor Flooding
11 Flash Flood
12 Soil Liquifaction
Corpse or Grave
d20 Deceased
1 A victim of a vampire, pale and bloodless
2 A tree with a mummified corpse peaking from it's core, a tree branch grown from the man's chest
3 A shallow grave & pinewood coffin. The coffin is empty, a burrow receeding into the depths of the earth beyond sight
4 A massive brass urn containing pile of bones and armor that must once have been a corpse. The brass armor is long degraded, what little remnants tarnished into uselessness
5 A coffin standing upright by itself. If opened, a cloud of black smoke billows out with glowing red eyes; Everything within 5 ft. of the Coffin must attempt a DC 12 Constitution Saving Throw, receiving 5 (2d4) Poison damage or half as much on a failure
6 A small, neat signboard reads, ‘Please remain on the path.’ The neatness is somewhat marred by the various corpses heaped below the sign.
7 A freshly dead man rests against a tree, covered in cobwebs. If disturbed, he suddenly takes a breath and begins cackling. Apparently, he lost a drinking game to a Vistani the better part of three decades ago.
8 The bones of a man laid out in order of largest to smallest, each crack neatly in half
9 A man buried to his waist in the dirt, over a dozen raven heads sticked onto the stump of his neck
10 An impossibly large songbird which has been gutted and tanned into a long-disused tent. It's feathers make for excellent waterproofing, however
11 A naked man, his pelvis and head cut off with their positions reversed
12 A dusk elf, his ears missing and weapons purposefully broken
13 A headless horse, the legs of which bearing at least three extra joints each
14 A woman, her limbs cut off and arranged about the torso to resemble a hand with the head as a thumb
15 A pile of bones arranged like the wood in a firepit. It's clearly been used, charcoal littering the ground beneath it
16 A man with a heart-shaped hole carved through his chest
d20 Deceased
17 A man whose eyes have been removed, chicken beaks embeded over the sockets, each filled with his fingers
18 A mummified Druid seated in the lotus position. Despite the corpse's obvious age, it doesn't appear to be rotting or picked at by scavengers
19 A man hanging from a tree by his leg, caught in a rope snare trap
20 A leg caught in a hunting trap. There's no signs of the rest of the body
Druid or Hag Fetish
d20 Fetish
1 Age worn-grave stones have been placed among the treetops
2 A tree has been chopped down, and what remains has been carved into a human heart above the stump
3 A very long red satin ribbon tied around a tree
4 Staircase
5 Gorey meathooks hang from the tree branches, clanking like vile windchimes
6 A tripwire with small bell attached to the other end which tinkles when tripped
7 19 daggers stuck in a tree trunk making a smiley face
8 A bird's nest filled with glass doll eyes
9 A long-dead Vista-Chiri bird nailed to a tree trunk
10 An entire taxidermied horse
11 A heap of broken pottery
12 A long line of bricks setup like dominos
13 A snake, the length of which has been tied into knots
14 Voodoo doll-like constructs of sticks and woven weeds hanging in the trees
15 Nine lizard heads mounted on sharpened stakes in a circle
16 A jangling, rattling web of sticks, metal pieces and stones stretched between two trees
17 Many snakeskins sewn together as if to bite their own tails
18 A collection of moths pinned to trees, carpeting them in drab colors
19 Many piles of wet, mouldering hair shaven off animals
20 A satyr-like construct of ivy, vines and poison oak plants
Hidden Bundle
d12 Bundle
1-6 This leather sack contains a set of common clothes
7 This leather sack is empty
8 This leather sack is open and clearly rifled through. It's is filled with a set of common clothes, though the boots, belt, and other valuables are missing
9 A small pouch of coin containing 1d20 ep & 1d10 cp
10 This chest contains 4 bottles of wine, a set of fine clothes, a rapier, a dagger, and a coin pouch containing 3d12 gp
11 This chest contains 20 rations, 1d20 of which have spoiled
12 This leather sack contains 1d12 quivers, each filled with 20 arrows, and 1d12 longbows
Occult Occurrence
d100
Occult Occurrence
1-2 A can on a length of string trailing off into the mists. Speaking into it causes a distorted, indecipherable young girl's voice to be heard on the other end, though no one can be found at the other end
3-4 Your footsteeps make reverberating noise in the ground, as if the land were hollow
5-6 A wild-eyed stag fighting the decapitated head of another. It's screams are terrifying the deer
7-8 The player with the highest Passive Perception notices ragged sack dolls with stone eyes sitting in the trees. They won't move, and are easily destroyed. Further down the trail, they reappear, slightly more realistic, becoming duplicates of the players with leathered skin and crude replicas of their major items. Then, when seen again, major clothing replicas, hair, proper stature, etc. Eventually, when fully realistic, the first person to discover them sees one of the dolls push their replica - wearing a noose - off the treebranch, where it swings. The dolls fail to reappear again.
9-10 You come across a straw-man like creation, stuffed with human feces instead of straw, with teeth, hair, and appropriate details taken from a real person
11-12 Thick mist covers the ground, cutting off into a mirror-like swirling surface. Putting your head inside allows you to hear screams & pleas for mercy
13-14 Someone has sharpened the branches around the trail in the forest, so that the trail is surrounded by sharp points.
15-16 The shadows of the trees are humanoids writhing in silent agony
17-18 As you go to step on a puddle, a hand reaches up from it's black depths to support your weight. You reel back, and find it's gone. The hand will not reappear
d100
Occult Occurrence
19-20 A dog with a fancy collar appears to lead the party to an area of disturbed dirt and begins to dig it up. Upon closer inspection the party finds the body of a small girl holding a leash that looks quiet similar to the dogs collar. When they turn to examine the dog, he is nowhere to be found
21-22 A hooded figure sits on stump, completely unresponsive to attempts to communicate with it. If touched or attacked, it explodes into a swarm of spiders clambering over ruined spidersilk
23-24 A Raven sits in the trees, repeating the words, "Gods, what is that?!"
25-26 A large head-sized knot in a tree resembles a human face. Wait! The eyes are real: wide, staring, terrified eyes! They look at you as you approach, flicking to each person that talks. But they cannot blink (so cannot communicate in that way), but constantly weep a watery sap
27-28 The group encounters a 50 ft. diameter Sphere of Magical Darkness, with no logical reason as to it's existence. Persons unable to see while inside the Darkness hear whispers & chattering, and receive 1d6 Slashing damage at the end of each Round. Persons able to see inside the darkness don't suffer these effects, but note nothing is attacking the others, instead the wounds manifesting onto them with no apparent source
29-30 This stretch of woods is petrified in place and time, completely silent and perfectly still. Anyone touching anything but firt or stone find it hard as steel and completely unmovable. Grass or leaves, for example, might damage them, transmuted into razor-sharp blades. There are birds and other animals in the forest, but they too are as still as statues
31-32 At the end of a Long Rest, the group find themselves floating 10 ft. in the air. Getting down is difficult, but ends the hovering effect
33-34 The next person to open their pack or other openable finds a bloody, severed head inside. Once held, it screams, and bursts into moths
35-36 The group suddenly find themselves surrounded by footprints, and notice small disturbances in their pack's organization, though nothing's been stolen. This occurs thrice more
37-38 Someone notices eyes glittering in the dark at them. Anyone with Darkvision can make out an indescerable shape. Whne light is shone towards the watcher, nothing is there
39-40 The group suddenly realizes all the background noise is gone, not even the crunch of gravel underfoot or rustle of trees remains. They can still vocalize as normal. After a moment, the area is filled with forest howls, screeches and buzzing so loud it deafens them. When able to hear again, the forest is back to normal
41-42 The forest path becomes even more narrow and overgrown. Looking down the tunnel-like trail gives the group vertigo and puts them off balance. Shadows appear to move and they begin to feel like they're just going in circles
43-44 The group hear footsteps echoing theirs, slightly behind, but the path is empty. Anything they call out is repeated back with missing syllables, as if the voice is in pain
45-46 During the party's next Long Rest, each person awakes to find a large meat hook placed carefully to dangle over their stomachs
47-48 Each time a party member attempts to light a fire on the forest floor, there is a sudden hissing and smoking from the ground immediately around them. Little red lines appear like veins in the earth before fading to blackness
49-50 The hedges and grass to the side of the trail has strange burn marks on it, almost exactly in the shape of men
51-52 Someone has sharpened the branches in this part of the forest, liable to tear and skewer unwary travellers
53-54 The trees around the group begin to whip and lash as if buffeted by strong winds, though the wind is only a faint breeze. Upon closer inspection, the shadows cast by the trees show humans writhing in silent agony
55-56 The group watches as a toad begins to tear itself apart, bodily inverting itself, expelling it's bone, before ribbiting away
57-58 The group encounters a mud idol with shrimp-like features
59-60 The trees are coated in snot-like slime
61-62 Water trickles from the heart of a rotting tree, it's contents putrid but potable if anyone drinks from it
63-64 All color is leeched from the world in this area, and staying for too long causes it to rub off on members of the group. Sunlight or the Spell Remove Curse removes this effect
65-66 The air becomes cold and humid. Touching any resulting condensation causes the skin to become numb
67-68 A random member of the group suddenly begins to sweat blood until they finish a Long Rest. Each hour of labor they undertake causes them to receive one level of Exhaustion from bloodloss
69-70 The group comes across a cottage in the woods belonging to a friendly woodsman and his wife. They provide food and shelter for the night. When the group awakes they are in the burned down ruins of the cottage with the skeletal remains of the farmer and his wife reaching desperately for them
71-72 By some trick of the eye, the forest floor seems to twist 180 degrees as it extends toward the horizon. The group has Disadvantage on Survival Checks for the next hour
d100
Occult Occurrence
73-74 Ants begin to crawl from a nearby tree as if it's sweating blood, and they disappear into the seam at the bas eof the tree between the bark and the forest floor
75-76 A stone is thrown at the group, though it's source isn't apparent. Stones will continue to be thrown at them until they decide to ignore it
77-78 Mist forms across the forest canopy and begins to drip like wax
79-80 The group spots a fox, which glances at them. They see dozens of fat, wriggling leeches writing out from underneath it's eye lids as the fox begins to escape
81-82 "Is no fun, is no Blinsky!" tags litter the forest floor, leading toward their destination. Tags continue to appear seemingly at random as the group explore their own individual inventory
83-84 A pumpkin rolls into the group, carved with "It's in the MIST"
85-86 The group's packs begin to smoke. Opening them to find the source reveals any holy symbols they're carrying to be the cause, or if none are present, the sudden appearance of them
87-88 Dust begins to pour out of the group's shoes, endless and without cease
89-90 Fruit growing on a nearby tree begins to explode loudly, like gunshots
91-92 A random Wildlife animal appears, jumping from tree branch to treebranch. It's been skinned alive, but doesn't seem to care
93-94 The forest floor begins to bulge, as if something were burrowing under the turf like a blanket. It follows the group, but leaves off after awhile
95-96 Crows swoop overhead, dropping Turtles on them. This kills the turtles instantly
97-98 Stepping into a small stream, the individual finds it's far, far deeper than it appears, sinking fully to their pelvis in rushing water
99-100 The moon blinks at the group
Trinkets
d100
Trinkets
1-2 A twine necklace featuring a jar containing a pickled snake
3-4 A honeycomb carved intricately from marble, polished to a fine sheen
5-6 A tiny pair of gloves, just large enough to fit over your thumbs
7-8 A dwarven brass puzzle box. After a successful best of 9 Skill Challenge, making one check per day, the box opens, revealing a crystal with a message engraved in deurgan saying "So, you think you're smart do you? Fuck off."
9-10 A black robe
d100
Trinkets
11-12 A hunting horn
13-14 A broken lamp
15-16 A rusty weapon
17-18 A rusty shield
19-20 A rusty horseshoe
21-22 A birdcage
23-24 A whip tied in a hangman's noose
25-26 A tortoise shell
27-28 A cask of lantern oil
29-30 A small drum made form a dried gourd
31-32 A geode (worth 5gp)
33-34 A hefty rock which acts like a magnet
35-36 A white opal mask
37-38 An ivory pipe & pouch of mellow. When packed, the pipe lights itself
39-40 A ring. If placed on a finger, it begins to swell and become bright red as it swells with blood. Maybe it's not meant to go on the finger?
41-42 A petrified mouse
43-44 A rotting garlic wreathe, featuring garlic flowers as the twine
45-46 A coin purse. Opening reveals the set of teeth sown into the opening like dentures
47-48 An hourglass in which the sand flows upwards
49-50 An empty wine bottle filled with dead spiders
51-52 A ball of yarn
53-54 A live, flopping, dirt-&-grass-covered fish
55-56 A partial wheel of mould-suffused cheese
57-58 A wooden ladle
59-60 A drifting pile of hand-shaped leaves
61-62 A pearl necklace (20gp)
63-64 A cup with a tongue as it's handle, retreating into a realistic mouth near the top
65-66 A mink coat, slightly worn & dirty (worth 3gp)
67-68 A set of white leather gloves featuring ivory fingernails
69 Player's Choice
70-71 A brass symbol of the Evening Glory
72-73 A pentagram of Asmodeus made of twigs
74-75 A silver symbol of Father Night
76-77 A broken wand of some sort
78-79 A random Pack missing one of it's components
80-81 A decapitated Wolf head
d100
Trinkets
82-83 A wooden hand with the ring finger inexplicably missing
84-85 100 ft. of rope tied into a massive spider shape
86-87 A silver wire hexagon of Rednevorg
88 A boot with gorey foot still inside
89 A little black book that records the dreams of anyone who keeps it
90 An elvish skull with elongated canine teeth
91 An unusual brass coin depicting a Raven or Crow on each side. When flipped, it remains suspended spinning in midair until grabbed
92 A set of dining ware laid out elegantly on the ground, as if for a formal banquet. The silverware as carved with humanoid figures eating eachother's limbs, while the plates feature genitals oozing slime and the cup a set of deathly fingers crawling from it's interior
93 A sturdy leather cord featuring a knot which writhes when touched
94 A brass replica of a feather quill
95 A Dire Whiptail Centipede's husk
96 A cello which plays itself on the night of a new moon
97 A massive hunk of amber carved into a humanoid moth, now broken
98 A d20 made of crystal that when rolled projects the image and sounds of a peaceful night sky, it's constellations determined by the number rolled
99 Teeth. Hundreds and hundreds of teeth in a clothe sack
100 DM's Choice

Forest Creature Tables

Forest Wildlife (Fall)

d100 Number Creature Time Active
1 1 Acid Leaf Patch B
2 1 Antlion B
3 2d6 Aurochs D
4 1d2 Badgers B
5 1d12 Bats N
6 1d2 Black Bears D
7 1d2 Boar D
8 1 Carrier Pigeon D
9 1d2 Carrion Crawlers B
10 1d20 Caterpillars B
11 1d2 Chipmunks D
12 1d12 Cockroaches B
13 1 Coyote D
14 2d4 Deer N
15 3d4 Ducks D
16 1 Eagle D
17 1d6 Earthworms B
18 1d4 Elk D
19 1 Falcon D
20 1 Fox N
21 1d4 Fruitbats B
22 1d2 Gaggles of Geese D
23 1d2 Gopher D
24 1 Hawk D
25 1d4 Hedgehogs N
26 1d2 Honeycombs D
27 1 Jackelope D
28 1d2 Leaf Bugs D
29 1 Lizard B
30 1 Lynx N
31 1d4 Mice B
32 1d2 Moles B
33 1d4 Moths B
34 1d6 Mountain Goats D
35 1 Newt N
36 1 Owl N
37 1 Peacock D
38 1d4 Pheasant D

`

d100 Number Creature Time Active
39 1 Porcupine N
40 1d2 Rabbits B
41 1d2 Raccoons N
42 1 Porcupine B
43 1d2 Rabbits D
44 1d2 Raccoons N
45 1d4 Rats B
46 1d2 Schnapps B
47 1d4 Shrews N
48 1 Skunk B
49 1d2 Stick Bugs B
50 1d6 Snails B
51 1 Snake D
52 1d4 Songbirds D
53 1d4 Squirrels D
54 1 Swarm of Ants B
55 1 Swarm of Bees D
56 1 Swarm of Army Ants D
57 1 Swarm of Common Ants B
58 1d2 Swarms of Bees D
59 1d2 Swarms of Common Beetles B
60 1d4 Swarms of Crickets N
61 1d2 Swarms of Butterflies B
62 1d2 Swarms of Ducks D
63 1d2 Swarms of Dragonflies B
64 1d4 Swarms of Fireflies D
65 1d2 Swarms of Grasshoppers D
66 1d2 Swarms of Songbirds D
67 1 Swarm of Moths N
68 1 Swarm of Pest Insects D
69 X Player's Choice
70 1d4 Ticks B
71 1d2 Toads N
72 1 Tortoise D
73 2d4 Turkeys D
74 1 Venomous Snake D
75 1d4 Venomous Spiders B
76 1d4 Vultures D
d100 Number Creature Time Active
77 1 Weasel B
78 1d2 Woodpeckers D
79 1d2 Wood Frogs B
80 1d2 Lost Baby Animals B
81-85 1d2 Lost Pack Animals B
86 1 Lost Pet B
87-97 X Dire Wildlife
98-99 1 Dread Wildlife
100 1 Albino Wildlife

Forest Combat (Fall)

Easy Combat
d100 Number Creature
1 2d4 Thieving Raccoons
2-3 1 Hunting Trap
4-5 1 Patch of Violet Fungus
6 1 Skeletal Wildlife
7 1d2 Crawling Claws
8 1 Crazed Commoner
9-10 1d4 Stirges
11-12 1d4 Hangman Possums
13 1 Dire Porcupine
14 1d6 Fruitbats
15 1 Krenshar
16 1 Dire Jumping Spider
17 1 Dire Wolf Spider
18 1d2 Flying Swords
19 1 Ankeg
20 1 Spectre
21 1 Shade Spider
22-23 1 Will-o-Wisp
24-25 1 Swarm of Tropical Leeches
26-27 1d2 Swarms of Centipedes
28-29 1d2 Swarms of Cockroaches
30-34 1d2 Swarms of Common Bats
35-37 1d2 Swarms of Common Flies
38-39 1d4 Swarms of Common Fly Larvae
40 1d4 Swarms of Common Spiders
41-45 1d2 Swarms of Crows
46 1d4 Swarms of Dire Common Fly Larvae
47-48 1d2 Swarms of Greater Bats
49-53 1d2 Swarms of Rats
d100 Number Creature
54 1d2 Swarms of Ticks
55 1d2 Swarms of Tropical Centipedes
56-57 1d2 Carrion Crawlers
58 1 Ogre Spider
59-60 2d6 Vultures
61-63 1d4 Scarecrows
64 1d12 Bandits
65-66 1d6 Dire Rats
67-68 1d2 Strahd Wights
69 Player's Choice
70-71 1d4 Swarms of Twig Blights
72 1d8 Acid Leaf Blights
73 1d4 Moss Blights
74 1 Shambling Mound
75-89 3d4 Wolves
90-99 1d6 Dire Wolves
100 1 Flameskull
Hard Combat
d100 Number Creature
1-4 1d4 Will-o-Wisps
5 2d6 Will-o-Wisps
6-8 1 Grey Ooze
9 1 Ankeg
10-11 1d4+1 Carrion Crawlers
12 3d4 Dire Vultures
13-14 1 & 2d2 Dire Wolf Spider & Spiderling Swarms
15-17 1d2+1 Swarms of Twig Blights
18-20 1d4 Moss Blights
21-22 2d4 Acid Leaf Blights
23 1d2 Rot Blights
24-25 1 Wolf-In-Sheep's-Clothing
26-29 2 & 2d4 Needle Blights & Twig Blights
30-32 1d4 & 1d6 Vine Blights & Twig Blights
33-35 1d2 & 1d4 Pollen Blights & Needle Blights
36-55 2d6+4 Wolves
56-68 1d6+5 Dire Wolves
69 1 Player's Choice
70-71 1 Black Pudding
72-74 1d4+1 Shadows
75 1 Banshee
76 1 Dread Owl
77 1 Treant
d100 Number Creature
78-80 1 Hangman Tree
81-82 1 Spectre
83 1d6 Spectres
84-86 2 Druids
87-89 1 & 1d2 Druid & Swarms of Twig Blights
90-91 1 & 1d6 Druid & Berzerkers
92 1 Vampiric Mist
93-96 X Dread Wildlife
97 1 Dire Whiptail Centipede
98-99 1 Quickwood
100 X DM's Choice
Cruel Combat
d100
Number Creature
1 Roll twice
2 1 Allip
3-7 1 & 1d2 Druid & Rot Blights
8-10 2 & 1d4 Druids & Rot Blights
11-12 1 Wraith
13 1 & 1d6 Wraith & Spectres
14 1 Hag
15-24 1 Roc
25-31 1d2 Vampire Thralls
32-36 1 Swarm of Flying Blades
37-38 1 & 1d4 Banshee & Will-o-Wisps
39 1d2+1 Banshees
40-42 1 Rahadin
43-68 3d6 Dire Wolves
69 X Player's Choice
70-76 2d6 Timber Wolves
77-81 1 Werewolf
82-91 1 & 2d6 Werewolf & Wolves
92-93 1 & 1d4 & 1d8 Werewolf & Dire Wolves & Wolves
94-96 2d4 Werewolves
97-98 1 Witchfire
99 1 Argynvost
100 X DM's Choice, B-b-Bitch

Landmarks

  • The skull of a giant
  • Heartfelt Disagreement
  • Dolly
  • Top hat petrified man
  • Skeleton made of glass
  • A abnormally large and oddly pale brown tree where the branches are twisted, and the leaves are a sickly saturated green color. At the base of the tree lies a blood stained alter that the roots of the tree have grown around it and now hold it in place. The base of the tree as well as the ground around the alter are permanently stained a deep red. If the tree is cut, a thick blood sap seeps out of wound. If a creature is sacrificed on the alter, the blood pools near where the roots touch the alter and are absorbed while what appear to be veins appear on the tree that go up into the branches.
  • Moon's Egg - It’s a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch.
  • Carrot Forest
The Hanged Man

A crude wooden post has been hammered into= the ground by the side of the road. A skeleton has been nailed to it by the hands, and hangs down, feet barely scraping the floor. Ravens pack at the bones, perhaps hoping to uncover some remaining morsel of flesh from the remains.

This poor soul was nailed to the post after being falsely accused of witchcraft by neighbors. The Specter still lingers around the body, but cannot be roused unless someone tries to disturb the remains, at which point it reacts with unreasoning violence.

Something in the Water

A lilting refrain meets your ears, carried across the waves. Walking on the surface of the water, a dirty figure in grey rags is singing at the sky. The words are guttural and harsh.

The druid is singing a song in abyssal. Those who understand the language can decipher phrases of it, revealing it to be a distorted incantation of summoning. If allowed to finish his working, whatever he is attempting to summon does not appear. Then, he is dragged below the surface of the waves with a shriek by something unseen. He does not resurface.

MAGIC

There is a rumble, and then an eruption. Through the earth, a crazed old man in a battered wizard hat bursts with giant mole hands. “MAGIC!!” he cries, before turning into a centipede and scuttling off northwards.

The Mad Mage of Mount Baratok can turn into any animal he desires, but prefers ones that cause an impact, so he can shout MAGIC and then leave to cause trouble elsewhere.

Recognition

There is a pale, translucent hand on your shoulder. A rotting, flickering face is peering intently into yours. “Don’t I know you?” it says, with a hopeful tone.

This ghost is lost, and hoping someone can tell it who or what it is. The ghost is very gullible and believes whatever it is told. Each morning, it has to be re-informed of its ‘identity’. Failing to give it an identity causes it to become angry.

Heartfelt Disagreement

Two ghostly warriors are standing two feet apart, bickering. Moldering skeletons lie at their feet. “You go,” barks one. “No, YOU go,” responds the other wearily. It seems they may have been stuck in this rut for some time.

These two phantom warriors have been arguing for centuries about who should be the first to leave their bodies behind and pass onto the afterlife. Eventually this argument became rote, then habit, then the only thing they remembered. Neither can recall the reason for their row, just that it’s the only thing they have left.

Dolly

A ragdoll has been discarded in the mud. It looks like it’s been trodden into the dirt and forgotten.

This tiny servant (see the spell) was created by Morgantha in a moment of idleness, and given to a family who failed to pay their bills. The doll, a poorly woven burlap poppet, was built to lure the children of the family away from their parents towards the windmill. The doll, once it has been picked up, tugs and pulls (weakly) any humanoid it meets in the direction of the Old Bonegrinder.

Are You My Mummy?

Something is shuffling towards you on the trail. It’s small, no larger than a baby, with a bleached bone skull sporting a large single large eye socket. It reaches up hands plaintively, and rasps “Mama?”

This Tiny skeleton is all that remains of a deformed child left to the wolves by a heartless mother unwilling to care for it. The skeleton has wandered the outskirts of Barovia ever since, and wants only to be cared for.

Bat Man

There is a flutter of a cloak, and something emerges from the shadow of a tree. He is ragged and wearing only a thick black cape. He is also hanging upside down from a branch with a wild-eyed expression.

This druid lives in the tree with a swarm of bats he likes to think of as family. Alas, he is quite mad, and believes his true form to be that of a bat (he just hasn’t quite figured out how to transform into one yet). He mostly asks for berries or other fruit from passers-by.

Devil on a Stake

The players encounter Strahd having impaled himself on a massive tree, which he whittled himself with his claws. Though he initially plays dead, he soon scrabbles up unnaturally as he reaches behind him to push up & over the stake.

Dusk Elf

Rahadin shaves the hair off a dusk elf in the middle of the crossroads before Castle Ravenloft. At one point he knicks him, causing blood to spill through his hair, soaking the roots & streaming across the grey skin like blood on a butcher's block. Rahadin throws the hair onto the crossroads with a splat, citing it as an example to all Barovians not to betray Strahd.

 

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